Pathfinder RPG - Spheres of Power

September 16, 2017 | Author: James Gilbreath | Category: License, Derivative Work, Copyright, Trademark, D20 System
Share Embed Donate


Short Description

Base spheres of Power book...

Description

460372

Spheres of Power

4829466

4829466

460372

paizo.com #3539816, James Gilbreath , May 1, 2015

460372

paizo.com #3539816, James Gilbreath , May 1, 2015

4829466

460373

4829467

4829467

Spheres of Power

460373

paizo.com #3539816, James Gilbreath , May 1, 2015

Lead Designer Adam Meyers

Cover Art

Developers

Ben Wootten

Owen Stephens, Thomas Keene & Ryan Ricks

Interior Art

Book Layout & Design Rachel Meyers

Editing

460373

Jacob Blackmon, Full Page Art Gennifer Bone, Character Portraits Rick Hershey, Monochrome Images John Stevenson, Sphere Symbols

Rachel Ricks

paizo.com #3539816, James Gilbreath , May 1, 2015

4829467

460374

460374

paizo.com #3539816, James Gilbreath , May 1, 2015

4829468

4829468

460374

© 2014 Drop Dead Studios LLC Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, original artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Game Content for this product is identified as the mechanics, except for the material designated as Product Identity. No portion of this work other than material designated as Open Game Content may be reproduced in any form without prior written permission. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC. The Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

ii paizo.com #3539816, James Gilbreath , May 1, 2015

4829468

460375

460375

4829469

4829469

paizo.com #3539816, James Gilbreath , May 1, 2015

Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo. com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Spheres of Power and all other Drop Dead Studios product names and their respective logos are trademarks of Drop Dead Studios in the U.S.A. and other countries. All Drop Dead Studios characters, character names, and the distinctive likenesses thereof are property of Drop Dead Studios. This material is protected under the copyright laws of the United States of America. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class descriptions— is Product Identity. All other content is considered Open Game Content OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

460375

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it en- forceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

iii paizo.com #3539816, James Gilbreath , May 1, 2015

4829469

460376

460376

paizo.com #3539816, James Gilbreath , May 1, 2015

Funded through Producers

Archmage: Brian Jackson, Jeremy McIntyre, and Stefan “Bo” Martensson Jr Theurge: Ben Anderson, Elliander Eldridge, Mad Alchemist, and Ryan Thomas Blanchard

Conjurer: Devin Pigman, Eric Montgomery, Milton Murphy, Paul Banyai, and Peter W. Gordon

Bardic Sorcerer: Bryan Allen Hickok, Jeremy Kear, Michael Finigan,

Twin Greater Swag Lords:

Kimberly Burgess, Mark D Strahm, Milo MacManus & Ottis MacManus, and Shaun McMahon.

4829470

4829470

Backers

and Peter *LifescanX* Poulsen

Ultimate Collector:

Aaron Switzer, Andreas Turriff, Anish Hermon, AntHover, Archastrel, Ashley Shackelford, Becca Fraser, Ben Edwards, Brandon C Skipper, Brandon O’Brien, Bret Dixon, Brett Easterbrook, Brock Synnes, Angel Tarragon, Charles Town, Crane Laws, David Crutchfield, David DeRocha, Devin Rogers, Dick “Ozz” Voisine, Dustin Niepoetter, Eagle, Gaelen Karol, Horst Klinkenborg, Jairain, James Pontius, Jan Birch, Jason “Hierax” Verbitsky, Jeremiah Davis, Jeremy “SeeleyOne” Seeley, Jody Cline, Johannes Luber, Joseph Mason , Joshua Jenkins, Josip Dujmović, Kary “Realm Master K” Williams, Mathieu Bourgoin, Michael “Maikeruu” Pierno, Michael Garman, Michael Moore, Mike “Vwoom” Hammer, Nick Wihtol, Oliver Peltier, Paul Ryan, Philip Minchin, rectulo, Sam Wong, Samuel A. Lyons, Scott Kehl, Sid McFadden , Steve Davies, The Doerr Family, Travis Carpenter, Warren P Nelson, and William Perry.

Greater Swag Lord: , Alex Duden, Andrea

Martinelli, Bo Lehmann, Charlie Daniel, Christopher Adams - Syntrix, Conrad Dunkerson, Cris Folley, Jr., Daniel Nissman, Daniel Smits, David Lucardie, Dennis de Lange, Dennis Gregg, Dominique, Don, Beth, & Meghan Ferris, FX, Hugh Gorick, J. Quincy Sperber, Jack Brown, Jason Riek, Jon Messenger,

iv iv

Katherine Provance, Michael Lonon, Peter Engebos, Rea Wolf, Richard Libera, Scott Maynard, SilentKror, Timothy B. Marshall, Todd Laughlin, Ultharwe, Vicente Cartas Espinel, Winthrop Wilcox, and Zach Ortmann.

460376

Twin Soul Weavers: Aaron Clites, Bobby McGuire,

Collin&Ross, Jason Hewett & James McGowan, Jeremy Miller, Jesse Gates, and August Brissey, The McGuire Clan, and William Akin.

Swag

Lord:

AJ Carruthers, Boyd Stephenson, Christopher Chung, Christopher Hill, Craig Johnston (flash_ cxxi), Damien Radisson, Dan Wentzel, Dennis Stewart, E Bordeaux, Edwin Frerichs the Third, Gabriel, Garcia Emilien, Geoffrey Ford, Jason Jensen, John Young, Joseph, Justin P. Sluder, Keith Preston, Martin Blake, Michael G Townsend, Paulo M Djordjevic, Ryan Oxley, Stephanie Wagner, Trampas Whiteman, Wade Geer, and Wayne Kostencki.

Twin Wizards:

Aaron Holding, Alex Blair, Alfred Frendo-Cumbo Jr., Benzil, Brendon Parker, Christopher Szynkowski, Connor Lynch, David J Rust, David Mullins, Jerry Castaldo, Mark Sierens, Paul Thomas Mountford, Peter Allan & Christian Malleck, Robert Hobby & Jeff Hobby, Stephen Carter and Scott Kyrish, and Zachary Forsythe.

Soul Weaver:

A. Michelle Simmons, Aaron Croy, Adam Jacobsen, Alan-Michael Havens, Andrew Clucas, Andrew Gray, Andrew Hauptman, Ben, Ben Buckner, Blitz

paizo.com #3539816, James Gilbreath , May 1, 2015

4829470

460377

460377

4829471

4829471

paizo.com #3539816, James Gilbreath , May 1, 2015

Tiger, Brett Griggs, Brett Mikuchonis, Brett Walsh, Brewe, Brian Tetirick, Carlos Figueroa, Clay Pelon, Conner Glover, Cory Welch, Coyotekin, dallunb, dan h, Daniel Crook, Darryl Hambly, Dave ‘Wintergreen’ Harrison, David Fogarty, DualShadow, Ed Kowalczewski, Eric France, Erich Salvesen, Erik A Giberson, F. Emond, François Emond, Frank and Karen Amaral, Fred Bagley, gumboots_smithy, j. e. bean, J.R. Fortin, Jack Sheldon, James Adams, James Breach, James Holt, James Keener, James Krolak, James P Richardson, James Smyth, Jason Shuey, Jason Templeton, Jeff Rosenberg, Jeffry Rinkel, Jeremy Tuck, Jim Reader, Joe Medica, Joe Thater John Buckley, John Geyer, Joseph Allan Andersen, JuliusderBastler, Justin Michael Boese, K. Verbaant, Keith Mosher, Kevin Cartee, Kyle McCarty, Laithoron Aernelóth, Lazarus Acteon, Lee Perry, LordNightwinter, Loriean, Mark A. McCormick, Mark Featherston, Mark Weiher, Martin Hamilton, Mathew Irizarry, Matt Kava, Matthew “AbyssalToaster” Anderson, Michael Anthony Cotignola III, Michael Pietrelli, Mike and Jess Doerrler, Nicolas Desjardins, NorseK, Palak Shah, Pascal Bouchard, Paul, Paul Wilson, Pekka Lähteenmäki, Peter T Schulte, Ralph Reinert, Ray Brooks, Richard M Sykes, Rob ‘Wolfthulhu’, Rob Belkowski, Roger Paulo Soder, Scott Kling, Sean H Birge, Shadizar (RWoods), Silvan Fricker, Stefan Krannich, Stephen B Keith, Steve Gruis, Steve Luke, Steve Schwai, Steven Blewett, Steven Jefferson, Stoakley Lloyd, Ted Lee, Tim Brehaut, Timothy Graham, Timothy H. Ott, Sr. & Family, Trevyn Hey, TriOmegaZero, Tyler Brenman, Vincent Kalman, Will Teets , Zachary Guder, and Zachary Hero.

Elementalist:

Airton Cesar Agostinho, Ben Walker , Bleeyargh, Brendan Weir, Bret Anderson, Buster Zlug Mølborg Erlingsøn, Camden Kammer, Chip, Chris Sanderson, Clawbane, Dal Porto, Daniel Ricks, Gary Kacmarcik, Greg Lang, gumboots_smithy, J. Michael Matkin, Jack Sheldon, James Fadavi, James Small, Jason Crook, Jason M. LaRue, Jay Estrada, JeanMichael D., John “King” Roberts, John Hollar, Keavin Hill, Lee Hulbert, Magus, Mark Knights, Martin Severin Jensen, Matthew Siadak, Matthew Stanton, Michael Hart, Michael R. Snow, MiniMajik, Nate Daugherty, Nathan Martin, Orphen, Øyvind Kittelsaa, Phillip Heaton, Phillip Marashian, Rene Hernandez, Ross Thompson, Ryan Sander, Sean Holland & Tyche’s Games, Steve “Slipperboy” Donohue, Steve Johnson Tealus, Thaine Hepler, Thomas Brown, Thomas Diener, Will Satzinger, William Rodriguez, and Xday.

Wizard: Adam Steffes, Alai, Alexander Kluding, Alexander

R. Corbett, Andrew Shultz, Anton Wood, AokoKaze, Benjamin Meck, Bill (The Bear) Heritage-Smith, Blake Inouye, Bob Galley, Bobby Nichols, Brandon Slaten, Brian A Green, Brian Wells, Bruno Alves Marques, Bryce Vails, Burt Silva, Carl L

Gilchrist, Casey Conner, Charles Otlowski, chris, Chris Brong, Chris Dron, Chris Fee, Chris Mortika, Christopher Mathieu, Chuck DeVries, Chuck Hinrichs, Cory Burma, Cory Hughes, Cory Hughes, Craig “Stevo” Stephenson, Curtis Shephard, Damien Brunetto, Dan D., Daniel Bryan, Daniel Miller, David Brennan, David Headquist, David J. Parker, David Nielson, Derek Brown, Derek Getz, Devon W., E. Christopher Lloyd, Elisabeth Espiritu, Faelias Dracon, Frank Carr, Gavin Halldorson, Gideon Glass, Glenn Berry, Gulliver, Hiatea, Ivo Blackrazor, J. Walker, James May, Jeff Threatt, Jens Johansen, Jeremy Stone, Jesse L Bigenho, John Rondeau, Jon Brumfield , Jonathan Eisenhauer, Joseph Dubie and Josh Short, Josh Louie, Joshua , joshua davenport, Katy Richard, Keith Davies, Keith M, Ken “Professor” Thronberry, Ken Laird, Kenneth F Perez, Kevin Templeton, Kimmo Kalske, Kris Jutzi, Lars Emil “TheHolyMage” Nielsen, Laruuk, Leif Bergman, Lyzard, Matthew Hartwell, Matthew Kury, MaxMahem, Mezanth, Michael Eaves, Michael Schell, Mitch Christov, Mitchell Osborne, Myles C. Allen, Paul Arington, Peter Chon, Philippe Niederkorn, Quothe, r r michael humphreys, Raymond Finch, Rednal, Robert Haubenstricker, Romain Darmon, Ron Schmidt, Rooney Smith, Ross Simpson, Russ Luzetski, Ryan Weis, Sam Stoute, Sandro Thalmann, Sandro Thalmann, Sean Eustis, Sean Sanders, Seth Wilcox, Sham Suri, Shawn Janzen, Skyler Weaver, Spencer Brint, Spencer Davis, Spookdragon, Stephen Griffith, Steve Lord, Steven J. Fader, the Zimbas, Thomas Veilleux, Tim Hernandez, Tim Mushel, Timaoh, Tobias Dworschak, Travis Stodter, Trseratt, Wesley Strey, Wikijesus, Williamoak, Wm Jay Carter III, and Zherlthsh.

PDF

Summoner

and

460377

Spellslinger:

Aaron Alberg, Aaron O, Aaron Scott, Aaron Segal, Adam “WhirlwindMonk” Bednarek, Adam Elliott, Albert Rigo, Alex Baumgartner, Alex R., Allan Hill, Andrew Parran, Andrew Wilson, Anthony S. Evangelista, Antonio Martorell, Ariel Weis, Atiran Tares, Atramagus, Austin T., Avi Hecht, Azriel, B. Beverungen, Baldorien, Bambisauce, Bill “Wystan” C., Bill Ashbaugh, Bob Huss, Bobby Jennigs, Brandon Masters, Brian “Nitehood” Johnson, Brian Coss, Brian J. Burke, Brian Summers, Bryan Christian, Carl LeCompte, castellanash, Cauldron Moose, Chad ‘Skrymir’ Hughes, Charles E. Schindler, Jr., Charles Myers, Chris Bauer, Chris Burns, Chris Heilman, Chris Trevino, Christopher Rowe, Christopher Rowe, Christos “+5 toaster” Gurd, Cody Alexander Martin, Coleman Kolb, Cortney Sauk, Craig Coxson, Crowfeathers, Dag, Dale Norman, Dan “Quas’thelin” Ward, Dan Anderson, Daniel “Deathcon” Anderson, Daniel Gray, Daniel Hager, Daniel Heneghan, Dave M., Dave Tomczyk, David E Mumaw, David Fagerstrom, David Goldstein, David Harrison, David

paizo.com #3539816, James Gilbreath , May 1, 2015

v v

4829471

460378

460378

paizo.com #3539816, James Gilbreath , May 1, 2015

Pier, Denys van den Berg, Derek Burge, Devin La Salle, Dodgy Farmer, Don Cerio, Donna Nutter, Douglas P. Fields, Jr., Dwarf, Eggtooth, Emelyn Carroll, Eric Lehan, Eric McClanahan, Eric Prister, erick figueroa, Erik Saltwell, Étienne De Sloover, Fabio Ticconi, Fimbul, Francis Richardson, Frank Gawryla, Franz Lunzer, FrictorOTS, Gabriel “Pepipawa” Kuri, Gabriel Hesson, GenericD, George Panopoulos, Gnomemullet, graham fear, Grant D Ruhoff, Grant Lindsay, Grausum, Greg, Greg Krywusha, Guillermo Santiago, Gullven, Guy Thompson, Gythi, H&M Pumple, Hamish Thomson, Harrison Snodgrass, Hugo “Keeper” Mardolcar, Ike Ellsworth, Imban, ixokai, J. Edward Casteele, J. Schultz, Jack Gulick, Jacob Shapiro, Jadher Machado, Jaime Garmendia, Jake Raynolds, James the Deity, Jamison, Jan Egil “Jedidiah Curzon” Bjune, Jason F. Broadley, Jason Gassel, Jason M. Black, Javier Machado, JD Stocksett, Jeff Persson, Jenevieve “Tasha” DeFer, Jeremy Seow, Jerold Yocom, Jerry Aunspaw, JF, Jill and Rob, jinx7027, Joe Dunham, Joe Fusion, Joerg Gering, John “johnkzin” Rudd, John Cobb, John Groszkiewicz, Johny Woller Skovdal, Jonas Karlsson, Jonathan Howard , Joshua F. Knowles, Joshua Slane, Justin Dugas, Justin McDaniel, Justin Mohn, Kahz, Kai Salmon, Kai Wolf, Kari Ward, Ken (Reyder) Andrews, Ken Hilf, Kevin Conway, Kevin Shilling, Kris Knives, Kronno, Scion of Zuko, Kyle Ballard, Landvaettir, Lapsed Pacifist, Lectral, Lee C., Lester Ward, Link Oberg, Lord Anubitz, Maplesnuzzles, Marc Margelli, Marco “_Journeyman_” Bignami, Martin Nichol, Matt Lugo, Matthew Winchester-Arlow, Michael C, Michael D. Blanchard, Michael De Rosa, Michael Miller, Michael Pelletier, Michael Ross, Michelle Scott Roark, Michiel Nankman, Mikael Assarsson, Mike Carmody, mindlord, Morlane, NarfMann, Nathan Jack, Nicholas Sturm, Nick Lee, Nick Poland, Nora Hailey, noty, Oliver von Spreckelsen, Olna Jenn Smith, Patrick Prince, Patrick Schweicher, Paul Benjamin, Philip Grassie, Phillip Ash, powerful hallucinogens, Quothe, Ralph Miller, Randall, Randall McNallen, RandomOne Sagritalo, Raven Pomper, redsixwing, Requeim, Richard Kirby, Richard N, Rick Hewitt, Rob Mayer, Robert Small, Rocky Williams, Rod Shelton, Russ Ventimeglia, Ryan Blackstock, Ryan Kent, S. R. Dreamholde, Sam Hing, Sam Wright, Samuel Munilla, Scathaigh, Scott Vandehey, Sean, Sean S., Shannon Spear, Shawn McMannis, Shaz, Simmy Sims, Simon* “h3rne” Hunt, Smurfy911, Sonny Barnette, Spencer Bowers, SSG Louis J. Bianco AKA Zimrok, Stephan Szabo, Steve Dodge, Steve Powell, Steven Oatney, Tad Duncan, Thierry De Gagné, Thomas Schellenberg, Timothy Baker, Timothy J. Karwatt, Tom Dale, Tommy Tramantano, Tony Miller, Trevor D. Oakerson, Troy “Wrongtown” Hall, Troy Wells, TTTTTTTT, Tyrrin, Vaughan Monnes, W Birchler, Warlich, Wes Uber, Wesley Martin, William Booth, William

4829472

4829472

vi vi

Stapleton, wraith808, YoMaBi, Yotam Haimberg, Zach Bertram, Zafri Mollon, and Zoldar.

Magician: A Foley, Albert Nakano, alexander, Alexander

Bjorn, Almonihah, Andrew Beauman, Andrew Hess, Andrew Hill, Andrew James Princep, Anthony Royle, Ari Stone, Arkane Loste, AxelMajere, Ben McFarland, Blake Jamison, Brady T. Chin, Brandon Blackmoor, Brian Bauer, Brian J Ratcliff, Brian Wing, Bruno Teixeira Maia, BSOD, Caleb Gillombardo, Chad Bartlett, Charles Scott, chris blondin, Chris Korfmann, Chris O., Chris Turner, Christian Dobson, Christopher S Ryan, Claus Olesen, Connor Christlieb, Craig Carter, Craig ONeil, Curtis Gibson, Damien Porter, Dan Ben, Dan S, dark2dawn, Darrick Dahl, DayDreamer, Dedstuff, Dik Bots, Dingleson, Dmitry Shkurko, Don Tucker, Doug “Dhomal” Raas, DY Verden, Edward Eldritch, Eric Baierl, Eric Hindley, Erin A. Kinser, Farmaduke, Floyd C. Wesel, François Boivin, Gareth Lewis, Garrick J Williams, Gideon Kalve Jarvis, Gregory Krakovich, GURPSGM, Hari Seldom, Ian Liddle, James Tomasino, Jared Meyer, Jason Aschberger, Jay Kint, Jeremy H. L.(DarkSkrypter), Jeremy Liu, Jerrin Strongblade, Jesse Anderson, Jesse Petersen, Jessica Trantham, Ji Atkinson, Jim Heath, John-Matthew DeFoggi, John-Matthew DeFoggi, Jon Preston, Jonathan Korman, Jordan Irwin, Jordan Peters, Joseph Gilbert, Justin C, Justin Thyme, Karl Taylor, Kevin, Kevin O’Toole, Kevin Rau, Kristopher Stein, Lawrence Eger, Lobster, Lod Marcannis, Logan Brock, M. Grancey, Marcel Zwiers, Mark, Mason M., Matthew French, Matthew P., Matthew Stigler, Mattison Bodini, Mike “Rhishisikk” Kochis, Myles L., Niadh, Nicholas Glavor, Nicholas Oquendo, Nick Esposito, Nova Wurmson, Patrick Ford, Patrick W., Paul Taylor, Phillip Hollweck, Rafael Dera, Randy Murnighan, Raven Daegmorgan, Relkin, Robert Daines, Salacar, Seth Swanson, Shane David Brown, Silver Games LLC, SilverWolf, Silvio Herrera Gea , Simon Collins, Sir Meta, SkrypterX, Slava J., SnowBouLe, Sparksol, SpikeRosered, TeichDragon, “They’re All Dead” Dave, Thomas Keller, Thomas Lucas, Tim Johnson, Timothy J. Watkins, Tony Howell, Tony Troskoski, Val Beyer, Yehuda Kossowsky, and Zachary “Quacky” Dearing.

460378

Apprentice:

Alex B Fafara III, Antifinity, Daniel Piasecki, Dmitry Shkurko, Gregory Pisano, J. Pintar, Jeff Smith, Lee Barklam, Nick Guido, Ninja Pigeon, Pamela Collins, Paul Pomykala, Paul Sharpe, Sam J, Seth Drebitko, Tokkan, and Zach Phillips.

Follower: Killstring, Shawn “Slate” Jones

paizo.com #3539816, James Gilbreath , May 1, 2015

4829472

460379

460379

4829473

Table of Contents Introduction...................................1 Basic Magic..................................7 Alteration.......................................... 10 Conjuration....................................... 14 Creation............................................ 18 Dark.................................................. 20 Death................................................ 22 Destruction....................................... 24 Divination......................................... 26 Enhancement..................................... 30 Fate.................................................... 32 Illusion.............................................. 34 Life.................................................... 36 Light................................................. 38 Mind.................................................. 40 Nature............................................... 44 Protection.......................................... 48 Telekinesis......................................... 50 Time.................................................. 52 War................................................... 54 Warp................................................. 56 Weather............................................. 58

Classes............................................63 Armorist............................................ 64 Elementalist...................................... 68 Eliciter.............................................. 70 Fey Adept........................................... 74 Hedgewitch....................................... 77 Incanter............................................. 85 Mageknight........................................ 92 Shifter............................................... 96

Soul Weaver....................................... 100 Symbiat............................................. 104 Thaumaturge..................................... 107 Archetypes ........................................ 110 Prestige Class.................................... 112

Table of Contents

4829473

paizo.com #3539816, James Gilbreath , May 1, 2015

Bokor.......................................................112

Advanced Magic............................115 Using Advanced Magic..............................116

Advanced Talents............................... 117 Alteration Talents.....................................117 Conjuration Talents..................................117 Creation Talents.......................................118 Dark Talents.............................................119 Death Talents...........................................119 Destruction Talents..................................122 Divination Talents....................................122 Enhancement Talents...............................123 Fate Talents..............................................124 Illusion Talents.........................................124 Life Talents..............................................125 Light Talents............................................125 Mind Talents............................................125 Nature Talents..........................................126 Telekinesis Talents....................................128 Time Talents.............................................128 War Talents..............................................128 Warp Talents............................................128 Weather Talents........................................130

460379

Rituals............................................... 131 Using a ritual............................................131 Ritual Books............................................131 Scrolls......................................................131 Researching Rituals..................................132 Mixing Spells & Rituals............................132 Converting Spells to Rituals......................132 Sample Rituals.........................................133 Optional Pricing.......................................134

paizo.com #3539816, James Gilbreath , May 1, 2015

vii vii

4829473

460380

460380

Table of Contents

paizo.com #3539816, James Gilbreath , May 1, 2015

Spellcrafting...................................... 136 Spellbooks...............................................138 Sample Spells...........................................138

Incantations....................................... 140 The Role of Incantations...........................140 Discovering Incantations..........................141 Using Incantations....................................141 Failed Incantations...................................141 Special Rules............................................141 Creating New Incantations .......................142 Sample Incantations.................................145

Player Options..............................147 Feats.................................................. 148 Casting Traditions.............................. 153 Sample Casting Traditions........................154 Drawbacks...............................................156 Boons.......................................................161 Multiple Traditions...................................161

Magic Items...................................163 Using Magic Items.............................. 164 Spell Trigger & Spell Completion Items.....164 Adjusting Wealth by Level.........................164

4829474

4829474

Crafting Magic Items.......................... 164 Quick Conversions............................. 164 Magic Talents...........................................164 Rituals.....................................................164

Item Creation with SoP...................... 165 Item Base Powers.....................................166

Miscellaneous Variables...................... 171 Talent-Based Magic Items.................. 171 Scribe Scroll.............................................171 Brew Potion.............................................171 Wondrous Items.......................................172 Craft Rod.................................................172

Using the System................................ 178 Example 1.................................................178 Example 2.................................................179 Example 3.................................................180 Example 4................................................180 Example 5.................................................180

Sample Magic Items........................... 181 Scrolls......................................................181 Potions.....................................................181 Wondrous Items.......................................182 Rings/Equipment.....................................182 Rods.........................................................183 Staves......................................................183

Using This Book...........................185 Customization..........................................186

Sample Worlds................................... 190 Shadows of Baine.....................................190 The Children of Ire...................................192 Everforge.................................................195 Stars of Mìngyun......................................197

Organizations.................................... 200 The Blue Cowl..........................................200 Whitecloud Monastery.............................202 The Bloodworks.......................................203 Beast Wardens..........................................204 The Artificer’s Guild.................................205 The White Lotus Cult...............................206

460380

NPCs................................................. 208

Appendix .......................................216 Skeleton and Zombies........................ 216 Animated Objects.............................. 217 Character Sheet................................. 219

Attribute-Based Magic Items.............. 172 Forge Ring................................................172 Craft Wand...............................................172 Craft Staff...............................................173 Craft Magic Arms and Armor....................175 Altered Weapon Special Qualities..............177 Altered Armor Special Qualities................178

Creativity and Custom Magic Items.... 178

viii viii

paizo.com #3539816, James Gilbreath , May 1, 2015

4829474

460381

460381

4829475

Chapter 1

Introduction Fourteen carts, each one stacked as high as it could be with corpses. It would have to be enough. As invisible hands pulled the carts into a line across the hilltop, Soren spared a glance for the warcamp below. It was giant — thousands of soldiers, not all of them human or even mortal. An eclectic combination of mercenaries, slaves, fanatics, and demons, all fallen in behind one banner: Warsong the Conqueror, scourge of the west and sacker of the civilized lands. Soren would enjoy killing him. Welcome to Spheres of Power, a new magic system for the Pathfinder Roleplaying Game. Spheres of Power (SoP) can be used alongside Pathfinder’s core magic system or may completely replace it, and like many Pathfinder systems is easily adapted to the third edition of the world’s oldest roleplaying game, as well as many other table-top RPGs. A small rustling of leaves announced the arrival of Deema, Soren’s companion. “Have they stirred?” she asked, stepping close and glancing at the valley below. “No,” Soren said, his eyes sweeping the camp. “It seems our illusion’s held.” Deema brushed the long, silver hair from her face and gave a wilting laugh that somehow managed to warm the heart and freeze the blood at the same time. “Then for all his power, Warsong is ours. Let us begin.” Deema held out her hand and a small creature, the imp she kept as an advisor, flew from its perch on one of the wagons. The creature placed a book in Deema’s outstretched hand and, as Deema searched the pages, took up a new perch on its mistress’ shoulder. Deema read aloud a few words in the arcane tongue and the wagons slowly pirouetted, tipping the bodies onto the ground. Soren whipped back his sleeves. It was time. For many, magic is the heart of the fantasy roleplaying experience. It’s what gives a setting its appeal, the heroes their power, and the villains their terrifying capacity for destruction. As such, the rules and capacities of magic determine what kinds of stories can be told—after all, a world where magic is reliable and divided between arcane and divine sources is different from one where magic is risky and only wielded by a select few.

Introduction

4829475

paizo.com #3539816, James Gilbreath , May 1, 2015

Likewise, a magic user who can cross dimensions at will has a very different adventuring career than one who must use a horse to travel, even at the heights of his power. Soren took a deep breath and stretched his hands forward, letting his magic flow. Beside him, he felt Deema’s power grow as she likewise summoned her magic and, placing a hand on his shoulder, added it to his own. Soren felt his magic grow as it mixed and mingled with that of his companion, surging to heights he could have never reached alone. It was terribly seductive, wielding this much power. He could get used to it. Soren had no need for words or gestures; his was a pure magic. In quick succession he turned his attention to each pile of corpses, wrapping his magic around the bodies like a puppeteer stringing a marionette, raising them to their feet. Then, his own work done, Soren shifted control of their joint magic to Deema. She spoke the arcane tongue, and the corpses began to change. Some transformed into hideous beasts, while others grew in size until they looked as big as giants, or sprouted wings and claws until they looked more like the bodies of devils than of men.

460381

It was beautiful. Death and its possibilities had always fascinated Soren, but Deema’s creations were something else entirely; undead creatures transformed into true horrors, easily the match of whatever beasts Warsong kept in his employ. Soren may have been the more powerful magician of the duo (indeed, few creatures this side of mortality could match his raw eldritch potency), but Deema’s finesse with the magical arts was truly worthy of legends. Spheres of Power is a tool for customizing magic, allowing players and GMs to change magic to fit their needs, rather than fitting their needs around the magic. With Spheres of Power, a GM can craft a setting based on a favorite book or movie or could craft a world of his own creation without having to force that world into the Vancian system. Martial art styles that manipulate the elements, spirits that must be invoked and bound to use their power, casters who must ingest rare metals to use magic—all of these and more become possibilities with the Spheres of Power system. There was a flash, a furious rumble, and something came hurtling out of the camp below. With nothing but instinct guiding him, Soren released his magic from the pair-bond and summoned the first thing he could think of: a giant stone wall. It materialized in front of them just in time to hold back an explosion of flames.

paizo.com #3539816, James Gilbreath , May 1, 2015

1

4829475

460382

460382

Chapter 1

paizo.com #3539816, James Gilbreath , May 1, 2015

Eliciter: Few creatures are as adept at manipulating minds as an eliciter, who can manipulate a creature’s emotions to both empower and enslave.

As the fire blazed around him, Soren stretched his magic through the worlds, finding those allies he had long-since bound to his service. One by one, half a dozen creatures, all of different shapes and sizes, appeared before him. Soren pointed at the camp.

Fey Adept: The secret of the Fey is the mastery of illusion magic to the point of crafting reality, and the fey adepts are their mortal students. A fey adept manipulates perception and reality to a startling degree, using illusions to accomplish tangible effects.

“Find the wizard and destroy him. Then, sow confusion in their ranks.”

Hedgewitch: No two hedgewitches are exactly alike, as this class excels at mixing and matching the powers of other classes through the use of its traditions. A hedgewitch could be a master of herbal magic, a dealer in forbidden arts, a charlatan, or all of the above.

The creatures flew, ran, or slithered off, and within seconds the rain of fire stopped. Soren could still hear flames roaring below, but now the bursts seemed to be targeted everywhere at once as the unfortunate magician tried to fend off six of Soren’s best minions. The camp was bustling now; the magical exchange had acted as a stimulant, and soldiers were now rushing to organize their defenses. Yet even with those few seconds of warning, they’d never be able to form ranks in time to stop the flood of horrors Soren and Deema were about to unleash on them. Soren turned to his companion and held out his hand. “Shall we kill a warlord?” he asked. Deema took the offered hand and smiled, for all the world as if she were at a party and had just been asked to dance. “I would love nothing more.”

Navigating this Book

4829476

4829476

“It seems someone’s noticed us,” Soren yelled over the roaring fire. Deema quickly wove a more complete magical barrier around them while Soren let his own wall dissolve, turning his attention to other magics.

Chapter 2—Basic Magic: This chapter covers the basic rules for the Spheres of Power system. Rather than gaining spells, casters choose areas of magic (spheres) they will possess mastery over, and use magic talents to further refine, empower, and develop their magical skill. This chapter also covers the basics for working the spheres, including caster level (the measure of a caster’s raw power, akin to the way Base Attack Bonus measures a character’s martial prowess), Magic Skill Bonus and Magic Skill Defense (a number similar to the Pathfinder Roleplaying Game’s caster level, which is used for opposed checks, overcoming spell resistance, and making concentration checks), as well as rules for how these systems work when mixed with the more-familiar spell system from the Pathfinder Roleplaying Game’s core magic system. Chapter 3—Classes: Eleven base classes and one prestige class give players and GMs a series of options designed from the ground up for use with the Spheres of Power system. Armorist: The armorist binds weapons and armor to her service, creating items of vast power to fit her needs. With little need for outside equipment, an armorist can temporarily create weapons and armor for her allies and summon powerful equipment onto her own body. Elementalist: A master of destructive magic, the elementalist can summon and control raw power in a variety of forms and can bring death to his enemies through fire, ice, lightning, and other ways.

2

Incanter: The undisputed master of magic, the incanter gains more magic talents than any other class, and is perfect for those who enjoy power and versatility in their casters. Mageknight: When a warrior seeks to increase their power through magic, they often choose the path of the mageknight. Mageknights combine weapons and spheres to become a deadly force on the battlefield. Shifter: Shifters use their magic to manipulate their bodies,​​ ever-changing to suit their needs and overcome challenges. Shifters take on a variety of forms until few are sure which is their real one, if there even is such a thing. Soul Weaver: Masters of both life and death, soul weavers are mediums, healers, necromancers, and summoners of spirits and shades. A soul weaver may either bless or curse the living and can enact powerful magic on those who fall under their sway.

460382

Symbiat: Symbiats are masters of telepathy and telekinetics, using psionic magic to accomplish impressive feats. Symbiats use their power with a level of detail and finesse no other caster can copy, pushing their bodies to inhuman extremes or reading their opponent’s mind to stay one step ahead of its movements. Thaumaturge: There are those who seek power down forbidden or unsafe paths, risking their bodies and souls to lift their magic to heights few would dare to tread. These are thaumaturges, and few can match their raw magical might. Bokor: The bokor is a prestige class that combines the core Pathfinder spell system with the SoP sphere system, representing those casters willing to study magic in all of its forms. This chapter concludes with a series of archetypes designed to adapt the Pathfinder Roleplaying Game’s core classes to the Spheres of Power system. Chapter 4—Advanced Magic: This chapter covers a series of optional magic rules, which both players and GMs can use to increase the scope of their adventures. This includes magic such as resurrection, long-distance teleportation, planar binding, and other magical feats that, depending on play style, may or may not become part of any given campaign. This magic is divided into four systems for ease of use: Advanced Talents: These abilities function similarly to standard magic talents, but they have strict requirements and can greatly increase the scope of a base sphere’s power.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829476

460383

460383

paizo.com #3539816, James Gilbreath , May 1, 2015

4829477

4829477

460383

paizo.com #3539816, James Gilbreath , May 1, 2015

4829477

460384

460384

Chapter 1

paizo.com #3539816, James Gilbreath , May 1, 2015

Rituals: Rituals allow a caster to invest time and material components to create magical effects. Rituals provide the utility of spells to a world of spheres.

of magic in a particular world, allowing them to create settings that otherwise would not translate well to the magic rules of the core Pathfinder Roleplaying Game.

Spellcrafting: Spellcrafting allows casters to create unique expressions of magic such as signature spells or other abilities outside the scope of the standard SoP system.

Chapter 6—Magic Items (Coming Soon): This chapter covers not only how to adapt Spheres of Power for the creation of pre-existing magic items, but also includes new rules for the use and creation of magic items.

Incantations: Similar to incantations from older roleplaying systems, this magic system allows creatures to use skill checks and strict criteria to accomplish great feats of magic, often in a campaign-centric way that adds wonder and mystery to a plot. Chapter 5—Player Options: Feats can be found here as well as rules for creating a caster’s tradition. A caster’s tradition is a shorthand for the rules and regulations that are associated with a particular caster’s magic style. In the core Pathfinder Roleplaying Game, these are things akin to a wizard needing a spell book and materials to use his magic, as well as his need to gesture and speak in a magical language. Likewise, it is similar to a cleric’s need to pray to her Deity and use her holy symbol as a focus in order to cast spells. Casting traditions allow not only players to customize the why’s and how’s of their magic users, but also GMs to dictate the rules

Chapter 7—Sample Worlds and Using this Book (Coming Soon): Most of the mechanics presented in this book are designed not to dictate to you how magic and magic-users should work, but instead to allow players and GMs a measure of control over how magic can work, how it interacts with the campaign setting, and how it functions for the players themselves. This chapter details a number of sample settings, and provides rules and guidelines for how to use Spheres of Power to create a unique and flavorful campaign setting. Magic is so intricately tied to how a world works and how adventurer’s ply their trade that every change in magic can have long-reaching effects on how a setting feels and operates in a game. These guidelines are here to help GMs maneuver these new rules and use them to present something new and wonderful to their gaming groups.

4829478

4829478

460384

4

paizo.com #3539816, James Gilbreath , May 1, 2015

4829478

460385

460385

4829479

4829479

paizo.com #3539816, James Gilbreath , May 1, 2015

Alteration

Conjuration

Creation Dark

Death

Destruction

Divination Enhancement

Fate

Illusion

Life

Mind

Nature

Protection

Telekinesis

Time

War

Warp

Weather

paizo.com #3539816, James Gilbreath , May 1, 2015

Light

460385

4829479

460386

460386

paizo.com #3539816, James Gilbreath , May 1, 2015

4829480

4829480

460386

paizo.com #3539816, James Gilbreath , May 1, 2015

4829480

460387

460387

4829481

Chapter 2

Basic Magic Artemis leapt over the palisade, his magic wrapped around himself like a cloak. To the uncanny observer, the dark-haired half-elf would appear as nothing but a passing presence on the wind. As for canny observers, that was what his swords were for. Artemis paused, sinking deeper into the shadows as he observed his surroundings. Guards circled the outer wall, and the inner wall was covered in lanterns, as if to make sure no shadow could cross the courtyard and provide cover to an approaching enemy. A pity, that; as much as Artemis trusted his own magic, he wouldn’t have minded a little bit more of a cover of darkness. Artemis waited until he was sure every eye was turned away, and then ran across the courtyard as quickly and quietly as he could. He was certain every door would be locked, so instead he headed for the one opening he could see: a small window on the second story. Artemis ran, jumped, and grabbed himself mid-air with his own magic, hurling himself straight for the window. Artemis made himself as small as possible and passed through the small opening, tumbling across the floor on the other side.

“What are you even doing here?” Artemis said, incredulity playing across his face. “Wait, nevermind, I don’t have time for this,” Artemis turned back around and strode purposefully toward the door. “The job’s done.” Artemis froze, one hand on the door latch. “Eh?” he asked. “We’ve taken care of it” the elf said, a smile crossing his lips. “We couldn’t wait for you to finish leaping through windows, so we broke out your dear prisoner a few minutes ago. He’s being taken care of...ah.” The door Artemis’ hand was on opened, and a short, blond man with a very handsome face stepped through.

Artemis stared dumbfounded at the newcomer. “Skew? You’re here too?”

He leapt to his feet and he was halfway to the door on the other side when...

“How did you even get in here?” he asked finally.

Artemis whirled around, a spell half-formed in his mind before he realized he recognized the voice. “Thanak?” he called quietly, his eyes scanning the room. Sure enough, a tall elf with hair so red it appeared to be on fire stepped out from behind a stack of boxes. He leaned casually against the stack of containers, one hand resting leisurely on the rapier hilt at his belt. “It really wasn’t hard to know where to find you,” Thanak said, casually brushing dust off the front of his vest. “All I had to do was find the flashiest and most unnecessarily complicated place to make an entrance and wait for you here.”

460387

“Your man is in an empty wine barrel on the back of a horse-drawn cart, which should be leaving the castle as we speak,” he said, closing the door behind him and smiling at both of them. “I told the driver to let him out as soon as they were out of sight of the castle, and then to take him wherever he wanted to go.”

It was a small room; storage from the looks of things. A man and a woman, both wearing servant’s garb, sat in the room at a small table with a bottle of wine between them. They both leaped to their feet in shock at his entrance, but before either of them could scream Artemis had already unleashed his magic, stretching across the room with his thoughts and boring into their minds. Their eyes rolled up and silently they both crumpled to the floor, sound asleep.

“You’re getting sloppy, boy.”

Basic Magic

4829481

paizo.com #3539816, James Gilbreath , May 1, 2015

“Thanak asked me along,” the blond man said with a nod toward the elf. “He wanted me to charm a few guards for him, so we could get your prisoner out with a minimum of fuss.” Artemis looked from one of them to the other, a dozen questions battling with each other in his mind. “It was fairly simple, really,” said Thanak, straightening himself and walking toward the door. “A charm, a little darkness, and a teleportation, and suddenly we’re inside with little fuss at all”. “And now,” he said, opening the door, “I think we should be off. These two will wake up eventually, and as much fun as I’m sure you’d find fighting our way through a castle’s worth of armed guards, the rest of us would just as soon go home.” As Thanak made his way into the hall, Skew frowned slightly and leaned in closer to Artemis. “Is he always like that?” he whispered, nodding toward Thanak’s retreating back. “Just to me,” Artemis whispered back with a sigh. “Father’s privilege.”

paizo.com #3539816, James Gilbreath , May 1, 2015

7

4829481

460388

460388

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 2

Using the Spheres

Like spells, the spheres grant a magic user the ability to accomplish great things that would otherwise be impossible. Bending fire, summoning angels, layering enchantments on an unsuspecting creature’s mind: all of this and more is possible for a master of the spheres. Like spells, spheres require levels in a magic-​using class. Using a sphere ability provokes an attack of opportunity (unless cast defensively), requires a concentration check in difficult situations, ceases to function in an anti-magic field, and is subject to spell resistance. Unlike spells, however, sphere abilities do not require gestures or magic words, nor are they divided between Arcane and Divine sources (although Chapter 5 of this book details Casting Traditions—a way for players and GMs to re-introduce these particulars and distinctions). Likewise, just as a fighter may take levels in other martial classes without sacrificing his combat ability, a caster may take multiple casting classes without necessarily dividing his power. Where the core Pathfinder magic system grants access to spells and spell levels, magic users using the Spheres of Power system (referred to as ‘casters’ in this book) use spheres and talents. There are 20 spheres contained in this book, including Alteration, Creation, Conjuration, Dark, Death, Destruction, Divination, Enhancement, Fate, Illusion, Light, Life, Mind, Nature, Protection, Telekinesis, Time, War, Warp, and Weather.

4829482

4829482

Spheres of Power is a completely new magic system that may be used alongside or may completely replace the core Pathfinder spell system.

Spheres provide a caster with a broad magical focus; for example, powers that deal with moving objects through space are contained in the Telekinesis sphere, while powers that deal with manipulating winds and rain are contained in the Weather sphere. Each sphere provides the caster with an at-will ability, which may be further refined through gaining talents associated with that sphere. Beyond the spheres themselves (located later in this chapter), there are several terms that must be explained for use with this system: Magic Talents, Caster Level, Casting Ability Modifier, Casting Time, Distances, Spell Points, Saving Throw Difficulty Class, and Magic Skill Bonus and Magic Skill Defense.

Magic Talents As a caster gains levels, they gain magic talents. Magic talents, like feats, may be spent to allow a caster to gain new powers and abilities. Whenever a caster gains a magic talent, they may spend it in one of two ways: to gain a new base sphere or to gain a talent associated with a sphere they already possess. The number of magic talents a caster gains differs between classes, but all characters gain two bonus magic talents the first time they gain a level in a casting class, regardless of which class

8

is chosen. Once a talent is spent, it cannot be changed except through retraining, which follows the same rules as retraining a feat.

Caster Level Caster level is not as synonymous with class level in SoP as it is with most of the core Pathfinder spellcasting classes. Instead, it would be more appropriate to think it as akin to Base Attack Bonus: as a creature gains levels in a casting class, they gain caster levels at different rates depending on the class chosen. A multi-classed caster determines his total caster levels by adding together his caster levels from all his classes, similar to how Base Attack Bonus is cumulated between all classes. A caster level of 0 is treated as if it were 1 when determining a caster’s capabilities. All casting classes fall into one of three categories: HighCasters (wizards, sorcerers, clerics, incanters, soul weavers, fey adepts, etc.), Mid-Casters (bards, magi, inquisitors, symbiats, eliciters, etc.), and Low-Casters (paladins, rangers, armorists, mageknights, etc.). Each of these groups gains caster levels at a slightly different rate, as indicated by Table: Caster Level. Table: Caster Level

Level

High Caster

1

+1

0

0

2

+2

+1

+1

3

+3

+2

+1

4

+4

+3

+2

5

+5

+3

+2

6

+6

+4

+3

7

+7

+5

+3

8

+8

+6

+4

9

+9

+6

+4

10

+10

+7

+5

11

+11

+8

+5

12

+12

+9

+6

13

+13

+9

+6

14

+14

+10

+7

15

+15

+11

+7

16

+16

+12

+8

17

+17

+12

+8

18

+18

+13

+9

19

+19

+14

+9

20

+20

+15

+10

paizo.com #3539816, James Gilbreath , May 1, 2015

Mid Caster Low Caster

460388

4829482

460389

460389

4829483

Casting Ability Modifier Not every class in the Spheres of Power system uses the same mental ability score when determining their magical potency. Just as with the core Pathfinder magic system, some classes use Intelligence, some use Wisdom, and others use Charisma. In Spheres of Power, this is called their casting ability modifier (CAM). Casting ability modifiers are used to determine the Difficulty Class of sphere abilities, as well as the caster’s total number of spell points. When adapting an existing class to the Spheres of Power system, use whichever mental ability score was originally used when determining spell potency. For new classes listed in this book, their mental ability score is listed, or in some cases (incanter, hedgewitch, mageknight, and thaumaturge) the player is allowed to choose whichever ability score he prefers. If a caster takes levels in multiple casting classes, they must select which of those classes’ casting ability modifiers they will use as their casting ability modifier; only one may be applied. Multiple Traditions is an exception to this rule, and may be found in Chapter 5—Player Options.

Casting Time Most sphere abilities require a Chart: Casting Times standard action to use, but there 1 hour are exceptions. Certain abilities, such as metamagic feats and 10 minutes some drawbacks, may increase or 1 minute decrease a casting time by a cer1-round tain number of ‘steps’ as seen in Chart: Casting Times. full-round action Note: Unless otherwise specified, standard action a sphere ability cannot have a move action shorter casting time than a swift action, nor a longer casting time swift action than 1 hour.

Distances Many sphere abilities use Close, Medium, and Long as indicators for their range. Just as with spells, Close equals 25 ft + 5 ft per 2 caster levels, Medium equals 100 ft + 10 ft per caster level, and Long equals 400 ft + 40 ft per caster level.

Spell Points Along with gaining caster levels, casters using the SoP system also gain a spell pool, which accumulates spell points as they gain levels. Spell points are a measure of a spellcaster’s capability and are spent to increase the power of their various sphere abilities. Each caster gains a pool of spell points equal to their class level plus their casting ability modifier. Just like with caster level, a caster adds together all their levels in Sphere casting classes when determining the size of their spell pool. If they possess levels in multiple casting classes, add those class levels together when determining the number of spell points possessed.

A caster’s spell pool refreshes every day after roughly 8 hours of rest. These hours do not need to be consecutive.

Saving Throw Difficulty Class Whenever a sphere ability calls for a saving throw, the Difficulty Class (DC) for that saving throw is equal to 10 + 1/2 the caster level + the caster’s casting ability modifier. If the targeted creature meets or exceeds this number with their saving throw, they often reduce or negate the effect. If a caster chooses to use an effect at a lower caster level than his maximum, the DC is also lowered.

Basic Magic

4829483

paizo.com #3539816, James Gilbreath , May 1, 2015

Magic Skill Bonus and Magic Skill Defense Sometimes, it isn’t a caster’s raw power that is important, but rather his skill and experience with magic in general. This includes concentration checks or times when a caster directly pits his magic against that of another caster. At these times, the caster’s magic skill bonus (MSB) and magic skill defense (MSD) are used to determine the outcome. A caster’s MSB is equal to his total levels in casting classes. A caster’s MSD is equal to 11 + his total levels in casting classes. Sometimes, a power or circumstance will call for a magic skill check. At this point, the caster making the check rolls a d20 and adds her MSB to the roll. If this equals or exceeds the target’s MSD, the check succeeds. If not, the check fails. When a Sphere caster makes a concentration check (as called for by the Pathfinder Core rulebook), instead of rolling a d20 and adding his caster level + his casting ability modifier, he rolls a d20 and adds his MSB + his casting ability modifier to the roll. Treat an effect’s caster level/2 as the effective spell level for this purpose. A spellcaster may always choose to manifest a magical effect at a lower caster level than his total in order to make a concentration check easier.

460389

Example: When casting defensively, a caster must make a concentration check (1d20 + caster level + Int, Wis, or Cha) against a DC equal to 15 + double the spell level. In SoP, this would instead require a check equal to 1d20 + MSB + casting ability modifier, and would be against a DC equal to 15 + the caster level of the ability. When attempting to penetrate a creature’s Spell Resistance, she rolls a d20 and adds her MSB to the roll. An MSB is also used when attempting to counter another caster’s magic, such as when using the Counterspell feat. Any feat or ability that would normally call for a caster level check instead calls for an MSB check. Any feat or ability that normally adds to a creature’s caster level for the purposes of one of the caster level checks listed above instead adds to their MSB for that purpose. When combining SoP with the core Pathfinder magic system, whenever a caster level check is called for or when a DC of 10 or 11 + a creature’s caster level is called for, the character’s MSB and MSD should be substituted respectively.

paizo.com #3539816, James Gilbreath , May 1, 2015

9

4829483

Alteration

460390

4829484

4829484

460390

Chapter 2

paizo.com #3539816, James Gilbreath , May 1, 2015

You have the ability to change the physical makeup of creatures. Shapeshift: As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action. Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first. When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times. With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place. Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain). This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely. When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

10

Blank Form: Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack. • Darkvision 60 ft • Low-light vision • 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times. • 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times. • 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times. • 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times. • 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times. • You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

460390

Alteration Talents

Additional Limbs

You may apply the following traits to any form. You may grant each trait multiple times. • An extra pair of arms. • A prehensile tail, which may be used to hold objects as if it were a hand, and retrieve objects from a belt or pouch as a swift action. • Tail slap (Secondary, 1d6, 1d4 small, requires tail) • Stinger (Primary, 1d4, 1d3 small, requires tail) • A pair of legs. This grants a 20 ft land speed if the target didn’t possess one. If this is not the form’s first pair of legs, the target gains a +4 CMD bonus against trip attempts. If this causes the target to become a quadruped, they gain the related increase to carrying capacity and may serve as a mount for creatures smaller than itself. • An extra head.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829484

460391

460391

4829485

Animal Mind

Avian Transformation

You may apply the following trait to your shapeshifts:

You may grant the form of a flying animal or magical beast with your shapeshift. The target gains a head, 2 legs, 2 wings, and a 30 ft land speed. The target gains low-light vision and 2 talon attacks (Primary, 1d4, 1d3 small) and a +2 natural AC bonus, which increases by 1 for every 5 caster levels. The target takes no damage when falling and may glide, moving with a speed of 30 ft with maneuverability (poor), but falling 1 ft for every 5 ft traveled. At 5th caster level, the target gains a fly speed of 30 ft with maneuverability (poor). This improves by 20 ft for each 5 additional caster levels.

• The target must pass a Will save or have their mind become bestial. Their Intelligence is reduced to 2, and they are treated as an animal for skills such as Handle Animal and Diplomacy. They cannot use any spells, sphere abilities, supernatural or extraordinary abilities, although they retain other aspects of their class levels such as BAB and any other abilities.

Animalistic Transformation You may grant the form of a land animal or magical beast with your shapeshift. The form has a head and 4 legs with all the benefits of being a quadruped. The target gains a 40 ft land speed, which increases by 20 ft per 5 caster levels. The target also gains the Scent ability, a bite attack (Primary, 1d6, 1d4 small) and a +2 natural armor bonus which increases by 1 per 5 caster levels. In addition, you may grant the following traits to any form: • A land speed as that granted by Animalistic form (grants 2 legs if the target lacked a land speed). • Scent. • 2 hoof attacks (Secondary, 1d4, 1d3 small). This may be granted once per pair of legs beyond the first.

Anthropomorphic Transformation You may grant a humanoid form with your shapeshift. The humanoid form has 2 legs and 2 arms with hands that can manipulate objects as a human’s can. The target can speak and gains knowledge of one language you also speak. It gains a land speed of 30 ft, and if the target’s Intelligence is lower than 6 it is increased to 6. If you so choose, you may forgo applying additional traits to the target to instead allow the target to retain its natural attacks, special abilities, and movement types that were dependent on its previous form, in essence making the target a hybrid between a humanoid and its previous form.

Aquan Transformation You may grant the form of a swimming animal or magical beast with your shapeshift. The form has a head, fins, and no arms or legs. The target gains low-light vision and a 20 ft Swim speed which improves by 20 ft for every 5 caster levels. The target gains the Amphibious subtype and the ability to breath underwater. The target also gains a bite attack (Primary, 1d6, 1d4 small), Blindsense 30 ft (which only functions in water), and a +2 natural AC bonus, which increases by 1 for every 5 caster levels. In addition, you may add the following traits to any form: • The Amphibious subtype with the ability to breath underwater. • A swim speed as that granted by the Aquan form. • Blindsense 30 ft (only in water)

Basic Magic

4829485

paizo.com #3539816, James Gilbreath , May 1, 2015

In addition, you may add the following traits to any form: • 2 talon attacks as those granted by the Avian form. This may be granted once per pair of legs the creature possesses. The target must possess wings or another means of being airborne to attack with talons. • 2 wings and its benefits or flight speed as that granted by the Avian form. • 2 wing attacks (Secondary, 1d4, 1d3 small) May be given once per pair of wings possessed.

Bestial Reflexes You may add the following traits to your forms: • Lunge: Choose one natural attack. As a full-attack action, you may make a single attack at double your normal reach with that weapon with a +4 bonus to your attack roll. • Leaping attack: As a standard action, you may jump, making a single attack at any point during the leap. You do not provoke an attack of opportunity for leaving a threatened square. • Pounce: You may make a full-attack after a charge. • Trample: As a full-round action, you may move up to your move speed, moving over and dealing slam damage (1d6+1-1/2 Str modifier, 1d4+1-1/2 Str modifier small) to any creatures smaller than yourself. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they may attempt to avoid you, making a Reflex save for half damage (DC 10 +1/2 your HD + your Str modifier). A trampling creature can only deal trampling damage to each target once per round, no matter how many times it moves over that creature.

460391

Bestial Spirit You may add the following traits to your forms: • Trip: Choose one natural attack. You may attempt a trip as a free action that does not provoke an attack of opportunity when you successfully hit with that attack. • Ferocity: You may stay conscious and continue to fight when at negative hit points, but lose 1 hit point per round you do so. • The ability to speak with animals and vermin.

paizo.com #3539816, James Gilbreath , May 1, 2015

11

4829485

460392

460392

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 2



Dragon Transformation You may grant the form of a dragon with your shapeshift. The target gains a head, 4 legs with all the benefits of being a quadruped, a 40 ft move speed and a tail. The target gains a +2 natural armor bonus which increases by 1 per 5 caster levels, Darkvision 60 ft, a bite attack (Primary, 1d6, 1d4 small) and a breath weapon. This breath weapon is either a 60 ft line or a 30 ft cone, and deals either fire, electricity, acid, or cold damage as chosen at the time it is gained. The breath weapon deals 1d8 damage per 2 caster levels, and allows a Reflex save for half damage. The target must wait at least 1d4 rounds between uses of their breath weapon. A target may only possess one breath weapon at a time. In addition, you may grant the following traits to your forms: • A breath weapon, as that given by the dragon base form. • Double the size of a breath weapon (must possess a breath weapon to gain this trait).

4829486

4829486

Rend: target must possess claws; deals damage equal to 1 claw + 1 1/2 times Strength when successfully striking a target with 2 or more claw attacks in the same round.

Elemental Transformation You may spend an additional spell point to grant the form of an elemental with your shapeshift. As an elemental’s body is mutable, additional limbs or natural attacks cannot be added to this form through traits. The target gains a 30 ft move speed and a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%. The target gains 2 slam attacks (Primary, 1d6, 1d4 small), natural armor equal to​ 2 +1 per 5 caster levels, and one of the following packages depending on which elemental is being mimicked: Earth You gain Darkvision 60 ft, a 30 ft burrow speed, and Earth Glide. You also gain a +2 Strength bonus, and Resistance to acid equal to your caster level. Fire You gain Darkvision 60 ft, a +2 bonus to Dexterity, and the Burn special quality (1d4, increases by 1 die size per 5 caster levels). You also gain Resistance to fire equal to your caster level. Air You gain a flight speed of 30 ft with Perfect maneuverability, which increases by 30 ft per 5 caster levels. You also gain Resistance to electricity equal to your caster

12

level and the ability to create a Whirlwind (as an air elemental of the same size). Water You gain waterbreathing and a 30 ft Swim speed which increases by 30 ft per 5 caster levels. You also gain Resistance to cold equal to your caster level, a +2 Constitution bonus, and the ability to create a Vortex (as a water elemental of the same size). You may also grant the following traits to your forms: • Elemental Resistance to either cold, electricity, fire, or acid equal to your caster level. You can take this trait multiple times, but Resistance to the same element does not stack with itself.

Giant Traits You may add the following additional traits to your forms: • Rock catching. • Rock throwing (2d6, 2d4 small): this deals 1.5 times Strength damage, and has a range of 20 ft, + 10 ft per 2 caster levels.

Greater Transformation Increase the number of traits you may apply with your shapeshift by 1.

Mass Alteration When bestowing a shapeshift, you may spend an additional spell point to shapeshift an additional 1 creature per 2 caster levels at the same time. Each target must be within range and must gain the same shapeshift form and traits.

460392

Plant Transformation You may grant the form of a plant creature with your shapeshift. The creature has 2 ‘arms’, which may be tree limbs or vines (adding limbs to a plant creature adds more appendages), has a move speed of 20 ft, 2 Slam attacks (Primary, 1d6, 1d4 small), and a +4 natural armor bonus that increases by 1 for every 5 caster levels. You may grant the following traits to your forms: • You may grant the target a +2 natural armor bonus, which stacks with other sources of natural armor.

Ranged Alteration You may shapeshift creatures at Close range instead of Touch range. You may take this talent multiple times. Each time it is selected, increase the range by 1 step (Close to Medium, Medium to Long).

paizo.com #3539816, James Gilbreath , May 1, 2015

4829486

460393

460393

4829487

Size Change

• Constrict: Deal 1d6 damage (1d4 small) plus your Strength modifier on every successful grapple check.

Table: Size and Reach

As a trait, you may change a Size creature’s size. You may enlarge Space Reach Undead Traits or reduce a creature’s size by Category You may grant the following traits to your forms: one category, plus an addition- Diminutive 1 ft 0 al size category per 5 caster lev• DR 5/bludgeoning or DR 5/slashing. This improves Tiny 2 1/2 ft 0 els. You cannot enlarge beyond by 1 per 5 caster levels. At 1oth caster level, this may be Huge size, nor reduce a creachanged to DR/Silver or Magic. Small 5 ft 5 ft ture beyond Diminutive size. • The subject counts as an undead creature when deterMedium 5 ft 5 ft Creatures gain a +1 bonus to mining if it is healed or harmed by positive or negative attack rolls and to AC, as well Large 10 ft 10 ft energy, such as from a Cleric’s channel energy class feaas a +2 bonus to Fly checks and ture or the Life sphere. Huge 15 ft 15 ft a +4 bonus to Stealth checks • A bonus on saving throws against mind-affecting effor every size category they are reduced, and suffer a -1 penalty fects, disease, poison, sleep, and stunning equal to half to attack rolls and AC, as well as a -2 penalty to Fly checks the caster level (minimum 1). and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from • At 10th level, the target may be granted the blood Diminutive size.) Ability scores are also adjusted according to drain special quality (1d2 Constitution; this improves by 1 the charts below; these increases and decreases are cumulative die size for each 5 caster levels beyond 10th). for each category increased or decreased (thus, moving from • At 10th level, the target may be granted the fear aura Medium to Huge would cumulate in a +8 bonus to Strength and special quality (30 ft, always active, creatures entering the a -4 to Dexterity). area must pass a Will save against a DC of 10 + 1/2 HD + Charisma modifier or be shaken for as long as they are Table: Enlarge Table: Reduce inside the aura; once a creature saves against this effect, they are immune for 24 hours). Adjusted Adjusted

Size

Str Dex Con

Size

Str Dex Con

• At 15th level, the target may be made incorporeal. You must spend an additional spell point to apply this trait.

Diminutive

-

-2

-

Diminutive

-2

+2

-

Tiny

+2

-2

-

Tiny

-4

+2

-

Vermin Transformation

Small

+4

-2

-

Small

-2

+2

-

Medium

+2

-2

-

Medium

-4

+2

-2

Large

+4

-2

+2

Large

-4

+2

-2

Huge

+4

-2

+2

Huge

-4

-

-2

You may grant the form of a spider, insect, or other such creature with your shapeshift. The form has a head and either 6 or 8 legs, and a bite attack (Primary, 1d6, 1d4 small). You gain Darkvision 60 ft, a +2 natural armor bonus that increases by 1 per 5 caster levels, and a 30 ft Climb speed and land speed that improve by 15 ft per 5 caster levels.

Subterranean Transformation You may grant the form of a subterranean animal or magical beast with your shapeshift. The form has a head, 4 legs, a 30 ft land speed, and a 15 ft burrow speed that increases by 15 ft per 5 caster levels. The target also gains Darkvision 60 ft, Tremorsense 20 ft, a bite attack (Primary, 1d6, 1d4 small), and a +2 natural armor bonus that increases by 1 per 5 caster levels. In addition, you may grant the following traits to any form: • A burrow speed as granted by the Subterranean form. • Tremorsense 20 ft.

Tentacles You may add the following traits to your forms: • A tentacle attack (Secondary, 1d4, 1d3 small). You may grant this trait multiple times. The effects stack. • Grab: must be placed on a natural attack. On a successful attack, allows you to make a free grapple check. Does not provoke an attack of opportunity. You may grant this trait once per natural attack.

Basic Magic

4829487

paizo.com #3539816, James Gilbreath , May 1, 2015

460393

In addition, you may grant the following traits to your forms: • One natural attack deals poison on a successful attack. Poison: Injury, DC 10 + 1/2 Hit Dice + Constitution modifier, frequency 1/round for 6 rounds, 1d2 Constitution damage, cure 1 save. • A Climb speed, as that granted by the vermin form. • Web: once per minute as a standard action, the creature may throw a web, as a net with a 10 ft range increment (total range 50 ft), which is effective against targets up to 1 size larger than the creature. The Escape Artist or Strength check DC to escape is 10 + 1/2 the creator’s Hit Dice + Constitution modifier, with targets already caught suffering a -4 penalty. These webs may also be laid as a trap (Perception DC 20), covering an area up to 3x larger than the creature creating it. A 5 ft section of web has hp equal to the creator’s Hit Dice and DR 5/-. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. A web may support up to twice the weight of the creating creature.

paizo.com #3539816, James Gilbreath , May 1, 2015

13

4829487

460394

4829488

4829488

Conjuration

460394

Chapter 2

paizo.com #3539816, James Gilbreath , May 1, 2015

The exception to this rule is equipment gained through Conjuration talents. Whenever you gain a companion, they immediately gains 1 (form) talents of your choice. Whenever you select a (form) talent as a magic talent, apply its effects to only a single companion. You may select (form) talents multiple times, but no more than once per companion, unless the talent says otherwise.

You have made contracts with outsiders, calling them to your side when you are in need. Summon: As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 Table: Companion minute per caster level without Caster’s Base concentration. Hit Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another creature. When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hp, they instantly disappear and cannot be summoned until the following day. A companion only recovers hp and resources (unless restored through the Heal skill or magical means) when the caster rests to recover spell points. A companion may be dismissed as a free action.

Caster Level

Attack Dice Bonus

Every companion comes with one of the following base forms, chosen by the caster. Once made, this choice cannot be altered. Companions also gain power as their caster’s power grows, according to Table: Companion.

Skill Points

Feats

Natural Good Bad Armor Saves Saves Bonus

Special

1st

1

+1

1

1

+0

+2

+0

2nd

2

+2

2

1

+1

+3

+0

3rd

3

+3

3

2

+1

+3

+1

4th

3

+3

3

2

+1

+3

+1

5th

4

+4

4

2

+2

+4

+1

Ability Score Increase

6th

5

+5

5

3

+2

+4

+1

Devotion

7th

6

+6

6

3

+3

+5

+2

8th

6

+6

6

3

+3

+5

+2

9th

7

+7

7

4

+3

+5

+2

Multiattack

10th

8

+8

8

4

+4

+6

+2

Ability Score Increase

11th

9

+9

9

5

+4

+6

+3

12th

9

+9

9

5

+4

+6

+3

13th

10

+10

10

5

+5

+7

+3

14th

11

+11

11

6

+5

+7

+3

Improved Evasion

15th

12

+12

12

6

+6

+8

+4

Ability Score Increase

16th

12

+12

12

6

+6

+8

+4

17th

13

+13

13

7

+6

+8

+4

Evasion

460394

18th 14 +14 14 7 +7 +9 +4 Companions may not carry 19th 15 +15 15 8 +7 +9 +5 equipment or items back and forth when summoned and so 20th 15 +15 15 8 +7 +9 +5 cannot be used to store items in their home plane or bring (Note: A companion does not gain power from temporary increases to caster level; i.e., from an items to the caster’s plane. thaumaturge’s forbidden lore ability or from certain boons.)

14

paizo.com #3539816, James Gilbreath , May 1, 2015

4829488

460395

460395

4829489

Biped: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 slams (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11 Bipeds are usually humanoids, and begin with 2 legs, 2 arms, and a head. Quadruped: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11 Quadrupeds are usually beasts, and begin with 4 legs and a head. Serpentine: Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11 Serpentine creatures are snakes, fish, and other elongated creatures. They begin with a head, but no arms or legs. You may choose to make a companion Small size instead of Medium size. In this case, the companion gains a +2 bonus to Dexterity, a -2 penalty to Strength, as well as the usual changes for being Small (+4 Stealth bonus, +1 AC, +1 to-hit, decreased damage size, etc.). A companion gains 2 skill points per level (reduced to 1 for low Intelligence) and gains the following class skills: Climb (Str), Fly (Dex), Knowledge (Planes), Stealth (Dex), Swim (Str). They possess a d10 Hit Dice and gain 2 good saves and 1 bad save dependent on the creature’s form. A Companion begins understanding and speaking one language that the caster also speaks. Feats: A companion begins with one feat, and gains another feat at every odd Hit Die. A companion may gain any PC or monster feat for which it qualifies. While a companion may gain casting abilities through feats such as Basic Magic Training or Advanced Magic Training, a companion can never possess the Conjuration sphere. Evasion: At 2 Hit Dice, a companion gains evasion, taking no damage on a successful Reflex save against an effect that grants half damage on a successful Reflex save. At 11 Hit Dice, they gain improved evasion, only take half damage on failed Reflex saves against effects that grant half damage on a successful Reflex save. Ability Score Increase: Just like PCs and Monsters, a companion gains a permanent +1 bonus to an ability score of the caster’s choice for every 4 Hit Dice possessed. Devotion: At 5 Hit Dice, a companion gains a +4 morale bonus on Will saves against charm and enchantment effects, such as enchantment school spells or the mind sphere. Multiattack: At 7 Hit Dice, a companion gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the companion later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Conjuration Talents

Additional Limbs (form)

Your companion gains one of the following sets of limbs: a head, 2 arms, 2 legs, a tail. This does not automatically grant any additional attacks. See the alteration sphere for descriptions of bonuses gained from these limbs. A companion may gain this talent multiple times. The effects stack.

Basic Magic

4829489

paizo.com #3539816, James Gilbreath , May 1, 2015

Aligned Creature (form) Your companion is connected to great forces of alignment, such as angels, devils, or other extraplaners. Choose one end of the alignment spectrum your companion possesses (good, evil, lawful, chaotic). Your companion becomes connected to that alignment, and may smite a target of its opposed alignment once per day, as the Paladin class feature. Your companion may smite its opposed alignment an additional time per day for every 7 Hit Dice possessed.

Altered Size (form) Your companion increases or decreases permanently by 1 size category. A companion may gain this talent multiple times. The effects stack. A companion cannot become smaller than Diminutive or larger than Huge. Size changes cause the following changes to ability scores, which are cumulative: 460395

Original Size

New Size

Str

Dex

Con

Small

Tiny

-4

+2

Tiny

Diminutive

-2

+2

Medium

Large

+4

-2

+2

Large

Huge

+4

-2

+2

Animal Creature (form) Your companion has the qualities of a great beast. It gains a +20 ft bonus to its land speed, as well as the scent property. It gains an additional +10 ft bonus to its land speed for every 2 Hit Dice.

Armored Companion (form) Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.

Avian Creature (form) Your companion gains wings and a 30 ft fly speed with a maneuverability of average. This increases by 10 ft per 2 Hit Dice. Alternately, your companion may gain flight through magical means: it does not gain wings, instead gaining a maneuverability of perfect. This then becomes a supernatural ability, and is subject to anti-magic fields and other such limitations.

paizo.com #3539816, James Gilbreath , May 1, 2015

15

4829489

460396

460396

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 2

Battle Creature (form) Your companion is learned in the ways of war. It gains proficiency with all simple weapons and when summoned, appears with up to 2 weapons it is proficient with (masterwork, but of unremarkable composition). These weapons gain a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5. A companion may gain this form talent twice. If gained a second time, it gains proficiency with all martial weapons and treats its Hit Dice as fighter levels when meeting the prerequisites for feats.

Bestial (form) Your companion gains a new set of natural attacks chosen from the list below. A companion must possess the prerequisite limbs and cannot already have a natural attack attached to that limb. A companion may gain this talent multiple times. Each time they gain this talent, they gain a new set of natural attacks. 2 claw attacks (primary, 1d4, 1d3 small, requires arms). 2 hoof attacks (secondary, 1d4, 1d3 small, requires 2 legs, but creature must possess at least 4). 1 tentacle attack (secondary, 1d4, 1d3 small, no requirement). 2 wing buffets (secondary, 1d4, 1d3 small, requires wings). 1 tail slap (secondary, 1d6, 1d4 small, requires tail). 1 bite attack (primary, 1d6, 1d4 small, requires head). 1 gore attack (primary, 1d6, 1d4 small, requires head). 2 slam attacks (primary, 1d4, 1d3 small, requires arms). 2 pincers (secondary, 1d6, 1d4 small, requires arms). 1 sting (primary, 1d4, 1d3 small, requires tail). 2 talons (primary, 1d4, 1d3 small, requires 2 legs and creature must be airborne to use).

4829490

4829490

Earth Creature (form) Your companion is a creature used to living in the ground. It gains a 15 ft Burrow speed and Tremorsense 10 ft. Its Burrow speed and Tremorsense increase by 5 ft per 2 Hit Dice.

Elemental Creature (form) Your companion is a being attuned to a particular element. Choose either cold, fire, acid, or electricity. Your companion deals 1d3 damage of that element’s type with all of its natural attacks. This damage increases by one die size per 5 Hit Dice.

Extra Companion You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.

Fortified Companion (form) Your companion’s Constitution increases by 2, +1 per 2 Hit Dice.

Greater Summoning When you spend a spell point to allow a companion to remain for 1 minute per caster level without concentration, it instead remains for 10 minutes per caster level.

Lingering Companion (form) When you spend a spell point to allow this companion to remain for 1 minute per caster level without concentration, you may spend an additional spell point to allow it to remain for 1 hour per level instead. If you also possess the Greater Summoning talent, your companion instead remains for 1 day, only disappearing when you rest to regain spell points. Once you have spent a spell point to summon such a creature for a full day, you may dismiss and re-summon this companion at will without having to spend any additional spell points that day.

Boon Companion (form)

Link

Your companion’s abilities and Hit Dice are determined as if your caster level were 5 higher, to a maximum effective caster level equal to your character level.

You gain a telepathic link to each of your companions. So long as you are on the same plane as one of your companions, you may communicate with that creature over any distance.

Draconic Creature (form)

Magic Attacks (form)

Your companion is draconic in nature. It gains a breath weapon which it may use once per 1d4 rounds. You must decide when this talent is gained whether your companion will breath a 30 ft cone or a 60 ft line and whether it deals fire, cold, acid, or electricity damage. It deals 1d8 damage per 2 Hit Dice (minimum: 1d8), and creatures may make Reflex saves (DC 10 + 1/2 Hit Dice + Constitution modifier) for half damage.

Your companion’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7 Hit Dice they are treated as cold iron for this purpose, and at 14 Hit Dice they are treated as adamantine.

16

460396

Magical Companion (form) Your companion’s Charisma increases by 1/2 its Hit Dice (minimum: +1). It also gains a spell pool equal to its Charisma modifier and a caster level equal to 1/2 its Hit Dice. The companion

paizo.com #3539816, James Gilbreath , May 1, 2015

4829490

460397

460397

paizo.com #3539816, James Gilbreath , May 1, 2015

damage to incorporeal creatures and suffers full damage from incorporeal creatures.

Monstrous attacks (form)

Your companion gains the shield proficiency feat, and when summoned, appears carrying a type of shield it is proficient with. If the creature possesses the Tower Shield Proficiency feat, this may be a tower shield. The shield is masterwork, but of unremarkable composition. This shield gains a +1 enhancement bonus for every 3 Hit Dice your companion possesses, to a maximum of +5.

Your companion gains one of the following traits. This trait applies an effect or ability to one of its natural attacks. See the Alteration sphere for details on these abilities. A companion may gain this talent multiple times, gaining a new trait each time. It cannot attach the same trait multiple times to the same natural attack. Trip, grab, pull, lunge, constrict, poison.

Natural Aspect (form) Your companion gains one of the following special monster qualities. A companion may gain this talent multiple times. Each time it is gained, they gain a new trait from the list. See the Alteration sphere for a description of each ability. Pounce, leaping attack, rend, trample, rock catching, rock throwing, Fast Healing 1.

Powerful Companion (form) Your companion’s Strength increases by 2, +1 per 2 Hit Dice.

Quick Companion (form) Your companion’s Dexterity increases by 2, +1 per 2 Hit Dice. 4829491

4829491

Ranged Summoning When you summon a companion, they may appear in any square within Close range, rather than only in an adjacent square.

Resistance (form) Choose one energy type from the following list: fire, acid, cold, electricity, or sonic. Your companion gains Resistance to that element equal to 5+ its Hit Dice. You may select this talent multiple times, granting Resistance against a different element each time.

Roguish Creature (form) Your companion is a creature of guile. Your companion deals +1d6 sneak attack damage as the rogue class feature, which increases to +2d6 at 7 Hit Dice and +3d6 at 14 Hit Dice. In addition, your companion may select rogue talents as feats. At 10 Hit Dice, it can select advanced talents as feats.

Shadow Creature (form) Your companion is a being made of shadow. It gains Darkvision 60 ft, low-light vision, and a +8 racial bonus to Stealth checks made in dim light or darkness. Your companion takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, your companion deals full

Shield Bearer (form)

Basic Magic

may select magic talents with its feats and treats Charisma as its casting ability modifier. With GM permission, your companion may also gain a casting tradition. A companion can never possess the Conjuration sphere.

Skillful Companion (form) Your companion’s Intelligence increases by 3 (raising its base Intelligence to 10), and it gains an additional skill point per Hit Die (raising its total to 3 per level). In addition, it gains 3 new class skills of your choice.

Transformative (form) Your companion can change its appearance at will. It gains Disguise as a class skill and can make Disguise checks as a standard action. This is a spell-like ability, with a caster level equal to its Hit Dice.

Undead Creature (form) Your companion mimics the properties of undead. It is healed by negative energy and harmed by positive energy. While it is still an Outsider, magical effects and spells that specifically target undead may affect the Companion as if it were undead. The companion also gains +2 Channel Resistance, as well as a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. These bonuses and channel resistance increase by +1 per 2 Hit Dice.

460397

You may take this talent twice. If taken twice, your companion gains immunity to disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning, and your companion no longer needs to breath, granting it immunity to drowning, suffocation, or gas-based effects.

Water Creature (form) Your companion gains a 30 ft Swim speed, the ability to breath underwater, and Blindsense 15 ft (only in water). For every 2 Hit Dice, the Swim speed increases by 10 ft and the Blindsense increases by 5 ft.

Willful Companion (form) Your companion’s Wisdom increases by 2, +1 per 2 Hit Dice. In addition, whenever your companion rolls a Will saving throw, it may roll twice and take the higher result. If it may already roll twice and take the higher result, it instead rolls three times.

paizo.com #3539816, James Gilbreath , May 1, 2015

17

4829491

Creation

460398

4829492

4829492

460398

Chapter 2

paizo.com #3539816, James Gilbreath , May 1, 2015

herbs, the key to a lock you didn’t create, etc.). A DC 15 Appraise check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves aren’t magical.

You may create and alter physical materials. Alter: Altering an object is a standard action and requires you to be touching the object to be altered. You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature’s equipment). When you gain the Creation sphere, you may alter objects in the following ways: Repair: You may repair a damaged object, healing it a number of hit points equal to 1d4 + 1/2 your caster level. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items.

While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create; particularly complex objects (mechanics, crossbows, objects with moving parts) require a Craft check made against the object’s Craft DC. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.). Notes on Walls and Coverings: A section of 20 ft by 20 ft cloth is considered a Small object. A wall 10 ft by 10 ft and 1 inch thick counts as a Small object. Doubling the thickness counts as doubling the size. Table: Object Materials

Destroy: You deal damage to the object equal to 1d4+ 1/2 your caster level. This bypasses all hardness. An object reduced to less than half its hit points gains the broken condition. Talents marked (alter) grant you new ways to alter objects. Create: As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level. If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range. You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare Table: Object Size

Object Size

18

1

Chair

1d6

Medium

2

Table

1d8

Large

4

Statue

2d6

Huge

8

Wagon

3d6

Gargantuan

16

Catapult

4d6

Colossal

32

Ship

5d6

Colossal+

64

Tavern

6d6

Hardness

Hit Points

Glass

1

1/in. of thickness

Paper or cloth

0

2/in. of thickness

Rope

0

2/in. of thickness

Ice

0

3/in. of thickness

Leather or hide

2

5/in. of thickness

Wood

5

10/in. of thickness

Stone

8

15/in. of thickness

Iron or steel

10

30/in. of thickness

Mithral

15

30/in. of thickness

Adamantine

20

40/in. of thickness

460398

Notes on Casings: Creating a 1-inch thick encasement for a creature (such as a dome) counts as creating an object 1 size category larger than the intended target. Thus, a casing for a Medium creature is a Large object, a casing for a Large creature is a Huge object, etc. A creature is allowed a Reflex save to escape such an entrapment, and may attack or make Strength checks unimpeded against its own casing.

Minimum Caster Falling Damage Level (number Example (to both object of Small objects Objects and target) contained)

Small

Substance

Notes on Falling Objects: Objects that fall upon characters deal damage based on their size according to Table: Object Size. Objects made of stone or harder substances deal double damage, while objects such as cloth or water deal half damage. Also, an object falling less than 30 feet also deals half damage, while objects falling more than 150 ft deal double damage. These multipliers stack. A falling object takes the same amount of damage as it deals, and no falling object can deal more than 20d6 damage. Dropping an object on a creature requires a ranged touch attack, with a range increment of 20 feet.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829492

460399

460399

4829493

Creation Talents

Change Material (alter)

You may spend a spell point to alter an object, changing its composition from one material to another for 1 round per caster level. Both the material you are affecting and the material you are changing it into must be materials you can create (i.e., you must possess the Expanded Materials talent to work with objects other than vegetable matter) and the object cannot exceed your maximum creation size, although you may target part of an object (such as a section of wall). When the duration expires, the object returns to its normal material, although any damage sustained while altered remains after it returns to its original material. You cannot change a liquid into a solid or a solid into a liquid, and you cannot create or affect gases.

Distant Creation When you create an object, the object may appear anywhere within Close range. Objects that take up large areas must be completely contained within range. You may select this talent multiple times. Each time it is taken, increase the range by 1 step (Close to Medium, Medium to Long).

Divided Creation When creating an object, you may create multiple objects within range. Each created object must be of the same general type (suits of armor, wall sections, catapults, etc.), and the object’s total size cannot exceed your maximum creation size. Alternately, you may create a single ‘object’ that would normally consist of a multitude of parts (i.e., if creating a tavern with this talent, it would appear with chairs, beds, barrels, etc.).

Expanded Materials When you create or alter an object, you may work with any non-harmful material with a hardness of 5 or less, including glass, ice, or leather. You may create water (3 cubic ft equals a small creature), but not gases or flesh. You may make objects with multiple materials, provided you can create all the materials required. As you gain caster levels, you also gain the ability to make steadily more materials, as detailed in the table below. Adamantine cannot be created or altered, except for the repair and destroy abilities. Note: Objects of stone or harder materials deal double damage when dropped on a target. Table: Expanded Materials

Caster Level

Materials

1st

stone

5th

basic metals (iron, steel, copper)

10th

precious metals (gold, silver)

15th

gems, specialty metals (cold iron, mithril)

Exquisite Detail Items you create are more intricate, and much harder to identify as fakes. You may add your caster level to any Craft checks made to create detailed or complicated objects and to the Appraise DC required to detect objects you create as magical fakes. Those attempting to detect magic on your created objects must pass a magic skill check to detect any lingering creation auras.

Forge (alter)

Basic Magic

4829493

paizo.com #3539816, James Gilbreath , May 1, 2015

You may spend a spell point to shape material with a touch. This is an instantaneous effect, as you are literally changing the shape of the material in question (i.e., it has no duration, and cannot be dispelled once finished). You can only affect materials you can create (i.e., you must possess the Expanded Materials talent to work with materials other than vegetable matter), and you may only make crude changes such as forming walls, trenches, doors, coffers and other basic shapes. Detailed work (such as forging armor) is not possible, and there is a 30% chance that anything with moving parts simply doesn’t work. You may affect targets up to your normal creation size, but when working with a mineral (stone, metals, gems, etc.) the size you may affect is reduced by half.

Greater Destroy Increase the amount of damage dealt when you use your destroy ability to 1d6 + your caster level.

Greater Repair

460399

Increase the amount of damage healed when you use your repair ability to 1d6 + your caster level.

Larger Creation You may spend an additional spell point when creating or altering an object to double the size, letting you create or alter up to the equivalent of 2 Small objects (1 Medium object) per caster level.

Lengthened Creation When you create or alter an object, you may spend a spell point to make the object or effect remain for 1 hour per caster level without concentration.

Potent Alteration When altering an object, you may spend an additional spell point to affect magical objects, attended objects, or animate targets such as golems. While this means you may repair broken magical items with your repair ability, you cannot restore the magic to such an object unless your caster level is at least equal to the item’s caster level. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. If used against an attended object, this is treated as a sunder maneuver. If used against an animate object, this is a touch attack. If the object or object’s wielder is unwilling, they are also allowed a Fortitude save to halve the damage (in the case of destroy) or otherwise negate the effect.

paizo.com #3539816, James Gilbreath , May 1, 2015

19

4829493

Dark

460400

4829494

4829494

460400

Chapter 2

paizo.com #3539816, James Gilbreath , May 1, 2015

You may create and manipulate darkness. Darkness: As a standard action, you may create a sphere of darkness with a radius of up to 10 ft + 5 ft per 2 caster levels, centered anywhere within Medium range. This darkness radiates from a central point, and cannot extend through walls. You must concentrate to maintain this sphere, but you may always spend 1 spell point as a free action to make the darkness last for 1 minute per level without concentration. You must remain within Medium range of the darkness to sustain it through concentration. In this darkness, bright light (including daylight) becomes dim light, imposing a 20% miss chance to attacks. Normal light and dim light become absolute darkness. Sources of normal light only produce dim light in a 5-foot radius, and sources of dim light disappear. This is not subject to Spell Resistance, but creatures with Darkvision may see in this darkness as normal. You may always dismiss one of your darkness effects as a free action. Talents designated as (darkness) add additional effects to a sphere of darkness. Only one such talent may be applied to an individual sphere of darkness, but areas of darkness with different effects may overlap. Individual darkness effects do not stack with themselves. If a Light sphere effect is created inside a darkness effect, the creator of the Light sphere effect must pass a magic skill check against the creator of the darkness effect. If the check succeeds, the Ligh sphere effect functions normally. Otherwise, it functions as any other light source, as described above. Meld: (Meld) talents allow the caster to grant himself and others the ability to interact with darkness in new ways. The caster must touch a target as a standard action to grant them the benefits of a (meld) talent.

Dark Talents

Clearsight (meld)

You may spend a spell point to grant a target immunity to all negative effects from your (darkness) talents for 1 hour per caster level. This does not grant the target the ability to see in your darkness if it does not already possess the means to do so, but it does allow creatures with Darkvision to see in Pure Darkness.

20

Dark Slaughter (meld) You may spend a spell point to grant the target the ability to make precision strikes for 1 hour per caster level. Whenever the target attacks a creature it is flanking, that is denied its Dexterity bonus to AC, or that is not able to perceive the creature (such as through a successful Stealth check), it deals an additional 1d6 points of precision damage to the target. This damage is not multiplied on a critical hit, but it does stack with a rogue’s sneak attack. This only functions while within an area of your darkness.

Darkvision (meld) You may spend a spell point to grant the target Darkvision 60 ft for 1 hour per caster level. If the target already possesses Darkvision, this instead increases the range of their Darkvision by 30 ft. You may gain this talent multiple times. Each time this is taken beyond the first, it increases the range of the granted Darkvision by 30 ft.

Disorienting Darkness (darkness) You may create a darkness effect that has a chance to disorient anyone who enters it. When a creature within this area attempts to move, or when a creature first enters this area, they must pass a Will save or become disoriented. A creature must attempt this Will save every time they enter the area of darkness. If the creature fails this saving throw, they must roll a d8 to determine direction: 1 is their intended direction, with 2-8 rotating around the creature in a clockwise direction. The target moves that direction as if it were their intended course. The target does not realize they are off-course until their next turn or until they leave the area of darkness.

460400

Fearful Darkness (darkness) You may create a darkness effect that plays with the fears of any who enter it. Creatures within this area of darkness must pass a Will save or become shaken. Creatures who succeed at this save but remain in the darkness must save again at the end of your subsequent turns. If any creature enters this area of darkness, they must immediately save or become shaken. When a creature fails their saving throw, they remain shaken for as long as they remain within the area of darkness. This is a mind-altering effect.

Feed on Darkness (meld) You may spend a spell point to grant a target fast healing 1 for 1 minute per caster level. This only functions so long as the target remains within an area of your darkness.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829494

460401

460401

4829495

Greater Darkness

Quick Meld

When creating an area of darkness, you may spend an additional spell point to increase the affected area. This allow you to create a sphere of darkness with a radius of up to 20 ft + 5 ft per caster level. If combined with the Wall of Darkness talent, this allows you to create six 10-ft cubes, + 2 cubes per caster level.

You may use (meld) talents on yourself as a swift action instead of a standard action.

Hide In Darkness (meld) You may spend a spell point to grant the target the ability to make Stealth checks to hide in areas of dim light or darkness even while being observed. This lasts for 1 hour per caster level, and only functions when within an area of your darkness.

Hungry Darkness (darkness) You may create a darkness effect that saps away the lifeforce of those inside. Any creature inside the darkness must pass a Fortitude save or suffer 1 point of Constitution damage. Creatures who remain within this area of darkness must save at the end of your subsequent turns or suffer another point of Constitution damage. If a creature enters this area of darkness after it is created, they must immediately save or also suffer this damage. A creature may only be affected by Hungry Darkness once per round, regardless of how many times they enter or exit the area that turn.

Lingering Darkness When you cease concentrating on a darkness effect, you may choose to have the darkness remain for two rounds before dissipating.

Looming Darkness (darkness) You may create a darkness effect that erodes the resolve of those who enter it. Creatures within this area of darkness must pass a Will save or suffer a -1 penalty to all saving throws so long as they remain within this area of darkness. This penalty increases by 1 per 5 caster levels. If any creature enters this area of darkness, they must immediately save or suffer this penalty. This is a mind-affecting effect.

Pure Darkness (darkness)

Silent Darkness (darkness) You may create an area of darkness that dims sound as well as light. All Perception checks made to hear noises originating from within the area of your darkness suffer a penalty equal to your caster level.

Basic Magic

4829495

paizo.com #3539816, James Gilbreath , May 1, 2015

Snagging Darkness (darkness) You may create a darkness effect filled with dark tendrils that snare anything that passes. Creatures within this area of darkness must pass a Reflex save or become entangled. Creatures who succeed at this save but remain in the darkness must save again at the end of your subsequent turns. If any creature enters this area of darkness, they must immediately save or suffer the effects. An ensnared creature can attempt to escape its entanglement by making a Strength or Escape Artist check as a move action, with a DC equal to the Reflex save DC.

Step Through Darkness (meld) You may spend a spell point to grant the target the ability to step into one patch of darkness and emerge in another. As a move action, the target may teleport up to 30 ft. This lasts for 1 hour per caster level. Both the location they are in and the location they are teleporting to must be within an area of your darkness. 460401

Thick Darkness (darkness) You may create a darkness effect that counts as difficult terrain. Creatures move at half speed through your darkness, cannot run or charge, and cannot make 5-ft steps.

Wall of Darkness Rather than create a sphere of darkness, you may arrange your darkness as up to three 10-ft cubes, +1 cube per caster level. These cubes must be arranged contiguously, but otherwise may assume any shape. You must be able to perceive all areas your darkness will inhabit.

You may create a darkness effect that negates low-light vision. Darkvision is reduced to 5 ft. In addition, all other senses (blindsight, scent, etc.) are reduced by half.

paizo.com #3539816, James Gilbreath , May 1, 2015

21

4829495

Death

460402

4829496

4829496

460402

Chapter 2

paizo.com #3539816, James Gilbreath , May 1, 2015

You may command the powers of unlife. Ghost Strike: As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves. Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere: Exhausting strike: The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires. Reanimate: As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again. You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies. For your convenience, the rules for skeletons and zombies are reprinted in the appendix.

Death Talents

Bleeding Wounds (ghost strike)

You may make a ghost strike that deals 1 bleed damage per 2 caster levels (minimum: 1; no save). Targets take damage on the round they are hit, plus each additional round until the bleed effect stops (usually through the Heal skill or an application of magical healing). You may spend a spell point before making this ghost strike to improve this effect to 1 bleed damage per caster level (minimum: 2).

Command Undead (ghost strike) You may spend a spell point to make a ghost strike that grants you a measure of control over an undead creature (Will negates). For 1 minute per caster level, an unintelligent undead creature falls under your control or an intelligent undead become friendly toward you. You can give an intelligent undead creature orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks this effect. Your commands are not telepathic; the undead creature must be able to hear you. Intelligent undead remember they were manipulated and may seek revenge.

460402

Curse (ghost strike) You may spend a spell point to make a ghost strike that bestows a permanent curse on the target (Will negates). Curses may be removed with the Break Enchantment Life talent, upon your death, or by your choice as a free action, but otherwise cannot be dispelled. Choose one of the following effects to bestow upon the target (with GM permission you may invent your own curse, but it should not be more powerful than these): the target suffers 1d6 points of non-lethal damage every minute spent in bright light; the target becomes blind except when in areas of dim light or darkness; the target must eat and drink twice as much as normal or begin suffering from starvation; the target becomes vulnerable to a single energy type (this cannot affect a creature already immune to that energy type—apply vulnerability before protection or resistance); the target suffers the penalties (but not bonuses) of advancing to the next age category.

Cryptic Strike As a standard action, you may make a single ranged or melee attack coupled with a ghost strike. If the attack hits, the target is also affected by the ghost strike.

Drain (ghost strike) You may spend a spell point to make a ghost strike that imposes 1 temporary negative level on the target for one hour per caster level (no save). This increases by 1 die size per 5 caster levels

22

paizo.com #3539816, James Gilbreath , May 1, 2015

4829496

460403

460403

4829497

(1d2, 1d3, 1d4, and 1d6). Unlike with other ghost strikes, negative levels stack. While normally negative levels have a chance to become permanent and can kill a target whose negative levels equal its Hit Dice, these negative levels do not last long enough to become permanent, and if a negative level would reduce the creature to 0 Hit Dice, the creature instead takes 4 points of Constitution drain for the duration of the effect. If a negative level lasts longer than 1 day, the target must pass a Fortitude save per negative level or have the negative level become permanent. If this ability is used on an undead creature, it instead grants the creature 5 temporary hit points per negative level, which last for 1 hour.

Empowered Reanimate All creatures you reanimate gain a +4 enhancement bonus to their Strength and Dexterity.

Expanded Necromancy When you reanimate a creature, you may reanimate it as a bloody skeleton, burning skeleton, fast zombie, or plague zombie. When reanimating a creature in this way, they count as twice their Hit Dice against the total amount you may have reanimated at once.

Greater Ghost Strike When making a ghost strike, you may spend an additional spell point to form your ghost strike into a Close-range cone, allowing you to make an attack roll against every target within this area.

Greater Reanimate

Mass Reanimate When using your reanimate ability, you may spend an additional spell point to reanimate multiple creatures at once. All corpses to be reanimated must be within Close range. Your Hit Dice limits apply to the total number you may reanimate at once with this ability.

Necrotic Feeding (ghost strike) You may spend a spell point to make a ghost strike that, when it strikes a target with -1 or fewer hit points, kills it instantly (Will negates). If the target fails their saving throw, you gain temporary hit points equal to twice the target’s Hit Dice, as well as a +2 enhancement bonus to Strength and Dexterity, which increases to +4 if the target has 8 HD or more and +6 if the target has 16 HD or more. These effects last for 10 minutes per HD of the slain creature. Bonuses from multiple creature do not stack; only the highest bonuses apply.

Necrotic Senses As a full-round action, you may concentrate on one undead creature under your control. This allows you to perceive that creature’s surroundings as if you were standing where that creature was. While you may use the creature’s special sense (i.e., Darkvision, etc.), you must use your own Perception skill if making a check. Only targets completely under your control are valid; charmed undead are not truly under your control, and as such as such do not qualify.

Sickening (ghost strike)

460403

Increase the total Hit Dice of creatures you may have reanimated at once by an additional 1 per caster level. You may select this talent up to 3 times.

You may make a ghost strike that causes the target to be sickened for 1 round per caster level (Fortitude negates). You may spend a spell point to cause the target to instead become nauseated. On a successful save, the target is still sickened for 1 round.

Inflict Disease (ghost strike)

Vampiric Strike (ghost strike)

You may spend a spell point to make a ghost strike that causes the target to contract a disease (Fortitude negates). The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects.

You may spend a spell point to make a ghost strike that deals 1d6 damage per 2 caster levels to the target (minimum: 1d6) and grants yourself an equal number of temporary hit points that last 1 minute per caster level (Fortitude half). You cannot gain more temporary hit points in this manner than the subject’s current hit points + their Constitution score. If you strike multiple targets at once with the same vampiric strike (for example, through the Greater Ghost Strike talent) you cannot gain more temporary hit points than 3 per caster level (minimum: 6). As always, temporary hit points do not stack.

Killing Curse Your ghost strike can rip the very soul from the living. If a target fails their saving throws against your ghost strike 3 times within a 1-minute period, they immediately die (Fortitude negates). If a ghost strike does not allow a save, it is not usable with this talent.

Lingering Necromancy When you reanimate a corpse or corpses, they remain for 1 hour per caster level instead of 1 minute per caster level.

Manipulate Undeath (ghost strike) You may make a ghost strike that harms undead, dealing 1d8 damage per 2 caster levels (minimum: 1d8, Will half). You may spend a spell point to instead heal the undead for this amount.

Basic Magic

4829497

paizo.com #3539816, James Gilbreath , May 1, 2015

Weakening (ghost strike) You may make a ghost strike that inflicts a 1d4 point penalty to the target’s Strength or Dexterity (your choice, Fortitude negates) for 1 round per level. You may spend a spell point to increase this reduction by half your caster level (minimum: 1) and cause a successful Fortitude save to only halve the effect instead of negate it. This cannot reduce the target’s Strength or Dexterity scores to less than 1.

paizo.com #3539816, James Gilbreath , May 1, 2015

23

4829497

Destruction

460404

Chapter 2

You can summon pure energy to strike down foes.

Destructive Blast: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR?magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. Table: Destructive Blast Damage

4829498

4829498

460404

paizo.com #3539816, James Gilbreath , May 1, 2015

If the target is knocked into a solid object, they suffer 1d6 bludgeoning damage, + 1d6 for every 5 ft they would have continued past the barrier. You do not move with the targets of your Bull Rush.

Level

Damage

1st

1d6

3rd

2d6

5th

3d6

7th

4d6

9th

5d6

11th

6d6

13th

7d6

15th

8d6

17th

9d6

You may place a destructive blast onto an adjacent, unoccupied 5 ft square. Any creature who steps onto that square is affected by your destructive blast, and is allowed a Reflex save for half damage. A blast trap lasts for 10 minutes per caster level before becoming inert. This is a magical trap with a Perception DC and Disable Device DC equal to the blast’s save DC. You may only have one active blast trap at a time; placing a second trap deactivates the first. You may select this talent multiple times. Each time it is taken, increase the number of blast traps you may have active at once by 1.

19th

10d6

Crafted Blast

When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

Destruction Talents

Acid Blast (blast type)

You may change your destructive blast from bludgeoning damage to acid damage. Any creature damaged by your acid blast suffers 1 point of acid damage per damage die the following round.

Air Blast (blast type) You may change your destructive blast into a blast of air. An air blast deals nonlethal damage. You may make a Bull Rush at range against the target or targets affected by your air blast. Only a target successfully struck by the blast (or one that fails their Reflex saving throw if one was required) is affected. Your CMB for this check is equal to your caster level + your casting stat modifier, and all targets are pushed from the point of origin

24

of the effect (usually yourself, but if using a talent such as Explosive Orb, it would be the center of the blast. If using Energy Wall, each square of wall is considered the center of effect for those who enter that section. If using Guided Strike, you may choose from which direction you want to push the target, even pushing them up or down if you should desire. Pushing a target into the ground knocks them prone if the Bull Rush is successful.).

Blast Trap (blast shape)

460404

When making a destructive blast unaltered by a (blast type) talent, you may change the damage of the destructive blast to be either bludgeoning, piercing, or slashing, and may change all rolled 1’s and 2’s to 3’s.

Crystal Blast (blast type) Your destructive blast becomes an explosion of crystal, growing where it strikes. A crystal blast uses d4’s instead of d6’s as its damage die and deals piercing damage. The target of your crystal blast must pass a Reflex save or be entangled and unable to move. In addition, the target’s square (or the blast’s affected area) becomes overgrown with crystal and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the crystal blast’s save DC. A target may also destroy the crystal on a square or creature by dealing 3 damage per caster level to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain. Crystal disappears after 1 minute.

Electric Blast (blast type) You may change the damage type of your destructive blast to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and

paizo.com #3539816, James Gilbreath , May 1, 2015

4829498

460405

460405

4829499

melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.

Energy Sphere (blast shape) You may spend a spell point to shape your destructive blast into a non-instantaneous sphere that fills a 5 ft square. Any creature within this space is dealt damage from your destructive blast (Reflex negates). This sphere lasts for 1 round per caster level and has a 20 ft fly speed +5 ft per 2 caster levels and Perfect maneuverability. Wind does not affect its course. As a move action, you may direct this sphere to move to a new location and strike a new target. Your sphere stops to attempt to deal damage whenever it enters a space with a creature. Your sphere has no mass and does not impede movement, and your sphere must stay within your destructive blast range or disappear.

Energy Wall (blast shape) You may spend a spell point to shape your destructive blast into either a wall up to 20 ft per caster level or a hemisphere with a radius up to 5 ft per 2 caster levels (minimum: 5 ft). This wall extends up to 20 ft high and lasts for 1 round per caster level. The wall does not block line of effect, line of sight, projectiles, or thrown objects. Creatures passing through your wall suffer your destructive blast’s damage and effects as normal. Creatures standing in the wall’s space when it is created are allowed a Reflex save to avoid damage.

Energy Blade (blast shape) As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. Any creature damaged by the attack is also struck by the destructive blast.

Explosive Orb (blast shape)

extinguished. Each round the target may make another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.

Frost Blast (blast type) You may change the damage type of your destructive blast to frost. Targets who take damage from your frost blast must make a Fortitude save or be staggered for 1 round.

Guided Strike (blast shape) You may spend a spell point to add a +20 circumstance bonus to your destructive blast’s attack roll.

Nether Blast (blast type) You may change the damage type of your destructive blast to negative energy. Targets damaged by your nether blast must pass a Will saving throw or be shaken for 1 round. A nether blast does not damage undead; instead, the undead must make a Will save or become frightened for 1 round.

Rebuff (blast shape) You may use your destructive blast to shield a target within range from ranged weapons, area effects, or even other destructive blasts for 1 round, giving them the benefits of evasion, a +2 cover bonus to AC, and a +1 cover bonus to their Reflex saves. Multiply these bonuses by 2 at 5th caster level, by 3 at 10th caster level, by 4 at 15th caster level, and by 5 at 20th caster level.

Sculpt Blast (blast shape) You may spend a spell point to create a destructive blast as an area effect, affecting your choice of either a Close-range cone or a Medium-range line, each emanating from yourself. You do not need to make any attack roll for area attacks, but creatures in the effect are allowed a Reflex saving throw for half damage.

Extended Range

Stone Blast (blast type)

Force Blast (blast type) You may spend a spell point to change the damage type of your destructive blast to force. Any creature damaged by a force blast must pass a Reflex save or fall prone.

Fire Blast (blast type) You may change the damage type of your destructive blast to fire. Targets who take damage from your fire blast must make a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are

460405

By spending a spell point, you may perform a rebuff as an immediate action, or provide the benefits to all targets within 10 ft of you plus 5 ft per 5 caster levels. You may spend 2 spell points to gain both of these benefits with the same rebuff.

You may spend a spell point to make a destructive blast as a burst effect centered anywhere within range. This burst has up to a 10 ft radius, + 5 ft per 5 caster levels. Affected creatures are allowed a Reflex saving throw for half damage.

Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.

Basic Magic

4829499

paizo.com #3539816, James Gilbreath , May 1, 2015

You may change the damage type of your destructive blast to slashing, piercing, and bludgeoning. A stone blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, anti-magic field, or antimagic circle, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.

Thunder Blast (blast type) You may change the damage type of your destructive blast to sonic. Targets who take damage from your thunder blast must pass a Fortitude saving throw or be deafened for 2d4 rounds.

paizo.com #3539816, James Gilbreath , May 1, 2015

25

4829499

Divination

460406

Chapter 2

Divine Undead: If you possess the Death sphere, you may divine for undead creatures. The strength of an undead aura is determined according to Chart: Undead. Divine Charm: If you possess the Mind sphere, you may divine for the presence of charm, compulsion, possession, and mind sphere effects. You do not need to make a Knowledge (arcana) check to identify the school or sphere of these abilities.

You can predict the future and gain information not available to the usual 5 senses. Divine: You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining. When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.

Table: Aura Strength

Caster Level

Aura Strength

1-5

Faint

6-11

Moderate

12-20

Strong

20+

Overwhelming

4829500

4829500

460406

paizo.com #3539816, James Gilbreath , May 1, 2015

A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Table: Lingering Aura

Original Strength

Duration of Lingering Aura

Faint

1d6 rounds

Moderate

1d6 minutes

Strong

1d6x10 minutes

Overwhelming

1d6 days

When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Alternate Divinations: If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.

26

Chart: Undead

HD

Strength

Lingering Aura Duration

1 or lower

Faint

1d6 rounds

2-4

Moderate

1d6 minutes

5-10

Strong

1d6 x 10 minutes

11 or higher

Overwhelming

1d6 days

Divine Elements: If you possess the Nature Sphere, you may divine for the elements. If you possess the fire package you may divine the presence and strength of fires. If you possess the water package you may divine the location and size of bodies of water. If you possess the earth package you may divine and identify the presence of ore deposits, gems, stone, and metals. If you possess the plant package you may divine the location of plantlife and plant creatures, as if detecting undead. Divine Alignment: If you possess the Fate sphere, you may divine for a specific part of the alignment spectrum: evil, good, lawful, or chaotic. The strength of these auras are determined according to Chart: Alignment. Traps, poisons, and other potential perils have no alignment. Creatures with aligned intents (killing in anger, aiding those in need for their own sakes, etc.) may temporarily detect according to their actions. Divine Life: If you possess the Life sphere, you may divine the location of nearby living creatures. These creatures do not have auras; you instead determine their condition according to the list below:

460406

• Normal: Has at least 90% of full normal hit points, free of disease. • Fair: 30% to 90% of full normal hit points remaining. • Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. • Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled. Divine Illusions: If you possess the Illusion Sphere, you may divine for illusions. This grants you a free Will save

paizo.com #3539816, James Gilbreath , May 1, 2015

4829500

460407

460407

4829501

Chart: Alignment

Creature/Object

1

Basic Magic

4829501

paizo.com #3539816, James Gilbreath , May 1, 2015

Aura Power None

Faint

Moderate

Strong

Overwhelming

Aligned creature1 (HD)

4 or lower

5-10

11-25

26-50

51 or higher

Aligned Undead (HD)

--

2 or lower

3-8

9-20

21 or higher

Aligned Outsider (HD)

--

1 or lower

2-4

5-10

11 or higher

Cleric or paladin of an aligned deity2 (class levels)

--

1

2-4

5-10

11 or higher

Aligned magic item or spell (caster level)

5 or lower

6-10

11-15

16-20

21 or higher

Except for Undead and Outsider, which have their own entries on the table.

Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies. 2

or Perception check (in the case of illusionary disguises or invisibility) against any illusions or invisibility within the area. Divine Weather: if you possess the Weather sphere, you may divine the weather at your location for the next 24 hours, providing you with advance warning of storms, tornadoes, and so on. This reveals only the weather that would arise naturally and does not take into account any magical occurrences that might change the weather. Divine Unnaturals: If you possess the Conjuration Sphere, you may divine the presence of outsiders and aberrations. In all other ways, this functions as divining for undead. Some talents are marked (divine). These talents give you additional things you may divine for other than magical auras. Only one such talent can be applied to an individual use of divine. Sense: As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense. Read Magic: You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level). Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

Divination Talents

Battlefield Sense (sense)

You may spend a spell point to grant yourself greater perception. You can no longer be flanked, except by a creature with 4 more rogue levels than your caster level.

Blindfolded Oracle (sense)

460407

You may spend a spell point to grant yourself Blindsense 30 ft. You must close your eyes to use this ability. For the purpose of this ability, opening and closing your eyes is a free action you may take once per round. You may spend an additional spell point to upgrade this ability to Blindsight.

Detect Scrying (sense) You may spend a spell point to detect the scryings of others. Any attempt to scry or divine on a location or creature within 30 ft of you (unless you purposefully lower this defense) becomes impossible unless the caster succeeds in a magic skill check against you. In addition, you sense if any creature within range is using the divine ability or a divination spell, as well as the location of any sensors in the area (such as with the viewing talent or the clairaudience/clairvoyance spell). You become aware of any attempt to scry on you, such as with a divination (scrying) school spell or the scrying advanced divination talent. If these spells and effects originate within your sense’s area, you immediately know their location. Otherwise, if you match or exceed the other caster in an opposed magic skill check, you gain a visual image of the diviner and know their direction and distance from you. You may suppress or resume this sense as a free action.

paizo.com #3539816, James Gilbreath , May 1, 2015

27

4829501

460408

460408

4829502

4829502

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 2

Detect Secrets (divine) You may spend a spell point to divine for things expressly designed to be hidden. This includes secret doors, hidden caches, and secret compartments. Not only does this detect the presence of such secrets, but it also gives you knowledge of their trigger mechanisms. This only detects doors, passages, and openings specifically designed to avoid detection.

Ghost Sight (sense) You may spend a spell point to gain a sense that adds your caster level to Perception checks made to notice invisible or ethereal creatures. If you succeed at this check, the creature’s outline becomes visible to you. This negates both the usual penalties you would suffer attacking an invisible creature, and the bonuses the creature would normally gain against you. This continues until you lose line of sight to the creature, in which case you must succeed at a new Perception check to see them.

Grant Sense You may grant your senses to a touched target instead of only yourself.

Divine Future (divine)

Greater Divine

You may divine for a glimpse of the future, giving yourself insight into the happenings of that day. At any time during that day, you may add an insight bonus equal to 1d4 +1 per 5 caster levels to one attack roll, skill check, saving throw, ability check, or combat maneuver roll you are about to make. As an immediate action, you may grant this benefit to an ally who can both see and hear you.

Your divine ability works out to Long range instead of Medium range.

You can only have one use of this ability waiting to be used at a time. You may take this talent multiple times, to a maximum of 5 times. Every time you gain this talent beyond the first, you may use this ability an additional time during that day. Every time you divine for the future, you regain all your uses of this ability for that day.

Divine Information (divine) You may spend a spell point to divine for information. This grants you the ability to reroll a failed Knowledge check (or to make a Knowledge check untrained), with an insight bonus equal to 1/2 your caster level. You may only divine for information once per Knowledge check.

Dowsing (divine) You may spend a spell point to divine the location of a creature or object within range. This may be a specific creature or object or a kind of creature or object, but either way you must have a clear mental image of the creature or object to divine for it (thus, you could not divine broadly for traps, creatures of a broad creature type, etc.). If divining for a kind of creature or object, you only locate the closest item of that kind. This method of using divine is not blocked by wood or stone, but is still blocked by lead.

Fast Divinations Divining takes 1 minute instead of 10 minutes.

Foreshadow (sense) You may spend a spell point to gain a sense that warns you of impending danger. You are not flat-footed during the surprise round, and gain a +1 dodge bonus to AC, and a +2 bonus to Reflex saves and Initiative checks. These bonuses increase by 1 for every 10 caster levels possessed.

28

Logos (sense) You may spend a spell point to understand all spoken and written words, regardless of language. You may spend an additional spell point to also be understood by any creature with a language. You do not learn the creature’s language, but instead every creature hears you speak in whatever language is most comfortable for it.

See Hazard (sense) 460408

You may spend a spell point to gain a free Perception check to notice traps and hazards when you are within 10 ft of them, be they mechanical (trip wires, dart throwers, etc.) magical (rune spells, sigils, etc.) or natural (quick sand, pit falls, etc.). This does not give you insight into disabling such traps or hazards.

Sense Magic (sense) You may spend 2 spell points to grant yourself the ability to sense magic, as if using your basic divine ability as a constant ability, but only to a distance of 30 ft.

True Sight (sense) You may spend a spell point to gain a sense that grants you a bonus equal to 1/2 your caster level (minimum: 1) to all Will saves against illusions.

Viewing (divine) You may spend a spell point to divine, transferring your point of view to any point within range. You may see and hear from this location. You do not need line of sight or line of effect, but the locale must be known—a place familiar to you, or an obvious one such as a distance and direction. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired, in all ways as if you were standing where your sensor is located. This ability creates a scrying sensor, which can be detected (Perception DC 20 + caster level) and dispelled.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829502

460409

460409

paizo.com #3539816, James Gilbreath , May 1, 2015

4829503

4829503

460409

paizo.com #3539816, James Gilbreath , May 1, 2015

4829503

460410

Enhancement

Chapter 2

You may place enhancements on creatures and objects, altering their properties.

Enhance: As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement: Enhance Equipment: You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item. Talents marked as (enhance) grant you new enhancements you may bestow.

Enhancement Talents

4829504

4829504

460410

paizo.com #3539816, James Gilbreath , May 1, 2015

Animate Object (enhance)

You may spend a spell point to enhance an object, bestowing movement and a semblance of life. The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc. If you animate an enemy’s weapon, the weapon cannot move and attack while it is being held, but the wielder must pass a Reflex save (DC 10 + 1/2 caster level + casting ability modifier) Table: Animate Object

Animated objects are constructs, and gain Hit Dice according to their size. The maximum sized object you may animate depends on your caster level, according to Table: Animate Object. For your convenience, the rules for animated objects have been reprinted in the appendix.

Bestow Intelligence (enhance) You may spend a spell point to enhance an animal, plant, or object, granting it temporary intelligence. The target becomes a magical creature (or intelligent item if an object), and gains an Intelligence, Charisma, and Wisdom score of 3d6 each (or its original score, whichever is higher), as well as an alignment equal to your own, and the ability to speak and understand one language of your choice which you also speak and understand, +1 language you know per point of Intelligence bonus. It also gains normal senses to 60 ft if it did not previously possess any. The creature or object has a beginning disposition of Friendly towards you, but does not gain greater insight into its surroundings before it gained intelligence (thus, an intelligent rock could not tell you who passed by it before it gained sentience, nor an intelligent tree describe a creature who climbed it the day before), nor does it automatically obey your commands, although it will usually provide favors and aid that is not too dangerous. This does not grant the target extra abilities nor the ability to move. You may bestow intelligence on an animated object under your control, in which case the object still continues to obey you explicitly even though it is now intelligent.

460410

Cripple (enhance) You may apply an enhancement to a creature, giving it a -1 penalty to all of the creature’s d20 rolls (attack rolls, saving throws, ability checks and skill checks). This penalty increases by 1 for every 5 caster levels you possess.

Size

Sample Object

Hit Dice

Maximum Construction Points

1

Tiny

Candelabra

1d10

1

3

Small

Chair

2d10+10

1

5

Medium

Cage

3d10+20

2

8

Large

Statue

4d10+30

3

11

Huge

Wagon

7d10+40

4

15

Gargantuan

Catapult

10d10+60

5

20

Colossal

Ship

13d10+80

6

Caster Level

30

each round they hold the item or lose their action fighting their weapon for control. If you animate an enemy’s armor or clothing, the enemy becomes entangled and must pass a Reflex save each round or also be staggered that round.

Deadly Weapon (enhance) You may enhance a weapon, granting it the keen special quality if it does not already possess it and a +1 bonus to critical hit confirmation rolls for every 3 caster levels possessed (to a maximum of +6 at 18th caster level).

Deep Enhancement When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829504

460411

460411

4829505

Energy Weapon (enhance)

Mass Enhancement

You may enhance a weapon, granting it the corrosive, flaming, frost, or shock special weapon qualities. The weapons deal an extra point of damage for every 2 caster levels possessed.

When bestowing an enhancement, you may spend an additional spell point to enhance an additional target per 2 caster levels (minimum: 1 additional). All targets must be within range and must receive the same enhancement (thus, if using the Deadly Weapon talent, you could only target weapons with this ability).

Greater Enhancement When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1. This means you can grant an item a +6 enhancement bonus if your caster level is high enough.

Harden (enhance) You may enhance an item to increase its hardness, or enhance a creature to grant it DR/adamantine. The bonus is equal to your half your caster level (minimum: 1).

Lighten (enhance) You may enhance an item or creature, reducing its weight or even making it weightless. The maximum sized object you can affect is given on Table: Lighten Object. An enhanced object weighs half as much as normal, but if you choose, you may make objects up to one size category smaller than your limit completely weightless, or up to 2 size categories smaller float up or down as you choose at a rate of 20 ft per round. While you cannot make an object or creature move any direction other than up or down, this can easily be combined with telekinesis, wind power, or pushing off a wall (at half the target’s usual speed) to create flight-like effects. Unwilling creatures are allowed a new saving throw each round to negate this effect, but they may suffer falling damage if successful. 1/2-weight creatures suffer a -2 penalty to their CMD vs bull rush, drag, and reposition combat maneuvers. This penalty is doubled for weightless or floating creatures.

Lingering Enhancement When you enhance an object or creature, the enhancement remains for 2 rounds after you stop concentrating.

Mental Enhancement (enhance) You may enhance creatures, granting them a +2 enhancement bonus to either their Intelligence, Wisdom, or Charisma scores. This increases to +4 at 7th caster level and +6 at 14th caster level.

Basic Magic

4829505

paizo.com #3539816, James Gilbreath , May 1, 2015

Physical Enhancement (enhance) You may enhance creatures, granting them a +2 enhancement bonus to either their Strength, Dexterity, or Constitution scores. This increases to +4 at 7th caster level and +6 at 14th caster level.

Ranged Enhancement You may enhance targets within Medium range. You may take this talent multiple times. Each time it is taken, increase the range by an additional step (Close to Medium, Medium to Long).

Steal Senses (enhance) You may apply an enhancement to a creature, causing it to become either blind or deaf (your choice), or to lose one special sense such as the scent ability, Tremorsense, Blindsense, Blindsight, etc.

460411

Versatile Weapon (enhance) You may enhance a weapon, causing it to ignore an amount of damage reduction equal to your caster level. This only works against damage reduction that can be bypassed (thus, it would work against DR 5/ cold iron, but not against DR 5/-).

Table: Lighten Object

Caster Level

Tiny

Small

Medium

Large

Huge

Gargantuan

Colossal

1

weightless 1/2 weight

-

-

-

-

-

3

float

weightless

1/2 weight

-

-

-

-

5

float

float

weightless 1/2 weight -

-

-

8

float

float

float

weightless 1/2 weight -

-

11

float

float

float

float

weightless 1/2 weight

-

15

float

float

float

float

float

weightless

1/2 weight

20

float

float

float

float

float

float

weightless

25

float

float

float

float

float

float

float

paizo.com #3539816, James Gilbreath , May 1, 2015

31

4829505

Fate

4829506

4829506

Chapter 2

460412

460412

paizo.com #3539816, James Gilbreath , May 1, 2015

Fate Talents

Bless (word)

You command cosmic forces including luck, destiny, and alignment. Word: As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word: Hallow: You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed. The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.

When you or one of your allies is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to allow them to make the roll twice and take the highest roll. You must use this word before the roll in question is made.

Close (word) Rather than targeting creatures, this word targets doors, chests, windows, and other objects that can open or close. You may spend a spell point and speak a word that magically holds shut a door, gate, chest, window, or shutter of wood, metal, or stone. The portal closes and, if a lock is present, becomes locked. The DC to open the lock or force open the portal both increase by 10. Once the opening or portal has been forced or picked open, this effect ends.

Curse (word) When an enemy within range is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to force that target to make the roll twice and take the lower result. You must use this word before the roll in question is made. 460412

Divine Force (consecration) You may fill an area with the influence of an alignment type you are connected to (good, evil, lawful, or chaotic). You must possess this alignment type. Creatures of that alignment’s opposite (good for evil, lawful for chaotic, etc.) within this area suffer one of the following detriments, chosen at random (Fortitude negates):

Some Fate talents are marked (word). These talents grant you additional words.

1. blind 1 round

Consecration: As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:

3. staggered 1d4 round

Serendipity: You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration. Fate talents marked (consecration) grant you additional consecrations.

2. deaf 2d4 rounds 4. sickened 1d4 round 5. dazed 1 round 6. shaken 1d4 round As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions. If you are True Neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil) suffer the ill effects.

Echoing Word When using a word, you may spend an additional spell point to affect additional creatures, up to 1 extra creature per 2 caster levels (minimum: 1). Every target must be affected by the same word.

32

paizo.com #3539816, James Gilbreath , May 1, 2015

4829506

460413

460413

4829507

Freedom (word)

Mercy (word)

You may spend a spell point to speak a word that frees the target from physical bondage. You must concentrate to maintain this ability, to a maximum of 1 round per caster level. You may spend an additional spell point as a free action to allow this ability to continue for 1 round per caster level without concentration.

You may spend a spell point to reduce the target’s ability to deal lethal damage. The target is allowed a Will save, and on a failure, deals nonlethal damage with all of its weapon attacks for 1 round per caster level. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.

The target may move and attack normally, even when under the influence of magic and effects that would otherwise impede movement. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically fail, and the subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The subject may even move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant waterbreathing.

Greater Consecration You may spend an additional spell point when using a consecration to double the effected area, creating an aura with a 40 ft radius instead of a 20 ft radius.

Open (word) Rather than targeting creatures, this word targets doors, chests, and other objects that can open or close.

Basic Magic

4829507

paizo.com #3539816, James Gilbreath , May 1, 2015

You may spend a spell point to open a door or container, as if you were making a Disable Device check to unlock it or, if the opening is stuck and no lock is present, a Strength check to force it open. Make a magic skill check with a +10 bonus against the lock’s Disable Device DC or the door’s Stuck DC. If the check is successful, the portal unlocks and opens. This word may open doors, chests, shackles, and chains, and any other type of fastening. It cannot, however, raise a barred gate, lift a portcullis, or otherwise provide force in and of itself.

Pain (word)

Greater Serendipity When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.

Harm (word) Whenever the target of this word suffers damage, they suffer an additional amount of damage equal to 1/2 your caster level (minimum: 1). This effect lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this word to continue for 1 round per caster level without concentration.

Judgment (consecrate) You may spend a spell point to create a consecration that dictates the actions of all creatures within its area of effect. When you create this consecration, you must declare a course of action that is at most one sentence long and whether this action is to be avoided or emulated. Example judgments include “No one can attack”, “everyone must trade fairly”, etc. If your judgment would cause a creature to attack itself or perform another obviously suicidal action, they are immune to that judgment. For as long as you maintain this consecration, all creatures within this area must obey this judgement. Each individual creature is allowed a Will save to negate this requirement and allow itself to act normally. If a creature succeeds at their saving throw, they become immune to that judgment for the rest of its duration. You must always follow your own judgment. You must concentrate to maintain this consecration, to maximum of 1 minute per caster level. You may always spend a spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.

The target suffers debilitating pain. The target suffers 1d4 + 1/2 your caster level in nonlethal damage (no save). You may spend a spell point to cause this target to suffer this damage each round for a total number of rounds equal to your caster level. For 1 round (or as long as this word is in effect) the target suffers a -4 penalty to all mental skill checks (such as Bluff, Spellcraft, Sense Motive, or Survival), and must pass a magic skill check (DC 10 + 1/2 the damage dealt + 1/2 the caster level) to use a sphere effect or spell.

460413

Truth (word) The target cannot speak deliberate or intentional lies (Will negates). They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An effected target may still be evasive, refuse to answer, or word their responses carefully. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.

Tug Fate (consecrate) For as long as this consecration is in effect, any creature within the area who rolls a 10 on an attack roll, initiatitive roll, skill check, ability check, or saving throw receives either a +4 luck bonus or a -4 penalty to their roll (your choice). This does not apply when the creature takes 10; only a d20 roll will do. This bonus and penalty increase by 1 per 2 caster levels. You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

paizo.com #3539816, James Gilbreath , May 1, 2015

33

4829507

Illusion

4829508

4829508

Chapter 2

460414

460414

paizo.com #3539816, James Gilbreath , May 1, 2015

Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.

You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance (Such as with the Illusionary Disguise talent). Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow. Trick: As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed. Effects: You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent). Alter: You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion. Table: Example Illusions

Example of Illusion

Required Talents

An illusionary wall

Base sphere only

A glen full of trees

Complex Illusion

A warrior blocking the target’s way

Illusionary Sound, Illusionary Touch (to engage in combat w/ target)

A table laden with food

Illusionary Odor, Illusionary Touch (to be consumed by target)

A room filled with fire

Illusionary Sound, Illusionary Touch

An army of orcs chasing the target

Illusionary Sound, Complex Illusion, Illusionary Touch (to engage in combat w/ target)

If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

460414

Illusion Talents

Complex Illusion

Illusion: As a standard action, you may spend a spell point to When creating an illusion, you may spend an additional spell create a silent visual illusion within range for as long as you con- point to divide the illusion into multiple, independent components. The combined size and range of these illusions must centrate, to a maximum of 1 minute still be within your maximum illusion size, per caster level. You cannot move Table: Illusion Maximum Size but each component can appear differfurther away from the illusion than ently and behave differently. While each Illusion Maximum your illusion range while maintain- Caster ing it through concentration, and Level Maximum Size Size in cubes component can be given its own set of programmed instructions, you can only the illusion is limited in size accord1st Medium 5 ft cube actively control one component at a time. ing to Table: Illusion Maximum 3rd Large 10 ft cube Size. The image may be anything Ex: when creating an illusion of a tavern, you may clearly imagine, and bea creature with this talent could create a 5th Huge 15 ft cube haves according to your desires. bustling group of people inside the tav8th Gargantuan 20 ft cube ern as part of the same illusion. The caster Simply perceiving an illusion isn’t could only control one such illusionary 11th Colossal 30 ft cube enough to detect it as fake, but any person at a time though; and the rest target who interacts with the illu15th Colossal+ 40 ft cube would only perform their last set of insion or carefully studies the area is structions. Giving a component a new set 20th Colossal++ 50 ft cube allowed a Will save to disbelieve the of instructions is a move action. image, recognizing it for what it is. 25th Colossal+++ 60 ft cube

34

paizo.com #3539816, James Gilbreath , May 1, 2015

4829508

460415

460415

4829509

If a creature makes its saving throw against a complex illusion, it sees through the entire illusion rather than only one component part.

caster level + your casting ability modifier. A target can only be damaged by your illusions once in a round, no matter how many times it thinks the illusion has hurt it.

Daylight

Invisibility

Your illusions may give off bright light, in a radius of up to 60 ft. The next 60 ft beyond that is raised one light level to a maximum of normal light. Creatures with Light Blindness or Light Sensitivity take penalties while in this bright light, but creatures damaged by daylight are unaffected.

You may make things disappear. As a trick, you may add 1/2 your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon

Enlarged Illusion Increase your illusion’s maximum size by one size category.

Illusionary Disguise You may attach an illusion directly onto a creature or object, making it appear as something or someone else entirely. This grants a +10 circumstance bonus to Disguise checks. Targets who interact with the disguise receive a Will save to disbelieve, and some actions can simply give the disguise away. (For example, touching a target disguised as a different size category, or seeing a creature disguised as an inanimate object move.)

Illusionary Odor You may add smell and taste to your illusions. For example, you may change something’s taste or create the smell of smoke. As a trick, you may add half your caster level to the DC required to detect poison in foods or to track a target by smell.

Illusionary Sound You may add whatever sounds you desire to an illusion. You cannot make more sound than four normal humans per caster level could make. (A horde of rats running and squeaking is equal to eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.) As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be.

Illusionary Touch You may make an illusion that feels real to the touch, including temperature and texture. When a creature comes into physical contact with your illusions (touching them, striking them in melee, etc.), they do not automatically disbelieve the illusion. Instead, they are allowed a new saving throw each round they are in contact with the illusion. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, leaning on the wall would still cause the creature to fall through and disbelieve). You may take this talent a total of twice; when taken a second time, your illusions may also cause pain. When coming into contact with an appropriate illusion (stepping into fire, being hit by an illusionary enemy, etc.), if the subject fails their Will save to disbelieve, they take non-lethal damage equal to your

You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square.

Basic Magic

4829509

paizo.com #3539816, James Gilbreath , May 1, 2015

Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.

Lingering Illusion When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.

460415

Manipulate Aura As a trick, you may change a creature or object’s magical aura to appear to be non-magical, or to appear as a magic item you specify, or as if under the effects of a spell or sphere ability you specify for up to 1 day per caster level. A target examining this aura through detection magic is allowed a Will save to see through the trick, but on a failure believes the aura and does not detect this trick. Artifacts are too powerful to have their auras hidden or altered in this manner.

Ranged Illusion Increase the distance by which you may manifest an illusion or trick by one category (Close to Medium, Medium to Long). You may take this talent multiple times. The effects stack.

Silence You may place an illusion on a creature or in an area that negates sound. The creature (or creatures standing in the area of effect) makes no noise, and cannot perform verbal components of any skill or magic. Creatures in an area of silence are immune to sonic or language-based attacks, spells, and effects, and gain a +4 bonus to Stealth checks.

paizo.com #3539816, James Gilbreath , May 1, 2015

35

4829509

Life

Chapter 2

460416

remove certain effects if you so desire (for example, you may target only harmful effects and not beneficial ones). This counts as using the break enchantment or remove curse spell against those spells and effects that specify they can only be removed through those spells. This has no effect on instantaneous effects.

Fount of Life

You wield the powers of life. Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies. Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half). Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following: • Heals 1d4 points of ability damage to one ability score of your choice. • Removes the fatigued condition or lessens exhaustion to fatigued. • Removes the sickened condition or lessens nauseated to sickened. • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. • Removes the staggered condition. • Removes the dazzled condition.

4829510

4829510

460416

paizo.com #3539816, James Gilbreath , May 1, 2015

If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

You may store a cure within yourself, allowing you to access that healing as needed throughout the day. You spend a spell point and roll the damage healed as normal, except rather than healing by the given amount, that amount of healing is stored. You may store multiple cures in this manner to increase the amount of stored healing, but you cannot store more healing within you than 10 x your caster level. Stored healing is lost when you rest to recover spell points. You may draw on this stored healing to heal targets exactly as if using your cure ability, except you do not need to spend a spell point; you may choose the amount of healing granted (to a maximum amount equal to your stored healing), and any healing granted to a target is subtracted from your stored healing.

Greater Healing Your cure effect heals 2 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level.

Greater Invigorate When placing an invigorate on a target, add your casting ability modifier to the amount of temporary hit points granted, and increase the duration to 1 hour per caster level.

Greater Restore When restoring a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.

Healthy Invigorate

Life Talents

You may spend a spell point when using invigorate to allow your invigorate to increase a target’s effective hit point total to reach beyond their usual hit point total, as is normal with temporary hit points. This means you may use this talent to grant an invigorate to a creature already at its maximum hit points.

Break Enchantment

Mass Healing

You may spend an additional spell point to allow your restore ability to removes all magic from the target that has a duration. This may be used against curses including cursed equipment, although it does not remove the curse from the equipment, but instead suppresses the effect long enough for the item to be removed. You must succeed at a magic skill check against each magical effect in order to remove it. You may choose not to

You may spend an additional spell point when using a cure ore invigorate to affect an additional creature per 2 caster levels (minimum: 1). All targets must be within range.

Ranged Healing

36

460416

Your cure, invigorate, and restore abilities have a range of Close rather than Touch.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829510

460417

460417

paizo.com #3539816, James Gilbreath , May 1, 2015

Restore Senses

When using your cure or invigorate abilities on a target or targets, you may spend an additional spell point to restore them as well.

Your cure ability heals an additional 1d8 hit points. When restoring a target, the target is also cured of all temporary or magical removal of their senses. This includes blindness, deafness, loss of Tremorsense, Blindsense, etc.

Restore Health Your cure ability heals an additional 1d8 hit points. When restoring a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.

Restore Soul Your cure ability heals an additional 1d8 hit points. When restoring a target, the target is also cured of all ability drain and temporary negative levels.

Resuscitate

Your cure ability heals an additional 1d8 hit points. When restoring a target, the target is also cured of the confused and dazed conditions.

Your cure and invigorate abilities function on creatures who have died within no more than 1 round. If the target’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise the target remains dead. Creatures brought back to life in this manner gain a temporary negative level.

Restore Movement

Revitalize

Your cure ability heals an additional 1d8 hit points. When restoring a target, the target is freed from movement-impairing effects. The target may make an immediate Escape Artist check with a bonus equal to your caster level against any applicable condition (for example, if it is entangled or grappled), and you may make a magic skill check against any spell or effect that causes paralysis, removing the condition if you succeed.

When curing a target or targets, you may choose to grant the target Fast Healing instead of directly healing damage. This grants the target Fast Healing 1 for 1 minute per caster level. Increase the amount of Fast Healing granted by the number of times you have taken the Greater Healing talent. (Thus, if you had gained the Greater Healing talent twice, you could grant a target Fast Healing 3.)

Restore Mind

Basic Magic

Restorative Cure

4829511

4829511

460417

paizo.com #3539816, James Gilbreath , May 1, 2015

37

4829511

4829512

4829512

Chapter 2

460418

Light

460418

paizo.com #3539816, James Gilbreath , May 1, 2015

Light Talents

Area Glow

You may create and manipulate light. Glow: As a standard action, you may cause an object or creature to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects. As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action. As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions. Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities. Some talents are designated (light), which add additional effects to your glow ability. You may only apply the benefits of one (light) talent to any individual glow effect. While you may only apply one such talent to an individual glow effect, areas of bright light from different glow effects can overlap. When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.

38

You may spend a spell point to create an eruption of light, causing all creatures and objects within a 10 ft +5 ft per 5 caster levels radius centered within range to glow. You needn’t make a ranged touch attack against any creature within this area. Making targets glow brightly must still be done individually.

Beacon of Hope (light) When you place a glow effect on a creature, you may choose to grant that creature a +1 morale bonus on saves against fear. This bonus increases by 1 for every 5 caster levels possessed. You may spend a spell point to create bright light that empowers those within it. All creatures within the area of bright light gain a +1 morale bonus on saves against fear, +1 per 5 caster levels.

Blinding Light (light) When you cause a creature to glow, you may choose to make that target dazzled, giving it a -1 penalty to attack rolls and Perception checks. You may spend a spell point to create bright light that blinds the glowing target and all creatures within the area of bright light. All creatures must make a Fortitude save or be blinded for 1 round. They must make this saving throw each round they are within this area. Creatures who succeed at their saving throw are still dazzled for that round.

460418

Bound Light (light) You may create bright light that binds the glowing target inside a prison of light. The target is entangled and must pass a Fortitude save each round or also be staggered for that round. In addition, the target must pass a magic skill check to use any form of dimensional travel, such as the dimension door spell or the teleport ability from the Warp sphere.

Dancing Lights You may create a glow effect without the need for a creature or object. This allows you to create a floating ball of light that may fly up to 60 ft per round and may be directed as a free action. You may give these lights simple commands, such as following a creature you can see or traveling in a specified pattern.

Encompassing Light (light) You may create bright light that encompasses the glowing creature, allowing it to function as if it were larger than it is. The glowing creature deals damage and gains reach as if it were 1 size category larger than it is. This improves to 2 size categories at 10th caster level, and 3 size categories at 20th caster level.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829512

460419

460419

4829513

Guiding Light (light)

Light Link

When you cause a creature to glow, you may choose to grant all creatures a +1 circumstance bonus to attack rolls against that target. When causing that creature to shed bright light, you may increase this bonus by 1, +1 per 5 caster levels. This has no effect on other creatures within the area of bright light.

You always know the direction and distance to any creature or object under the effect of your glow. This has no effect if the creature or object is on another plane.

Hypnotic Pattern (light)

You may target creatures and objects within Long range rather than Medium range when applying a glow, and when causing a glowing object to shed normal or bright light.

You may spend a spell point when creating bright light to fascinate creatures. All creatures within this area of bright light that can see become fascinated (Will negates) for as long as they remain within this area of bright light. These targets take no action on their turn but to stare into the light, and suffer a -4 penalty to all Perception checks. A target is allowed a new saving throw each round to throw off the effect, and on a successful save, may make their actions as normal. Once a target has saved against this effect, they are immune to the effect for the rest of its duration. Hostile action taken against a hypnotized target automatically breaks the effect, as if the target had succeeded at their saving throw. If the target was already in combat when this ability is used, they gain a +2 bonus to their initial saving throw.

Illuminate When causing an object to shed normal light or bright light, you may focus this light into a cone as a free action, doubling the affected distance. For normal light this creates a 40 ft cone, while bright light creates a 60 ft cone + 5 ft per caster level. This also doubles the distance to which light is increased one step to a maximum of normal light. Returning the effect to normal is also a free action. You may change the light’s direction as a free action, but for the purpose of (light) talents you may only affect one area per round.

Lasting Light When you produce a glow, it lasts for 10 minutes per caster level instead of 1 minute per caster level. Spending a spell point to make bright light self-sustaining still only lasts for 1 minute per caster level.

Ranged Light

Basic Magic

4829513

paizo.com #3539816, James Gilbreath , May 1, 2015

Repelling Light (light) You may spend a spell point to create light that repels unwanted creatures. Choose one creature type. In the case of humanoids and outsiders, you must instead choose one subtype. Any creature of this type or subtype within the area of bright light must pass a Fortitude save or be unable to move closer to the source of the light. Affected creatures may move sideways or backwards, but cannot move closer, although the source of the light may move closer to them. Creatures who make their saving throw but remain within the area of bright light must make a new saving throw every round to avoid being affected. If a creature enters this area of bright light (or if the source of bright light moves close to them), they must immediately save or be affected.

Revealing Light (light) You may spend a spell point to create bright light that reveals all invisible creatures and objects. These creatures and objects lose all the benefits of invisibility for as long as they are within the area of bright light.

460419

Searing Light (light) You may create bright light that burns creatures in its area. All creatures in the area suffer 1 point of fire damage per caster level per round they are within this area of bright light. Undead, oozes, and creatures harmed by daylight take 2 points of fire damage per caster level.

paizo.com #3539816, James Gilbreath , May 1, 2015

39

4829513

Mind

4829514

4829514

Chapter 2

460420

460420

paizo.com #3539816, James Gilbreath , May 1, 2015

Mind Talents

Command (charm)

You may directly control another creature’s body.

You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities. Note: Some Mind sphere abilities allow the caster to make a request of the target creature and have different effects depending on the particular request made. While the final decision on what request falls into what category is up to the GM, the examples in Table: Example Requests are a shorthand for players and GMs hoping to quickly determine what an enchanted creature might or might not be asked to do. Charm: You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms. When you gain the Mind sphere, you gain the following charm: Suggestion: You may plant thoughts into a target’s mind. Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed. Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do. Powerful Charm: This is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty. Some mind talents are designated (charm) talents. These talents grant you additional charms you may place on targets.

40

Lesser Charm: You may force the target to perform one move, swift, or free action of your choice on its next turn (Will negates). This could include yelling loudly, falling to the ground, dropping its weapon, or moving in a generalized direction (away, toward, left, right, etc.) For the purpose of this talent, standing still is a free action. The target cannot use its other actions on that turn to undo the effect of this lesser charm (pick up a dropped weapon, move back to its old square, stand up if it fell down, etc.). Greater Charm: You take control of the target for as long as you concentrate, to a maximum of 1 round per caster level. (Will negates). The target is allowed a new saving throw as a free action each round at the end of its turn to throw off this control. Other than verbal actions, the target cannot perform an action of its own choice on its turn. While under your control, the target mentally fights you, and so can only be made to perform a single move action or standard action each round. The creature can move up to its speed and attack in the same round as a charge action. While you may command a target to use an item or perform magic, this does not grant you knowledge of the target’s magical abilities or inventory. While you can command a creature to stand still and take no action, you cannot command a creature to become helpless or give up its Dex bonus to AC. Powerful Charm: This is the same as the Command greater charm, except the target is not limited to a single standard action or move action each round.

460420

Confusion (charm) You may unravel a creature’s mind and make them behave erratically. Lesser Charm: The target becomes confused for 1 round (Will negates). Greater Charm: The target becomes confused for 1 minute per caster level (Will negates). Powerful Charm: This is the same as the Confusion greater charm, except in addition to being confused, the target also suffers a -2 penalty to their caster level and a -4 penalty to all their mental ability scores.

Courage (charm) You inspire the target to great action. Lesser Charm: The target may choose one attack roll, saving throw, ability check, or skill check it makes within the next minute. The target gains a morale bonus equal to 2 + 1 per 5 caster levels on that roll. If no roll is selected before 1 minute passes, this effect ends.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829514

460421

460421

paizo.com #3539816, James Gilbreath , May 1, 2015

Table: Example Requests

Very Simple Request

Basic Request

Would not normally do

Against the creature’s nature

Paladin

Provide healing to an injured person.

Protect the innocent from danger, hunt a monster in the area.

Ignore minor criminal activity, hide a creature of dubious guilt

Attack team mates, slaughter the innocent, renounce her religion, desecrate a temple.

Evil-Aligned Professional Thief

Steal a simple, unattended object, visit a tavern.

Share non-compromising information, teach someone thieving skills.

Donate a few coins to charity, reveal secret plans, stab their co-conspirators in the back.

Give up their most valuable magic items, reveal their greatest secrets, turn themselves in for their crimes.

Bear

Grab fish from a stream.

Calm down and not attack an unassuming target.

Ignore a humanoid sitting in its den.

Ignore the kidnapping of its cubs.

Orc Bandit

Mug a weak, unguarded target.

Join a raid on a town, or the hunting of a monster.

Help run a farm, ignore a rich-looking target, fight a target where survival is uncertain.

Fight a target where survival is unlikely, join a raid against its own people.

Ancient Dragon

Eat an annoying humanoid.

Eat an unassuming humanoid.

Give up a valuable item.

Give up its horde.

Eat lunch.

Give a kind stranger a meal and a hayloft to sleep in.

Middle-Aged Farmer 4829515

4829515

Greater Charm: The target gains a morale bonus equal to 1 + 1 per 5 caster levels to all attack rolls, saving throws, ability checks, and skill checks for 1 round per caster level. Powerful Charm: This is the same as the Courage greater charm, except the duration increases to 1 minute per level. The target also becomes immune to fear and gains temporary hit points equal to your caster level

Enthrall (charm) You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm. A DC 25 Sense Motive check reveals the target of this charm has been enchanted. This is an enchantment (charm) effect instead of an enchantment (compulsion) effect. Lesser Charm: You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates). Greater Charm: You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.

Basic Magic

Creature

House and feed a squadHouse wanted criminals, ron of questionable men, allow the kidnapping of his help a team of adventurers family, take up arms and as a cook and porter on become a soldier. their quests.

460421

Powerful Charm: This functions as the Enthrall greater charm, except the duration increases to 1 hour per caster level.

Expanded Charm Your charms may affect any creature with a mind susceptible to mind-altering effects. Creatures without living minds (constructs, undead, oozes, vermin) are still immune.

Fear (charm) You may warp a target’s mind with fear. Lesser Charm: You cause the target to become shaken for 1 round per caster level (Will negates). Greater Charm: You cause a target to become frightened for 1 round per caster level (Will negates). On a successful save, they are still shaken for 1 round per caster level. Powerful Charm: This is the same as the Fear greater charm, except the target becomes panicked instead of frightened. On a successful save, they are still frightened for 1 round and shaken for 1 round per caster level.

paizo.com #3539816, James Gilbreath , May 1, 2015

41

4829515

460422

460422

paizo.com #3539816, James Gilbreath , May 1, 2015

Group Charm

Chapter 2

You may spend a spell point when using a charm to affect up to 1 additional creature per 2 caster levels (minimum: 1). Each target must be within range and must be affected by the same charm effect.

Hostility (charm) You cause the target to enter a blinding rage. Lesser Charm: You compel the target to attack the nearest creature on it next turn (Will negates). The target moves until this creature is within range and makes at least one attack with a weapon, natural attack, or unarmed strike. If no such creature can be reached, the target instead deals damage to itself equal to 1d8 + its Strength modifier with whatever it has in hand. Greater Charm: The target enters a rage for 1 round per caster level (Will negates if unwilling). The target gains a +2 morale bonus to Strength and Constitution, a +1 bonus to Will saves, and a -2 penalty to AC. In addition, the target cannot use any spells, nor any skills or class features based off of Intelligence, Wisdom, or Charisma.

This counts as a Barbarian’s rage, except the target is not fatigued at the end. Powerful Charm: Same as the greater charm, but you may grant one of the following packages to the target as well: Heroic Rage: the target’s bonus to Strength and Constitution increases to +4, and their bonus to Will saves increases to +2. The target may still use spells, as well as class features and skills based off of Intelligence, Wisdom, or Charisma. Brutal Rage: The target is compelled to hostility and each round attacks the nearest target to itself, be it friend or foe. If the creature cannot attack something during its turn, it deals 1d8 + its Strength modifier damage to itself with whatever it has in hand.

Inspiration (charm) You inspire competence in the target. Lesser Charm: As an immediate action, you may add a +2 competence bonus to a skill check or attack roll the target has just made. This can change a failure into a success. You must choose to use this charm after the roll has been made, but before the results are revealed. Greater Charm: This is the same as the Inspiration lesser charm, except it adds +2d4 to the attack roll or skill check instead of +2.

4829516

4829516

460422

42

paizo.com #3539816, James Gilbreath , May 1, 2015

4829516

460423

460423

4829517

Powerful Charm: This is the same as the Inspiration greater charm, except it adds +2d4 +1 per 2 caster levels (minimum: 1) to the roll instead of only +2d4.

Paralyze (charm) You freeze the target in place. Lesser Charm: The target is dazed for 1 round (Will negates). Greater Charm: The target is stunned for 1 round per caster level (Will negates). The target is allowed a new Will save each round to end this effect early. This is a full-round action that does not provoke an attack of opportunity. Powerful Charm: This is the same as the Paralyze greater charm, except the target is paralyzed instead of stunned.

Powerful Charm You may spend 2 spell points to use the Powerful charm version of any charm you possess.

Project Thoughts (charm) You can communicate directly into the mind of another. Lesser Charm: You project an empathic message into the mind of the target. The target knows what you are feeling (fear, anger, anxiety, rage, etc.), although they are not able to communicate back. Unlike other lesser charms, there is no limit to the number of times you may use this lesser charm on a target in a day. Greater Charm: You may project a telepathic message to a target consisting of no more than 25 words. If you and the target do not possess a shared language, this form of communication is impossible. Powerful Charm: Your projected telepathic message does not have a word limit, although communication is carried out in real time and you must concentrate for as long as you communicate. You can communicate with the target even without a shared language.

Ranged Mind Increase the range you may charm targets by 1 step (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.

Read Mind (charm) You can pull information from a target’s mind. Lesser Charm: You may detect a creature’s emotional state (Will negates if unwilling). Unlike other lesser charms, there is no limit to the number of times you may use this lesser charm on a target in a day. Greater Charm: You may read the surface thoughts of a creature (Will negates if unwilling) for as long as you concentrate. Powerful Charm: You may pull a specific piece of information out of a creature’s mind (Will negates). This is usually

enough information to answer a single, specific question to the best of that creature’s knowledge, in no more than 25 words. A creature who successfully saves against this powerful charm may choose to provide no answer to your question or attempt to lie with their Bluff skill. If you use this powerful charm twice on the same creature to ask the same question, the same answer (correct, no answer or lie) is given again.

Sleep (charm)

Basic Magic

4829517

paizo.com #3539816, James Gilbreath , May 1, 2015

You put the target to sleep. Lesser Charm: You make the target lethargic, making it staggered for 1d4 rounds (Will negates). Greater Charm: You put the target to sleep for 1 minute per caster level (Will negates). Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action. Powerful Charm: The target is placed into a deeper slumber. Whenever the sleeping target takes damage or another creature attempts to wake it as a standard action, the target does not automatically awaken, but instead makes a new Will save to wake up with a +4 bonus.

Subtlety If a target succeeds on their save against one of your charms, they must immediately pass a second Will save. If they fail this second save, they do not realize they were the subject of an attempted mental assault.

460423

Vision (charm) You may make someone see things that are not there. Lesser Charm: You may alter a creature’s perception of a single creature, object, sound, or effect for 1 round per caster level (Will negates). You may alter 1 sense (sight, sound, touch/pain, taste, smell); for example, you could make a thief appear to be an alley cat, make a scratch appear as a gaping knife wound, or make the sound of footsteps seem like the wind. You cannot use this to replicate speech or sights and sounds you have never encountered before, nor to make something invisible. If used to cover up pain (such as hiding the target taking damage) the target gains a +4 bonus to their Will save. If the target interacts with the object of their altered perception, they are allowed an additional save every round they continue to do so. Greater Charm: This functions as the Vision lesser charm, except you may affect all 5 senses in relation to the chosen creature, object, sound, or effect. Powerful Charm: This functions as the Vision greater charm, except you may change the target’s perception of everything around them. This grants the target a new saving throw each round they interact with any part of the altered surroundings.

paizo.com #3539816, James Gilbreath , May 1, 2015

43

4829517

Nature

460424

4829518

4829518

460424

Chapter 2

paizo.com #3539816, James Gilbreath , May 1, 2015

You can command the very terrain to do your bidding. Geomancing: As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within Close range. Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrates. The caster may always spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration. When a caster gains the nature sphere, he chooses and gains one of the following geomancing packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages.

Plantlife: Entangle (concentration, requires grass, weeds, vines, or underbrush): You cause plants to grow rapidly, wrapping themselves around everything in a 5 ft + 5 ft per 5 caster levels radius area centered within range. Creatures within this area must pass a Reflex save or gain the entangled condition and become unable to move. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of each turn you maintain the effect. Creatures that move into the area must save immediately. Those that fail end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to the effect’s Reflex save DC. This area is also considered difficult terrain for the duration of the effect. If the area contained plants with thorns, all creatures suffer 1 point of piercing damage each round they are within this area. Growth (instantaneous, requires fruit trees, berry bushes, or food crops): You may spend a spell point to cause plants to sprout food spontaneously. You may affect up to 1 plant per caster level within range. Each plant produces enough food to provide 3 medium-sized creatures or 1 horse with food for a day. Pummel (concentration, requires a tree): You cause a tree branch to come alive and attack a foe you designate. The tree cannot move, but it makes one slam attack each round against the designated target until you spend a move action to designate another target or until the target dies or moves out of range. A tree branch cannot flank nor aid in flanking. You cannot designate a target you cannot perceive.

44

The tree has a Strength score equal to 10 + your caster level, and a to-hit modifier equal to your caster level + its Strength modifier + its size modifier. You may animate a Medium branch at 1st caster level, a Large branch beginning at 5th caster level, a Huge branch beginning at 10th caster level, a Gargantuan branch beginning at 15th caster level, and a Colossal branch at 20th caster level. An entire tree can count as a branch, provided the tree isn’t larger than your maximum pummel size. Medium: 1d6 damage, 5 ft reach. Large: +1 size bonus, 1d8 damage, 10 ft reach. Huge: +2 size bonus, 2d6 damage, 15 ft reach. Gargantuan: +4 size bonus, 3d6 damage, 20 ft reach. Colossal: +8 size bonus, 4d6 damage, 30 ft reach.

Water: Vortex (concentration, requires a large body of liquid): You may create a spinning vortex in a body of liquid that sucks creatures and objects to its center. This vortex is 5 ft wide at its base, is 10 ft high + 5 ft per 5 caster levels, and is half as wide at the top as it is high. Any creature entering this area must pass a Reflex save or suffer bludgeoning damage equal to 1d8 + 1/2 your caster level (minimum: 0). If the creature is smaller than the vortex, they must pass a second Reflex save or be pulled into the middle of the vortex. Creatures in the middle of the vortex suffer bludgeoning damage once per round with no save, and must pass a Reflex save each round or be unable to move, and on a success may only move at half their swim speed. A vortex cannot contain more creatures than would exceed its volume.

460424

You may move the vortex up to 30 ft per round as part of the concentration check required to maintain it. If maintaining the effect through a spell point, you may designate a simple pattern for it to move, which you may alter as a move action. Creatures in the middle of the vortex are carried along with it as it moves. Fog (concentration, requires rain, mist, or at least 5 cubic feet of water): You call up a rolling fog, cutting off people’s vision within a 10 ft + 5 ft per 5 caster levels radius area centered within range. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance and the attacker can’t use sight to locate the target). The ability does not function underwater. If using a body of water, the fog must be at least partially over the water itself. If you spend a spell point to maintain this effect without concentration, a moderate wind (11+ mph) will disperse it within 4 rounds. In the presence of a strong wind (21+ mph), you cannot use this ability. Freeze (Instantaneous, requires water): You may spend a spell point to flash freeze water, turning it into ice. You may freeze a 1 inch thick, 5 ft by 5 ft square of water per caster level. Alternately, you may cover a wet medium-sized creature with 1 inch of ice per caster level. You may increase the size of the frozen area or size/number of the frozen creatures, but every extra medium-sized creature or extra 5 ft square divides the

paizo.com #3539816, James Gilbreath , May 1, 2015

4829518

460425

460425

4829519

ice’s thickness in half. Table: Creature Size Creatures smaller Equivalent number than medium count Creature of medium-sized as medium-sized Size creatures for this creatures effect, with the exFine 1/16 ception of multiple 1/8 creatures occupying Diminutive the same space. Add Tiny 1/4 the sizes of multiple Small 1/2 creatures occupying the same space Medium 1 together when deLarge 2 termining their size for this purpose. For Huge 4 swarms, count each Gargantuan 8 5 ft square as being 2 medium-sized creaColossal 16 tures occupying the same space. You may affect both squares and creatures, but all affected targets and spaces must be contiguous and must have the same thickness of ice. Creatures are allowed a Reflex save to avoid being frozen. On a failure, they are encased and cannot move or act and suffer 1 point of cold damage per round per inch of ice. To escape, they must pass a Strength check or Escape Artist check as a fullround action to escape the ice (DC 15 + 1 per inch of thickness) or another creature must break the ice around the trapped creature (3 hp per inch). On a successful save, target is still entangled for 1 round. Ice melts 1 inch of thickness per minute on the average day.

Earth: Bury (concentration, requires sand): You shift the sands, swallowing targets within a 5 ft + 5 ft per 5 caster levels radius area centered within range. This functions as entangle from the plantlife package, but on a failure targets cannot move but do not become entangled. Each subsequent round they do not escape, the Strength and Escape Artist DC increases by 1. If a

target is knocked prone within this area and fails their save, they begin to suffocate until they escape. Tremor (instantaneous, requires dirt or stone): You may spend a spell point to send a tremor through the ground, affecting a 5 ft + 5 ft per 5 caster levels radius area centered within range. This makes a trip combat maneuver check against every target within the area, using your caster level plus your casting ability modifier as your CMB. This does not provoke an attack of opportunity (except as usual for using sphere effects) and you cannot be tripped in return for failing this check. Dust Storm (concentration, requires sand or loose dirt): You kick up sand or dirt within a 10 ft + 5 ft per 5 caster levels radius area centered within range. All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.

Fire: Manipulate Lava (instantaneous or concentration, requires lava): You may manipulate lava. This is exactly the same as the vortex and freeze powers from the water package, except you must spend an additional spell point for each ability, and you must target lava. Frozen lava becomes obsidian, with a hardness of 5 and 3 hit points per caster level and does not deal damage per round to trapped creatures. Create Fire (concentration, no requirements): You may produce a Diminutive-sized magical fire that burns without fuel. This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire. If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and catch fire. A successful Reflex save halves the damage and negates catching fire.

Minimum CL

Fire Size

Example

Damage per Round

Space

1st

Fine

Tindertwig

1

1/2 ft square

1st

Diminutive

Torch

1d3

1 ft square

1st

Tiny

Small campfire

1d6

2.5 ft square

3rd

Small

Large campfire

2d6

5 ft square

5th

Medium

Forge

3d6

5 ft square

8th

Large

Bonfire

4d6

10 ft square

11th

Huge

Burning shack

5d6

15 ft square

Gargantuan Burning tavern

6d6

20 ft square

7d6

30 ft square

20th

Colossal

Burning inn

460425

Affect Fire (concentration, requires fire): You may affect a normal, non-magical fire, increasing or decreasing its size by one category, plus one per 5 caster levels. This is only a temporary change; once the effect ends, the fire returns to its normal size. The fire consumes fuel and deals damage as appropriate for its new size, according to Table: Maximum Fire Size.

Table: Maximum Fire Size

15th

Basic Magic

4829519

paizo.com #3539816, James Gilbreath , May 1, 2015

The minimum caster level required to affect a fire is also given in the chart. If two casters are affecting the same fire in the same direction (increasing or decreasing) only the strongest change occurs. If two casters attempt to affect fire in opposite directions (one making it bigger, one making it smaller), the second caster must succeed at a magic skill check. On a success, their ability functions normally, overlapping the first caster’s effect. The fire counts as its altered size for determining if the second caster can affect it. If a creature is on fire, treat that fire as being Tiny sized (1d6 damage) for the purpose of this effect. When you affect a fire on a creature, you also raise or lower the Reflex save DC to put the fire out by 1/2 your caster level (minimum: 0).

paizo.com #3539816, James Gilbreath , May 1, 2015

45

4829519

460426

460426

4829520

4829520

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 2

Spirit: Some talents are marked (spirit). These talents give the caster ways they have learned to tune their spirit with nature. Each (spirit) talent grants the caster a new ability they may use as a standard action. These abilities only affect the caster. Some talents are marked (plant), (water), (fire), or (earth). You must possess the plant, water, fire, or earth geomancing package respectively to gain a talent with its designation. Talents marked (geomancing) give you new geomancing abilities.

Nature Talents

Animal Friend (spirit)

You may spend a spell point as a standard action to cause animals to treat you as a friend for 1 minute per caster level. Indifferent animals (such as domesticated animals) become Friendly to you, while Unfriendly animals (such as wild animals) become Indifferent to you. This means that wild animals will not attack unless provoked, and you may make requests of animals, provided you may communicate with them (if you cannot communicate with a creature, only basic commands such as ‘go’, ‘come’, ‘fight’, or ‘stay’ may be communicated). This has no effect on animals who are hostile to you (such as those already in combat), and an animal with a master (such as an animal companion) will still attack if commanded to by its master. Once during the duration of this ability, you may call the nearest animal of a particular type you designate (provided the animal’s CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within this effect’s duration, you are aware of this fact.

Create Water (water, geomancing) As an instantaneous effect, you may spend a spell point to create water anywhere within range. This creates one 5 ft cube per 2 caster levels (minimum: 1 cube) of clean water. While this is its own geomancing ability, you may combine this effect with another water package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately. You must pay any costs associated with both abilities to combine them in this manner. This can allow you to even create vortexes that can move over land.

46

Expanded Geomancing Choose and gain a geomancing package you do not already possess. You may select this talent multiple times, gaining a new package each time.

Feed on Fire (fire, spirit) You may spend a spell point to gain the ability to absorb energy from fire for 1 minute per caster level. You gain fire resistance equal to your caster level. Whenever you take damage from fire (whether or not it is enough to penetrate your fire resistance), you are healed an amount equal to 1/2 the fire damage dealt, to a maximum amount equal to 1/2 the fire resistance granted by this ability (minimum: 1). Damage dealt in excess of this amount is handled normally.

Forge Earth (earth, geomancing) As an instantaneous effect, you may spend a spell point to alter the ground within a 5 ft + 5 ft per 5 caster levels radius area within range. You may raise or lower the terrain up to 5 ft + 5 ft per 5 caster levels, and may create variants within the affected area such as summoning a small wall or creating gradients and stair effects. You cannot both raise and lower the terrain with the same use of this ability and cannot create variants in anything smaller than 5 ft squares (i.e., you cannot create 1 ft diameter holes or create a spike of earth). Targets within this area are not damaged by falling if you lower the terrain, and climbing up the edges of lowered terrain usually requires a DC 15 Climb check.

Fire Wielder (fire)

460426

When using the create fire geomancing ability, you may encompass the fire around yourself. This accomplishes one of the two following feats: 1. You concentrate the fire around your hands. Rather than affecting an area, this allows you to be treated as armed when making unarmed strikes. In addition, you deal an extra amount of fire damage equal to your maximum create fire size with each unarmed strike. This does not cause targets to catch fire, nor grant you the ability to make extra attacks if you are maintaining the effect through concentration. 2. You place the fire around yourself as a mantle. This does not deal fire damage to yourself, but all adjacent creatures are damaged by your fire and suffer a chance of catching fire, as if they were within the area where the fire was created.

Greater Range The range of your geomancing abilities increases from Close to Medium range. You may select this talent up to 2 times. Each time it is selected, the range increases by 1 step (Close to Medium, Medium to Long).

Grow Plants (plantlife, geomancing) As an instantaneous effect, you may spend a spell point to instantaneously grow plants in an area within range. This may create one tree (to a maximum size equal to that which you can control through the pummel geomancing ability) or a field of

paizo.com #3539816, James Gilbreath , May 1, 2015

4829520

460427

460427

4829521

plants within a 5 ft radius + 5 ft per 5 caster levels area. This may create basic plants (corn, underbrush, ivy) but cannot create plants with inherent qualities (i.e., you cannot create rare herbs, etc.). While this is its own geomancing ability, you may combine this effect with another plant package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately. You must pay any costs associated with both abilities to combine them in this manner.

Move Fire (fire, geomancing) As a concentration effect, you may take a fire equal to or smaller than the maximum you may target with affect fire and move it up to 30 ft per round in any direction. A fire moved in this way continues to burn, even without fuel (although it may be drowned or extinguished otherwise as normal), and dies as soon as the effect ends if not moved to a new fuel source. If you have spent a spell point to make this ability self-sustaining, you must still focus as a move action to move the fire. When moving fire to a space occupied by a creature, that creature suffers the fire’s damage (Reflex half) and must pass a Reflex save or catch on fire.

Speak with Animals (spirit) You may spend a spell point to gain the ability to speak with animals for 1 minute per caster level. You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Speak with Plants (plants, spirit) You may spend a spell point to gain the ability to speak with plants for 1 minute per caster level. You can communicate with normal plants and plant creatures and can ask questions of and receive answers from them. A normal plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal, and a plant may be stupid, cunning, or cruel as any other creature. If a plant creature is friendly, it may do some favor or service for you.

Speak with Stone (earth, spirit) You may spend a spell point to speak with stones for 1 minute per caster level. This is not truly accompished through speach, but rather by touching a stone you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers by, but not more detailed information (the names or conversations of passers by, for instance). You can speak with both natural or worked stone.

Thorns (plantlife, geomancing) You cause plants to grow spines and attack targets. This is the same as the entangle geomancing ability, except instead of

making creatures entangled and unable to move, this effect deals piercing and slashing damage to them. Targets inside the area or who enter the area suffer 1 d6 damage +1 per 2 caster levels (Reflex half). Creatures who remain in the area suffer damage once per round at the end of your subsequent turns. This does not stack with any thorns already on the plants used in the effect. You may place an entangle and thorns effect on the same space.

Towering Growth (plant)

Basic Magic

4829521

paizo.com #3539816, James Gilbreath , May 1, 2015

When creating an entangle or thorns effect, the effect grows tall enough to affect flying creatures as well. Creatures up to 10 ft per caster level over your entangle or thorns effects must pass a Reflex save or affected as normal. If they pass this Reflex save, they must still pass a Fly check (DC 15 + caster level) or be forced to fly at half speed while over the area. When affected by an entangle effect, flying creatures are pulled to the ground by the plants and become unable to move. Flying creatures grabbed by an entangle effect become prone, but do not take falling damage.

Waterwalk (water, spirit) You may spend a spell point to gain the ability to walk on water for 1 minute per caster level. Water and all other liquid becomes solid to you, allowing you to move over it as if it were normal ground. Especially turbulent water (such as during a storm) may count as difficult terrain. You may always choose to sink into the water and swim if you so desire, in which case you are considered to have a Swim speed equal to your land speed, granting you all the usual benefits of a Swim speed, including a racial +8 bonus to Swim checks. This does not, however, grant you the ability to breath underwater.

460427

Wave (water, geomancing) As an instantaneous effect, you may spend a spell point to create a surge in water that pushing targets in its wake. This surge may be created anywhere within range and may face any direction, but once created it travels in a straight line for a distance of 30 ft + 5 ft per 2 caster levels. This area may extend out of the water and onto land to a maximum of 10 ft + 5 ft per 5 caster levels. All creatures within the affected area are pushed as if by a Bull Rush combat maneuver, except it does not provoke an attack of opportunity. Use your caster level + your casting ability modifier in place of your CMB. If the target is on land and is successfully pushed by this ability, they must also pass a Reflex save or fall prone. If combined with Create Water, it may be created anywhere and may travel up to 30 ft + 5 t per 2 caster levels over land.

Whirlwind (earth, geomancing) You may create a vortex out of sand or loose dirt. This is the same as a vortex made in water, except it travels over land. A whirlwind must remain in contact with the ground at all times, and may not fly.

paizo.com #3539816, James Gilbreath , May 1, 2015

47

4829521

460428

4829522

4829522

Protection

460428

Chapter 2

paizo.com #3539816, James Gilbreath , May 1, 2015

You are a user of the magics of preservation.

Ward: As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward: Barrier: You may create a ward that creates a mostly-transparent wall at its paremeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level). A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side. If you maintain your barrier through concentration, its HP is renewed each round on your turn. Aegis: As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere: Deflection: You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels. Certain protection talents grant you additional wards or aegis, and are marked (ward) or (aegis) respectively.

Protection Talents

Armored Magic (aegis)

You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.

Breathless (aegis) You may create an aegis that allows a creature to survive without air. The creature becomes immune to effects that require breathing (such as inhaled poison), can survive underwater, or even in a vacuum. This does not give immunity to cloud or gas attacks that do not require breathing.

Community Whenever a creature under your aegis takes damage, you may spend a spell point to transfer up to half of that damage to any other creature under one of your aegis as a free action. This damage cannot be resisted or redirected further. 460428

Deathless (aegis) You may create an aegis that grants the subject a +4 morale bonus on saves against all death spells, Death sphere abilities, channeled negative energy, and other magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. This aegis does not protect against other sorts of attacks, even if those attacks might be lethal.

Distant Protection When creating a ward, you may center it anywhere within Close range. When granting an aegis, you may grant it to a target within Close range.

Energy Resistance (ward, aegis) You may create a ward that suppresses one energy type of your choice (fire, cold, electricity, sonic, or acid). Any damage of that energy type dealt within this area is reduced by 10 + your caster level. You may also create an aegis that grants energy resistance 10 + your caster level to either fire, cold, electricity, sonic, or acid. These effects only absorb damage and may not protect from other side effects of an attack.

Guardian (aegis) You may create an aegis that draws harmful attention to its bearer and away from their allies. Any hostile target within 10 ft of the bearer of this aegis who decides to target any creature

48

paizo.com #3539816, James Gilbreath , May 1, 2015

4829522

460429

460429

4829523

other than the bearer of this aegis suffers a -1 penalty to their attack roll. This penalty increases by 1 for every 5 caster levels possessed. Multiple Guardian aegis do not stack; if a creature attacks one creature with this aegis while within the area of another creature with this aegis, they suffer no penalty for their attack.

Protected Health (aegis)

Healing Aegis

You may create a ward that repels creatures of one end of the alignment spectrum (good, evil, lawful, chaotic), chosen by you when this ward is created. All creatures of that alignment cannot cross the edge of this ward unless they succeed at a Will save. Once a creature has succeeded at this Will save, they may cross the barrier without trouble and are immune to your repel ward for 24 hours. If a creature is already within this warded area when it is created, or if the ward is moved into their space, they instantly become immune to the ward, as if they had succeeded at their saving throw. You cannot repel an alignment that you yourself possess.

As an immediate action, you may spend a spell point to dismiss one or more of your aegis on a target, healing that target for an amount equal to your casting ability modifier + your caster level per aegis dispelled. This may keep the target from dying.

Greater Barrier You may fashion your barrier into a flat plane if you so choose. This wall must be contiguous and must begin adjacent to you, although it may extend as far out as Close range (if you possess the Distant Protection talent, it must begin within Close range and be contained within Medium range), and can cover up to 1 10 ft square per caster level. In addition, when creating a barrier, you may spend an additional spell point to increase its Hit Points to 10 per caster level and increase the Break DC by 10. The barrier’s hit points do not replenish, even if maintained through concentration.

Luck As an immediate action, you may dismiss an aegis on a target to allow them to reroll a saving throw they have just made. They must take the second result, even if it is worse.

Obstruction (aegis) You may create an aegis that absorbs damage. The target gains DR/- equal to 1/2 the caster level (minimum: 1). Once this aegis has absorbed damage equal to 10 x the caster level, the aegis ends even if its duration has not yet expired.

Painful Aegis (aegis) You may create an aegis that inflicts pain on creatures that hurt its bearer. Whenever a creature successfully hits the bearer of this aegis with a melee or ranged attack, that creature suffers 1 point of nonlethal damage per 2 caster levels (minimum: 1).

Peacebound (ward, aegis) You may create a ward that renders all creatures within incapable of causing violence. Any violent action or targeted offensive magical effect created within the ward fails and the target’s action is wasted (Will negates). If any target succeeds at this Will save, the ward’s effect immediately ends for all. When a peacebound ward is broken in this fashion, all creatures within become immune to that caster’s peacebound ward for 24 hours. You may also create an aegis that makes the target immune to violent actions or magic. Any such action made against the target requires the attacker to pass a Will save or lose that action. If a creature succeeds at this Will save (or the bearer of the peace bound aegis takes an offensive action against any creature) the aegis immediately ends.

You may create an aegis that grants the target a +4 morale bonus to saving throws against all poisons and diseases, both magical and mundane.

Repel Evil/Good/Law/Chaos (ward)

Basic Magic

4829523

paizo.com #3539816, James Gilbreath , May 1, 2015

Resistance (aegis) You may create an aegis that grants +1 resistance bonus to all saving throws. This increases by 1 for every 5 caster levels you possess.

Slippery (aegis) You may create an aegis that protects a creature from being physically restrained or manipulated. The bearer of this aegis gains a +2 enhancement bonus to Acrobatics checks, Escape Artist checks, and to CMD. These bonuses increase by 1 for every 5 caster levels you possess.

460429

Spell Ward (ward, aegis) You may spend a spell point to create a ward that represses all magic within its area of effect. Make one magic skill check against each magical effect, magic item, or summoned creature within the area. Magic items have a MSD of 10 + their caster level. If your check exceeds the MSD of the magical effect, item, or caster who summoned the creature, the effect is suppressed, the magic item ceases to function, or the summoned creature temporarily disappears. Time spent suppressed counts toward a magical effect’s total duration. Any caster attempting to use a magical ability in or targeted within this area, or any summoned creature attempting to enter this area, must pass a magic skill check against your MSD. On a success, the magical effect is unimpeded, and the summoned creature is not banished by that spell ward. You may also spend 2 spell points instead of 1 to create an aegis that grants the target Spell Resistance equal to 10 + your caster level.

Status You always know the direction and distance to all creatures benefiting from your aegis and are aware of any conditions affecting them (unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, etc.). If the target dies or moves to another plane of existence, this effect ceases to function.

paizo.com #3539816, James Gilbreath , May 1, 2015

49

4829523

Telekinesis

460430

Chapter 2

You can lift and move objects through magic.

Telekinesis: As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range. The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Table: Object Size

4829524

4829524

460430

paizo.com #3539816, James Gilbreath , May 1, 2015

Caster Level

Object Size

Sample Object

1st

Diminutive

Dagger

3rd

Tiny

Candelabra

5th

Small

Heavy Shield

8th

Medium

Cage

11th

Large

Statue

15th

Huge

Wagon

20th

Gargantuan

Catapult

25th

Colossal

Ship

Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier. You gain the following special uses of telekinesis when you gain this sphere: Sustained Force: You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.). Hostile Lift: You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save

50

to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air. Bludgeon: When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, it does not suffer damage if used as a bludgeon. Table: Object Damage

Object Size

Damage Dealt

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium

1d6

Large

1d8

Huge

2d6

Gargantuan

3d6

Colossal

4d6

460430

Catch: If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

Telekinesis Talents

Dancing Weapon

When using telekinesis to lift an object, that object counts as a melee weapon under your control. Allies may use it to flank, and if you possess the Flair talent, you may apply melee feats such as Power Attack to your actions with that bludgeon (you cannot treat a bludgeon as both a melee and a ranged weapon at the same time; you may apply either melee attack feats or ranged attack feats to an individual bludgeon, but not both). In addition, you may also add your casting ability modifier to all damage rolls made with a bludgeon.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829524

460431

460431

4829525

Divided Mind

Increased Range

You may lift multiple targets at once (up to 1 + 1 per caster level) whose combined size does not exceed your maximum telekinesis size. You may treat these objects as one effective object for the purpose of bludgeoning a creature, or you may make multiple bludgeons per round (although you cannot make more attacks in a round than would otherwise be allowed with your BAB and any respective feats if you possess the Flair or Dancing Weapon talents). If you spend a spell point to use Hostile Lift or Sustained Force, it may apply it to as many of these objects as applicable. You may also spend a spell point when using the Steal, Telekinetic Maneuver, or Telekinetic Push talents to affect multiple targets at once (up to one additional target per 2 caster levels, minimum: 1), although you cannot affect an individual target more than once per round with any combat maneuver.

Increase the range of your telekinesis by one step (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.

Finesse You may use telekinesis to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, or tying a knot. You may make appropriate skill checks (such as Craft, Profession, or Performance checks that involve objects or instruments) at a distance, as well as Heal checks to perform first aid. When performing a skill at a distance you may use your casting ability modifier in place of the normal ability modifier, but you also suffer a -5 penalty to the skill check. You may use Sustained Force to maintain complicated, non-combat procedures such as making knives prepare dinner, make a lute play itself, or making a shovel dig a ditch. When combined with the Flair talent, you may also perform Disable Device checks at a distance. When combined with the Steal talent, you may also perform Sleight of Hand checks to steal objects at a distance.

Flair You may use telekinesis with a greater degree of detail. If you possess the Finesse talent, you may perform Disable Device checks at a distance with a -5 penalty. You may add the effects of feats you possess to the actions you perform with telekinesis (adding the benefits of Point-Blank Shot or Weapon Focus to bludgeons, using improved trip or improved steal to maneuvers made with the Telekinetic Maneuver talent or Steal talent, etc.). Bludgeons count as ranged weapons for this purpose.

Flight When using telekinesis to lift a creature or creatures and spending a spell point to create a Sustained Force on them, you may grant that creature the ability to control their own movement for the duration of the Sustained Force. They gain a fly speed equal to your telekinesis speed, with maneuverability (perfect). An affected creature does not need to remain within your telekinesis range while flying in this manner.

Powerful Telekinesis Increase the maximum sized object or creature you may affect with telekinesis by 1 size category.

Quick Catch

Basic Magic

4829525

paizo.com #3539816, James Gilbreath , May 1, 2015

You may spend a spell point to make a telekinetic catch as an immediate action. If you possess the Telekinetic Push talent, you may spend a spell point to perform pushes as an immediate action.

Steal You may use telekinesis on attended objects. The owner is allowed a Will saving throw to negate this effect. If they fail, you may perform a Steal or Disarm combat maneuver against them at a distance, using your caster level -5 plus your casting ability modifier as your CMB. On a successful maneuver, you may move the object up to your telekinesis distance in any direction.

Telekinetic Maneuver You can use telekinesis to manipulate a target. As a standard action, you may perform a bull rush, pull, reposition, trip, dirty maneuver, or grapple (upgrades to pin if the target is already grappled) combat maneuver against a target. Use your caster level -5 plus your casting ability modifier as your CMB. If grappling, your CMD is your CMB +5 and the target is allowed to make a new Will save each round to negate the effect. These maneuvers do not provoke an attack of opportunity from the target. If grappling, you do not gain the grappled condition, and you cannot be knocked prone by failing a trip check.

460431

Telekinetic Push You may throw your telekinetic power at an object, aiding or impeding its natural movement. As a readied action, you may push a projectile, creature, thrown object, or another caster’s bludgeon up to one size larger than your telekinesis limit. If aiding, you may increase a weapon’s range increment by half your telekinesis speed and increase its effective size by 1 size category +1 per 5 caster levels for the purposes of dealing damage or determining if another caster may catch the object with their own telekinesis. If aiding a creature, you may choose to instead grant it an enhancement bonus to its movement equal to 1/2 your telekinesis speed. You may also add 1d6 damage + 1d6 per 5 caster levels to the falling damage a target suffers. This ability may be used to cause damage to a target that was successfully tripped.

Greater Speed

Alternately, you may slow down a creature or object, cutting its movement speed and damage in half. If the target is falling, this decreases their falling speed to 60 ft per round, allowing them to fall great distances without being hurt.

The distance you can move things with telekinesis increases to 30 ft + 5 ft per 2 caster levels per round.

Telekinetic pushes don’t require a spell point even when used on hostile targets, but do allow a Will save to negate.

paizo.com #3539816, James Gilbreath , May 1, 2015

51

4829525

Time

4829526

4829526

Chapter 2

460432

460432

paizo.com #3539816, James Gilbreath , May 1, 2015

This effect lasts as long as you concentrate, although you may spend a spell point as a free action to allow this effect to remain for 1 minute per caster level without concentration.

Age (time)

You can alter the flow of time itself. Alter Time: The base Time sphere grants you two ways to alter time. All alter time effects require a standard action to activate unless otherwise stated and have a range of touch. Effects that target an area are centered on you. Effects maintained through concentration require you to remain within Close range of the target or location after placing the effect. Haste: You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration. Slow: You cause the target to become staggered, allowing it to only take a single move action or standard action on its turn, but not both (Will negates). You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration. If a slow and haste ability are used on the same creature, the second caster must pass a magic skill check. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place. Some Time talents are marked (time). These talents grant you additional alter time abilities.

Time Talents

After Image (time)

You may cause a target to bleed through time, blurring their image so that they appear to be in multiple places at once. This grants the target concealment (20% miss chance) against attacks, +5% per 3 caster levels to a maximum of 50%. This is a blur effect, and may be counteracted by abilities that specify they can see through them. Opponents that cannot see the subject ignore this penalty, although fighting an unseen opponent carries penalties of its own.

52

You may spend a spell point to increase or decrease a target’s age by 1 category (Unwilling creatures make a Fortitude save to negate). This adds or removes penalties to physical ability scores but does not add or remove bonuses to mental ability scores. You may move the target 1 age category older or younger, plus an additional category for every 5 caster levels possessed. This cannot cause the target to die of old age, nor become so young they were never born. This effect lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this effect to continue for 1 minute per caster level without concentration. The effects of different age categories are cumulative (thus, a target moved from young adult to venerable would suffer a -6 penalty to all physical ability scores). Table: Age Categories

Age Category

Physical Penalties (Age penalties accumulate)

Child

-1 size category, -2 to all physical ability scores

Youth

-1 to all physical ability scores

Young Adult

none

Middle Age

-1 to all physical ability scores

Old Age

-2 to all physical ability scores

Venerable

-3 to all physical ability scores

460432

Eject (time) You may spend a spell point to attempt to eject a target from time itself for 1 round per caster level (Will negates). The target disappears completely and cannot be the target of any damage or effect while it is vanished. When the effect ends, the target returns in the exact spot it disappeared from (or the closest unoccupied square). From the target’s perspective no time has passed, and any effect already on the target with a duration (such as magic or poison) continues as if the time spent ejected simply hadn’t happened.

Fast Time (time) You may spend a spell point to accelerate time within a 10 ft radius burst, + 5 ft per 5 caster levels. All effects that are in effect within this area or on a creature within this area have their duration decreased by 1 round per caster level. This affects magic (spells, sphere abilities, etc.), poisons, diseases, etc., but does not grant extra actions to the targets within this area or provide any other benefit. In the case of effects that target areas, only the effect contained within fast time’s area is accelerated. Unwilling targets (including allies if

paizo.com #3539816, James Gilbreath , May 1, 2015

4829526

460433

460433

4829527

they choose) are allowed a Will save to negate this effect for themselves or area effects originating from them. You can choose whether or not to affect yourself with your own fast time.

Group Time When targeting creatures with an alter time effect, you may spend an extra spell point to affect up to 1 additional creature per 2 caster levels (minimum: 1) within range. All targets must be affected by the same alter time effect. Alternately, you may spend an extra spell point to double the size of an alter time effect that targets an area.

Improved Haste When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.

is returned to where their turn began, and any skill checks, attack rolls, movement, attacks of opportunity, etc. that occurred during their turn become as if they never happened. The target may perform the same actions again (remaking any rolls required by such actions), or they may choose completely different actions. If you choose to redo your own turn in this manner, you do not recover the action or spell points spent using this ability.

Shift Time (time)

Basic Magic

4829527

paizo.com #3539816, James Gilbreath , May 1, 2015

You may spend a spell point to grant the target the ability to immediately take a standard, move, or swift action if they choose. Any target who takes an action with this ability loses that action for their next turn. You may use this ability on yourself and only yourself as a swift action, or a free action if you choose to take a swift action with this ability. You cannot use this ability as a swift or free action in this manner if combining it with the Group Time talent.

Steal Time (time)

Improved Slow When you use slow on a target, that target also has its movement speed halved and suffers a -1 penalty to attack rolls, AC, and Reflex saves.

Ranged Time Your alter time effects gain a range of Close. You may select this talent multiple times. Each time it is selected, you may increase the range by one level (Close to Medium, Medium to Long). Increasing the range beyond Close also increases the range at which you may maintain an effect through concentration.

Repetition (time) You may spend a spell point to momentarily extend time for a target, allowing them to take extra care when performing an action. This allows the target to take 20 on a Strength or Dexterity-based skill check without increasing the time required to perform the action, even if stress or distractions would normally prevent the target from taking 10 or taking 20. This may only be used on skill checks that take no more than 1 round to perform. If using this ability on yourself and only yourself, you may use this ability as a swift action. You cannot use this ability as a swift action in this manner if combining it with the Group Time talent.

Retry (time) As an immediate action, you may spend 2 spell points to force a target to redo their turn (Will negates if unwilling). The target

You may spend a spell point to attempt to erase a target’s turn from existence. The target is dazed for 1 round (Will negates). If successful, you immediately gain an additional standard action. An individual target cannot suffer the effects of this ability more than once per round. Even if you successfully target multiple creatures in the same round with this ability (such as through the Group Time talent), you cannot gain more than a single standard action in a round in this manner. 460433

Time Freeze (time) You may spend one spell point to freeze all activity within a 10 ft radius burst, + 5 ft per 5 caster levels. If used as a readied action, this can stop ranged attacks or instantaneous magical effects (such as destructive blasts), but in the case of effects that target areas, only the effect contained within the time freeze’s area is stopped. Unwilling targets (including allies if they choose) are allowed a Will save to negate this effect for themselves or effects originating from them (attacks, magic, etc.). You can choose whether or not to affect yourself with your own time freeze. All affected objects and creatures within this area cannot act for 1 round, neither can they be acted upon (moved, dealt damage to, etc.). Once the effect is in place, non-affected creatures can enter the area of effect without incident, so long as they don’t disturb an affected creature or object. After one round has passed, everything within the area is unfrozen; creatures resume moving, ranged attacks hit the square they were targeting, and blast effects resolve as normal.

paizo.com #3539816, James Gilbreath , May 1, 2015

53

4829527

War

4829528

4829528

Chapter 2

460434

460434

paizo.com #3539816, James Gilbreath , May 1, 2015

Greater Rally When rallying a target, you may spend an extra spell point to rally up to 1 additional creature per 2 caster levels (minimum: 1). You must affect every selected creature with the same rally.

Hallowed Totem (totem)

You can alter a battlefield, affecting both allies and enemies with your magic. Totem: As a standard action, you may place a totem. A totem is an effect on a 50 ft + 5 ft per 2 caster level radius area, centered on you, but does not move as you do. Creatures who leave this area lose the effects of your totem. You must concentrate to maintain a totem, but may always spend a spell point as a free action to allow a totem to remain for 1 round per caster level without concentration. You must remain within Long range of the center of your totems when maintaining them through concentration. If you move beyond this range, the totem ends.

All creatures within the area of this totem suffer a -1 penalty to saving throws made to resist channeled positive energy and positive energy effects such as cure spells and Life sphere effects. This penalty increases by 1 for every 10 caster levels. If you place an hallowed totem in a location that already has a unhallowed totem present, you must succeed at a magic skill check to place your totem. On a success, the two totems cancel each other, leaving neither hallowing totem nor unhallowed totem in place.

Invigorating Totem (totem) You and your allies gain 1 temporary hit point, +1 temporary hit point every subsequent round at the end of your turn. These temporary hit points stack with themselves, to a maximum number of temporary hit points equal to your caster level. These temporary hit points only remain as long as you remain within the area of effect of this totem.

When you gain the war sphere, you gain the following totem:

Position (rally)

Totem of War: You and your allies gain a +2 circumstance bonus to all weapon damage rolls. This bonus increases by 1 for every 5 caster levels.

You may spend a spell point to rally a target, allowing it to immediately move up to 5 ft per 2 caster levels (minimum: 5 ft). This movement does not provoke attacks of opportunity and must end within the area of effect of one of your totems.

Talents marked (totem) grant you new totems. Rally: Some talents are marked (rally) and grant you methods of rallying targets. Rallying a target is an immediate action, and may only be used on a target within the area of effect of one of your totems. You must be within Long range of a target to rally that target.

Absorb (rally)

War Talents

When an enemy deals damage to an ally within the area of effect of one of your totems, you may spend a spell point to transfer half of this damage to another ally within the area of effect of one of your totems. This damage cannot be reduced or divided further.

Blood Totem (totem) You may spend a spell point to create a blood totem. Whenever an enemy within this totem’s area deals damage to an ally within this totem’s area, the damage roll is reduced by 1 (to a minimum of 0), and the attacker takes 1 damage that bypasses all damage resistance. The damage reduced and the damage dealt by this totem increases by 1 for every 5 caster levels you possess.

54

460434

Ranged Totem When placing a totem, you may center it anywhere within Close range. You may select this talent multiple times. Each time it is taken, increase the range by one range increment (Close to Medium, Medium to Long).

Retribution (rally) When an enemy deals damage to an ally and both ally and enemy are within the area of effect of one of your totems, you may spend a spell point to deal 1d6 damage to the attacker for every 2 caster levels you possess (minimum: 1d6). This damage may be either acid, electricity, cold, or fire.

Revitalize (rally) You may spend a spell point to rally a target, allowing them to reroll a saving throw they just failed. They must take the second result, even if it is worse.

Safety (rally) When a target confirms a critical hit against a target within one of your totems, you may spend a spell point to cause that critical hit to resolve as a normal hit instead.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829528

460435

460435

4829529

Scourging Totem (totem) This totem emits pulses of energy, damaging every enemy within your totem’s range for an amount per round equal to 1/2 your caster level (minimum: 1). This damage may be acid, electricity, cold, or fire, as chosen when the totem is created. Creatures who enter the area of effect of this totem suffer damage immediately. Creatures who remain within the area of this totem suffer damage each round at the end of your turn.

You must select an alignment that you do not possess. If you are Lawful Good, Lawful Evil, Chaotic Good, or Chaotic Evil, you may select True Neutral with this totem.

Totem of Iron (totem) You may spend a spell point to create a totem of iron. This grants you and your allies a +1 natural armor bonus. This bonus increases by +1 for every 10 caster levels you possess.

Totem of Allegiance (totem)

Totem of Liberation (totem)

You may spend a spell point to create a totem that aids creatures of a particular alignment. Choose an end of the alignment spectrum (good, evil, lawful, or chaotic) when you create this totem. Creatures within the area of this totem who possess that alignment gain a +1 bonus to all saving throws and attack rolls. This bonus increases by 1 per 10 caster levels.

You may spend a spell point to create a totem of liberation. You and your allies gain a +1 insight bonus against all mind-​altering effects, enchantment (charm) effects, enchantment (compulsion) effects, and Mind sphere abilities. This bonus increases by 1 for every 5 caster levels you possess.

You must select an alignment that you possess. If you are True Neutral, you may select neutrality with this totem. This only benefits True Neutral creatures; Neutral Good, Neutral Evil, Lawful Neutral, and Chaotic Neutral creatures are unaffected.

Totem of Courage (totem)

Totem of Mobility (totem) You may spend a spell point to create a totem of mobility. As a swift action, allies within this area may make a 5 ft step. This is in all ways similar to a normal 5 ft step, except this does not prohibit them from taking their usual 5 ft step, nor using a move action to move normally.

You must spend a spell point to create a totem of courage. You and your allies gain a +1 morale bonus to attack rolls and saves vs fear. The bonus to attack rolls increases by 1 for every 10 caster levels you possess, and the bonus to saves vs fear increases by 1 for every 5 caster levels you possess.

Totem of Speed (totem)

Totem of Doom (totem)

You and your allies gain a +2 bonus to CMD. This bonus increases by +1 for every 5 caster levels you possess.

You must spend a spell point to place a totem that causes all enemies in the area to become shaken (no save). This effect lasts as long as they remain within the totem’s effect area. The effects of this totem are not cumulative with itself or other sources of fear. You may take this talent a total of three times. If taken twice, your totem of doom becomes cumulative; if a creature comes into contact with your totem of doom who is already shaken from another effect, the effect of your totem of doom is changed to frightened for that specific creature. If you gain this talent three times, a creature who comes into contact with your totem of doom who is already frightened from another effect becomes panicked. Multiple totems of doom do not stack with each other for this purpose.

Totem of Enemies (totem) You may spend a spell point to create a totem that hinders creatures of a particular alignment. Choose an end of the alignment spectrum (good, evil, lawful, or chaotic) when you create the totem. Creatures within the area of this totem who possess that alignment suffer a -1 penalty to all saving throws and attack rolls. This penalty increases by 1 per 10 caster levels.

Basic Magic

4829529

paizo.com #3539816, James Gilbreath , May 1, 2015

You and your allies gain a +5 bonus to all movement speeds, + 5 ft per 5 caster levels.

Totem of Stability (totem)

460435

Totem of Stumbling (totem) All enemies suffer a -2 penalty to their CMD. This penalty increases by 1 for every 5 caster levels.

Totem of Tactical Prowess (totem) Whenever you or your allies would gain a bonus to attack rolls or to AC due to battlefield positioning, such as flanking, higher ground, or cover, that bonus is increased by 1, +1 per 5 caster levels.

Unhallowed Totem (totem) All creatures within the area of this totem suffer a -1 penalty to saving throws made to resist channeled negative energy and negative energy effects such as inflict spells and Death sphere effects. This penalty increases by 1 for every 10 caster levels. If you place an unhallowed totem in a location that already has a hallowed totem present, you must succeed at a magic skill check to place your totem. On a success, the two totems cancel each other, leaving neither hallowed totem nor unhallowed totem in place.

paizo.com #3539816, James Gilbreath , May 1, 2015

55

4829529

Warp

4829530

4829530

Chapter 2

460436

460436

paizo.com #3539816, James Gilbreath , May 1, 2015

in, the creature is allowed a Reflex save to evade. Climbing the walls of this room requires a DC 20 Climb check. When this ability expires or is dispelled, all objects and creatures within this space are harmlessly ejected through the portal.

Extradimensional Storage (space)

You can twist space to your whim. Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination. Bend Space: Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.

Warp Talents

Distant Teleport

When you spend a spell point to increase the range of your teleport, the range increases to Long instead of Medium.

Emergency Teleport You may spend a spell point to perform a teleport as an immediate action. The range is decreased to 5 ft per 2 caster levels (minimum: 5 ft). If used to avoid an attack or area effect, this grants the target evasion and a dodge bonus to AC and Reflex saves equal to half your caster level (minimum 1). You cannot make a touch attack as part of this teleport, but you may affect another creature if you are already touching them.

Extradimensional Room (space) You may create a small pocket dimension, accessible through a shimmering portal that either appears in the air before you or on a touched, reasonably flat surface. This pocket dimension measures one 10-foot cube per caster level, arranged as you wish so long as the space is continuous. You can make the entrance as small as 5 ft square or as large as 10 ft square. You can select its light level and temperature (from -40° F to 120° F), but otherwise it is a featureless location. This space does not exist until you enter the portal, and continues to exists as long as you are inside. However, you may spend a spell point to create the space without entering, and allow it to remain for up to 1 round per caster level regardless of whether or not you are inside it. If the portal is placed on the ground or in some other way an unwilling creature might fall

56

You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.

Group Teleport You may spend a spell point to teleport multiple creatures, up to 1 additional target per 2 caster levels (minimum: 1). You may choose whether or not to include yourself in the group to be teleported. Each creature must be touching you or someone else in the affected group to be teleported, unless you possess the Ranged Teleport talent. If you possess the Unwilling Teleport talent, you only need to spend one spell point no matter how many unwilling targets are affected. If one unwilling target makes their saving throw, other creatures are still affected as normal.

Plane Manipulator (space)

460436

You may create a dimensional anchor emanating from yourself, affecting you and all creatures within 10 feet per caster level. You must concentrate each round to maintain this effect, although you may spend a spell point to allow the emanation to continue for 1 minute per caster level without concentration. Any attempt to teleport or cross planes made by any creature within this area fails unless they succeed at an MSB check against you. This also applies to the summoning of companions and other extraplanars. You may also touch a creature from another plane and spend a spell point to banish them back to their home plane (Will negates).

Quick Teleport When teleporting yourself or a group that includes yourself, you may spend an additional spell point to teleport as a move action instead of a standard action. You cannot make a free touch attack as part of a quick teleport, but you may affect another creature if you are already touching them.

Ranged Teleport You no longer need to be touching another creature in order to teleport them, although the creature must still be within Close range to be affected in this manner.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829530

460437

460437

4829531

Splinter When teleporting a target (usually with the Teleport Object or Unwilling Teleport talents), you may splinter the target, causing it to appear not quite as it was. This deals 1d6 damage per 2 caster levels (minimum: 1d6) to the target. This damage bypasses all hardness, DR, and energy resistance.

Swap Placement When teleporting yourself or another creature to a location already occupied by a different creature, you may send the creature already occupying that location back to where the teleporting creature came from. This must be a willing target unless you possess the Unwilling Teleport talent. If the second target is unwilling, you must spend a spell point and they are allowed a save as normal. If they succeed at this saving throw, the teleporting creature returns to their point of origin unharmed.

Teleport Beacon (space) You may designate a touched spot, object, or creature as a personal dimensional beacon, which lasts for one hour per caster level. You may spend a spell point to teleport yourself to your teleport beacon regardless of how far away it is, so long as it is on the same plane. If your teleport beacon is a creature or object, you may instead teleport your teleport beacon to you. You must use the Unwilling Teleport talent to do this with an unwilling creature, and they are allowed a saving throw as normal. You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent. If you possess multiple teleport beacons and the Group Teleport talent, you may use the Group Teleport talent to teleport multiple teleport beacons at once, as if you were touching all affected targets. All affected teleport beacons must be teleported to the same location (you, or an unaffected teleport beacon of your choice).

Teleport Object You may teleport objects independent of people. The object cannot weigh more than 10 pounds per caster level, and it cannot be in the possession of another creature (in their hand or on their person). If a creature is willing, you may teleport the object directly into their hand or onto their person. If you possess the Ranged Teleport talent, you may, as a readied action, catch an projectile out of the air that passes within range, redirecting it against another target if you wish. The creature who initiated the attack is allowed a Will save to negate this effect, and you must make an attack roll against the new target, but using your casting abiity modifier in place of Dexterity when making the attack. Damage is still determined by the creature who initiated the attack.

Teleport Trap You may lay a teleport effect onto an adjacent, unoccupied 5 ft square. If you possess the Ranged Teleport talent, you may

place this effect anywhere within that range. This is a latent teleport effect, except it only activates when a creature steps onto the target square, and must target the triggering creature. You must possess the Unwilling Teleport talent and spend a spell point as usual if you want your teleport trap to affect unwilling targets. You must possess the Teleport Object talent to affect unattended objects, and may decide when making the teleport trap whether unattended objects will trigger the effect or not. If you possess the Group Teleport talent, you may spend a spell point to allow the teleport trap to remain after its initial use, affecting additional creatures who enter its square until the duration expires or it has attempted to teleport 1 creature + 1 per 2 caster levels (minimum: 2 total). You must designate the destination where triggering creatures will be teleported when creating a teleport trap.

Basic Magic

4829531

paizo.com #3539816, James Gilbreath , May 1, 2015

When a creature steps into the triggering square, the teleport effect activates, transporting the triggering creature to the designated destination. Unwilling targets are allowed a saving throw as normal. A teleport trap lasts for 10 minutes per caster level before becoming inert. This is a magical trap with a Perception DC and Disable Device DC equal to the teleport’s save DC. You may only have one teleport trap active at a time. You may select this talent multiple times. Each time this talent is gained beyond the 1st, increase the total number of teleport traps you may have active at one time by 1.

Unseeing Teleport 460437

You may spend an additional spell point when making a teleport to no longer require line of sight to the location; instead of choosing a spot to appear, you may instead indicate a direction and distance. If the target arrives in a place that is already occupied by a solid body, you may spend a spell point to return the target to its point of origin unharmed. Otherwise, the target takes 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, the target takes an additional 2d6 points of damage and is shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, the target takes an additional 4d6 points of damage and the teleport simply fails.

Unwilling Teleport You may spend a spell point to teleport an unwilling creature as you can a willing creature. You must succeed at a melee touch attack (made as part of the standard action required to use teleport) against the target, and the unwilling creature is allowed a Will saving throw to negate being teleported. An unwilling creature can only be teleported into open areas on solid surfaces (thus, they can’t be teleported into the air or into a solid object, and any such attempt instantly fails). In addition, they gain a +4 bonus to their saving throw if the location would be directly harmful to them (onto a bed of spikes, etc.).

paizo.com #3539816, James Gilbreath , May 1, 2015

57

4829531

Weather

460438

4829532

4829532

460438

Chapter 2

paizo.com #3539816, James Gilbreath , May 1, 2015

You can command the weather to do your bidding.

must be able to affect the weather’s new severity, and must succeed at a magic skill check to wrestle control from the first caster. On the first caster’s subsequent turn, if he maintains his own control weather effect, he must succeed at his own magic skill check to wrestle control of the weather back from the second caster. If the first caster is maintaining their effect through a spell point instead of concentration and the second caster succeeds at their magic skill check, the first caster’s weather effect is suppressed for as long as the second caster uses control weather. Once the second caster’s effect ends, the first caster’s effect resumes functioning, provided its duration hasn’t already expired.

Control Weather: As a standard action, you may control all weather within Medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space. This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round. If you are maintaining the effect through concentration, the effect moves with you. If it is being maintained through a spell point, it remains stationary.

Wind

Precipitation and wind have 7 steps of severity, while temperature has 13. Temperature is divided between ‘heat’ and ‘cold’, each with 7 steps of severity. (If the temperature is lowered below step 1 of cold, it becomes step 2 of heat. If the temperature is lowered below step 1 of heat, it becomes step 2 of cold). An average day of no wind, no rain, and unremarkable temperature is assumed to be at severity level 1 for all categories.

You cannot change the direction of the wind, but you may overpower it. If you wish to change the direction of the wind, you must create a new wind of the direction you desire. If the wind is the same severity as the natural wind, the winds negate (if they oppose) or join to create a wind with a direction halfway between the two. If one wind is smaller than the other, the smaller wind is negated in favor of the stronger one.

At 1st caster level, you may create weather of severity level 1, 2 0r 3. This improves to severity level 4 at 7th caster level and severity level 5 at 14th caster level. You may create weather up to this severity, or lower the severity of pre-existing weather if it is within this limit. If the natural weather is of a higher severity level than you can affect, you cannot use control weather to alter that aspect of the weather.

Light Wind: A gentle breeze, having little or no game effect.

If two casters are controlling weather in the same location and affecting different categories, both effects happen normally. If both casters are affecting the same category, the second caster

Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty.

Table: Weather Conditions

Severity

Wind

Cold

Precipitation

The following is a description of all the different effects one can create with the Weather sphere. See the Pathfinder Core rulebook for more details on weather and environmental effects. Depending on the terrain, a GM could rule additional effects happen; rain can cause rivers or enclosed spaces to flood, cold can create ice sheets on flat terrain, etc. Generally, weather conditions from different categories stack. (Thus, if Wind, Cold, and Precipitation were all increased to Severity level 5, the area would be under the effects of the appropriate Wind, Cold, and Snow effects, all at the same time.)

Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles. Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

Heat

1

Light

Cool

None

Cool

2

Moderate

Chilled

Mist

Warm

3

Strong

Cold

Light/Fog

Hot

4

Severe

Severe

Moderate

Severe

5

Windstorm

Extreme Heavy

Extreme

6

Hurricane

Arctic

Flash Flood

Burning

7

Tornado

Killing

Great Flood

Boiling

58

460438

Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Perception checks that rely on sound are at a –8 penalty due to the howling of the wind. Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829532

460439

460439

4829533

Table: Wind

Severity Level

Wind Speed

Ranged Attacks Normal/ Siege Weapons1

Checked Size2

Blown Away Size3

Fly Penalty

1 (Light)

0–10 mph

—/—







2 (Moderate)

11–20 mph

—/—







3 (Strong)

21–30 mph

–2/—

Tiny



–2

4 (Severe)

31–50 mph

–4/—

Small

Tiny

–4

5 (Windstorm)

51–74 mph

Impossible/–4

Medium

Small

–8

6 (Hurricane)

75–174 mph

Impossible/–8

Large

Medium

–12

7 (Tornado)

175–300 mph

Impossible/impossible

Huge

Large

–16

Basic Magic

4829533

paizo.com #3539816, James Gilbreath , May 1, 2015

The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants. Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne. 3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check. 1

2

Tornado: All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. While natural winds of severity level 7 can result in a tornado, magically-altered winds of severity level 7 affects too small of an area to create this phenomenon. (Instead of being blown away [see Table: Wind], characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph [roughly 250 feet per round]. A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.) Other Wind Effects: Duststorm: When severity level 4 winds are created in a desert, it can create a duststorm, blowing fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). At severity level 5, a duststorm deals 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also poses a choking hazard (see Drowning, except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 + her Constitution score).

Cold Cold environments can deal either lethal cold damage or nonlethal damage to a creature. A creature dealt damage in this manner becomes fatigued (frostbitten), and cannot recover from fatigue or damage until warmed up. If a character takes an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.

460439

Characters wearing a cold weather suit treat the cold as if it were 1 level lower in severity, and may use the Survival skill to gain bonuses to saving throws against cold. A large fire can be used to create an area of warmth in a cold environment. Cold deals damage according to Table: Cold. Table: Cold

Severity Level

Effects

3 (below 40° F)

Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage.

4 (below 0° F)

Same as level 3, but a check every 10 minutes.

5 (below –20° F)

1d6 cold damage every minute (no save) and a Fortitude save (DC 15, +1 per previous check) or take 1d4 nonlethal damage.

6 (below -60° F)

Same as severity level 5, but damage and Fortitude saves happen each round.

7 (below -120° F)

3d6 cold damage each round (no save). Being encased in ice increases this to 10d6.

paizo.com #3539816, James Gilbreath , May 1, 2015

59

4829533

460440

460440

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 2

Heat Heat works very similarly to Cold. Hot environments can deal fire damage or nonlethal damage to a creature. A creature dealt damage in this manner becomes fatigued (heatstroke), and cannot recover from fatigue or damage until cooled off (reaches shade, survives until nightfall, gets doused in water, and so forth). If a character takes an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage. Characters in heavy clothing or armor take a -4 penalty on their saves against heat. Creatures may use the Survival skill to gain bonuses to saving throws against heat. Heat deals damage according to Table: Heat. Table: Heat

4829534

4829534

Table: Precipitation

Severity Level

Effects

3 (above 90° F)

Fortitude save each hour (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.

4 (above 110° F)

Same as level 3, but a check every 10 minutes.

Combined Combined with Cold 4 with Winds 4 and higher and higher (Snow Effects) (Storm Effects)

Severity Level

Rain Effects

1

None

None

None

2

Mist

Light Frost

Mist

3

Light/Fog

Snow

Light Storm

4

Moderate

Heavy Snow

Storm

5

Heavy

Blizzard

Powerful Storm

6

Flash Flood

Great Blizzard

Monsoon

7

Great Flood

Avalanche

Typhoon

(Note: While water freezes at Cold severity 3, magic cannot cause rain to become snow as it falls until severity level 4, since the magical water/cold is only augmenting the natural process, not replacing it.) Rain effects: Mist: Mist grants all creatures concealment from any creatures over 100 ft away (all attacks suffer a 20% miss chance). Fog: The caster may create light rain or fog. If fog is chosen, it obscures all sight beyond 5 feet, including Darkvision. Creatures 5 feet away have concealment. 460440

Other rain effects: Beginning at severity level 4, rain has the same effect on fires, ranged attacks, and Perception checks as wind of equal severity level. This does not stack with the penalties provided by wind. The rain also cuts visibility ranges by half, resulting in an additional –4 penalty on Perception checks due to poor visibility.

5 (above 140° F)

1d6 fire damage every minute (no save), and a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 nonlethal damage.

6 (above 180° F)

Same as severity level 5, but damage and Fortitude saves happen each round.

7 (above 212° F)

3d6 fire damage each round, no save. Immersion in boiling liquids increases this to 10d6.

Snow causes squares to count as difficult terrain. This requires 24 hours of snow at severity level 1, 8 hours at severity level 2, 1 hour at severity level 3, and happens immediately at severity level 4. At severity level 5, snow obscures vision as fog does.

Precipitation has the most severe interaction with the other weather categories, as the conditions change depending on the temperature and wind.

It costs 4 squares of movement to enter a square covered with heavy snow (about 2 feet). This requires 24 hours at severity level 4, 8 hours at severity level 5, 1 hour at severity level 6, and happens immediately at severity level 7. Heavy snow accompanied by strong or severe winds might also result in snowdrifts 1d4 × 5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance.

Precipitation

When combined with Cold severity 4 or higher, snow effects are added to rain effects. When combined with Wind severity 4 or higher, storm effects are added to the rain effects. When combined with both Cold severity 4 and Wind severity 4, this results in rain, snow, and storm effects. Mist and fog are the exceptions to this, as they only appear when rain is not combined with either snow nor storm. Severity of the snow or storm effects depends on the severity of the Precipitation, not the severity of the Wind or Cold.

60

Snow Effects:

Storm Effects: Beginning at severity level 4, storms will randomly strike a square with lightning, dealing 4d8 electricity damage (Reflex half) to everything in or above that square. This happens once per minute. This damage increases by 2d8 for every severity level above 4, to a maximum of 10d8 at severity level 7.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829534

460441

460441

4829535

Weather Talents

Boiling Lord

When using control weather level 4 or above in an area you may cause the rain to Precipitation severity level the affected area.

to create Precipitation of severity of Heat severity level 4 or above, boil, dealing 1d6 fire damage per per round to all creatures within

Cold Lord When using control weather to create cold, increase the highest severity level you may create or alter by 1. In addition, you may create an area of up to 80 ft in diameter in the center of the affected area where the change in temperature is not felt.

Severe Weather When you control weather, you may spend an extra spell point to raise the severity you can create or alter with your control weather by 1 level, to a maximum of severity level 7.

Snow Lord When you are using control weather to create a Precipitation severity level 4 or above in an area of Cold severity level 4 or above, you can choose to change the snow to hail. Hail has the same effect on movement as snow, but it also deals 1 point of bludgeoning damage per severity level of Precipitation to everything within the affected area.

Basic Magic

4829535

paizo.com #3539816, James Gilbreath , May 1, 2015

At severity level 4, the visibility penalty of rain does not apply to hail, and the -4 penalty to Perception only applies to Perception checks based on sound.

Storm Lord

Focused Weather When controlling weather, you may reduce the size of the effect down to a radius of 25 ft and may center the effect anywhere within Medium range.

Greater Size When controlling weather, you may affect all weather within Long range of you. If you possess the Focused Weather talent, you may center that effect anywhere within Long range.

Greater Weather When you use control weather, you may spend an extra spell point to affect 2 weather categories instead of 1, or two extra spell points to affect 3 weather categories instead of 2. You do not need to change these categories in the same way, or make them the same severity level (i.e., you may make one category more severe, while making another less severe).

Heat Lord When using control weather to create heat, increase the highest severity level you may create or alter by 1. In addition, you may create an area of up to 80 ft in diameter in the center of the affected area where the change in temperature is not felt.

Lengthened Weather When you spend a spell point to allow your create weather effect to persist without concentration, you may cause the effect to persist for 1 hour per caster level instead of 1 minute per caster level.

When you are using control weather to create Precipitation of severity level 4 or above in an area of Wind severity level 4 or above, you can control where the lightning bolts strike. You may take this talent a total of twice. If taken twice, you may increase the frequency of lightning strikes to 1 per round.

Wind Lord When using control weather to create or alter wind, increase the highest severity level you may create or alter by 1. In addition, when you use your control weather to affect wind, you may also turn that wind up to 90 degrees in any direction. This can change the general direction of a tornado (provided you can affect winds of that severity) although detailed control isn’t possible.

460441

Not only can you control the wind’s direction, but you may also create complicated patterns. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire and may chose any of the following patterns for the wind: • You may create a downdraft that blows from the center outward in equal strength in all directions. • You may create an updraft that blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. • You may create a rotation that causes the winds to circle the center in a clockwise or counterclockwise fashion.

Rain Lord When using control weather to create or alter precipitation, increase the highest severity level you may create or alter by 1. In addition, when using your control weather to affect precipitation, you may choose to create an area up to 80 ft in diameter at the center of the affected area that is not subject to the precipitation. Rain, snow, and storm does not gather over that area.

paizo.com #3539816, James Gilbreath , May 1, 2015

61

4829535

460442

460442

paizo.com #3539816, James Gilbreath , May 1, 2015

4829536

4829536

460442

paizo.com #3539816, James Gilbreath , May 1, 2015

4829536

460443

460443

4829537

Classes

4829537

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 3

Classes “It was a phenomenal treasure, a stockpile or something. There were gold coins, funny weapons, and a lot of statues.” The lady A’Daine took another long drink of wine, and brushed her hair back over her armored shoulder. “I’m sorry,” she said, blushing slightly, “I don’t know why I’m telling you all this.” Baron Rene de Courcillon smiled reassuringly and brushed her hand with his own, flashing her his best smile. “It’s all right,” he said. “It’s fascinating to hear about your adventures. I dare say, you’ve certainly had many of them.” If there were two things Baron Rene de Courcillon prided himself on, it was his courtier training and his magic. It was a simple enough affair; study the target’s manners, dress, and habits to learn how to approach them, then use his eliciter magic to make them that much more agreeable. A taboo form of magic, to be sure, but a useful one as long as he wasn’t caught. He usually reserved it for matters of court or trade agreements, but even a Baron must supplement his income every now and then. The lady blushed furiously and took another drink from her glass. “We took as much as we could back with us, but there was just too much. The rest of it we stashed by a lake about five miles north of here.” A small giggle escaped her lips. “We’ll be rich once we get the rest back to town.” The Baron cupped her hand in his own, his eyes twinkling. “Of course, darling. Of course.” *** The lady A’Daine watched the man retreating from her table and looked down at her mostly-empty glass. Was it wrong to send him to his death like that? He was handsome and quite subtle with his magic, but he wasn’t the first eliciter she’d ever met, and she’d long-since learned how to handle them. Too prideful, the lot of them. Too quick to assume their magic touches had left their victims without a thought in their heads. The lady A’Daine shrugged and downed her glass, just in time to see two new people seat themselves across from her at the table. A’Daine made no movement or sign that she was concerned, even while she eyed them up and down. The one on the right was a tall man with black hair and a small beard, and who radiated an air of superiority; a wizard if she ever saw one. On the left, a woman with unnaturally

white hair given her apparent youth, and A’Daine wasn’t sure, but she thought she saw the swishing of a tail behind her. A’Daine lowered her glass. “More magicians?” she asked, bemused. “Should I be worried you’re going to try and con me as well?” The wizard smiled mischievously. “I’ve never seen someone resist the Baron de Courcillon so easily,” he said, nodding to her respectfully, “congratulations. But if I may, where did you send him?” A’Daine considered lying for a moment, but decided against it. Instead, she simply allowed a wicked grin to spread across her face. 460443

“I thought as much,” the wizard said. “Unfortunately,” said the woman “you’ve now made things difficult for us. The Baron doesn’t know it, but he’s part of a plan of ours. We can’t let him reach wherever you’ve sent him, and we can’t have him knowing it was us that saved him. Do you think you could suddenly ‘remember’ the danger and go after him?” A’Daine’s eyebrows shot up, and she thought for a moment. “Depends,” she said simply, pouring herself another glass. “What are you offering?” *** The Baron Rene De Courcillon leaned against the outside of the tavern and opened his eyes, releasing the magic that had allowed him to see and hear through the door. So those were the people who’d been following him. He’d suspected someone had taken an interest in him, but he hadn’t known why, although at least he now knew who. As an extra little bonus, he’d learned not to follow the dear lady’s directions; otherwise that might have been a nasty bit of trouble he’d have fallen into. The only question remaining was what he should do now. He could double around and attempt to follow his followers, or he could pretend he hadn’t heard anything and allow the lady to ‘save’ him from danger. Yes, perhaps it would be best to pretend he didn’t know anything was amiss and wait for more chances to learn why they were interested in him. Rene smiled to himself. This was just like court politics. And if there was one thing he knew, it was that no courtier can outmaneuver the Baron.

paizo.com #3539816, James Gilbreath , May 1, 2015

63

4829537

460444

460444

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Armorist There are those who study combat to such a degree it becomes almost mystic. The armorist follows this path, turning her magic to the study of equipment, unlocking the secrets of the tools of war. An armorist can summon equipment directly onto her body and learns to control and create weapons and armor that rival the greatest of artifacts. No matter what she faces, an armorist can create the perfect tool for the job. Role: An armorist is a powerful combatant who can flexibly change her equipment to meet any situation, giving her an unparalleled ability to face a variety of threats. Alignment: Any Hit Die: d10 Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less. Table: The Armorist

Level

4829538

4829538

Class Skills

64

Base Attack Fort Ref Will Bonus Save Save Save

The armorist’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana; Int), Knowledge (Engineering; Int), Knowledge (Nobility; Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). Skill Ranks Per Level: 2 + Int modifier.

Class Features Weapon and Armor Proficiency: An armorist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Casting: An armorist may combine spheres and talents to create magical effects. An armorist is considered a Low-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: An armorist gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool.

Special

Max Bonus

Caster Level

Magic Talents

1st

+1

+2

+0

+0

Bound equipment, casting, spell pool, summon equipment

+1

+0 (1)

0 (+2)

2nd

+2

+3

+0

+0

Arsenal trick

+1

+1

1

3rd

+3

+3

+1

+1

Armor training, bound equipment (+1)

+1

+1

1

4th

+4

+4

+1

+1

Arsenal trick

+1

+2

2

5th

+5

+4

+1

+1

Bound equipment (+2, 2x), summon armor

+1

+2

2

6th

+6/+1

+5

+2

+2

Arsenal trick

+2

+3

3

7th

+7/+2

+5

+2

+2

Armor training, bound equipment (+3)

+2

+3

3

8th

+8/+3

+6

+2

+2

Arsenal trick

+2

+4

4

9th

+9/+4

+6

+3

+3

Bound equipment (+4)

+3

+4

4

10th

+10/+5

+7

+3

+3

Arsenal trick, bound equipment (x3), bind staff

+3

+5

5

11th

+11/+6/+1

+7

+3

+3

Armor training, bound equipment (+5)

+3

+5

5

12th

+12/+7/+2

+8

+4

+4

Arsenal trick

+4

+6

6

13th

+13/+8/+3

+8

+4

+4

Bound equipment (+6)

+4

+6

6

14th

+14/+9/+4

+9

+4

+4

Arsenal trick

+4

+7

7

15th

+15/+10/+5

+9

+5

+5

Armor training, bound equipment (+7, 4x), quick summons

+5

+7

7

16th

+16/+11/+6/+1

+10

+5

+5

Arsenal trick

+5

+8

8

17th

+17/+12/+7/+2

+10

+5

+5

Bound equipment (+8)

+5

+8

8

18th

+18/+13/+8/+3

+11

+6

+6

Arsenal trick

+5

+9

9

19th

+19/+14/+9/+4

+11

+6

+6

Armor training, bound equipment (+9)

+5

+9

9

20th

+20/+15/+10/+5

+12

+6

+6

Bound equipment (+10, 5x), infinite arsenal

+5

+10

10

paizo.com #3539816, James Gilbreath , May 1, 2015

460444

4829538

460445

460445

4829539

This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: An armorist gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: Armorist. Summon Equipment (Su): An armorist may spend a spell point as a move action to conjure a weapon or shield into her hands, which stays for 1 minute per level before disappearing. The armorist must be proficient with the weapon or type of shield to summon it, and in the case of exotic weapons, she must have studied a pre-existing version of the weapon for at least 1 week. This weapon or shield is masterwork quality, and while antimagic barriers may prevent the armorist from summoning these items, the items themselves are not considered magical creations and so may not be dispelled. Ranged weapons come with 50 pieces of basic ammunition.

all enhancement bonus beyond this must be traded for special qualities. An armorist may give her bound weapon special enhancement properties from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound staves use the rules presented in Chapter 6: Magic Items, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the staff is created. Beginning at 10th level, the armorist may also place weapon enhancements on her staffs and staff enhancements on her weapons.

Classes

4829539

paizo.com #3539816, James Gilbreath , May 1, 2015

At 5th level, the armorist may conjure any type of armor she is proficient with, either on her own body as a move action or on a touched willing target’s body as a standard action. This causes any armor the target is wearing to disappear in favor of the new armor until the duration is over and the old armor returns. Dismissing summoned equipment is a free action. Summoned equipment gains a +1 enhancement bonus for every 3 armorist levels the creator possesses, to a maximum of +6 at 18th level. These bonuses may be traded for special qualities according to Table: Bound Equipment. A piece of summoned equipment cannot have higher than a +5 enhancement bonus; enhancement bonuses beyond this amount must be traded for special qualities.

460445

Bound Equipment (Su): An armorist gains a bond with a specific weapon or shield that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equipment at 5th level, 10th level, 15th level, and 20th level and may select a suit of armor beginning at 5th level or a staff beginning at 10th level. Bound equipment is masterwork quality, and gains a cumulative +1 enhancement bonus for every odd armorist level possessed beyond 1st, increasing to +10 at 20th level. A piece of bound equipment’s enhancement bonus cannot exceed +1 per 3 levels (minimum: +1, maximum: +5);

paizo.com #3539816, James Gilbreath , May 1, 2015

65

4829539

460446

460446

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Table: Bound Equipment Weapon Special Ability

Enhancement Bonus Value

Shield Special Ability

Enhancement Bonus Value

Armor Special Ability

Enhancement Bonus Value

Staff Special Ability

Enhancement Bonus Value

Corrosive

+1 bonus

Arrow Catching

+1 bonus

Bolstering

+1 bonus

Second Sphere

+1 bonus

Defending

+1 bonus

Bashing

+1 bonus

Brawling

+1 bonus

Magic Talent

+2 bonus

Distance

+1 bonus

Blinding

+1 bonus

Deathless

+1 bonus

Flaming

+1 bonus

Clangorous

+1 bonus

Defiant

+1 bonus

Frost

+1 bonus

Fortification (light)

+1 bonus

Fortification (light)

+1 bonus

Impervious

+1 bonus

Grinding

+1 bonus

Grinding

+1 bonus

Keen

+1 bonus

Impervious

+1 bonus

Impervious

+1 bonus

Merciful

+1 bonus

Mirrored

+1 bonus

Mirrored

+1 bonus

Mighty Cleaving

+1 bonus

Ramming

+1 bonus

Stanching

+1 bonus

Returning

+1 bonus

Arrow deflection

+2 bonus

Spell resistance (13)

+2 bonus

Shock

+1 bonus

Merging

+2 bonus

Fortification (moderate)

+3 bonus +3 bonus

4829540

4829540

Throwing

+1 bonus

Spell resistance (13)

+2 bonus

Vicious

+1 bonus

Fortification (moderate)

+3 bonus

Invulnerability

+3 bonus

Corrosive Burst

+2 bonus

Spell resistance (15)

+3 bonus

Spell resistance (15)

+3 bonus

Flaming Burst

+2 bonus

Spell resistance (17)

+4 bonus

Titanic

+3 bonus

Icy Burst

+2 bonus

Fortification (heavy)

+5 bonus

Energy resistance, improved (20, one element)

+4 bonus

Shocking Burst

+2 bonus

Spell resistance (19)

+5 bonus

Spell resistance (17)

+4 bonus

Wounding

+2 bonus

Reflecting

+5 bonus

Fortification (heavy)

+5 bonus

Speed

+3 bonus

Spell resistance (19)

+5 bonus

+5 bonus

Energy resistance, greater (30, one element)

+5 bonus

Vorpal

66

460446

Energy resistance (10, one element)

paizo.com #3539816, James Gilbreath , May 1, 2015

4829540

460447

460447

4829541

Once a piece of bound equipment has been selected, or once its special qualities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place. The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day. A bound double-weapon must divide its enhancement bonuses and weapon qualities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternately, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork. Arsenal Trick: At second level and every even-numbered level thereafter the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once. Aiding: Add benevolent (+1) to the special qualities you may add to your bound and summoned weapons and armor. Arcane Strike: You gain the Arcane Strike feat and treat your armorist level as your caster level when determining its effects. Combat Feat: You may select a combat feat as a bonus feat. You must meet the prerequisites for this feat. Crafter: You gain an item creation feat of your choice. You must meet the prerequisites to gain an item creation feat in this manner. You may gain this arsenal trick multiple times. Each time it is selected, gain a different item creation feat. Dancing: Add dancing (+4) and animated (+2) to the list of special qualities you may add to your bound and summoned weapon and shields respectively. A bound weapon or shield with the dancing or animated quality does not disappear until after it has finished its 4 rounds of independent action. Empathic: Add menacing (+1), cunning (+1), cruel (+1), and courageous (+1) to the list of special qualities you may add to your bound and summoned weapons. Ethereal Equipment: (Requires Armorist 8) Add brilliant energy (+4) to the list of special qualities you may add to your summoned and bound weapons. Add ghost touch (+1, +3) to the list of special qualities you may add to your summoned and bound weapons, armor, and shields. Extradimensional Storage (Sp): You gain the Extradimensional Storage Warp sphere talent, even if you do not possess the Warp sphere. You may use your armorist level as your caster level for this ability if it is higher, and you may choose to summon items from your extradimensional storage with the same action and with the same rules (such as replacing one suit of armor with another) as your other summoned equipment. Finesse: You gain the Weapon Finesse feat. Gear Trick: You gain the Equipment Trick feat.

Greater Materials: (Requires Armorist 12, Improved Materials) You may summon equipment and create bound equipment that is made from adamantine. Heavy Armor: You gain the Heavy Armor Proficiency feat. Hide Equipment: All your bound and summoned gear gain the glamered special quality. Hunter: (Requires Armorist 15) Add bane (+1) and defiant (+1) to the qualities you may add to your bound weapons and armor/ shields respectively. When summoning equipment, you may spend an additional spell point to add these qualities to the qualities you may add to that piece of summoned equipment.

Classes

4829541

paizo.com #3539816, James Gilbreath , May 1, 2015

Improved Equipment: Choose one piece of bound equipment you possess. That piece of equipment gains an additional +1 enhancement bonus. If you permanently dismiss this piece of bound equipment, you may transfer this bonus to another piece of bound equipment you possess. You may take this talent multiple times. Each time it is taken, increase the bonus granted by another piece of bound equipment by 1. You cannot increase an individual item more than once with this arsenal trick. Improved Materials: (Requires Armorist level 6) You may summon equipment or create bound equipment out of cold iron, silver, or mithril. Movement: Add the following special qualities to those you may grant to a suit of armor: +20 base movement speed (+1), waterbeathing (+1), 30 ft Swim speed (+1), 30 ft Climb speed (+1), 30 ft Fly speed (maneuverability poor, +2), 15 ft Burrow Speed (+2). You may grant movement-altering special qualities multiple times to the same suit of armor. Each time they are granted beyond the first, increase the granted movement speed by 10 ft.

460447

Shifting Weapon: All your bound and summoned weapons gain the transformative special quality. Tower Shield: You gain the Tower Shield Proficiency feat. Trap and Free: (Requires Armorist 5) Add advancing (+2), anchoring (+2), and reposition (+3) to the list of special qualities you may add to your bound and summoned weapons. Weapon Focus: You gain the Weapon Focus feat. Armor Training (Ex): Starting at 3rd level, an armorist learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th) these bonuses increase by +1, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, an armorist can also move at her normal speed while wearing medium armor. At 7th level, an armorist can move at her normal speed while wearing heavy armor. Quick Summons: At 15th level, the armorist may summon or switch equipment onto herself as a swift action instead of a move action. This improves to a free action at 20th level. Infinite Arsenal (Su): At level 20, you no longer need to spend a spell point to summon equipment.

paizo.com #3539816, James Gilbreath , May 1, 2015

67

4829541

460448

460448

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Elementalist Elementalists are masters at manipulating energy, turning the study of elemental power into less an academic exercise and more a martial art. These warrior mages can be found the world over, either as specialist battle casters or as members of cultures where no division is placed between the studies of magic and warfare. Role: An elementalist’s abilities are best suited to dealing damage to his enemies, but a skilled elementalist can also learn to manipulate a battlefield and defend his allies against other wielders of destructive magics. Alignment: Any Hit Die: d8 Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

The elementalist’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Arcane; Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks Per Level: 4 + Int modifier.

Class Features Weapon and Armor Proficiency: An elementalist is proficient with all simple weapons and light armor. Casting: An elementalist may combine spheres and talents to create magical effects. An elementalist is considered a MidCaster and uses Charisma as his casting stat modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: An elementalist gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his

Table: The Elementalist

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Base Caster Level

Magic Talents

1st

+0

+2

+2

+2

Casting, spell pool, weave energy

+0 (1)

0 (+2)

2nd

+1

+3

+3

+3

Evasion, combat feat

+1

1

3rd

+2

+3

+3

+3

Favored element

+2

2

4th

+3

+4

+4

+4

Dodge bonus +1

+3

3

5th

+3

+4

+4

+4

Elemental defence

+3

3

6th

+4

+5

+5

+5

Combat feat

+4

4

7th

+5

+5

+5

+5

Elemental movement

+5

5

8th

+6/+1

+6

+6

+6

Dodge bonus +2

+6

6

9th

+6/+1

+6

+6

+6

Favored element

+6

6

10th

+7/+2

+7

+7

+7

Combat feat

+7

7

11th

+8/+3

+7

+7

+7

Elemental defence, improved evasion

+8

8

12th

+9/+4

+8

+8

+8

Dodge bonus +3

+9

9

13th

+9/+4

+8

+8

+8

Elemental movement

+9

9

14th

+10/+5

+9

+9

+9

Combat feat

+10

10

15th

+11/+6/+1

+9

+9

+9

Favored element

+11

11

16th

+12/+7/+2

+10

+10

+10

Dodge bonus +4

+12

12

17th

+12/+7/+2

+10

+10

+10

Elemental defence

+12

12

18th

+13/+8/+3

+11

+11

+11

Combat feat

+13

13

19th

+14/+9/+4

+11

+11

+11

Elemental movement

+14

14

20th

+15/+10/+5

+12

+12

+12

Dodge bonus +5, energy body

+15

15

4829542

4829542

Class Skills

68

paizo.com #3539816, James Gilbreath , May 1, 2015

460448

4829542

460449

460449

4829543

class level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: An elementalist gains 1 magic talent every time he gains a caster level, according to Table: Elementalist.

Energy Body: At 20th level, the elementalist’s body has become one with the energy he weaves. His elemental defense increases to resistance 20, and he gains immunity to sneak attacks and critical hits, and gains DR 10/magic.

Weave Energy: An elementalist gains the Destruction sphere as a bonus magic talent and uses his class level as his caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources.

Classes

4829543

paizo.com #3539816, James Gilbreath , May 1, 2015

Evasion (Ex): At 2nd level an elementalist learns to avoid damage from many area-effect attacks. If an elementalist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elementalist is wearing light armor or no armor and carrying no more than a light load. A helpless elementalist does not gain the benefit of evasion. Combat Feat: An elementalist’s martial focus grants him a bonus combat feat at 2nd level and every 4 levels thereafter, chosen from those for which he qualifies. Favored Element (Su): At 3rd level, the elementalist chooses one damage type he may inflict with his Destruction sphere (the basic destructive blast, or a blast type talent he possesses). When creating a destructive blast of this type, it deals an additional +1/2 damage per elementalist level. At 9th and 15th level, the elementalist chooses an additional favored element, gaining the same bonus. In addition, the bonus granted by his previous favored elements increase by an additional +1/2 damage per elementalist level.

460449

Dodge Bonus: At 4th level, an elementalist gains a +1 dodge bonus to their AC. This increases by one for every 4 levels thereafter, to a maximum of +5 at 20th level. Elemental Defense (Su): At 5th level, an elementalist gains resistance 5 to acid, electricity, fire, and frost. At 11th level, this resistance increases to 10. At 17th level, this resistance increases to 15. Elemental Movement: At 7th level, the elementalist gains one of the following: a 30 ft Swim speed, a 20 ft fly speed with maneuverability (average), a 15 ft burrow speed, or a +20 bonus to his base move speed. At 13th and 19th levels, the elementalist gains an additional elemental movement and all elemental movements possessed increase by 10 ft. Improved Evasion (Ex): At 11th level, an elementalist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless elementalist does not gain the benefit of improved evasion.

paizo.com #3539816, James Gilbreath , May 1, 2015

69

4829543

460450

460450

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Eliciter Eliciters are born with the power to manipulate the minds and emotions of others, sometimes to the point of stripping them of all free will. Each society deals with eliciters differently, and history shows eliciters ruling nations, being hunted as criminals, or even being used by dictators to control the minds of their populace. There are few eliciters in the world today, and even fewer who will admit to their powers, but the legends are still enough to strike fear and caution into the hearts of others. Role: An eliciter may fill a variety of roles for his party depending on what emotions he chooses to specialize in. All eliciters tend to specialize in social encounters, however, as mind-altering magic flows through their very blood. Alignment: Any Hit Die: d8 Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

The eliciter’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local; Int), Knowledge (Nobility; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). Skill Ranks Per Level: 4 + Int modifier.

Class Features Weapon and Armor Proficiency: An eliciter gains proficiency with all simple weapons, light armor, and shields. Casting: An eliciter may combine spheres and talents to create magical effects. An eliciter is considered a Mid-Caster, and uses Charisma as his casting ability modifier. (Note: all casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: An eliciter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his

Table: The Eliciter

Level 4829544

4829544

Class Skills

70

Base Attack Bonus

Fort Ref Save Save

Will Save

Special

Caster Level

Magic Talents

0 (1)

0 (+2)

460450

1st

+0

+0

+0

+2

Casting, enchanter, fascinate, hypnotism, persuasive +2, spell pool

2nd

+1

+0

+0

+3

Emotion

1

1

3rd

+2

+1

+1

+3

Defensive empathy

2

2

4th

+3

+1

+1

+4

Liberate

3

3

5th

+3

+1

+1

+4

Emotion

3

3

6th

+4

+2

+2

+5

Persuasive +3

4

4

7th

+5

+2

+2

+5

Terrorize

5

5

8th

+6/+1

+2

+2

+6

Emotion

6

6

9th

+6/+1

+3

+3

+6

Convincing

6

6

10th

+7/+2

+3

+3

+7

Inspire greatness

7

7

11th

+8/+3

+3

+3

+7

Emotion

8

8

12th

+9/+4

+4

+4

+8

Persuasive +4

9

9

13th

+9/+4

+4

+4

+8

Insanity

9

9

14th

+10/+5

+4

+4

+9

Emotion

10

10

15th

+11/+6/+1

+5

+5

+9

Link

11

11

16th

+12/+7/+2

+5

+5

+10

Inspire heroics

12

12

17th

+12/+7/+2

+5

+5

+10

Emotion

12

12

18th

+13/+8/+3

+6

+6

+11

Persuasive +5

13

13

19th

+14/+9/+4

+6

+6

+11

Reverence

14

14

20th

+15/+10/+5

+6

+6

+12

Domination, emotion

15

15

paizo.com #3539816, James Gilbreath , May 1, 2015

4829544

460451

460451

4829545

Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: An eliciter gains a magic talent every time he gains a caster level, according to Table: Eliciter. Enchanter: An eliciter gains the Mind sphere as a bonus sphere at 1st level and treats his class level as his caster level for this sphere. This stacks normally with caster levels gained from other classes. Persuasive (Su): An eliciter’s empathic abilities gives him greater insights into the workings of the mind and makes his words (both magical and mundane) harder to resist. An eliciter gains a +2 bonus to the DCs of his Mind sphere abilities and eliciter class features, as well as Bluff, Diplomacy, and Intimidate checks. These bonuses increase to +3 at 6th level, +4 at 12th level, and +5 at 18th level. Hypnotism (Su): An eliciter may manipulate another with little more than a look and a word. The eliciter targets a single creature, which must be within Close range and able to see and hear the eliciter. Hypnotizing a target is a standard action. The eliciter may use hypnotism a number of times per day equal to 3 + 1/2 his eliciter level. When hypnotizing a target, the eliciter chooses one effect available to him from the list below. If this ability calls for a saving throw, the DC is equal to 10 + 1/2 his eliciter level + his Charisma modifier + his Persuasive bonus. Hypnotism is a mind-affecting ability. An eliciter may target themselves with their own hypnotism, even if they can’t see or hear themselves. Fascinate: The eliciter causes the target to become fascinated with him for 1 round per eliciter level (Will negates). While fascinated, a target takes no action except to stand or sit quietly and watch the eliciter. The target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw to end the fascination effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Liberate: At 4th level, the eliciter may use hypnotism to free a target’s mind of harmful effects. The target may reroll a Will save (using the eliciter’s bonus if it is higher) against each harmful mind-affecting effect they are suffering from. The eliciter may also allow the target to reroll a Will save made to disbelieve an illusion, but this may only be used against an illusion that the eliciter has already successfully disbelieved. Terrorize: At 7th level, the eliciter may demolish the target’s mind, granting the target a penalty to their Will saving throws equal to his Persuasive bonus (no save). This lasts a number of rounds equal to his Charisma modifier. While a target is affected in this manner, the eliciter does not gain his Persuasive bonus to eliciter abilities and Mind sphere effects against that target. Inspire Greatness: At 10th level, the eliciter may use hypnotism to instill the target with the effects of the inspire greatness bardic performance for a number of rounds equal to his Charisma modifier.

Insanity: At 13th level, the eliciter may plant compulsions into the target’s mind to distract them. For a number of rounds equal to the eliciter’s Charisma modifier, the target must pass a Will save each round or suffer one of the following effects: 1—take no action but to babble incoherently, 2—run away from the eliciter at top speed, 3—fall prone, 4—drop all held items and be unable to pick them back up, 5—deal 1d8 + Str modifier damage to self with whatever is in hand as a standard action, 6—attack nearest creature.

Classes

4829545

paizo.com #3539816, James Gilbreath , May 1, 2015

Each effect lasts 1 round. Inspire Heroics: At 16th level, the eliciter may grant the target the benefit of the inspire heroics bardic performance for a number of rounds equal to his Charisma modifier. Reverence: At 19th level, the eliciter may cause the target to fall before him in reverence (Will negates). On a failed saving throw, the target falls prone and is considered helpless for 1 round per level. A flying creature incapable of hovering must land immediately in order to prostrate itself. Each round on its turn, the target may attempt a new saving throw as a full-round action to end the effect early. This does not provoke an attack of opportunity. If a creature makes its initial saving throw against this ability, it is staggered for 1 round and may not be targeted again with this ability until the following day. Emotions: An eliciter’s power comes from their command of emotions, both their own and others. At 2nd level, an eliciter chooses an emotion, gaining the minor power associated with that emotion. At 5th level and every 3 levels thereafter, the eliciter may choose to gain the minor power of a new emotion, or gain access to the next level of an emotion he already possesses (lesser, greater, and master). An eliciter cannot gain a lesser power before 5th level, a greater power before 8th level, or a master power before 11th level. All emotions are mind-affecting effects. If an emotion calls for a saving throw, the DC is equal to 10 + 1/2 the eliciter’s level + the eliciter’s Charisma modifier + his persuasive bonus.

460451

Apathy

Minor: Touch of Apathy (Sp): As a standard action, you may make a touch attack against a target, stealing its desire to act. The creature can only take a move action on its next turn, but can defend itself normally. Once a creature has been affected by touch of apathy, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Lesser: Lethargic: Your touch of apathy causes the target to be dazed for 1 round instead of only losing an action for 1 round. Greater: Stupor (Su): As an immediate action, you may make a target within Close range dazed for 1 round. The target is allowed a Will save, and on a failure the target loses all actions until the beginning of its next turn. You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th.

paizo.com #3539816, James Gilbreath , May 1, 2015

71

4829545

460452

460452

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

4829546

4829546

Master: Stop: When using your touch of apathy, the target must pass a Will save or be paralyzed for 1d4+1 rounds. On a successful save, the target is still stunned for 1 round.

Enmity

Minor: Touch of Enmity (Sp): As a standard action, you may make a touch attack against a creature to force that creature to immediately make an attack of opportunity against one of its allies (Will negates). The ally designated must be within the touched creature’s threatened area. Major: Crushing Hatred: When using your touch of enmity on a target, that target gains a bonus to its attack and damage roll equal to 1/2 your eliciter level (minimum: 1) for the attack of opportunity. Greater: Hateful Aura (Su): You can emit a 30-foot aura of hatred for a number of rounds per day equal to your eliciter level. These rounds need not be consecutive. Enemies within this aura are filled with hatred and cannot use teamwork feats, nor consider other characters allies for the purpose of any actions (Will negates). All creatures, even allies, provoke attacks of opportunity from a target affected by this aura. The effect ends immediately if the creature leaves the aura. This ability is a swift action to activate. Master: Pure Hatred: When you affect a target with your touch of enmity, the target not only makes an attack of opportunity against the designated target, but must make at least one attack against that target on its next turn. The creature gains your crushing hatred bonus to this attack. Once the creature has attacked the designated target, it loses your crushing hatred bonus and may conclude its turn as normal. If it would be impossible for the creature to attack the designated target, the creature spends its turn moving as close as it can to the target, or (if the target’s new location is unknown) spends its turn looking for its designated target as best as it can.

Fear

Minor: Touch of Fear (Sp): You can make a melee touch attack as a standard action to make a target frightened for 1 round (Will negates). A successful save still leaves the target shaken for 1 round. This does not stack with other shaken effects. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Lesser: Weaken Resolve: When you successfully touch a target with your touch of fear, they are shaken for 1 round per 2 eliciter levels you possess, regardless of whether they pass their save to negate the frightened effect. Greater: Feed on Fear (Su): At 8th level, as an immediate action upon successfully hitting a creature with a melee attack that’s already suffering from a fear effect, you deal 2d6 extra points of damage and gain that amount in temporary hit points. These temporary hit points last for 24 hours or until lost. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th. Master: Dread: Your touch of fear causes targets who fail their save to become panicked for a number of rounds

72

equal to your Charisma modifier. Panicked creatures drop everything held, run away at top speed, and cower if attacked.

Grief

Minor: Touch of Grief (Sp): As a standard action, you may make a touch attack against a target to fill it with crushing sadness. This inflicts 1d6 points of nonlethal damage + 1 for every two eliciter levels you possess and sickens the target for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Major: Paralyzing Grief: When you use your touch of grief on a target, that target must pass a Will save or also be nauseated for 1 round. Greater: Aura of Despair (Su): You may emit a 30-foot aura of despair for a number of rounds per day equal to your eliciter level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. This ability is a swift action to activate, and the rounds do not need to be consecutive. This is a mind-affecting effect. Master: Pure Grief: When you use your touch of grief on a target, the target is sickened for 1 round per 2 eliciter levels you possess.

Joy

Minor: Touch of Joy (Sp): You can touch a willing creature as a standard action, filling it with elation and confidence in all it undertakes. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Lesser: Lingering Joy: The effects of your touch of joy ability last for 2 rounds instead of 1. Greater: Aura of Elation (Su): At 8th level, you can emit a 30-foot aura of courage for a number of rounds per day equal to your eliciter level. This ability is a swift action to activate. Allies in the area gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks. These rounds do not need to be consecutive. Master: Pure Joy: The effects of your touch of joy ability lasts for 3 rounds instead of 2.

460452

Love

Minor: Charming Touch (Sp): You can charm a living humanoid by touching it. Creatures in combat and those with a hostile attitude toward you are unaffected. Creatures receive a Will saving throw to negate the effect. Creatures that fail their save change their attitude toward you to friendly for 1 round per 2 eliciter levels (minimum 1). The target views you and your words in favorable ways (although this does not grant the ability to communicate with the target if it cannot already understand you). You must succeed at an opposed Charisma check to convince it to do something it wouldn’t normally do, and requests that are against its nature or fatal to itself are never obeyed. Any hostile action by you or your allies breaks

paizo.com #3539816, James Gilbreath , May 1, 2015

4829546

460453

460453

4829547

the effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Lesser: Universal Love: Your Charming Touch ability can affect a greater arrangement of minds. You may target any creature not immune to mind-affecting abilities and may even affect creatures who are hostile to you or in combat, although these creatures receive a +5 bonus to their saving throw. Greater: Anything to Please (Su): You can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this effect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. Master: Obsession: Your Charming Touch ability causes the target to be consumed with love for you, to the exclusion of all thoughts of self or previous obligation. The target’s attitude becomes helpful instead of friendly. The target will do anything you ask of it, even things it would not normally do. Gross violations of its nature (asking a good person to attack its allies, etc.) allows the target a new saving throw with a +2 bonus to throw off the entire effect. A target never obeys requests that are obviously fatal.

Rage

Minor: Touch of Rage (Sp): You can touch a willing creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your eliciter level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Lesser: Lingering Rage: The bonuses granted by your touch of rage last for 2 rounds instead of 1. Greater: Rage (Su): You can enter a rage like a barbarian, for a number of rounds per day equal to your eliciter level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your eliciter level. These rounds of

rage stack with any rounds of rage you might have from levels of barbarian. Master: Pure Rage: The bonuses granted by your touch of rage last for 3 rounds instead of 2. Defensive Empathy (Su): At 3rd level, an eliciter adds their persuasive bonus to Sense Motive checks, as well as Will saves against Enchantment (charm) and Enchantment (compulsion) effects.

Classes

4829547

paizo.com #3539816, James Gilbreath , May 1, 2015

Convincing (Ex): At 9th level, an eliciter may take 10 with any Bluff, Diplomacy, Intimidate, or Sense Motive check if he has ranks in that skill, even if circumstances would normally prohibit this action. He may always choose not to take 10 and instead roll normally. In addition, once per day the eliciter may choose to take 20 on one of these skill checks without taking additional time. He may use this ability twice per day at 13th level, and three times per day at 17th level. Link (Su): At 15th level, whenever the eliciter charms or dominates a target (such as through the Enthrall charm from the Mind sphere, the touch of joy emotion power, or the domination eliciter class ability), the eliciter may send thoughts and instructions telepathically to that creature. The target may also communicate back to the eliciter via this same telepathic link. The target must be within 60 ft for this ability to function.

460453

Domination (Su): At 20th level, an eliciter’s may permanently enslave a target’s mind. Once per day as a standard action, the eliciter may make a touch attack against a target and attempt to dominate it. This is an enchantment (compulsion), mind-affecting effect. The target is allowed a Will save (DC 10 + 1/2 eliciter level + Charisma modifier + Persuasive bonus) and on a failed save, the target becomes devoted to the eliciter, gaining a disposition of helpful and obeying any orders the eliciter gives to the exclusion of all other activities except those necessary for survival (eating, sleeping, etc.). The target never obeys obviously self-destructive commands, and is allowed a new save with a +2 bonus to throw off the compulsion if asked to do something against its nature. A DC 25 Sense Motive check reveals the target is under compulsion. The eliciter may only have one target dominated in this fashion at a time; if the eliciter successfully uses this ability to dominate a second target, the first is immediately released from service.

paizo.com #3539816, James Gilbreath , May 1, 2015

73

4829547

460454

460454

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Fey Adept

Hit Die: d8 Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Mastering illusions and other magic that deceives the senses normally requires finesse and years of study. For the fey and other magical creatures, however, such tricks are inherent, flowing as easily from their bodies as air from their lungs. Through accident, bloodline, or midnight revels in mushroom circles, some mortals can learn the fey art of glamours, twisting the invisible strings that make shadows dance and give images life. A fey adept could be a simple peddler of entertaining illusions, but as often as not are thieves, fierce combatants, and colorful adventurers, using their hidden gifts of magic to turn fortune in their favor. A fey adept’s creations may not be wholly real, but it matters little when they can kill just the same. Role: A fey adept is a trickster and manipulator of people and battlefields. Their illusions often leave enemies begging for mercy, convinced they are facing a certain death only they can see. Table: The Fey Adept

4829548

4829548

Alignment: Any

74

Class Skills The fey adept’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana; Int), Knowledge (Local; Int), Knowledge (Nature; Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). Skill Ranks Per Level: 4 + Int modifier.

Class Features Weapon and Armor Proficiency: A fey adept is proficient with all simple weapons. Casting: A fey adept may combine spheres and talents to create magical effects. A fey adept is considered a High Caster and uses Charisma as his casting ability modifier. (Note: All casters

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+0

+2

Casting, fey magic, master illusionist, spell pool, shadowmark (1d6, -1), shadowstuff

1

1 (+2)

2nd

+1

+0

+0

+3

Darkvision

2

2

3rd

+1

+1

+1

+3

Shadowmark (2d6, -1)

3

3

4th

+2

+1

+1

+4

Truesight (1/day)

4

4

5th

+2

+1

+1

+4

Shadowmark (3d6, -1)

5

5

6th

+3

+2

+2

+5

Create reality

6

6

7th

+3

+2

+2

+5

Shadowmark (4d6, -2)

7

7

8th

+4

+2

+2

+6

Truesight (2/day)

8

8

9th

+4

+3

+3

+6

Shadowmark (5d6, -2)

9

9

10th

+5

+3

+3

+7

Hide in plain sight

10

10

11th

+5

+3

+3

+7

Shadowmark (6d6, -2)

11

11

12th

+6/+1

+4

+4

+8

Create reality (improved), truesight (3/day)

12

12

13th

+6/+1

+4

+4

+8

Shadowmark (7d6, -3)

13

13

14th

+7/+2

+4

+4

+9

See in darkness

14

14

15th

+7/+2

+5

+5

+9

Shadowmark (8d6, -3)

15

15

16th

+8/+3

+5

+5

+10

Truesight (4/day)

16

16

17th

+8/+3

+5

+5

+10

Shadowmark (9d6, -3)

17

17

18th

+9/+4

+6

+6

+11

Create reality (improved)

18

18

19th

+9/+4

+6

+6

+11

Shadowmark (10d6, -4)

19

19

20th

+10/+5

+6

+6

+12

Feytouched, permanent illusion, truesight (5/day)

20

20

paizo.com #3539816, James Gilbreath , May 1, 2015

Caster Talents Level 460454

4829548

460455

460455

4829549

gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: A fey adept gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A fey adept gains a magic talent every level, according to Table: Fey Adept. Fey Magic: At 1st level the fey adept gains the Illusion sphere as a bonus magic talent. Master Illusionist: Whenever the fey adept ceases to concentrate on an illusion he is maintaining through concentration, or if he decides not to maintain an illusion at all after its creation, it remains for a number of rounds equal to 1/2 his fey adept level (minimum: 1) before disappearing.

were made of wood regardless of what the material appears to be. The fey adept may only create an object in this fashion with a size equivalent to 1 small object per caster level, although this increases to 2 small objects per caster level at 12th level, and 3 small objects per caster level at 18th level. Targets who succeed at their saving throw to disbelieve the illusion realize the object is shadowstuff and not the material it appears to be and suffer only half damage if the object is used to damage them (for example if the object was dropped on them from above). Companion: The fey adept may create an illusionary creature that may interact with the world around it. This creates the equivalent of a companion from the Conjuration sphere, except it only possesses 1/5th a companion’s usual hit points. Targets who interact with the illusionary creature are allowed a Will saving throw to

Classes

4829549

paizo.com #3539816, James Gilbreath , May 1, 2015

Shadowstuff: Fey adepts gain a limited ability to wield shadowstuff­—the pure essence of shadows. With this power, the fey adept can affect the world around him with his illusions by weaving reality into the images. The fey adept gains a pool of shadow points equal to his Charisma modifier + 1/2 his fey adept level (minimum: 1). A fey adept may spend shadow points to create any of the following effects. Shadowmark: The fey adept may spend a shadow point to hurl shadowstuff at a target within Close range, weakening its body and making its mind more susceptible to the fey adept’s magic. This requires a ranged touch attack. If successful, the target takes 1d6 damage and suffers a -1 penalty to Will saves against all the fey adept’s sphere abilities for 1 minute. This damage improves by 1d6 for every odd level the fey adept possesses, to a maximum of 10d6 at 19th level. The Will penalty increases to -2 at 7th level, -3 at 13th level, and -4 at 19th level. This penalty does not stack with itself.

460455

Create Reality: At 6th level, the fey adept may spend a shadow point in conjunction with creating an illusion with the Illusion sphere to weave reality into the illusion. This follows all the usual rules for creating and maintaining illusions, except the illusion gains an additional benefit depending on what illusion is created. Many of these benefits improve at 12th and 18th levels. Objects: The fey adept creates an object that has form, shape, and weight, as if creating an object with the Creation sphere, although it has a hardness of 0, 3 hp per inch, and weight as if it

paizo.com #3539816, James Gilbreath , May 1, 2015

75

4829549

460456

460456

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

4829550

4829550

76

disbelieve. Targets who disbelieve the illusionary creature receive only half damage from the creature. An illusionary companion possesses two (form) talents as is usual for companions, and gains an additional (form) talent at 12th level and 18th level. Disguise: If the fey adept possesses the Illusionary Disguise talent, he may add substance to an illusion applied to a creature. This grants the creature any one trait (except for becoming incorporeal or gaining an animal mind) from the Alteration sphere in addition to the illusionary disguise itself. The disguise must depict the trait to be applied (for example, the illusion must include wings to grant the creature a fly speed). This stacks with shapeshifts applied with the Alteration sphere (as it is an illusion and not an actual shapeshift), but only one illusionary disguise may be applied to an individual creature at a time in this manner. Applying a second illusionary disguise with shadowstuff to a creature dispels the first illusionary disguise, provided they were created by the same caster, or the second caster succeeds at a magic skill check. A disguise created in this manner may grant up to two traits at 12th level, and up to three traits at 18th level. Destructive Blast: The fey adept may give substance to an instantaneous effect such as a burst of fire, a bolt of lightning, or another simulated effect. This creates a destructive blast as the Destruction sphere, which may possess any blast type talent and blast shape talent of the fey adept’s choosing. The fey adept must pay all spell points costs associated with the mimicked destructive blast in addition to those required to create or maintain the illusion itself. An instantaneous destructive blast cannot be extended through concentration or spell points as is usual with illusions, but a destructive blast with a duration (such as Energy Wall or Energy Sphere) persist as long as the illusion is maintained, to a maximum of 1 round per caster level. Targets affected by an illusionary destructive blast who succeed at their Will save to disbelieve suffer only half damage and receive a +4 bonus to any saving throw associated with the destructive blast itself. Weather: The fey adept may create the illusion of a weather effect such as snow, wind, rain, or a storm. This creates a severity 4 wind, temperature (cold or heat), and/ or precipitation effect (with the resulting storm and snow effects if applicable) within a radius of Close centered within the fey adept’s Illusion range. This cannot be used to calm the weather in an area, and has no effect in an area where the weather category to be affected already has a severity of 4 or higher. If a target succeeds at its Will save to disbelieve, it treats the weather as being 2 steps lesser in severity in regard

to itself. This cannot reduce the weather’s severity lower than what it was before the fey adept created the illusion. You may create effects of severity level 5 at 12th level, and severity level 6 at 18th level. Nature: The fey adept may create an illusion of a natural effect, such as those created through the Nature sphere. This can recreate the effects of the entangle, vortex, fog, dust storm, create fire, or whirlwind (from the Whirlwind talent) geomancing abilities. The area to be affected needn’t have the usual materials such as water, dust, or plantlife to create this illusion. If a target succeeds at their Will save to disbelieve, they take half damage from the effect if it deals damage and gain a +4 bonus to any saving throw made against the effect. Darkvision: At 2nd level, a fey adept gains Darkvision 60 ft. If he already possess Darkvision, the range increases by 30 ft. Truesight: Once per day at 4th level, a fey adept may grant himself the ability to see all things as they truly are to a range of 120 feet for 1 round per level. The fey adept sees through magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, succeeds at all saving throws against illusions and sees through them naturally, and sees the true form of polymorphed, changed, or transmuted things. The fey adept may use this ability an additional time per day for every 4 levels beyond 4th, to a maximum of 5 times at 20th level. This does not allow the target to see through mundane disguises, non-magical means of hiding things, fog, or other such effects. This cannot be combined with other magic that enhances the senses, such as a crystal ball.

460456

Hide in Plain Sight: At 10th level, A fey adept can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a fey adept can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. See in Darkness: At 14th level, a fey adept can see perfectly in darkness of any kind, even magical darkness that normally impedes darkvision. Feytouched: At 20th level, a fey adept is treated as a fey rather than as a humanoid (or whatever the fey adept’s creature type was) for the purpose of spells and magical effects. He also gains DR 10/cold iron, and a +2 luck bonus on all saving throws. Permanent Illusion: At level 20, the fey adept can make one of his illusions permanent. Only one illusion may be made permanent in this way at one time. If another illusion is designated as permanent, the previous permanent illusion ends.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829550

460457

460457

paizo.com #3539816, James Gilbreath , May 1, 2015

Hedgewitch

Hit Die: d8

Role: Hedgewitches use the power of their traditions to aid their fellows on and off the battlefield. Hedgewitches are equally capable of filling a variety of roles, and there is rarely a situation where an hedgewitch doesn’t have a relevant trick or two up her sleeve. Table: The Hedgewitch

Class Skills The hedgewitch’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Classes

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

The hedgewitch is a caster steeped in traditions handed down from teacher to student in a long, unbroken line. Equal parts shaman, witch doctor, and budding academic, the hedgewitch is a master of utility, seeking knowledge and power wherever they may be found. Spiritualism, demonology, and even charlatanism may inform her magic, and hedgewitches can be found the world over living as village healers, professional alchemists, contract casters, or members of mystery religions. For many budding magicians, the secrets of hedgewitchery are a seductive lure, offering so much more than the monotony of mage towers and purely academic study.

Skill Ranks Per Level: 6 + Int modifier

Class Features Weapon and Armor Training: A hedgewitch is proficient with all simple weapons and light armor. Casting: A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Caster Level

Magic Talents

1

0

+0

+0

+2

Casting, spell pool, tradition benefit, tradition power, traditions

0 (1)

0 (+2)

2

+1

+0

+0

+3

Secret, tradition secrets

+1

1

3

+2

+1

+1

+3

+2

2

4

+3

+1

+1

+4

+3

3

5

+3

+1

+1

+4

+3

3

6

+4

+2

+2

+5

+4

4

7

+5

+2

+2

+5

+5

5

8

+6/+1

+2

+2

+6

+6

6

9

+6/+1

+3

+3

+6

+6

6

10

+7/+2

+3

+3

+7

+7

7

11

+8/+3

+3

+3

+7

+8

8

12

+9/+4

+4

+4

+8

+9

9

13

+9/+4

+4

+4

+8

+9

9

14

+10/+5

+4

+4

+9

+10

10

15

+11/+6/+1

+5

+5

+9

+11

11

16

+12/+7/+2

+5

+5

+10

+12

12

17

+12/+7/+2

+5

+5

+10

+12

12

18

+13/+8/+3

+6

+6

+11

+13

13

19

+14/+9/+4

+6

+6

+11

+14

14

20

+15/+10/+5

+6

+6

+12

+15

15

4829551

4829551

Alignment: Any

Secret Secret Secret Grand secrets, secret Secret Secret Secret Secret Secret, tradition mastery

paizo.com #3539816, James Gilbreath , May 1, 2015

460457

77

4829551

460458

460458

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A hedgewitch gains a magic talent every time she gains a caster level, according to Table: Hedgewitch. Traditions: Hedgewitches draw power from their traditions, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two traditions at 1st level, gaining their class skills, tradition benefits, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.

Academia

Class Skills: Knowledge (Geography), Knowledge (Nature), Knowledge (Planes) You understand the theory behind magic, letting you accomplish feats akin to those of the greatest of wizards. Tradition Benefit: Treat your class level as your caster level when meeting the prerequisites of, and crafting items with, any Item Creation feat as well as when using and researching rituals. This stacks normally with caster levels gained from other sources. Tradition Power: You gain 1 extra spell point for every 2 hedgewitch levels possessed. In addition, you may bind one masterwork item to yourself as a fetish. You may enchant this item as if you possessed the prerequisite Item Creation feat, provided you meet that Item Creation feat’s other prerequisites, such as minimum caster level. You may change your fetish at any time by spending 8 hours binding a new one, but doing so causes your previous fetish to lose all of its magic, becoming an ordinary masterwork item again.

4829552

4829552

78

Tradition Secrets: A hedgewitch with the academia tradition adds the following secrets to those she may select: Fetish: Gain a fetish, as the academia tradition power. If you already possess the academia tradition power, you cannot gain this secret. Extra Spell Points: Increase your spell pool by 2 spell points. You may select this secret multiple times. The effects stack. Tradition Mastery: You gain a +2 inherent bonus to one mental ability score of your choice.

Black Magic

Class Skills: Knowledge (Planes), Intimidate, Disguise. You have delved into magic theories and practices some believe are better left untouched. Tradition Benefit: Choose an oracle curse.You gain this curse and its associated benefits, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse. Note that some oracle curses (such as haunted) grants a benefit that is not easily translated to the Spheres of Power system, and would most likely not be an advisable choice. Tradition Power: As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses. You may always dismiss your own curses as a free action. At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself. At 5th level, you may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to your casting ability modifier.

paizo.com #3539816, James Gilbreath , May 1, 2015

460458

4829552

460459

460459

4829553

At 9th level, you may give a target 6 points of ability drain to one ability score of your choice. This does not stack with itself. At 13th level, you can permanently blind or deafen the target. At 17th level, you may make a target permanently confused. Tradition Secrets: A hedgewitch with the black magic tradition adds the following secrets to those she may select: Curses: Increase the number of times you may bestow curses in a day by 2. If you cannot bestow curses, you may bestow curses 2 times per day, as the black magic tradition power. You may select this secret multiple times. The effects stack. Hexcrafter: Gain a witch hex of your choice, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects. This does not grant access to Major hexes or Grand hexes. You may gain this secret multiple times. Each time it is taken, gain an additional witch hex. Tradition Grand Secrets: A hedgewitch with the black magic tradition adds the following secrets to those she may select: Greater Hexcrafter: Gain a Major witch hex of your choice, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects. This does not grant access to Grand hexes. You may gain this secret multiple times. Each time it is taken, gain an additional Major witch hex. Tradition Mastery: Gain a witch’s Grand hex, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects.

Charlatanism

Class skills: Sleight of Hand, Disable Device, Disguise. You’ve learned to use showmanship to enhance your magic and magic to enhance your showmanship, until few can tell where one ends and the other begins. Tradition Benefit: You gain versatile performance, as the bard ability. Choose one type of Perform skill. You can use your bonus in that skill in place of your bonus in its associated skills. When substituting in this way, you may use your total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not you have ranks in that skill or if it is a class skill. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff,

Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Tradition Power: You gain a guile pool, containing a number of guile points equal to 3 + 1/2 your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. If you gain a guile pool from another source, these levels combine when determining the number of guile points possessed, although you may add either 3 or that class’s listed ability score modifier to the guile pool, not both. You may use guile points from this pool to power the abilities of every class you possess that grants a guile pool. You may spend a guile point as part of any skill check to grant yourself a +2 bonus to that skill check. At 10th level, this bonus increases to +4. When successfully making an attack against a creature within 30 ft that is flat-footed or denied its Dexterity bonus to AC, you may spend a guile point as a swift action to deal sneak attack damage to that creature, as a rogue of equal level (1d6 at 1st level, 2d6 at 3rd level, etc.) This stacks with any rogue levels you possess, or any sneak attack dice gained from other sources. This sneak attack may be affected by rogue talents, as usual. Tradition Secrets: A hedgewitch with the charlatan tradition adds the following secrets to those she may select:

Classes

4829553

paizo.com #3539816, James Gilbreath , May 1, 2015

Extra Guile: Increase your guile pool by 2 points. If you do not possess a guile pool, you gain a guile pool like that granted by the charlatan tradition power with 2 guile points in it. You may select this secret multiple times. The effects stack.

460459

Trickery: Gain a rogue talent of your choice, treating your hedgewitch levels as rogue levels when determining the effects. This stacks with any rogue levels you possess. You may select this secret multiple times. Each time it is taken, gain another rogue talent. Evasion: You gain evasion, as the rogue class feature. Trapfinding: You gain trapfinding, as the rogue class feature. Exceptional Skill: Choose one skill other than Perform. You gain a bonus equal to 1/2 your hedgewitch level to that skill. This applies to Perform checks made on behalf of that skill through versatile performance. Versatile Performance: You gain versatile performance, as the charlatan tradition benefit. You may select this secret multiple times. Each time this secret is gained, gain an additional versatile performance. Great Performance: You may use the Distraction, Countersong, and Fascinate bardic performances, treating your hedgewitch levels as bard levels which stack with any other bard levels you possess. You may use these performances for a number of rounds per day equal to your hedgewitch level.

paizo.com #3539816, James Gilbreath , May 1, 2015

79

4829553

460460

460460

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Advanced Rogue Talent: Gain an advanced rogue talent, treating your hedgewitch level as your effective rogue level when determining the effects. You may select this secret multiple times. Each time it is taken, gain an additional rogue talent. Tradition Mastery: When spending a guile point as part of a skill check, add +6 to that check instead of +4. When spending a guile point to deal sneak attack, roll d8s instead of d6s.

Combat

Class skills: Swim, Climb, Intimidate. You have studied martial traditions and how to implement magic on a battlefield. Tradition Benefit: You gain proficiency with medium armor, shields (but not tower shields), and 1 martial weapon of your choice. You may count half your hedgewitch levels as fighter levels when meeting combat feat prerequisites. Tradition Power: You gain an arcane pool as the magus class feature, with a number of arcane points equal to 3+ 1/2 your hedgewitch level. If you gain an arcane pool from another source, combine those levels with your hedgewitch levels when determining the number of arcane points it contains. At 1st level, you may expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you. You may not have more than one weapon enhanced in this manner at a time. If you use this ability again, the first use immediately ends. Tradition Secrets: A hedgewitch with the combat tradition may select one of the following secrets whenever she gains a secret:

4829554

4829554

Tradition Grand Secrets: A hedgewitch with the charlatan tradition may select one of the following whenever they gain a grand secret:

Combat Expertise: Gain a combat feat for which you meet the prerequisites. You may select this secret

80

multiple times. Each time it is gained, select an additional combat feat. Extra Arcane Pool: Increase your arcane pool by 2 points. If you do not possess an arcane pool, you gain an arcane pool as the combat tradition power with 2 arcane points in it. You may gain this secret multiple times. The effects stack. Magus Arcana: You gain one of the following magus arcanas, using your hedgewitch level as your effective magus level and your casting ability modifier in place of Intelligence when meeting its prerequisites or determining its effects: Accurate Strike, Arcane Accuracy, Arcane Cloak, Arcane Edge, Arcane Redoubt, Arcane Redoubt (Greater), Bane Blade, Concentrate, Devoted Blade, Dispelling Strike, Disruptive, Enduring Blade, Ghost Blade, Hasted Assault, Lingering Pain, Maneuver Mastery, Pool Strike, Pool Strike (Arcing), Pool Strike (Clinging), Pool Strike (Thunderous), Prescient Attack, Prescient Defense, Spellbreaker. You may select this secret multiple times. Each time it is gained, gain an additional magus arcana. Tactician: Gain a teamwork feat as a bonus feat for which you meet the prerequisites. Once per day as a standard action, you may grant this feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 hedgewitch levels you possess. Allies do not need to meet the prerequisites of this bonus feat. You may take this secret multiple times. Each time it is taken, gain a new teamwork feat and increase the total number of times you may use this ability by 1. You may choose which of your teamwork feats to grant to your allies whenever you use this ability.

460460

Greater Aid: Whenever you use the aid other action to aid an ally, that ally gains a +3 bonus instead of a +2 bonus to his armor class, attack roll, saving throw, or skill check. Increase the size of the bonus by 1 for every 6 hedgewitch levels possess. Tradition Grand Secrets: A hedgewitch with the combat tradition may select one of the following secrets whenever they gain a grand secret: Armor Training: You may move in medium or heavy armor without a penalty to your movement speed. Weapon Training: Choose one weapon group, as noted in the fighter’s weapon training class feature. You gain a +1 bonus to attack and damage rolls made with any weapon in that weapon group. You may select this secret multiple times. The effects do not stack. Each time it is selected, choose a different weapon group. Tradition Mastery: You gain a +2 inherent bonus to one physical ability score of your choice.

Covenant

Class skills: Knowledge (Religion), Knowledge (Planes), Knowledge (History).

paizo.com #3539816, James Gilbreath , May 1, 2015

4829554

460461

460461

4829555

Whether as a member of a mystery religion, a follower of totemic spirits, or a researcher into ancient gods, your power comes through study and devotion to powers unseen. Tradition Benefit: Select an alignment from the following list: chaos, evil, good, or law. This must be an alignment you possess (if you are neutral, you may choose any of the above alignments for this purpose). You gain an aura of your chosen alignment as a cleric of equal level. In addition, you may detect your opposite alignment (good and evil oppose one another, just as law and chaos oppose one another) as if using the detect alignment Divination ability. To use this ability, you must spend a move action and focus on a single item or creature within 60 feet. You do not detect alignment in any other object or creature when using this ability in this way. Tradition Power: If you are of good alignment (or neutral and choose to channel positive energy) you may touch a creature as a standard action (or yourself as a swift action) and heal that target 1d6 hit points per 2 hedgewitch levels (minimum: 1d6). You may use this ability a total number of times per day equal to 3 + 1/2 your hedgewitch level. You may use this ability to harm undead, which is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. If you are evil (or neutral and choose to channel negative energy), this ability instead harms living creatures and heals undead. This counts as negative energy. This ability counts as possessing the lay on hands or touch of corruption class features (depending on whether you channel positive or negative energy) for the purpose of qualifying for and using feats that modify these abilities. You may also expend two uses of this ability to channel energy, as the cleric class feature. As a standard action, you release a wave of energy through your holy (or unholy) symbol, affecting all creatures of one type (living or undead, your choice) within 30 ft, healing or harming them just as if you had touched them, except creatures that take damage from channeled energy may make a Will saving throw (DC 10 + 1/2 your hedgewitch level + your casting ability modifier) to halve the damage. You may choose whether or not you wish to include yourself in this effect. This requires a holy (or unholy) symbol to use, and counts as possessing the channel energy class feature when qualifying for and using feats. Tradition Secrets: A hedgewitch with the covenant tradition may select one of the following secrets whenever she gains a secret: Channel Feats: Gain any one feat that has the channel energy class feature as a prerequisite. You must meet all of the feat’s prerequisites. You may select this secret multiple times. Each time it is selected, gain a new channeling feat. Divine Portfolio: Choose a cleric domain. You gain the first-level power of that domain, treating your hedgewitch levels as cleric levels when determining

the effects, and using your casting ability modifier in place of Wisdom for this purpose. If you select a domain gained through another class, this instead allows you to combine your hedgewitch levels with those levels when determining your effective cleric level for that domain. You may select this secret multiple times. Each time it is selected, choose a different domain.

Classes

4829555

paizo.com #3539816, James Gilbreath , May 1, 2015

Extra Healing: Increase the number of times you may use the covenant tradition power in a day by 4. If you do not possess the covenant tradition power, this grants you the ability to use this tradition power 4 times per day. You may select this secret multiple times. The effects stack. Mercy: Gain a paladin Mercy or antipaladin Cruelty, using your hedgewitch level as your paladin level when meeting its prerequisites. You may select this secret multiple times. The effects stack. Tradition Grand Secrets: A hedgewitch with the covenant tradition may select one of the following whenever they gain a grand secret: Greater Divinity: Choose a domain you have selected with the divine portfolio secret. You gain access to the higher-level power associated with that domain. In all other ways this functions the same as Divine Portfolio. You may select this talent once per domain gained through the Divine Portfolio secret. Smite: Once per day, you may smite the alignment you may detect through the covenant tradition benefit. This is in all other ways similar to a paladin’s smite evil ability. You may gain this talent multiple times. Each time it is gained, you may smite your opposed alignment an additional time per day.

460461

Tradition Mastery: Use d8s instead of d6s when using your tradition power to heal, harm, or channel energy.

Green Magic

Class skills: Knowledge (Nature), Ride, Survival. Your magic comes from communion with nature. Tradition Benefit: You gain the Wild Empathy and Woodland Stride druid class features. Tradition Power: You gain an animal companion, treating your hedgewitch levels as druid levels for this purpose. Your animal companion has an Intelligence of at least 6. Tradition Secrets: A hedgewitch with the green magic tradition may select one of the following secrets whenever she gains a secret: Animal Companion: Increase your effective druid level by 4 when determining the strength of your animal companion, to a maximum effective druid level equal to your character level. If you do not possess an animal companion, you gain an animal companion treating your effective druid level as 4, to a maximum effective druid level equal to your character level. You may take this secret multiple times. The effects stack.

paizo.com #3539816, James Gilbreath , May 1, 2015

81

4829555

460462

460462

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Share Health: As an immediate action, you may take damage up to half your current hit points, and heal your animal companion the same amount of damage. This cannot heal the target beyond their maximum hit points. This ability works out to Close range. Share Senses: As a standard action, you may share senses with your animal companion. For as long as you concentrate, you can hear, see, and smell what that creature is experiencing. You gain the benefits of any nonmagical special abilities your animal companion possesses (such as low-light vision or scent), but use your own Perception skill. This ability functions out to Long range. Tradition Grand Secrets: A hedgewitch with the green magic tradition may select one of the following whenever she gains a grand secret: Venom Immunity: You become immune to all poisons. Wild Vitality: You become immune to all diseases. Animal Herald: All friendly animals within 30 ft of you gain a bonus equal to your casting ability modifier to all saving throws.

4829556

4829556

Animal Friend: Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of the Speak with Animal Nature talent. At 5th level and every 4 levels thereafter, select an additional type of animal. You may speak with and understand that type of animal as well.

Tradition Mastery: Your animal companion gains Spell Resistance equal to your hedgewitch level + 11. As a full-round action, you may summon your companion to your side from anywhere, even across planes. Treat your hedgewitch level as your caster level for the purpose of this ability.

Herbology

Class skills: Survival, Knowledge (Nature), Knowledge (Geography). You study the magical nature of plant life, using herbs to harm and heal. Tradition Benefit: You gain the Brew Potion feat as a bonus feat at 1st level and treat your hedgewitch level as your caster level when creating potions; this stacks with caster levels gained from other sources. You also never suffer a chance to poison yourself when applying poison to a weapon. This counts as possessing the poison use class feature. Tradition Power: Your magical understanding of herbs is great enough that you may combine common herbs together and, mixing them with a little of your own magic, create a concoction. You may create concoctions a total number of times in a day equal to 3 + 1/2 your hedgewitch level. The materials required to craft a concoction are common herbs and as such are considered to have a negligible cost. Creating a concoction takes 1 minute and must be used within 1 hour or lose its potency.

82

Concoctions must be drunk (with the exception of herbalist’s poison) and can only affect living creatures. If a target is unwilling they are allowed a Fortitude save against a DC of 10 + 1/2 your hedgewitch level + your casting ability modifier to negate the effect. You gain the following concoctions: Empowering Concoction: The target gains a +2 alchemical bonus to one ability score of your choice (chosen when this concoction is created) and a -2 penalty to its inverse ability score (Strength’s inverse is Intelligence, Dexterity’s inverse is Wisdom, Charisma’s inverse is Constitution, etc.) This benefit lasts for 1 minute. At 5th level, the target no longer suffers a penalty to their inverse ability score. At 9th level, this benefit lasts for 10 minutes. At 13th level, this benefit lasts for 1 hour. At 17th level, the benefit increases to +4. Fortifying Concoction: The target gains a +2 alchemical bonus to one saving throw (Fortitude, Will, or Reflex) for 1 minute. At 5th level, the target gains a +3 bonus to one saving throw. At 9th level, the benefit to their saving throw lasts 10 minutes. At 13th level, this benefit lasts 1 hour. At 17th level, the bonus applies to all saving throws. Healing Concoction: The target is healed 1d6 hit points per 2 hedgewitch levels you possess (minimum: 1d6). Herbalist’s poison: You may create an injury poison (Fort DC 10 + 1/2 your hedgewitch level + your casting ability modifier, frequency 1/rd for 6 rds, 1 save, effect 1d2 damage to an ability score that is chosen when creating the poison).

460462

At 5th level, the ability damage increases to 1d4, and you may make the poison ingested instead of injury. At 9th level, you may make your herbalist poison inhaled or contact. In addition, you may change the effect to making the target confused for 1 round per level. At 13th level, your poison deals 1d6 ability damage. At 17th level, you may change the effect of your poison to making the target sleep for 1 hour. This sleep is especially heavy and is similar to the powerful sleep charm from the Mind sphere. Tradition Secrets: A hedgewitch with the herbology tradition adds the following secrets to those she may select: Alchemy: The hedgewitch gains one of the following alchemist’s discoveries, treating her hedgewitch levels as alchemist levels when meeting its prerequisites and determining its effects: Dilution, Spontaneous Healing, Healing Touch, Mutagen, Cognatogen, Enhance Potion, Extend Potion, Eternal Potion, Elixir of Life, Concentrated Poison. You may gain this secret multiple times. Each time it is selected, gain another discovery.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829556

460463

460463

4829557

Extra Concoctions: Increase the number of concoctions you may create in a day by 2. If you cannot create concoctions, you may create 2 per day. You may select this secret multiple times. The effects stack. Potent Concoctions: Your concoctions last 1 hour per hedgewitch level before they become inert instead of only lasting 1 hour. Store Potion: You may drink a potion, poison, or concoction without applying the effects to yourself. Instead, you may touch a target as a standard action and grant the effects to that target. You cannot store more than 1 potion, poison, or concoction at a time in this manner, and if storing a concoction, the concoction still loses its potency if not used in time. Surgeon: Using the Heal skill to treat deadly wounds takes 10 minutes instead of 1 hour. In addition, you heal the target 2 hit points per HD instead of 1 hit point per HD. Swift Poison: You may apply poison to a weapon as a move action instead of a standard action. Tradition Grand Secrets: A hedgewitch with the​ her​bology tradition may select one of the following whenever she gains a grand secret: Instant Poison: (Requires Swift Poison) You may apply poison to a weapon as a swift action. Miracle Man: (Requires Surgeon) You may use your Heal skill to treat deadly wounds on a dead target, provided you begin within 10 minutes of when the target died. This takes 4 hours of continuous work and costs 3 uses of your concoction ability (or three healing concoctions, if you have them prepared). At the end of this time, make a Heal check against a DC of 10 + the target’s negative hit point total. If you succeed at this check, the target comes back to life and stabilizes at 1 fewer

negative hit points than would be necessary to kill it, and the target gains 2 temporary negative levels that last 24 hours. If the target has had vital parts removed (i.e., its head, heart, etc.) it cannot be revived in this manner. Tradition Mastery: At 20th level, your healing concoction always heals maximum hit points and your herbalist’s poison deals maximum damage.

Classes

4829557

paizo.com #3539816, James Gilbreath , May 1, 2015

Spiritualism

Class Skills: Knowledge (Religion), Knowledge (History), Knowledge (Local). Your allies are not from the mortal world, and whisper secrets in your ear. Tradition Benefit: You may make Knowledge checks untrained. Whenever you make a Knowledge check, roll twice and take the higher result. Tradition Power: You may channel spirit allies into yourself, temporarily gaining their knowledge and experience. As a standard action, you may grant yourself the benefit of any one magic talent or combat feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess that talent’s base sphere. You may use this ability a number of times per day equal to 3 + 1/2 your hedgewitch level (minimum 1). Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If a feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 5th level, you may use this ability to gain the benefits of two combat feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also

paizo.com #3539816, James Gilbreath , May 1, 2015

460463

83

4829557

460464

460464

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 3

replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability. At 9th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action. At 13th level, you may use this ability to gain the benefits of three combat feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability. At 17th level, you may gain the benefit of one combat feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual feat or magic talent selected counts toward your daily uses of this ability. Tradition Secrets: A hedgewitch with the spiritualism tradition adds the following secrets to those she may select: Extra Spirit: Increase the number of times you may channel spirit allies in a day by 2. If you cannot channel spirit allies, you may now do so 2 times per day. You may select this secret multiple times. The effects stack.

4829558

4829558

Infuse Other: As a standard action, you may touch a willing target and spend 2 uses of the spiritualism tradition power to grant knowledge of a combat feat or magic talent to that ally for 1 minute. Spiritualist Defense: Rather than gaining the benefits of a combat feat or magic talent for 1 minute, you may use the spiritualism tradition power to grant yourself a +1 dodge bonus to AC for 1 minute. You may gain a +2 dodge bonus in place of two combat feats or magic talents, and a +3 dodge bonus in place of three combat feats or magic talents. Tradition Mastery: You may channel spirit allies to gain the benefit of any number of combat feats or magic talents as a swift action. Each feat or magic talent selected counts toward your daily uses of this ability. Secret: At 2nd level and every 2 levels thereafter, a hedgewitch learns a secret, gaining further insights into the unseen world. The hedgewitch chooses this secret from the list below, or from the tradition secret list associated with her tradition: Amateur Black Mage: You gain the black magic tradition benefit. You count as possessing the black magic tradition when qualifying for secrets. You cannot select this secret if you already possess the black magic tradition.

84

Amateur Charlatan: You gain the charlatan tradition benefit. You count as possessing the charlatan tradition when qualifying for secrets. You cannot select this secret if you already possess the charlatan tradition. Amateur Combatant: You gain the combat tradition benefit. You count as possessing the combat tradition when qualifying for secrets. You cannot select this secret if you already possess the combat tradition. Amateur Green Mage: You gain the green magic tradition benefit. You count as possessing the green magic tradition when qualifying for secrets. You cannot select this secret if you already possess the green magic tradition. Amateur Herbalist: You gain the herbology tradition benefit. You count as possessing the herbology tradition when qualifying for secrets. You cannot select this secret if you already possess the herbology tradition. Amateur Spiritualist: You gain the spiritualism tradition benefit. You count as possessing the spiritualism tradition when qualifying for secrets. You cannot select this secret if you already possess the spiritualism tradition. Artificer: Gain one Item Creation feat of your choice for which you meet the prerequisites. You may gain this secret multiple times. Each time it is taken, gain a different Item Creation feat. Familiar: You gain a familiar as the wizard class feature, using your hedgewitch level as your wizard level for this purpose. Metamagic Feat: Gain one metamagic feat of your choice for which you meet the prerequisites. You may gain this secret multiple times. Each time it is taken, gain an additional metamagic feat.

460464

Priestly Initiate: You gain the covenant tradition benefit. You count as possessing the covenant tradition when qualifying for secrets. You cannot select this secret if you already possess the covenant tradition. Skilled Magic: You gain one of the following feats: Cantrips, Circle Casting, Contingency, Counterspell, Improved Counterspell, Greater Counterspell, Ritual Caster. You must meet the prerequisites of the feat. You may select this secret multiple times. Each time it is selected, gain an additional feat. Grand Secrets: Beginning at 10th level, a hedgewitch may select one of the following grand secrets in place of a secret, or any grand secret from the list associated with her tradition: Metamagic Master: Choose one metamagic feat you possess. Using this metamagic feat costs 1 fewer spell point to use, to a minimum of 1. You may select this secret multiple times. The effects do not stack. Each time it is selected, choose a different metamagic feat. Arcane Builder: Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. You may select this secret multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829558

460465

460465

4829559

Incanter

Class Features Weapon and Armor Proficiency: An incanter is proficient with all simple weapons.

Incanters are the great seekers of magic, to the exclusion of almost all other pursuits. Incanters can be wizards, priests, necromancers, or indeed anyone else who primarily finds their power through the study and practice of magic. Role: An incanter’s abilities are determined by the spheres and talents he chooses, and as such, an incanter can fill almost any party roll. Alignment: Any Hit Die: d6 Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less. Class Skills The incanter’s class skills are Appraise (Int), Craft (Int), Fly (Int), Knowledge (all; Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Skill Ranks Per Level: 2 + Int modifier. Table: The Incanter

Casting: An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Classes

4829559

paizo.com #3539816, James Gilbreath , May 1, 2015

Spell Pool: An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: An incanter gains 2 magic talents at every odd level and 1 at every even level, according to Table: Incanter. Bonus Feat: At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Base Caster Level

Magic Talents

1st

+0

+0

+0

+2

Bonus feat, casting, specializations, spell pool

+1

2 (+2)

2nd

+1

+0

+0

+3

Bonus feat

+2

3

3rd

+1

+1

+1

+3

+3

5

4th

+2

+1

+1

+4

+4

6

5th

+2

+1

+1

+4

+5

8

6th

+3

+2

+2

+5

+6

9

7th

+3

+2

+2

+5

+7

11

8th

+4

+2

+2

+6

+8

12

9th

+4

+3

+3

+6

+9

14

10th

+5

+3

+3

+7

+10

15

11th

+5

+3

+3

+7

+11

17

12th

+6/+1

+4

+4

+8

+12

18

13th

+6/+1

+4

+4

+8

+13

20

14th

+7/+2

+4

+4

+9

+14

21

15th

+7/+2

+5

+5

+9

+15

23

16th

+8/+3

+5

+5

+10

+16

24

17th

+8/+3

+5

+5

+10

+17

26

18th

+9/+4

+6

+6

+11

+18

27

19th

+9/+4

+6

+6

+11

+19

29

20th

+10/+5

+6

+6

+12

+20

30

Bonus feat Bonus feat Bonus feat Bonus feat Bonus feat Bonus feat Bonus feat Bonus feat Bonus feat

paizo.com #3539816, James Gilbreath , May 1, 2015

460465

85

4829559

460466

460466

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 3

Incanter Specializations At 1st level, an incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart to the right. Each specialization costs either 1, 2, or 3 specialization points. An incanter cannot have more than 5 points worth of specializations. An incanter uses their incanter level as their effective wizard, sorcerer, or cleric level when determining the power of these abilities.

Lost Bonus Feats

1

1, 10, 20

2

1, 6, 10, 14, 20

3

1, 2, 6, 10, 14, 18, 20

4

1, 2, 6, 8, 10, 14, 16, 18, 20

5

All bonus feats lost

Channel Energy: (2 specialization points) You may channel energy as the Cleric class feature a total number of times per day equal to 3 + your casting ability modifier, using your casting ability modifier in place of Charisma when determining its associated saving throw. You must choose whether to channel positive or negative energy when you gain this ability. Once this choice is made, it cannot be changed. Cleric Domains: (1 specialization point) You gain the powers and abilities associated with one cleric domain of your choice. This does not grant domain spells. Use your casting ability modifier in place of Wisdom when determining the power of your domains. You may take this specialization multiple times. Each time it is taken, gain a different domain. Sorcerer Bloodline: (2 specialization points) You gain the bloodline powers (but not the bloodline spells feats, or arcana) of one sorcerer bloodline of your choice. If you already gain a sorcerer bloodline from another class, this instead allows levels of that class and your incanter levels to stack when gaining and determining the powers and abilities of your sorcerer bloodline. Use your casting ability modifier in place of Charisma when determining the power of your bloodline, if it is higher.

4829560

4829560

Specialization Points

460466

Sphere Specialization: (3 specialization points) You specialize in a sphere of your choice. When specializing in a sphere, you gain that sphere as a bonus sphere (or a magic talent belonging to that sphere if you already possess the base sphere) and gain a +1 bonus to your caster level with that sphere. In addition, you also gain a series of abilities associated with that sphere, as detailed below.

86

paizo.com #3539816, James Gilbreath , May 1, 2015

4829560

460467

460467

4829561

Alteration

Shapeshifter’s Renewal (Su): Whenever you apply a shapeshift to yourself and spend a spell point to maintain it without concentration, you heal 1 hit point per 2 incanter levels (minimum: 1) and may make a new saving throw against any poison or non-magical disease you are suffering from. At 11th level, you may choose to grant these bonuses to your allies when you place a shapeshift on them and spend a spell point to maintain it without concentration. At 20th level, you remove any poison and non-magical disease without the need for a roll and heal 1 hit point per incanter level when using this ability. Battleshaping (Su): As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four incanter levels you possess. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size (claws deal 1d4 damage, 1d3 small, while bite and gore attacks deal 1d6 damage, 1d4 small). At 11th level, you can shape two natural weapons. You may not grow additional limbs or a tail with this ability. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Change Shape (Sp): At 8th level, you can change your form into anything you desire for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. This is similar to a shapechange, except shapeshifter’s renewal does not apply to this change, and you may treat yourself as possessing any one alteration talent you do not possess. Every time this ability is used, you may change this bonus talent to a different alteration talent you do not possess.

Conjuration

Summoner’s Charm (Su): Whenever you summon a companion from the conjuration sphere and maintain its presence through concentration, the companion remains for a number of rounds after you cease concentrating equal to 1/2 your incanter level (minimum 1) before disappearing. At 20th level, you may maintain one companion’s presence permanently, without concentration or needing to spend spell points. Only one companion may be maintained in this fashion at a time. You may designate another companion as permanent at any time, but doing so causes the previously-designated permanent companion to disappear. Unstable Bonds (Su): At 1st level, your touch can disrupt the bonds that hold an extraplanar creature (whether summoned or called) on this plane. As a melee touch attack, you can cause a summoned or called creature to become shaken and staggered for a number of rounds equal to 1/2 your incanter level (minimum 1). You can use this ability a number of times per day equal to 3 + your casting ability modifier.

Aura of Banishment (Su): At 8th level, you can emit a 30foot aura of banishment for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. Any summoned or called creature in the area must make a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell or effect that summoned it immediately ends. If that spell or effect summoned more than one creature, only the creature that failed its saving throws is affected. If the summoned creature was a companion, it cannot be summoned again for 1 minute.

Classes

4829561

paizo.com #3539816, James Gilbreath , May 1, 2015

Creation

Creator’s Focus (Su): Whenever you maintain an object you have created with the Creation sphere through concentration, that creation remains a number of additional rounds equal to 1/2 your incanter level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one creation permanent without concentrating or spending additional spell points. You can have no more than one creation made permanent in this way at one time. If you designate another creation as permanent, the previous permanent creation ends. Create Gear (Su): At 1st level, you can create any object that weighs no more than 1 pound per incanter level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use this ability a number of times per day equal to 3 + your casting ability modifier.

460467

Forceful Alteration (Sp): At 8th level, once per day when using an alter ability from the Creation sphere, you can alter an object at a range of Close instead of Touch. You may use this an additional time per day for every 6 levels beyond 8th.

Dark

Home in the Dark (Su): You gain Blindsense 10 ft when within an area of dim light or darkness. This bonus increases by 5 ft per 5 incanter levels you possess, to a maximum 30 ft at 20th level. At 20th level, this becomes Blindsight. Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five incanter levels you possess. In

paizo.com #3539816, James Gilbreath , May 1, 2015

87

4829561

460468

460468

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

4829562

4829562

conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Shadow Step (Sp): At 8th level, you can use this ability to walk through the Shadow Plane and reappear as a standard action. You can travel up to 30 feet per incanter level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5 foot increments and does not provoke an attack of opportunity. Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target, as per the rules for thrown splash weapons. If this would place you in an occupied square, you instead arrive in the nearest safe location. When you arrive, you are cloaked in shadow and gain concealment for 1 round. You may bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll location for each creature) and are cloaked in shadow for 1 round.

Death

Power over Undead (Su): You receive command undead or turn undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your casting ability modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your incanter level + your casting ability modifier. At 20th level, undead cannot add their channel resistance to the save against this ability. Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 incanter levels you possess. These bonuses last for a number of rounds equal to 1/2 your incanter level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell or hallowed totem. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Spirit Touch (Sp): At 8th level, you may grant yourself the ability to touch incorporeal creatures, as if your body, natural weapons, and wielded weapons were all under the effects of the ghost touch weapon special ability. While this ability is active, you are immune to the touch attacks of shadows, ghosts, and other incorporeal creatures. You can use this power a number of rounds per day equal to your incanter level. These rounds need not be consecutive.

88

Destruction

Intense Magic (Su): Whenever you create a destructive blast that deals hit point damage, add 1/2 your incanter level to the damage dealt (minimum: +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast. At 20th level, whenever you create a destructive blast you can roll twice to penetrate a creature’s spell resistance and take the better result. Movement Burst (Sp): As a swift action, you may project a burst of energy, using it to propel youself forward. You move 20 ft in a straight line in any direction you desire. This movement provokes attacks of opportunity as normal. This distance increases by 5 ft for every 2 incanter levels you possess. You may use this ability a number of times per day equal to 3 + your casting ability modifier. Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. This wall can be either a wall up to 20 ft long/level or a ring of fire with a radius of up to 5 ft/two levels. One side of the wall, selected by you, sends forth waves of energy, dealing 2d4 points of any energy type matching a blast type talent you possess (determined by you when the wall is created), to creatures within 10 ft and 1d4 points of damage to those past 10 ft but within 20 ft. The wall deals this damage when it appears and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of damage + 1 point of damage per incanter level (maximum +20) to any creature passing through it.

460468

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5 ft length of wall takes 20 points or more of damage by its inverse element (acid for lightning, fire for cold, etc.) that length disappears.

Divination

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your incanter level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Diviner’s fortune (Sp): When you activate this power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your incanter level (minimum +1) for 1

paizo.com #3539816, James Gilbreath , May 1, 2015

4829562

460469

460469

4829563

round. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30 ft aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, magic skill checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive.

Enhancement

Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you rest to regain spell points. At 20th level, this bonus applies to two physical ability scores of your choice. Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five incanter levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your incanter level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your casting ability modifier. Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your incanter level (maximum +10) for one round. You may use this ability for a number of times per day equal to your incanter level.

Fate

Fated Protection (Su): Your ability to see the strands of fate allows you to react to magic before it happens. You gain a +2 insight bonus on saving throws against sphere effects, spells, and spell-like abilities. This bonus increases by +1 for every five incanter levels you possess. At 20th level, whenever you would be affected by a sphere effect, spell, or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result. Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll

you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.

Illusion

Classes

4829563

paizo.com #3539816, James Gilbreath , May 1, 2015

Extended Illusions (Su): Any illusion you create and maintain through concentration lasts a number of additional rounds equal to 1/2 your incanter level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends. Illusionary Marvels (Sp): As a standard action, you may create the illusion of great magic, frightening those around you. This allows you to make an Intimidate check to demoralize all foes within 30 ft. You may use this ability a number of times per day equal to 3 + your casting ability modifier. Invisibility Field (Sp): At 8th level, you can make yourself Invisible as the Invisibility Illusion talent (except with a +20 to your Stealth modifier) as a swift action for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive.

460469

Life

Life Essence (Su): Add half your incanter level (minimum: 1) to your hit points, Fortitude saves to stabilize when dying, and to saving throws against Death effects. At 20th level, you become immune to death effects and gain Fast Healing 1. Steal Essence (Sp): As a standard action, you can make a touch attack against a creature, stealing its essence. The target suffers 1d4 nonlethal damage + 1 damage per 2 incanter levels you possess, and you gain temporary hit points that last 1 minute equal to the damage dealt. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Life Sight (Su): At 8th level, you gain Blindsight to a range of 10 feet for a number of rounds per day equal to your incanter level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

paizo.com #3539816, James Gilbreath , May 1, 2015

89

4829563

460470

460470

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Light

Lighteyes (Su): Perception is always considered a class skill for you, and you gain a bonus equal to 1/2 your incanter level on all Perception checks. This bonus increases to being equal to your incanter level when detecting invisible or incorporeal creatures. At 20th level, you can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your incanter level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Revelation Aura (Sp): At 8th level, you can emit an aura of revelation for a number of rounds equal to your casting ability modifier, revealing all invisible creatures, illusions, and other magical means of disguising or obscuring within 30 ft of you. You may use this ability once per day, plus an additional time per day for every 6 levels beyond 8th.

Mind

4829564

4829564

Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five incanter levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school or an effect from the Mind sphere, that spell or effect does not affect you, and is instead reflected back at its caster. Terror (Su): As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your incanter level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your incanter level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.

90

Nature

Animal Companion (Su): You gain an animal companion, as the druid class feature, treating your incanter levels as druid levels for this purpose. Wild Empathy (Ex): You gain wild empathy, as the druid class feature, treating your incanter levels as druid levels for this purpose. Empower Companion (Su): At 8th level, you may touch an animal to infuse it with power. The animal immediately gains the advanced creature simple template: it gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. This lasts for a number of rounds equal to your casting ability modifier. During this time, the animal’s primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.” Animals that already have the advanced creature template are unaffected by this ability. You may use this ability once per day, plus an additional time per day for every 6 levels beyond 8th.

Protection

Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you rest to regain spell points. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

460470

Protective Ward (Su): As a standard action, you can create a 10 ft radius field of protective magic centered on you that lasts for a number of rounds equal to your casting ability modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five incanter levels you possess. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your incanter level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

Telekinesis

Telekinetic Stability (Su): You gain a +2 bonus to Fly checks, Acrobatics checks, and CMD. These bonuses increases by 1 for every 5 incanter levels you possess. At 20th level, whenever you make a Fly or Acrobatics check, assume the roll resulted in a natural 20.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829564

460471

460471

4829565

Telekinetic Impediment (Sp): As an immediate action, you may attempt to impede an attack made against a creature within 30 ft of you, including yourself. You must declare you are using this ability before the attack roll is made. The attack suffers a -1 penalty, -1 per 5 incanter levels you possess. You may use this ability a number of times per day equal to 3 + your casting ability modifier. Great Flight (Su): Starting at 8th level, as a free action you may grant yourself a flight speed of 50 ft with perfect maneuverability for a number of minutes per day equal to your incanter level. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Time

Fast (Su): You gain a +10 bonus to your base movement speed. This bonus increases by 5 ft for every 5 incanter levels you possess. At 20th level, you may spend a swift action to take an extra move action, but this move action may only be used to move. Slowing Touch (Sp): As a standard action, you may make a melee touch attack against a target and slow its movements. The target becomes staggered for 1 round per 2 incanter levels you possess (minimum: 1). You can use this ability a number of times per day equal to 3 + your casting ability modifier. Retry (Su): At 8th level, as an immediate action, you may force a target within 30 ft of you to reroll a saving throw, skill check, attack roll, or ability check they just made, taking the second result regardless of whether it is worse or better. You must decide to use this ability after the roll is made but before the results are revealed. You may use this ability once per day at 8th level, plus an additional time for every 6 levels beyond 8th.

War

War Mage (Ex): You gain proficiency and Weapon Focus with one martial weapon of your choice. At 5th level, you gain Weapon Specialization with that weapon. At 10th level, you gain Greater Weapon Focus with that weapon. At 15th level you gain Greater Weapon Specialization with that weapon. At 20th level, you may roll all your attack rolls with that weapon twice, taking the higher result. Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before the initiative roll is made. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Cooperative Defense: At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice

individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four incanter levels beyond 8th.

Warp

Classes

4829565

paizo.com #3539816, James Gilbreath , May 1, 2015

Warp Mastery (Su): Whenever you use the teleport ability from the Warp sphere, increase the distance you may teleport by 5 ft per incanter level. At 20th level, double the distance you may teleport, including this bonus. Shift (Su): At 1st level, you can teleport to a nearby space as a swift action. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two incanter levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your casting ability modifier. Dimensional Lord (Sp): At 8th level, whenever a creature attempts to use a teleportation effect or summon a creature within 30 feet of you, you may attempt to block the effect. Make a magic skill check as an immediate action. If the check succeeds, the effect or spell fails and is wasted; otherwise, it is unaffected. You can use this ability once per day plus one additional time for every 6 incanter levels you possess beyond 8th.

Weather

460471

Untouched (Su): Treat all weather effects as being 1 step lesser in severity. This improves to 2 steps at 11th level, and 3 steps at 20th level. Wind Servant (Sp): As a standard action, you can generate a blast of air that hurls an unattended object within Close range or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per incanter level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack. You can use this ability a number of times per day equal to 3 + your casting ability modifier. Cloak of the Elements (Su): At 8th level, you surround yourself with wind, rain, and other natural forces for a total number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. While the cloak of the elements is in effect, all attacks against you suffer a -4 penalty and all melee attacks made against you cause the attacker to suffer 1d8 nonlethal damage. In addition, you gain resistance 10 to fire, cold, electricity, and acid damage.

paizo.com #3539816, James Gilbreath , May 1, 2015

91

4829565

460472

460472

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Mageknight Magic has appeal for people of any trade, and many warriors find great strength in mixing magical power with martial training. The mageknight is such a combatant, combining magic and skill into a seamless, deadly whole. For the mageknight, magic is just another weapon, which when combined with sword, bow, and armor, transform the mageknight into a uniquely deadly adversary. Role: A mageknight is primarily an offensive expert, but may accomplish this through any number of weapon and sphere combinations, making each mageknight a unique individual. Alignment: Any Hit Die: d10 Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

The mageknight’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana; Int), Knowledge (Nature; Int), Knowledge (Nobility; Int), Knowledge (Planes; Int), Knowledge (Religion; Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Skill Ranks Per Level: 2 + Int modifier.

Class Features Weapon and Armor Proficiency: A mageknight is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Casting: A mageknight may combine spheres and talents to create magical effects. A mageknight is considered a LowCaster. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All

Table: The Mageknight

Level 4829566

4829566

Class Skills

92

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Caster Level

Magic Talents

+0 (1)

1 (+2)

1st

+1

+2

+0

+2

Casting, resist magic (+1), spell pool

2nd

+2

+3

+0

+3

Mystic combat

+1

2

3rd

+3

+3

+1

+3

Stalwart

+1

2

4th

+4

+4

+1

+4

Combat feat

+2

3

5th

+5

+4

+1

+4

Resist magic (+2)

+2

3

6th

+6/+1

+5

+2

+5

Mystic combat

+3

4

7th

+7/+2

+5

+2

+5

Marked

+3

4

8th

+8/+3

+6

+2

+6

Combat feat

+4

5

9th

+9/+4

+6

+3

+6

Resist magic (+3)

+4

5

10th

+10/+5

+7

+3

+7

Mystic combat

+5

6

11th

+11/+6/+1

+7

+3

+7

Mystic defense

+5

6

12th

+12/+7/+2

+8

+4

+8

Combat feat

+6

7

13th

+13/+8/+3

+8

+4

+8

Resist magic (+4)

+6

7

14th

+14/+9/+4

+9

+4

+9

Mystic combat

+7

8

15th

+15/+10/+5

+9

+5

+9

Draw power

+7

8

16th

+16/+11/+6/+1

+10

+5

+10

Combat feat

+8

9

17th

+17/+12/+7/+2

+10

+5

+10

Resist magic (+5)

+8

9

18th

+18/+13/+8/+3

+11

+6

+11

Mystic combat

+9

10

19th

+19/+14/+9/+4

+11

+6

+11

Spell critical

+9

10

20th

+20/+15/+10/+5

+12

+6

+12

Combat feat, spellsword

+10

11

paizo.com #3539816, James Gilbreath , May 1, 2015

460472

4829566

460473

460473

4829567

casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: A mageknight gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A mageknight gains a magic talent at 1st level, 2nd level, and again at every even level thereafter, according to Table: Mageknight. Resist Magic (Ex): A mageknight gains a natural resistance to magic as she focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level. Mystic Combat (Su): At 2nd level and every 4 levels thereafter, a mageknight gains a new way to enhance her physical abilities through magic. Each time she gains mystic combat, she chooses and gains one of the following abilities. Arcane Strike: You gain the Arcane Strike feat, and treat your mageknight level as your caster level when determining its effects.

Enhanced Physicality: You may spend a spell point to reroll an Acrobatics, Climb, Fly, or Swim check you just made with a bonus to your roll equal to 1/2 your mageknight level (minimum: 1). You must take the second roll, even if it is worse. Great Fall: When falling, you treat the distance fallen as being 10 ft shorter per mageknight level when determining the amount of damage you sustain. At 20th level, you may fall any distance without taking damage.

Classes

4829567

paizo.com #3539816, James Gilbreath , May 1, 2015

High Jump: You may add your level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always counts as having a running start when making jump checks using Acrobatics. By spending 1 spell point as a swift action, you may gain a +20 bonus on Acrobatics checks made to jump for 1 round. Invisibility: As a swift action, you may spend a spell point to become invisible for 1 round per mageknight level, or until you target a foe with an attack or magic. Lingering Pain: As an immediate action after successfully dealing damage to an opponent, you may spend a spell point to cause that damage to be considered continuous damage for the purpose of concentration checks made by the target prior to the beginning of your next turn.

460473

Bleeding Wounds: You may spend a spell point as a swift action to inflict bleed damage equal to 1/2 your mageknight level (minimum: 1) with every attack for a number of rounds equal to your casting ability modifier. Bleed damage does not stack. Bloodlust: You may spend a spell point as a standard action to increase your damage dealt to creatures depending on how many times you’ve hit them. For 1 round per level, whenever you successfully strike an opponent with a weapon or natural attack, you gain a cumulative +1 bonus on future damage rolls, to a maximum equal to your class level. If you miss with an attack, the bonus to damage for all opponents resets to +0. Enchanted Touch: You may spend a spell point as a standard action to grant enhancement bonuses to all attacks you make for 1 round per level. Your unarmed strikes, natural attacks, and wielded weapons gain a +1 enhancement bonus which does not stack with any enhancement bonus your weapons already possess. This bonus increases by +1 for every 5 levels you possess, to a maximum of +5 at 20th level.

paizo.com #3539816, James Gilbreath , May 1, 2015

93

4829567

460474

460474

paizo.com #3539816, James Gilbreath , May 1, 2015

4829568

4829568

460474

paizo.com #3539816, James Gilbreath , May 1, 2015

4829568

460475

460475

4829569

Mage’s Charge: When making a charge, you may spend a spell point as a free action to add your mageknight level as a bonus to your attack roll. Mounted Combatant: When using any mystic combat ability, you may spend an additional spell point to extend the benefit of that ability to your mount as well. Mystic Adaption: You may spend a spell point as a swift action to gain the benefits of one combat feat of your choice for a number of rounds equal to your casting ability modifier. You must meet all of this feat’s prerequisites. At 7th level, you may gain the benefits of two combat feats of your choice whenever you use this ability. At 14th level, you gain the benefits of three combat feats of your choice. Multiple uses of this ability do not stack, only the most recent use applies. If a combat feat has a limited number of daily uses (such as Stunning Fist), any uses of that combat feat while using this ability counts towards that feat’s daily limit. Mystic Maneuver: Select one combat maneuver. You may spend a spell point to perform this maneuver as a swift action that does not provoke an attack of opportunity, with a bonus to your CMB equal to 1/2 your mageknight level (minimum: 1). You may select this mystic combat multiple times. Each time it is selected, choose a different maneuver. Mystic Might: As a swift action, you may spend a spell point to increase your size category to Large for a number of rounds equal to your casting ability modifier. You gain a +4 size bonus to Strength and suffer a -2 penalty to Dexterity while enlarged in this fashion. Penetrating Blow: You may spend a spell point as a swift action to cause all your attacks to be resolved as touch attacks until the end of your turn. Quickened Reflexes: You may spend a spell point as a swift action to gain a dodge bonus to AC equal to half your mageknight level (minimum: 1) for a number of rounds equal to your casting ability modifier. Raging Combatant: As a standard action, you may spend a spell point to enter a rage for 1 round per level. This is similar to a barbarian’s rage, granting a +4 morale bonus to Strength and Constitution, a +2 morale bonus to Will saves, and suffering a -2 penalty to AC. You are under the same restrictions with skills, spells, and sphere abilities as a barbarian, but you may use mystic combat abilities as normal. You are fatigued afterward as a barbarian. You may end a rage prematurely as a free action. Resilience of Soul: As an immediate action, you may spend a spell point to reroll a saving throw you just failed. You must take the second result, even if it is worse. Sustain: You may spend a spell point as an immediate action to grant yourself temporary hit points equal to your mageknight level + your casting ability modifier that last 1 hour. This can keep you from dying. Swift Combatant: You may spend a spell point as a swift action to move up to 30 ft. This movement provokes attacks of opportunity as normal.

Time Shift: When using any ability gained through the mystic combat class feature, you may spend an extra spell point to decrease that ability’s required action by one step: standard actions become move actions, swift actions become free actions, etc. This cannot reduce an immediate action. Unbreakable: You may spend a spell point as a swift action to grant yourself DR equal to your mageknight level for a number of rounds equal to your casting ability modifier.

Classes

4829569

paizo.com #3539816, James Gilbreath , May 1, 2015

Vengeful: If a target strikes you and is within your threatened area, you may spend a spell point as an immediate action to make a single attack against that target at your highest BAB. Whirl of Blows: You may spend a spell point as a swift action to gain the benefits of the Whirlwind Attack feat for a number of rounds equal to your casting ability modifier, even if you don’t meet the prerequisites. Stalwart (Ex): At 3rd level, a mageknight can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. A helpless mageknight does not gain the benefit of the stalwart ability. Combat Feat: At 4th level and every four levels thereafter, the mageknight gains a bonus combat feat of her choice, chosen from those for which she qualifies. Marked (Su): At 7th level, a mageknight who successfully deals damage with a weapon or natural attack to a target may, as a swift action, leave a magical mark on that target. The target suffers a -2 penalty to saving throws against the spells, spelllike abilities, and sphere abilities of the mageknight, and the mageknight gains a +2 bonus to saving throws against the spells, spell-like abilities, and sphere abilities of the target. This mark lasts for 1 minute. The mageknight may not have more than 1 mark active at a time; giving a second mark causes the first to be dismissed.

460475

Mystic Defense (Su): At 11th level, a mageknight gains resistance to magical damage. This functions as damage reduction, except it only applies to damage sustained from spells, spelllike abilities, and sphere abilities. This only affects abilities that allow Spell Resistance. This damage reduction is equal to 1/2 the mageknight’s class level. This does not apply to damage from magic weapons. Draw Power (Su): At 15th level, whenever the mageknight successfully confirms a critical hit, she gains 1 temporary spell point which lasts for 1 round. Spell Critical (Su): At 19th level, whenever a mageknight successfully confirms a critical hit, she can use a sphere ability as an immediate action. The sphere ability must include the target of the attack as one of its targets or in its area of effect. Using this sphere ability does not provoke an attack of opportunity. Spellsword: At 20th level the mageknight may effortlessly combine magic and combat. Choose one mystic combat abilities that costs a spell point to use. You may use this ability without spending a spell point.

paizo.com #3539816, James Gilbreath , May 1, 2015

95

4829569

460476

460476

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Shifter

Class Skills

A shifter is an expert in assuming the forms of other creatures, making their strength her own. Lycanthropes using magic to control their transformations, worshipers of animal totems, or simply magic-users who were uncomfortable in their own skins, shifters embody the idea of chaos of form, becoming whatever they need to be at a moment’s notice.

Skill Ranks Per Level: 4 + Int modifier.

Class Features

Role: A shifter is a powerful melee combatant and can gain access to useful magic for disguises, stealth, or exploration.

Weapon and Armor Proficiency: A shifter is proficient with all simple weapons and light armor.

Alignment: Any non-lawful

Casting: A shifter may combine spheres and talents to create magical effects. A shifter is considered a Mid-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Hit Die: d8 Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less. Table: The Shifter

Level

Base Attack Bonus

1st

+0

+2

+2

+0

Casting, spell points, shapeshifter, quick transformation, wild empathy

+0 (1)

0 (+2)

2nd

+1

+3

+3

+0

Bestial trait

+1

1

3rd

+2

+3

+3

+1

Endurance

+2

2

4th

+3

+4

+4

+1

Enhanced attacks (magic), lingering transformation

+3

3

5th

+3

+4

+4

+1

Steal language

+3

3

6th

+4

+5

+5

+2

Bestial trait

+4

4

7th

+5

+5

+5

+2

Enhanced attacks (cold iron, silver), enhanced physicality

+5

5

8th

+6/+1

+6

+6

+2

Immunity to Poison

+6

6

9th

+6/+1

+6

+6

+3

Extended Transformation

+6

6

10th

+7/+2

+7

+7

+3

Enhanced attacks (chaotic), bestial trait

+7

7

11th

+8/+3

+7

+7

+3

Boundless Communication

+8

8

12th

+9/+4

+8

+8

+4

Immunity to Disease

+9

9

13th

+9/+4

+8

+8

+4

Enhanced physicality

+9

9

14th

+10/+5

+9

+9

+4

Bestial trait

+10

10

15th

+11/+6/+1

+9

+9

+5

Endless communication

+11

11

16th

+12/+7/+2

+10

+10

+5

Enhanced attacks (adamantine)

+12

12

17th

+12/+7/+2

+10

+10

+5

Greater transformation

+12

12

18th

+13/+8/+3

+11

+11

+6

Bestial trait

+13

13

19th

+14/+9/+4

+11

+11

+6

Enhanced physicality

+14

14

20th

+15/+10/+5

+12

+12

+6

Second skin

+15

15

Fort Ref Will Save Save Save

4829570

4829570

The shifter’s class skills are Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Handle Animal (Wis), Intimidate (Cha), Knowledge (Geography; Int), Knowledge (Nature; Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

96

Special

paizo.com #3539816, James Gilbreath , May 1, 2015

Base Magic Caster Talents Level

460476

4829570

460477

460477

4829571

Spell Pool: A shifter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A shifter gains a magic talent every time she gains a caster level, according to Table: Shifter. Shapeshifter: At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources. Wild Empathy (Ex): A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose. Quick Transformation: The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.

Bite (Ex): You gain a bite attack. This is a primary attack dealing 1d6 damage (1d4 small). If this is the only attack made during the shifter’s turn, add 1 1/2 your Strength bonus to the damage dealt. Chameleon (Ex): (Requires shifter 18) You gain the ability to hide in plain sight, using Stealth without cover or concealment, even while being directly observed. Claws (Ex): You gain a pair of retractable claws, which may be retracted or expanded as a free action. These are primary attacks that deal 1d4 damage (1d3 small).

Classes

4829571

paizo.com #3539816, James Gilbreath , May 1, 2015

Detachable Claws (Ex): (Requires shifter 6, claws) You may hurl your claws as a ranged attack. This is treated as a thrown weapon with a 10 ft range increment. Each hand is treated as a different weapon (allowing you to throw each as a separate attack). Thrown claws may be regrown as a swift action.

Bestial Trait: At 2nd level and every 4 levels thereafter, the shifter gains a bestial trait, representing the ways she has changed through her assumption of other forms. The shifter may choose to keep these traits when she assumes other forms, even if the trait would normally be removed (such as natural claws.) Animal Advisor (Su): You gain a familiar, treating your shifter levels as wizard levels.

460477

Animal Hide (Ex): You gain a +1 natural armor bonus. Animal Trainer (Ex): You gain a bonus equal to 1/2 your shifter level to all Handle Animal checks. Animal Master (Ex): (Requires shifter 6, Animal Trainer) You may reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day per 1 week required by increasing the DC by +5. She can also train more than one animal at once, although each animal after the first adds +2 to the DC. Barding (Su): (Requires shifter 14) When assuming a form with the Alteration sphere that would normally cause your worn armor to meld into your form, you may instead mold your armor around your new form, allowing you to keep your armor’s bonuses and benefits. Bestial Rage (Ex): (Requires shifter 6) As a standard action, you may let out a ferocious howl. This allows you to make an Intimidate check to demoralize all enemies within 30 ft of you. Bestial Speed (Ex): Increase your base move speed by 10 ft.

paizo.com #3539816, James Gilbreath , May 1, 2015

97

4829571

460478

460478

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

4829572

4829572

Earthglide (Su): (Requires shifter 10, Home in the Underground) You gain earthglide. You can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you may glide through lava. You leave behind no tunnel, hole, ripple, or any other sign of your presence. Elemental Kin (Su): (Requires shifter 6) Choose either fire, frost, electricity, or acid. You gain resistance 10 to that element. You may gain this trait multiple times. The effects do not stack. Each time this trait is gained, choose a different element to gain resistance to. Elemental Kin, Greater (Su): (Requires shifter 14, Elemental Kin) Choose an element you have resistance to through the Elemental Kin trait. You gain immunity to that element. You may select this trait multiple times. The effects do not stack. Each time it is gained, choose a different element you have resistance to through the Elemental Kin trait. Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor, or no armor, and carrying no more than a light load. If you are helpless, you lose the benefit of evasion. Ferocious (Ex): (Requires shifter 6, Endurance) You gain the Diehard feat. Flight (Ex): (Requires shifter 6) You gain a 30 ft flight speed with maneuverability (poor). Flight, Greater (Ex): (Requires shifter 10, Flight) You gain either the Flyby Attack, Hover, or Wingover feats. You may select this trait up to 3 times, gaining another feat each time. Gore (Ex): You gain the ability to sprout a horn from your head as a free action. This grants you a gore attack dealing 1d6 damage (1d4 small). If this is the only attack made during your turn, add 1 1/2 your Strength bonus to the damage dealt. Home in the Underground (Ex): (Requires shifter 6) You gain a 15 ft burrow speed. Home in Nature (Ex): You gain a favored terrain, as the ranger class feature. You may select this trait once at 2nd level, plus an additional time for every 4 shifter levels you possess beyond 2nd. Each time this trait is gained beyond the first, you gain an additional favored terrain, and the bonuses granted in one of your favored terrains (even the one just selected if you desire) increases by 2.

Improved Natural Armor (Ex): (Requires shifter 6, Animal Hide) Your natural armor improves by 1. You may select this trait once per 6 shifter levels you possess. The effects stack. Improved Natural Attack (Ex): (Requires shifter 6) One of your natural attacks increases its damage by one die size. You may select this trait multiple times. Each time it is selected, it applies to a different natural attack. Keen Scent (Ex): (Requires shifter 10, Home in Water) You gain the ability to notice other creatures by scent in a 180 foot radius underwater and can detect blood in the water at ranges of up to a mile. Living Death (Su): (Requires shifter 14, Undead Kin) You no longer need to breath. This grants immunity to inhaled poison as well as suffocation (such as from being underground, underwater, or in a vacuum) but does not grant immunity to cloud or gas attacks that do not require breathing. Magical Attacks (Su): (Requires shifter 6) Your natural attacks all gain a +1 enhancement bonus, as if they were magical weapons. This bonus increases by +1 for every 10 shifter levels possessed. Melded Equipment (Su): (Requires shifter 14) You may activate magic items that have melded into your shapeshifted form. Multiattack: (Requires shifter 10) You gain the Multiattack feat. Nightvision : You gain Darkvision to 60 ft. If you already possess Darkvision, increase the range of your Darkvision by 30 ft. Perfect Flight: (Requires shifter 10, Flight) Your flight maneuverability increases to perfect. Permanent Size Change (Ex): (Requires shifter 6) Your size permanently changes to either Small, Medium, Tiny, or Large, as if using the Alteration sphere’s Size Change talent. Permanent Size Change, Greater (Ex): (Requires shifter 10, Permanent Size Change) You may permanently change your size to either Huge or Diminutive, as if using the Size Change talent from the Alteration sphere. Poison (Ex): (Requires shifter 6) Select a single natural attack (one claw, bite, etc.) you possess. This natural attack inflicts poison on a successful attack (injury; save Fort DC 10 + 1/2 your shifter level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save). You may select this trait multiple times. The effects do not stack. Each time it is gained, select a different natural attack to inflict poison.

Home in Water (Ex): (Requires shifter 6) You gain the amphibious subtype (including the ability to breath underwater) and a 30 ft swim speed.

Poison, Improved (Ex): (Requires shifter 10, Poison) Select one natural attack augmented by the poison bestial trait. The effect of this poison improves to 1d2 Con and Str damage, 2 saves. You may select this trait multiple times. The effects do not stack. Each time it is gained, select a different natural attack augmented by the poison trait.

Impaling Charge (Ex): (Requires shifter 10, Gore, Powerful Charge) You gain the Impaling Charge feat.

Pounce (Ex): (Requires shifter 10) You gain the pounce special ability, allowing you to make a full-attack at the end of a charge.

Improved Evasion (Ex): (Requires shifter 10, Evasion) Your Evasion ability improves, so that while you still take no damage on a successful Reflex saving throw, you henceforth take only half damage on a failed save.

Powerful Charge (Ex): (Requires shifter 6, Gore) You may make a powerful charge with your gore attack. When charging, your gore attack deals 2d6 damage (2d4 small) plus 1 1/2 times your Strength bonus.

98

460478

paizo.com #3539816, James Gilbreath , May 1, 2015

4829572

460479

460479

4829573

Prey (Ex): You gain a favored enemy, as the ranger class feature. You may select this trait once at 2nd level, plus an additional time for every 4 shifter levels you possess beyond 2nd. Each time this is gained after the first, you gain an additional favored enemy, and the bonuses granted against one of your favored enemies (even the one just selected if you desire) increase by 2. Quick Healing (Su): As a free action once per round, you may heal 5 hit points as if you had the fast healing ability. You may heal 5 hit points per day in this manner for every 2 shifter levels possessed. If you fall unconscious because of hit point damage and you still have healing from this ability, the ability activates automatically each round until you are conscious again or the ability is depleted for the day. Scent (Ex): (Requires shifter 6) You gain the Scent ability. Snatch: (Requires shifter 14, Huge size) You gain the Snatch feat. Spider Climb (Ex): (Requires shifter 6) You gain a 30 ft Climb speed. Sprint (Ex): Once per hour, you may move up to 10 times your speed when running or charging. Superior Senses (Ex): (Requires shifter 14) You gain Blindsense out to 15 ft. Taste for Blood (Ex): (Requires shifter 6) If you spend a standard action to feast on a corpse killed within the last minute, you enter a rage for a number of rounds equal to your Constitution modifier, gaining a +2 morale bonus to your Strength, Constitution, and Will saves, suffering a -2 penalty to AC.

Lingering Transformation: At 4th level, when the shifter applies a shapeshift to herself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to 1/2 her shifter level before ending. Enhanced Attacks (Su): Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose. Steal Language (Su): At 5th level, a shifter can not only change her body, but also her mind. The shifter may touch a target, gaining for 24 hours the ability to speak and understand one language that creature speaks. This can work on animals and other creatures that don’t have a language, but only allows communication with that particular type of creature (eagle, dog, wolf, etc.). You may only have one language acquired at a time in this manner; acquiring a second language dismisses the first. Enhanced Physicality (Ex): At 7th level, your body begins to become naturally enhanced through your transformations. You gain a +2 inherent bonus to your Constitution score. This increases to +4 at 13th level, and +6 at 19th level.

Tracker (Ex): Add half your shifter level (minimum: 1) to Survival checks made to follow tracks.

Immunity to Poison (Ex): At 8th level, the shifter gains immunity to all poisons.

Trackless Step (Ex): You no longer leave a trail if you do not wish to.

Extended Transformation (Sp): At 9th level, the shifter’s control over Alteration magic makes her transformations unusually powerful. Whenever the shifter spends a spell point to allow a shapeshift to continue without concentration, the effect lasts for 10 minutes per level instead of 1 minute per level.

Trip (Ex): (Requires shifter 6, Bite): When you hit a creature with your bite attack, you may attempt to trip the target as a free action. This does not provoke an attack of opportunity, and you cannot be tripped in return. Twilight: You gain Low-light Vision if you do not already possess it. Undead Kin (Su): (Requires shifter 6) You are healed by both positive and negative energy. Web (Ex): You may create webs as the Web trait from the Vermin Transformation Alteration talent. This ability is usable 8 times per day, rather than once per minute. Woodland Stride (Ex): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Endurance (Ex): At 3rd level the shifter gains Endurance as a bonus feat.

Classes

4829573

paizo.com #3539816, James Gilbreath , May 1, 2015

460479

Boundless Communication (Ex): At 11th level, the shifter’s ability to communicate increases. She may understand and be understood by any creature with a language. Immunity to Disease (Ex): At 12th level, the shifter gains immunity to all diseases, including magical diseases. Endless Communication (Ex): At 15th level, the shifter’s communicative powers encompasses all life. She may communicate with and understand any living creature, even those without languages such as animals and plants. Greater Transformation (Su): At 17th level, whenever the shifter spends a spell point to allow a shapeshift to endure without concentration, the effect lasts for 1 hour per level. Second Skin (Ex): At 20th level the shifter becomes a master of Alteration magic. Whenever she changes her own form with the Alteration sphere it is considered an extraordinary ability instead of a magical effect. This means it does not provoke an attack of opportunity, cannot be dispelled or countered, and can be used within an antimagic field. Changes to herself never cost a spell point and always have an unlimited duration.

paizo.com #3539816, James Gilbreath , May 1, 2015

99

4829573

460480

460480

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Soul Weaver A soul weaver is a magician who walks the line between life and death as a master of both. Evil or good, necromancer or shaman, a soul weaver may be any or none of these for their discipline transcends such distinctions. A soul weaver seeks power and hidden knowledge through communion with the dead and is often more at home with the deceased than the living. Much is demanded of a soul weaver, but the rewards can be worth the effort. The power a soul weaver draws from their command of souls is great, and there are worse things a soul weaver can do to her enemies than simply kill them. Role: A soul weaver is a master of healing or death (often both), and a summoner of allies. While often physically weak, their ability to raise, empower, and dominate the dead make them a welcome addition to most adventuring parties. Alignment: Any Hit Die: d6

Class Skills The soul weaver’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana; Int), Knowledge (History; Int), Knowledge (Planes; Int), Knowledge (Religion; Int), Linguistics (Int), Profession (Wis), Perform (Cha), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks Per Level: 2 + Int modifier.

Class Features Weapon and Armor Proficiency: A soul weaver is proficient with all simple weapons. Casting: A soul weaver may combine spheres and talents to create magical effects. A soul weaver is considered a HighCaster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Table: The Soul Weaver

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Caster Level

Magic Talents

1st

+0

+0

+0

+2

Bound nexus, casting, channel energy 1d6, nexus powers, spell pool

1

1 (+2)

2nd

+1

+0

+0

+3

Blessing/blight

2

2

3rd

+1

+1

+1

+3

Channel energy 2d6

3

3

4th

+2

+1

+1

+4

Nexus powers

4

4

5th

+2

+1

+1

+4

Channel energy 3d6

5

5

6th

+3

+2

+2

+5

Blessing/blight

6

6

7th

+3

+2

+2

+5

Channel energy 4d6

7

7

8th

+4

+2

+2

+6

Nexus powers

8

8

9th

+4

+3

+3

+6

Channel energy 5d6

9

9

10th

+5

+3

+3

+7

Blessing/blight

10

10

11th

+5

+3

+3

+7

Channel energy 6d6

11

11

12th

+6/+1

+4

+4

+8

Nexus powers

12

12

13th

+6/+1

+4

+4

+8

Channel energy 7d6

13

13

14th

+7/+2

+4

+4

+9

Blessing/blight

14

14

15th

+7/+2

+5

+5

+9

Channel energy 8d6

15

15

16th

+8/+3

+5

+5

+10

Nexus powers

16

16

17th

+8/+3

+5

+5

+10

Channel energy 9d6

17

17

18th

+9/+4

+6

+6

+11

Blessing/blight

18

18

19th

+9/+4

+6

+6

+11

Channel energy 10d6

19

19

20th

+10/+5

+6

+6

+12

Gravewalker, nexus powers

20

20

4829574

4829574

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

100

paizo.com #3539816, James Gilbreath , May 1, 2015

460480

4829574

460481

460481

4829575

Spell Pool: A soul weaver gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A soul weaver gains a magic talent every level, according to Table: Soul Weaver. Channel Energy: A soul weaver may summon waves of spiritual energy that affect nearby creatures. This is identical to the cleric class feature, and allows the soul weaver to qualify for all channeling feats. She may use this ability a number of times per day equal to 1 + her Charisma modifier (minimum: 1). She must choose at 1st level whether to channel positive or negative energy, after which this decision may not be changed. A soul weaver’s choice to channel positive or negative energy is not connected to their alignment, and any soul weaver may channel either energy. Bound Nexus: A soul weaver’s greatest strength is the souls she collects. A soul weaver may possess a number of souls at once equal to 1 + her Charisma modifier (minimum: 1). These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Summoning spirits takes 1 minute, and a soul weaver cannot summon more spirits in a day than 1 + her Charisma modifier (minimum: 1). Once summoned, the spirits remain until used, and either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a move action. A soul weaver may move as many souls as she wishes with each move action, and souls have a fly speed of 40 ft and

always succeed at fly checks. These souls are only projected into the Material plane and as such are immune to damage of any kind. A soul must remain within Medium range of the soul weaver, or disappear back to the nether. A soul weaver gains a number of abilities, each of which uses up a soul’s energy. When using a bound nexus ability, the expended soul returns to the nether until it is resummoned at a future date. Nexus powers require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 soul weaver level + Charisma modifier. To use an ability, the target must be adjacent to the soul weaver (if the spirit is orbiting her), or else the soul weaver must first direct the soul to move into the target’s square.

Classes

4829575

paizo.com #3539816, James Gilbreath , May 1, 2015

Aid the Dead: The soul weaver may expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and turn resistance, which increases by 1 for every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour. Lovelorn Soul: The soul weaver may expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level for 1 minute. Siphon Health: The soul weaver may expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum: 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.

460481

Curious Spirit: At 4th level, the soul weaver may expend one soul to commune with the spirit world, allowing her to speak with and question the ancestral dead. This allows her to make a single Knowledge check with an insight bonus equal to her Soul Weaver level + her Charisma modifier. This may be used to reroll a Knowledge check the soul weaver had previously failed, but no more than once per question. If the soul weaver is touching a body that has been dead for no longer than 1 day per level, she may summon and speak with that body’s spirit, which retains all knowledge it had in life but is under no obligation to answer any questions. Summon Spirit I: At 4th level, the soul weaver may expend a soul to summon a poltergeist in the soul’s square or the

paizo.com #3539816, James Gilbreath , May 1, 2015

101

4829575

460482

460482

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

4829576

4829576

nearest unoccupied square. This creature counts as a summoned creature and remains for a number of rounds equal to the soul weaver’s Charisma modifier. Channel Mastery: At 8th level, a soul weaver may spend a soul in conjunction with channeling energy to add the benefits of any one feat which has channel energy as a prerequisite to that channeling. The soul weaver must meet all other prerequisites of that feat to gains its benefits in this manner. Summon Spirit II: At 8th level, the soul weaver may expend a soul to summon either 1 shadow or 2 poltergeists in the soul’s square and/or the nearest unoccupied squares. Multiple creatures appear in adjacent squares to each other. A summoned creature cannot create spawn. These creatures last for a number of rounds equal to the soul weaver’s Charisma modifier. Divine Soul: At 8th level, the soul weaver may expend a soul in conjunction with channeling energy to increase the die size to d10s instead of d6s. Blessed Soul: At 8th level, the weaver soul may expend a soul as an immediate action to allow the target to reroll a saving throw it just failed. Summon Spirit III: At 12th level, you may expend a soul to summon either 1 wraith, 2 shadows, or 4 poltergeists. This is similar in all other ways to Summon Spirit II. Ghostpoint: At 12th level, the soul weaver may, when using a spell, spell-like ability, sphere ability, or soul weaver ability, target the effect as if she were standing in the same square as one of her souls. If the magic effect requires a touch attack, the soul may make the touch attack for the soul weaver, using her bonuses. This expends the soul. Summon Spirits IV: At 16th level, you may expend a soul to summon either 1 greater shadow, 2 wraiths, 4 shadows, or 4 poltergeists. This is similar in all other ways to Summon Spirit II. Temporary Resurrection: At 16th level, the soul weaver may expend a soul to bring a creature who has died within 48 hours back to life. This lasts for 24 hours, and the target is returned to full health (although they do not recover other things, such as spells or spell points already used), and the target gains 1 permanent negative level while under the effect of this ability. This negative level goes away when the target dies or is permanently raised from the dead. The target still counts as a dead corpse (but not undead) for the purpose of effects that revive dead creatures. Once a creature has been revived with temporary resurrection, this ability cannot be used on it again until it is permanently raised from the dead. Trap Soul: At 16th level, if a target is at negative hit points or has died within 1 round, the soul weaver may expend a soul to trap the target’s soul. The target must succeed at a Will save or their soul is taken and added to the soul weaver’s bound nexus as a new soul, which they may expend and summon as normal (so long as the soul weaver possesses the trapped soul, the soul expended to use this ability is released from service and returns to the nether). This does not increase the soul weaver’s total number of souls. The subject of this ability cannot be resurrected unless the soul weaver is killed or voluntarily chooses to release the soul from service. While the soul is in the soul

102

weaver’s possession, the soul weaver may speak with and question the soul, which retains the knowledge it had in life, but is under no obligation to answer questions (although bargaining for a peaceful release into the afterlife is usually enough to get a spirit to talk). Summon Spirits V: At 20th level, you may expend a soul to summon either 1 banshee, 1 dread wraith, 2 greater shadows, 4 wraiths, 4 shadows, or 4 poltergeists. This is similar in all other ways to Summon Spirit II. Blessing/Blight: All ensouled creatures are under a soul weaver’s power, and a soul weaver can cause incredible effects to befall both allies and enemies. At 2nd level, a soul weaver who chose to channel positive energy may grant blessings to targets, while a soul weaver who chose to channel negative energy may give blights. All blessings and blights may only be granted to living targets with souls. A target may only be under one blessing or blight at a time. Applying a blessing to a target with blight or vice-versa dispels both effects, leaving neither. The blight list of abilities is as follows: Blight: At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blight on them. The target is allowed a Fortitude save, and on a failure, grows a patch of festering undead flesh where he was touched (this patch may be hidden under the skin if the soul weaver chooses, so a target might not even know he’s been infected). Blight is considered a magical disease and is permanent until removed by magic or with the Heal skill. A blessing counters and dispels a blight, leaving neither blessing nor blight in place. A creature with blight suffers a -2 penalty to all saves against necromancy spells, Death sphere abilities, bound nexus powers, or blight abilities. A soul weaver may concentrate at any time to discover what creatures within Close range possess blight. Lesion: At 6th level, a soul weaver may target a creature within Close range already suffering from a blight and expend a use of Channel Energy to cause that blight to rupture. This deals 1d6 damage per soul weaver level to the target (Fortitude half). Using lesion consumes and removes their blight. Mind Blight: At 10th level, the soul weaver may use lesion to take control of a target instead of damage it. The blight spreads to their brain (Fortitude negates), giving them 4 points of ability drain to all mental ability scores and giving the soul weaver control over them for 1 hour per level or until the blight is cured. For the duration of this effect, the target can make only a standard action or move action on their turn, but not both. The target obeys all verbal commands (without a shared language, only basic commands such as come, fight, or stand still may be communicated) and does anything asked to the best of its ability, including self-destructive commands (a target command to hurt or kill itself deals its weapon damage + its Strength damage to itself per round until dead). Effects such as protection from evil or

paizo.com #3539816, James Gilbreath , May 1, 2015

460482

4829576

460483

460483

4829577

the hallow word from the Fate sphere do not end this effect, since it is the result of a physical malady rather than a mind-altering or possession effect. Unlike the standard lesion ability, mind blight does not consume the target’s blight when used, and the target may be subject to another lesion or mind blight, even while already under the effects of a mind blight. If another soul weaver attempts to use mind blight on a target already under the effects of mind blight, the two soul weavers make opposed checks (d20 + soul weaver level + their Charisma modifier) to determine who wins control of the target. Drain from multiple mind blights are cumulative. Consume: At 14th level, the soul weaver may use lesion to kill a target rather than damage it or take control of it. The target dies instantly (Fortitude negates) and raises the next round as a zombie under the soul weaver’s control for 1 hour per level. After the time is up, the body collapses and becomes simply another dead body. On a successful save, the target still suffers 1d6 damage per soul weaver level. Detonate: At 18th level, when using your lesion ability to kill a target, you may also cause their blight to burst on a failed save, dealing 1d6 damage per soul weaver level to all adjacent targets (Reflex half). The Blessing ability list includes the following: Blessing: At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blessing on them (unwilling targets may make a Will save to resist). A

blessing lasts for 24 hours and grants a +1 luck bonus to all saving throws. Heal: At 6th level, a soul weaver may target a creature within Close range already under the effects of a blessing and expend a use of Channel Energy to heal that target for 10 hit points per soul weaver level. Healing a target in this way consumes and removes their blessing. Restore: At 10th level, when you use your heal ability, the target is also cured of ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. Revive: At 14th level, you may use your heal ability to bring targets back to life if they died while under the effects of a blessing, so long as the blessing has not yet expired. The target is restored with one permanent negative level. Renew: At 18th level, when you use your heal ability, the target is also cured of all temporary and permanent negative levels (including the one gained if revived), as well as all ability drain. Gravewalker (Su): At 20th level, a soul weaver has become so adept at walking the paths of life and death, that both become evident in her body and soul. The soul weaver gains immunity to nonlethal damage, ability drain, and energy drain. Unintelligent undead ignore the soul weaver, treating her as another undead creature unless provoked. If the soul weaver should die, she may choose to rise 2d4 days later as a ghost.

paizo.com #3539816, James Gilbreath , May 1, 2015

Classes

4829577

paizo.com #3539816, James Gilbreath , May 1, 2015

460483

103

4829577

460484

460484

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

4829578

4829578

Symbiat

lend strength to allies and telepathy to coordinate them into an unstoppable team.

Symbiats are created through a horrifying and painful process, where a psionic aberration is pulled from the outer-realms and fused into a living creature. This process grants that creature great mental ability, as the second alien mind empowers the first to previously unreachable heights. Symbiats are masters of telekinesis and telepathy, possessing a subtlety and precision few other casters could hope to master. While one symbiat is dangerous by himself, they truly excel in groups, using their powers to support each other to great effect. Many powerful individuals will pay greatly for the aid of an experienced team of symbiats, although they are never quite sure if the idea came into their mind of its own accord.

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Alignment: Any Hit Die: d8

Role: A symbiat is a strong offensive unit, but they are at their most dangerous with a group to support. Symbiats create psionic effects that empower their allies, using telekinetics to Table: The Symbiat

Level

Base Attack Bonus

1st

+0

+0

+2

2nd

+1

+0

3rd

+2

4th

The symbiat’s class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Fly (Int), Intimidate (Cha), Knowledge (all; Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex). Skill Ranks Per Level: 4 + Int modifier.

Class Features Weapon and Armor Proficiency: A symbiat is proficient with all simple weapons, plus the longsword, rapier, sap, short​ sword, shortbow, and whip. A symbiat is proficient with no

Special

Caster Level

Magic Talents

AC Bonus

Fast Movement

+2

Battlefield sense, casting, mental powers, psionics, spell pool

0 (1)

0 (+2)

+0

+0 ft

+3

+3

ESP, evasion

1

1

+0

+0 ft

+1

+3

+3

Pushed movement, share expertise, trapsense +1

2

2

+0

+10 ft

+3

+1

+4

+4

Uncanny dodge

3

3

+1

+10 ft

5th

+3

+1

+4

+4

Two minds

3

3

+1

+10 ft

6th

+4

+2

+5

+5

trapsense +2

4

4

+1

+20 ft

7th

+5

+2

+5

+5

Battlefield relay (+3), share capacity

5

5

+1

+20 ft

8th

+6/+1

+2

+6

+6

Improved uncanny dodge

6

6

+2

+20 ft

9th

+6/+1

+3

+6

+6

Improved evasion, improved mind link, trapsense +3

6

6

+2

+30 ft

10th

+7/+2

+3

+7

+7

Share expertise (others)

7

7

+2

+30 ft

11th

+8/+3

+3

+7

+7

Psionic fortress

8

8

+2

+30 ft

12th

+9/+4

+4

+8

+8

trapsense +4

9

9

+3

+40 ft

13th

+9/+4

+4

+8

+8

Battlefield relay (+4)

9

9

+3

+40 ft

14th

+10/+5

+4

+9

+9

Share capacity (others)

10

10

+3

+40 ft

15th

+11/+6/+1

+5

+9

+9

trapsense +5

11

11

+3

+50 ft

16th

+12/+7/+2

+5

+10

+10

Telekinetic colossus

12

12

+4

+50 ft

17th

+12/+7/+2

+5

+10

+10

Greater mind link

12

12

+4

+50 ft

18th

+13/+8/+3

+6

+11

+11

+6 trapsense

13

13

+4

+60 ft

19th

+14/+9/+4

+6

+11

+11

Battlefield relay (+5)

14

14

+4

+60 ft

20th

+15/+10/+5

+6

+12

+12

Greater psionics

15

15

+5

+60 ft

104

Fort Ref Will Save Save Save

Class Skills

paizo.com #3539816, James Gilbreath , May 1, 2015

460484

4829578

460485

460485

4829579

armor, but is proficient with shields. A symbiat wearing armor or carrying a medium or heavy load loses the benefit of their Battlefield Sense.

At 7th level, a symbiat can start a psionic effect as a move action instead of a standard action. At 13th level, a symbiat can start a psionic effect as a swift action.

Casting: A symbiat may combine spheres and talents to create magical effects. A symbiat is considered a Mid-Caster, and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Mind Link: The symbiat may link the minds of himself and any number of willing targets with Intelligence scores of 3 or higher. All targets to be connected must be within 60 ft of the symbiat when the effect is begun, but they need not remain within 60 ft while it is maintained. All affected creatures may communicate with each other through this mental link, provided they share a language. Where there is no shared language, only simple communication (go, come, attack, help) may be sent.

Spell Pool: A symbiat gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A symbiat gains a magic talent every time he gains a caster level, according to Table: Symbiat. Mental Powers: A symbiat gains the Mind and Telekinesis spheres as bonus magic talents. Battlefield Sense (Ex): When unarmored and unencumbered, the symbiat’s second mind may subtly push the symbiat, protecting him from danger. The symbiat adds his Intelligence bonus (if any) to his AC and CMD. These bonuses apply even against touch attacks or when the symbiat is flat-footed and increase by +1 for every 4 symbiat levels possessed to a maximum of +5 at 20th level. The symbiat loses this bonus when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load. Psionics (Su): A symbiat’s alien mind empowers the symbiat with strength and subtlety far beyond what most casters can achieve. A symbiat may create psionic effects from the list below for a total number of rounds per day equal to 4 + his Int modifier. Every level gained beyond 1st grants him an additional 2 rounds he may create psionic effects. A symbiat may activate any psionic effect he possesses as a standard action, but need only spend a free action to maintain the effect each round. Changing from one psionic effect to another requires the symbiat to stop the previous effect and start a new one as a standard action. A psionic effect cannot be disrupted, but it ends immediately if the symbiat is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. A symbiat cannot maintain more than one psionic effect at one time.

Classes

4829579

paizo.com #3539816, James Gilbreath , May 1, 2015

Battlefield Relay: The symbiat may open the mind of an opponent, reading their intentions and relaying this information to his allies. Designating a target is a mind-altering effect, and the target is allowed a Will save (DC 10 + 1/2 symbiat level + Int modifier) to negate this designation. If a creature is successfully designated as a target, the symbiat and all allies within 60 ft of the symbiat gain a +2 circumstance bonus to attack rolls and skill checks made against the target, a +2 dodge bonus to AC against attacks coming from the target, and a +2 circumstance bonus saving throws against any effect originating from the target. While the symbiat must stop a previous psionic effect and spend an action to activate battlefield relay, this effect only counts towards the symbiat’s daily limit of psionic rounds if the target fails their saving throw. The symbiat and all allies to gain these bonuses must be within 60 ft of the target to be affected by battlefield relay.

460485

At 7th level, the bonus granted by battlefield relay increases to +3. This increases to +4 at level 13, and +5 at level 19. Telekinetic Manipulation: The symbiat may use their telekinesis to manipulate the battlefield. So long as this effect is active, the symbiat may, as an immediate action, add either a bonus or a penalty equal to 1/2 his symbiat level (minimum: 1) to one attack roll made within 60 ft of him. The symbiat must announce he will use this ability before the attack roll is made.

paizo.com #3539816, James Gilbreath , May 1, 2015

105

4829579

460486

460486

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

4829580

4829580

Share Expertise: At 3rd level, the symbiat may create a psionic effect that allows him and his allies to share knowledge and capabilities. The symbiat chooses one skill he has at least 1 rank in. All allies within 60 ft may use the symbiat’s ranks in that skill in place of their own when making checks, if the symbiat has more ranks. If the skill to be shared is a class skill, the class skill bonus is also shared, although every creature uses its own ability score modifier. At 10th level, the symbiat may choose the skill ranks and class skill bonus from an ally within range instead of himself and grant those ranks to himself and his other allies. Telekinetic Edge: At 6th level, the symbiat may push their own body or the body of a single willing ally with their telekinetics, making it effectively stronger and faster than it otherwise could be. The symbiat may affect an additional target at 9th level and every 3 levels thereafter, to a maximum of 5 targets at 18th level. Affected targets gains a +2 bonus to attack rolls and damage rolls and a +2 dodge bonus to AC. All affected targets must remain within 60 ft of the symbiat to retain these benefits. Share Capacity: At 7th level, the symbiat may create an effect similar to the share expertise psionic effect, except instead of sharing ranks in a skill with his allies, the symbiat shares one feat he possesses. All allies within 60 ft gain the benefits of that feat, even if they don’t meet that feat’s prerequisites. At 15th level, the symbiat may choose a feat possessed by any of his affected allies instead of one he possesses and grant that feat to himself and his other allies instead. Improved Mind Link: At 9th level, the symbiat always knows the direction and distance to any creature under the effect of his mind link and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, etc. Psionic Fortress: At 11th level, the symbiat may use his psionic abilities to create a field of protection around himself. The symbiat and all allies within 30 ft gain a +4 Deflection bonus to AC and a +4 morale bonus to Will saving throws. Telekinetic Colossus: At 16th level, the symbiat may use telekinesis to grant a target unparalleled strength and speed. The symbiat may affect one creature within 60 ft, plus an additional creature for every 2 levels beyond 16th. The targets gain a +6 enhancement bonus to Strength and Dexterity, as well as a +30 enhancement bonus to their movement speed as long as this ability is in effect. When making a full attack action, the creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This extra attack is not cumulative with similar effects, such as that provided by a speed weapon or the haste ability from the Time sphere. Greater Mind Link: At 17th level, the symbiat may use spells and sphere effects on any target under his mind link regardless of distance or line of effect, even touch spells and sphere effects. ESP (Ex): A symbiat is aware of more of his surroundings than his physical senses can account for. Beginning at 2nd level, he gains a bonus to Sense Motive and Perception checks equal to 1/2 his symbiat level.

106

Evasion (Ex): At 2nd level and higher, a symbiat’s added senses allow him to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the symbiat is wearing light armor or no armor. A helpless symbiat does not gain the benefit of evasion. Pushed Movement (Su): At 3rd level, a symbiat gains the ability to unconsciously push their body to greater speeds through their telekinesis. The symbiat gains a +10 ft bonus to their base movement speed. This bonus increases by +10 ft for every 3 symbiat levels possessed beyond 3rd, to a maximum of +60 ft at 18th level. Trapsense (Ex): At 3rd level, a symbiat gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three symbiat levels thereafter. Trapsense bonuses gained from multiple classes stack. Uncanny Dodge (Ex): Starting at 4th level, a symbiat’s mental senses let him react to danger before his physical senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A symbiat with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a symbiat already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

460486

Two Minds (Ex): At 5th level, a symbiat’s two minds give him a greater resilience to mind-affecting attacks. Whenever the symbiat makes a Will saving throw, he may roll twice and take the better result. If the symbiat would be able to roll twice through any other ability, he may roll three times and take the better result. Improved Uncanny Dodge (Ex): A symbiat of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Improved Evasion (Ex): At 9th level, a symbiat’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless symbiat does not gain the benefit of improved evasion. Greater Psionics: At 20th level, a symbiat may use two psionic effects at once by spending 2 rounds of psionic power each round. Each effect must be begun separately, and ending one effect does not necessitate ending the other.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829580

460487

460487

4829581

Thaumaturge Warlocks, wonder-workers, or sometimes even prophets, thaumaturges are casters who gain power from special sources outside the realms of common magic. Thaumaturges seek power in places most sane casters wouldn’t dare to tread, allowing them to take their magic to heights mundane casters could never hope to match. Thaumaturges are heirs to ancient bargains, the contractors with the outer-realms, and the discoverers of secrets beyond the scope of mortal magic. Like the incanter, hedgewitch, and mageknight, there are many different paths encompassed in the realm of the thaumaturge.

Forbidden Lore: Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of

Classes

4829581

paizo.com #3539816, James Gilbreath , May 1, 2015

Role: A thaumaturge is a focused caster, often choosing at most one or two specialties, but using those specialties in ways no other caster could. A thaumaturge’s role depends on what spheres and talents he chooses, and as such a thaumaturge could deal damage, heal allies, or manipulate enemies with equal ability. Alignment: Any Hit Die: d8 Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less. Class Skills 460487

The thaumaturge’s class skills are Craft (Int), Disguise (Cha), Diplomacy (Cha), Fly (Int), Heal (Wis), Intimidate (Cha), Knowledge (all; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha). Skill Ranks Per Level: 4 + Int modifier.

Class Features Weapon and Armor Training: A thaumaturge is proficient with all simple weapons and light armor. Casting: A thaumaturge may combine spheres and talents to create magical effects. A thaumaturge is considered a HighCaster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: A thaumaturge gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A thaumaturge gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: Thaumaturge.

paizo.com #3539816, James Gilbreath , May 1, 2015

107

4829581

460488

460488

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

HD of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

saving throw, the DC is equal to 10 + 1/2 the thaumaturge’s level + the thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action.

Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum: 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.

Meditation: At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check. Lingering Pain: At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to become sickened for 1 round (Fortitude negates). Lingering Blessing: At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level. These temporary hit points stack with any the target already possesses, and last for 1 round. Empowered Defense: At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.

Invocations: Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power. A thaumaturge may use invocations a number of times per day equal to his casting ability modifier, which refreshes when he rests to regain spell points. Whenever an invocation calls for a Table: The Thaumaturge

4829582

4829582

108

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Caster Level

Magic Talents

1

0

+0

+0

+2

Forbidden lore (+2), invocations

+1

0 (+2)

2

+1

+0

+0

+3

Occult knowledge +1

+2

1

3

+2

+1

+1

+3

Invocations

+3

1

4

+3

+1

+1

+4

Bonus feat

+4

2

5

+3

+1

+1

+4

Forbidden lore (+3)

+5

2

6

+4

+2

+2

+5

Occult knowledge +2

+6

3

7

+5

+2

+2

+5

Invocations

+7

3

8

+6/+1

+2

+2

+6

Bonus feat

+8

4

9

+6/+1

+3

+3

+6

Forbidden lore (+4)

+9

4

10

+7/+2

+3

+3

+7

Occult knowledge +3

+10

5

11

+8/+3

+3

+3

+7

Invocations

+11

5

12

+9/+4

+4

+4

+8

Bonus feat

+12

6

13

+9/+4

+4

+4

+8

Forbidden lore (+5)

+13

6

14

+10/+5

+4

+4

+9

Occult knowledge +4

+14

7

15

+11/+6/+1

+5

+5

+9

Invocations

+15

7

16

+12/+7/+2

+5

+5

+10

Bonus feat

+16

8

17

+12/+7/+2

+5

+5

+10

Forbidden lore (+6)

+17

8

18

+13/+8/+3

+6

+6

+11

Occult knowledge +5

+18

9

19

+14/+9/+4

+6

+6

+11

Invocations

+19

9

20

+15/+10/+5

+6

+6

+12

Bonus feat, master invoker

+20

10

paizo.com #3539816, James Gilbreath , May 1, 2015

460488

4829582

460489

460489

4829583

Empowered Attack: At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a bonus to attack rolls equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier. Channel Punishment: At 7th level, if the thaumaturge suffers backlash when using forbidden lore, he may use an invocation to pass the penalty off to another creature

within 30 ft. If that creature is unwilling, they are allowed a Will save to negate this effect. On a successful save, the thaumaturge suffers the effect of the backlash as normal. Defensive Invocation: At 7th level, before making a saving throw, the thaumaturge may use an invocation to add his forbidden lore bonus to the roll. Soulfire: At 11th level, when the thaumaturge suffers backlash from using forbidden lore, he may use an invocation to empower himself. He gains a bonus to attack rolls, saving throws, and a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier. This does not negate the penalty gained through the backlash itself. Item Lore: At 11th level, the thaumaturge may use an invocation to add his forbidden lore bonus to the caster level of a spell-completion or spell-trigger magic item he is wielding for 1 round. This bonus only functions while the item is being wielded by the thaumaturge. Empowered Resistance: At 15th level, if the thaumaturge successfully makes a saving throw against an attack that has a reduced effect on a successful save, he may use an invocation to negate the effect entirely. Flexible Caster: At 15th level, the thaumaturge may use an invocation to gain use of a single magic talent of his choice for 1 minute. A thaumaturge may only have one use of flexible caster active at any one time; using this invocation again replaces the previous use. Rebuke Death: At 19th level, when the thaumaturge is reduced to 0 hit points or fewer, the thaumaturge may use all his remaining invocations to instead be reduced to 1 hit point. Effects that kill the thaumaturge outright without dealing hit point damage are not affected by this ability.

Classes

4829583

paizo.com #3539816, James Gilbreath , May 1, 2015

460489

Occult Knowledge: At 2nd level, a thaumaturge gains a +1 bonus to all Knowledge checks, Spellcraft checks, and Use Magic Device checks. This bonus increases by 1 for every 4 additional thaumaturge levels possessed, to a maximum of +5 at 18th level. Bonus Feats: At 4th level and every 4 levels thereafter, a thaumaturge gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, Metamagic feats, Sphere Focus, Circle Casting, etc.). Master Invoker: At 20th level, the thaumaturge selects two invocations other than rebuke death; he may use these invocations at will without using one of his invocations per day.

paizo.com #3539816, James Gilbreath , May 1, 2015

109

4829583

460490

460490

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 3

Archetypes Pathfinder Core Class Archetypes Sphere Bard Casting: The sphere bard may combine spheres and talents to create magical effects. The sphere bard is considered a MidCaster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature. Spell Pool: The sphere bard gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A sphere bard gains 1 magic talent every time she gains a caster level. Recommended Casting Tradition: The classic feel of the bard can be recreated through taking the verbal casting and somatic casting drawbacks.

4829584

4829584

Sphere Cleric Casting: The sphere cleric may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature. Spell Pool: The sphere cleric gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter. Necromantic Focus: A sphere cleric who chooses to channel positive energy at 1st level gains the Life sphere as a bonus magic talent. A sphere cleric who chooses to channel negative energy gains the Death sphere as a bonus magic talent. They gain an additional talent from this sphere at every odd level beyond 1st. This replaces spontaneous casting. Domains: A sphere cleric gains domains as normal, but does not gain domain spells. Instead, they gain a bonus magic talent at 1st level, chosen from the spheres associated with his selected domains. He gains an additional magic talent from one of those domains at 5th, 9th, 13th, and 17th levels.

110

The spheres associated with each domain are as follows: Air (Weather), Animal (Alteration), Artifice (Creation), Chaos (Fate), Charm (Mind), Community (Protection), Darkness (Dark), Death (Death), Destruction (Destruction), Earth (Nature), Evil (Fate), Fire (Nature), Glory (Enhancement), Good (Fate), Healing (Life), Knowledge (Divination), Law (Fate), Liberation (Warp), Luck (Fate), Madness (Mind), Magic (Divination), Nobility (War), Plant (Nature), Protection (Protection), Repose (Life), Rune (Enhancement), Scalykind (Alteration), Strength (Enhancement), Sun (Light), Travel (Warp), Trickery (Illusion), Void (Warp), War (War), Water (Nature), Weather (Weather). This modifies the domains class feature. Recommended Casting Tradition: The classic feel of the cleric can be recreated through taking the divine petitioner casting tradition.

Sphere Druid Casting: The sphere druid may combine spheres and talents to create magical effects. The sphere druid is considered a High-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

460490

This replaces the spells class feature. Spell Pool: The sphere druid gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A sphere druid gains 1 magic talent every level. Nature Bond: If a druid chooses to gain a domain as her nature bond, she gains its associated sphere and a bonus magic talent from that sphere at 5th, 9th, 13th, and 17th level, as the sphere cleric. This modifies the nature bond class feature. Wild Heart: The sphere druid gains the Alteration sphere or a talent from the Alteration sphere as a bonus sphere at 4th, 10th, and 16th level. When spending a spell point to allow a shapeshift on herself and only on herself to endure without concentration, the effect lasts for up to 10 minutes per caster level instead of 1 minute per caster level. At 20th level, the effect can be made permanent until dismissed. This replaces the Wild shape class feature. Recommended Casting Tradition: The classic feel of the druid can be recreated through taking the verbal casting and animal shaman (Mind) drawbacks.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829584

460491

460491

4829585

Sphere Paladin Casting: At 4th level, the sphere paladin may combine spheres and talents to create magical effects. The sphere paladin is considered a Low-Caster and uses Charisma as his casting ability modifier, but only counts his paladin levels -3 as casting class levels. (Thus, a level 9 sphere paladin would have a caster level of 3.) (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature. Spell Pool: The sphere paladin gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level -3 + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A sphere paladin gains one magic talent at 5th level and every 2 levels thereafter. Recommended Casting Tradition: The classic feel of the paladin can be recreated through taking the divine petitioner casting tradition.

Sphere Ranger Casting: At 4th level, the sphere ranger may combine spheres and talents to create magical effects. The sphere ranger is considered a Low-Caster and uses Wisdom as her casting ability modifier, but only counts her ranger levels -3 as casting class levels. (Thus, a level 9 ranger would have a caster level of 3.) (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature. Spell Pool: The sphere ranger gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level -3 + his Wisdom modifier. This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A sphere ranger gains one magic talent at 5th level and every 2 levels thereafter. Recommended Casting Tradition: The classic feel of the ranger can be recreated through taking the verbal casting, prepared caster, and animal shaman (Mind) drawbacks.

Sphere Sorcerer

Spell Points: The sphere sorcerer gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Sorcerous Blood: The sphere sorcerer gains 1 additional spell point for every sorcerer level gained. This replaces all bloodline spells.

Classes

4829585

paizo.com #3539816, James Gilbreath , May 1, 2015

Magic Talents: A sphere sorcerer gains one magic talent every level. Focus Sphere: Many bloodline arcanas do not function correctly when using the Spheres of Power system. As such, a sphere sorcerer may always choose to replace his bloodline arcana with a focus sphere. The sphere sorcerer gains one sphere of his choice as a bonus magic talent and treats his caster level as being one higher when using that sphere. Recommended Casting Tradition: The classic feel of the sorcerer can be recreated through selecting the verbal casing and somatic casting (2) drawbacks.

Sphere Wizard Casting: The sphere wizard may combine spheres and talents to create magical effects. The sphere wizard is considered a High-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

460491

This replaces the spells class feature. Spell Points: The sphere wizard gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligent modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A sphere wizard gains 3 magic talents every 2 levels. (2 at 1st level, 1 at 2nd level, 2 at 3rd level, 1 at 4th level, etc.) Sphere Specialization: A sphere wizard gains a sphere specialization of her choice from the list of sphere specializations included in the Incanter class description. This replaces the arcane school and arcane bond class features. Recommended Casting Tradition: The classic feel of the wizard can be recreated through selecting the traditional magic casting tradition.

Casting: The sphere sorcerer may combine spheres and talents to create magical effects. The sphere sorcerer is considered a High-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature, and the Eschew Materials bonus feat.

paizo.com #3539816, James Gilbreath , May 1, 2015

111

4829585

460492

460492

Chapter 3

paizo.com #3539816, James Gilbreath , May 1, 2015

Prestige Class Bokor A bokor is a caster who is truly a student of everything. For the bokor, divisions such as arcane and divine, spell and sphere mean little, as their magic transcends such distinctions. Some might say a bokor follows a complicated path by studying so many forms of magic but this simply isn’t true, for the path of the bokor isn’t one of complication, but of simplicity. Bokors learn to take a step back and handle power at its most basic level, until bending the universe to their will becomes as intuitive as breathing. Role: The bokor is a powerful caster, using spells and spheres to find both power and versatility. By mixing spells and spheres together, a bokor can deal damage, empower allies, heal the injured, or accomplish virtually any other feat of magic. Alignment: Any Hit Die: d6.

To qualify to become a bokor, a character must fulfill all the following criteria. Skills: Knowledge (Arcana) 10 ranks, Spellcraft 10 ranks. Feats: Advanced Magic Training. Spells: Able to cast 3rd-level arcane or divine spells. Spheres: A sphere magic caster level of at least 7, and possession of at least 7 magic talents (this may be one sphere with 6 talents, 7 spheres, or another combination).

Class Skills The bokor’s class skills (and the key ability for each skill) are Knowledge (Arcana; Int), Knowledge (Religion; Int), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks at Each Level: 2 + Int modifier.

Table: Bokor 4829586

4829586

Requirements

Level

Base Attack Bonus

Special

Spells per Day

Caster Level

1st

+0

+0

+0

+1

Spell points, spherespell (1st)

+1 level of existing spellcasting class

+1

1

2nd

+1

+1

+1

+1

Dissolve spell (1st)

+1 level of existing spellcasting class

+2

2

3rd

+1

+1

+1

+2

Spherespell (2nd)

+1 level of existing spellcasting class

+3

3

4th

+2

+1

+1

+2

Dissolve spell (2nd)

+1 level of existing spellcasting class

+4

4

5th

+2

+2

+2

+3

Spherespell (3rd)

+1 level of existing spellcasting class

+5

5

6th

+3

+2

+2

+3

Dissolve spell (3rd)

+1 level of existing spellcasting class

+6

6

7th

+3

+2

+2

+4

Spherespell (4th)

+1 level of existing spellcasting class

+7

7

8th

+4

+3

+3

+4

Dissolve spell (4th)

+1 level of existing spellcasting class

+8

8

9th

+4

+3

+3

+5

Spherespell (5th)

+1 level of existing spellcasting class

+9

9

10th

+5

+3

+3

+5

Dissolve spell (5th), spell synthesis

+1 level of existing spellcasting class

+10

10

112

Fort Ref Will Save Save Save

paizo.com #3539816, James Gilbreath , May 1, 2015

Magic Talents

460492

4829586

460493

460493

4829587

Class Features All of the following are features of the bokor prestige class. Weapon and Armor Proficiency: Bokors gain no proficiency with any weapon or armor. Spells per Day: When a new bokor level is gained, the character gains new spells per day as if he had also gained a level in any one spellcasting class he belonged to before he added the prestige class. He does not, however, gain other benefits a character of that class would have gained, such as domain spells, bloodline spells, or new spells for his spell book. This essentially means that he adds the level of bokor to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before he became a bokor, he must decide to which class he adds each level of bokor for the purpose of determining spells per day.

casting time of the two, and the bokor can make any decisions concerning the spells/talent independently of each other. Any target affected by both of the spells takes a –2 penalty on saves made against both the spell and sphere ability. The bokor also receives a +2 bonus on caster level checks made to overcome spell resistance with these two effects. A bokor may use this ability once per day.

Classes

4829587

paizo.com #3539816, James Gilbreath , May 1, 2015

Caster Level: A bokor is a High-Caster, meaning he gains a caster level for his sphere effects each time he gains a new bokor level. Magic Talents: A bokor gains 1 magic talent every level. Spell Points: A bokor gains 1 spell point for every bokor level he possesses.

460493

Spherespell (Su): A bokor can use his spell points to replace spells he has previously cast. At 1st level, the bokor can spend a spell point as a free action to recall a spell he had previously cast that day, returning it to memory so that it may be recast. If he has levels in a class that casts spells spontaneously, he may spend a spell point to cast a spell without using one of his spells per day. He may do this with 1st level spells when he gains his first bokor level. At every odd bokor level gained beyond the first, he may use this ability with spells 1 level higher, up to 5th level spells at his 9th bokor level. Dissolve Spell (Su): A bokor may sacrifice a spell as a swift action, turning it into energy to empower a sphere ability. The bokor gains an enhancement bonus equal to the spell’s level to his caster level with the next sphere effect he uses by the end of his turn. He may do this with 1st level spells when he gains his second bokor level. At every even bokor level gained beyond the first, he may use this ability with spells 1 level higher, up to 5th level spells at his 10th bokor level. Spell Synthesis (Su): At 10th level, a bokor may combine a spell with a sphere ability, using both with the same action. The combined effect uses the longest

paizo.com #3539816, James Gilbreath , May 1, 2015

113

4829587

460494

460494

paizo.com #3539816, James Gilbreath , May 1, 2015

4829588

4829588

460494

paizo.com #3539816, James Gilbreath , May 1, 2015

4829588

460495

460495

4829589

Advanced Magic

4829589

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 4

Advanced Magic Merrick was easy to spot. Not only did he match the description Auber had been given (white-hair, insane mumbling, dirty robes), but he was surrounded by the tell-tale collection of floating lights. It lit the ragged wizard up like a beacon, as if the man was afraid darkness might sneak up on him if he wasn’t careful.

“Isn’t it the work of wizards to explore the unknown?” she said, eyeing the old man as they walked. “To travel the outer-realms in pursuit of knowledge?” The old man stopped, the hand on his walking stick trembling slightly. Auber looked over and was surprised at how old he suddenly looked.

Auber bit her lip. Was this man really the brilliant Merrick she’d heard “You don’t know what you’re asking,” he whispered, so quietly that about from the academy? They’d told her to expect this, that the man’s Auber had to strain to hear each word. “You are arrogant. Arrogant wits had left him long ago, but she still couldn’t quite believe the half-​ and a child. You dabble in magic better left alone.” insane ancient before her had ever been great at anything. “Are all old men so easily frightened?” she said, letting her anger rise. Auber did as she’d been instructed; she waited in the middle of the vil“We, the great workers of magic are to hide from the beings that can lage street until the tottering, mumbling old man turned in her direcgive us what we want?” tion. Making sure she was in plain view, she approach him slowly, her hands outstretched to show she was unarmed. Merrick was muttering Merrick opened and closed his mouth several times before he spoke. to himself under his breath, his eyes shifting to all sides, and he didn’t “Summoning outsiders is different than visiting their homes. There are seem to notice her approach until she had already closed half the dis- some things mortals were not meant to see. Practice your other magics tance. When he did notice, a panicked expression flashed across his face and leave the outer-realms alone.” and his eyes darted back and forth, as if looking for a place to hide. Auber stepped in front of Merrick, stopping him in his tracks. “Hello!” Auber said in the slow, clear voice she reserved for morons and “There’s nothing out there that can frighten me, Merrick.” she said, fire small children. “My name is Auber, and I’m a wizard like you. I’d love racing through her gut. “I have worked too long and too hard to turn to talk to you, Merrick. Would you like to talk?” back now. I’m not afraid of seeing hell. Living like you, afraid of his Something flashed across the old man’s eyes. An intelligence that hadn’t own shadow? That’s true hell.” been there a moment ago. He looked Auber up and down as if appraising Merrick’s eyes suddenly snapped into focus, staring into Auber’s. They her, and she was irritatingly reminded of standing before the teachers at burned with such a terrible intensity that it made her flinch. For a mothe academy. ment, it was as if all the years burned away, and the Merrick of legend, “I’m not giving it to you.” he barked, his eyes resuming their back and the one they still spoke of in awed whispers at the academy, stood before forth wandering. “Go home.” her. “But sir, you don’t know...” Auber began. “What do you want?” Merrick demanded, resuming his meandering. Auber searched for words before sighing and falling into step beside him. “They said you knew the ritual of openings,” she said. The old man laughed bitterly, somewhere between fear and amusement. “You want to visit other worlds. You want to walk heaven and hell and faerie, but your teachers won’t let you, so you came to me. I’m not giving it to you, little girl. Go home.” Auber’s hands balled into fists.

460495

“Hell?” he said softly. “I’ve been there. I have seen it. I have snuck past the gates of the Iron City and into the forbidden depths. All I saw there was pain. So much pain.” The moment passed, his gaze wavered, and the old Merrick returned. He laughed bitterly. “You want the ritual of openings,” he said, his hands knotted in front of him. “Very well then. Take it. I’ll give you the ritual of openings.” Merrick’s face suddenly split into a manic grin. “And when you’re done with it, perhaps you’ll join me in my hell.”

paizo.com #3539816, James Gilbreath , May 1, 2015

115

4829589

460496

460496

4829590

4829590

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

Magic is the heart of the fantasy experience and influences everything from setting to plot to game style. In some worlds, wandering heroes must trek to distant lands, while in others, teleportation rituals are always available for those with the money to afford them. Likewise, in some adventures heroes might need to search ancient libraries to find the answers to their questions, while in others, priests may directly petition their deities at any time, gaining greater knowledge than what is available through mortal means alone. Each of the examples listed above could produce a great world for adventuring, but each choice carries with it many repercussions as to which plot lines may be implemented and how the setting can be developed. After all, a world where the rich can have themselves brought back to life after an assassination is very different from one where death is final, and a game where players need vehicles, healing kits, and a network of spies is vastly different from one where players can simply scry on the enemy, teleport to its location, destroy it with magic, and then bring it back from the dead later for questioning. With some exceptions, the spheres found in Chapter 2: Basic Magic deal with the game on a small-scale; how are combats fought, how are wounds healed, etc. Advanced Magic, on the other hand, deals with magic on a grand scale; transportation, resurrection, and other magical effects that may drastically alter the way a world functions and how a plotline advances. In many ways, advanced magic is more about story-telling than tactical combat, providing players and GMs with tools with which they may alter the face of their gaming world, crafting it after their own image.

Using Advanced Magic For the most part, there is nothing included in the Advanced Magic chapter that is beyond the scope and capabilities of many spells included in the standard magic system of the Pathfinder Roleplaying Game. However, as Spheres of Power is, by definition, designed for those who wish to augment the standard Pathfinder Roleplaying Game, these abilities are listed here as optional rules, so that they may be used or discarded as the game demands and the players and GM see fit. If a low-magic world is desired where powerful wizards must still rely on horses and quick wits no matter their level, then all advanced magic options can simply be removed. If a high-magic world is desired, one that closely resembles the standard Pathfinder Roleplaying Game experience, then virtually all advanced magic options may be included. Or, if a custom world is desired, one where magic is unstable and individual or where only certain options are available, the game may include only one or two carefully-selected advanced systems. In all cases, players and GMs are encouraged to communicate openly before a game starts so that both understand what they are expecting from their game. Included in this chapter are rules for 4 different magic systems: advanced talents, rituals, spellcrafting, and incantations.

116

Advanced Talents are magic talents that greatly alter what a sphere can do. With advanced talents, a Warp caster could traverse the world, a Creation caster could permanently turn enemies to stone, or a Life caster could raise his allies from the dead. These powers become part of the caster’s daily routine, letting him use spell points to enact great feats of magic. Rituals are complex ceremonies through which a caster can

create a variety of magical effects through an investment of time and other resources. This system is designed to better integrate spells into a world of spheres by giving sphere casters a system by which they can cast spells from the core Pathfinder magic system. While generally impractical in combat, rituals add utility to a caster, allowing him limited access to game-changing magic, provided he has the time and materials to use it.

Spellcrafting is a system that allows creatures to wield cus-

tom powers, combining effects from multiple spheres into their own unique creations. In many ways, this is similar to designing magic items and allows players and GMs to customize their available abilities. While not necessarily as game-changing as the other advanced magic systems, spellcrafting involves rules purposefully left vague in order to encourage creativity, and as such always requires GM oversight.

Incantations are a tool by which a GM can create custom magical formulae, beyond the scope of other rules systems. Incantations utilize skill checks and a series of very specific conditions to bring about risky—but often rewarding—magical effects and are a powerful tool for customizing a plot or setting. Incantations could include anything from a villain’s ceremony to end the world, to a nursery rhyme that tells players how to visit to the king of Faerie, to a simple ritual that helps them find their way through an otherwise impenetrable forest. As incantations are independent of character class and caster level, they need not even be magical at all and could include any skill-based activity from performing risky surgery to unlocking a complicated secret door to constructing steam-powered wonders.

460496

Why so many systems? One of the goals of Spheres of Power is to give GMs and players the tools they need to craft characters and worlds to fit their desires. As such, we’ve provided a variety of magic systems, each of which provides something different in flavor or execution. For players, advanced talents add power to their characters while rituals add utility. For GMs, rituals give the party freedom while incantations add flavor to games and plots. For both, spellcrafting changes tactics and adds personality to a caster’s magic. A game can feature none of these systems, all of them, or a mixture depending on what kind of game is desired. The GM could even throw out normal magic entirely and create an unique magic system from only the Ritual and Incantation rules. There are as many options as there are games, and we encourage players and GMs to experiment with the rules and systems included herein to find what works best for their games.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829590

460497

460497

4829591

Advanced Talents With advanced talents, advanced magic becomes part of a caster’s daily activities. Like all magic talents, advanced talents are tied to a particular sphere and either provide the caster with new abilities or else augment the base abilities included in that sphere. A caster must spend a magic talent to gain an advanced talent, as they would any other sphere talent. Unlike other talents, however, advanced talents also come with special prerequisites that the caster must meet, usually in the form of a minimum caster level they must possess as well as a number of other spheres and talents they must also possess.

Alteration Talents

Permanent Transformation

Prerequisites: Alteration sphere, 10th caster level or higher. When applying a shapeshift, you may spend 2 spell points to change your shapeshift into an instantaneous effect, permanently changing the creature into the new form. Because this is an instantaneous effect, it cannot be dispelled once placed. The target is still under the effect of a shapeshift, however, and any caster attempting to apply a new shapeshift to the target (except the original caster himself) must pass a magic skill check as usual; the second shapeshift replaces the first instead of adding to it. When the second shapeshift’s duration expires, the first shapeshift returns. A second application of a Permanent Transformation can be used to counter the first Permanent Transformation, returning the target to its original form.

Conjuration Talents

Diagram

Prerequisites: Conjuration sphere, Summoning, 1st caster level or higher. When using the Summoning advanced talent to summon hostile creatures, your traps are even harder to break than usual. If you spend 10 minutes and pass a DC 20 Spellcraft check to prepare a summoning circle before you summon a creature, that creature finds it very difficult to escape. You cannot know the result of your Spellcraft check until after the summoning is performed, but you may take 20 on this check by dedicating 3 hours and 20 minutes to creating the circle.

If your check is successful, the summoned creature cannot use its Spell Resistance to attempt to escape its prison, nor use any dimensional or teleportation effects, nor can any of its abilities or attacks cross the prison’s border. When pitting its Charisma against your trap, the DC increases by 5. While a creature cannot disturb the summoning circle, if any outside force disturbs the circle (even a hair falling across it), the summoned creature is immediately freed.

Advanced Magic

4829591

paizo.com #3539816, James Gilbreath , May 1, 2015

Summoning Prerequisites: Conjuration sphere, 1st caster level or higher. You may summon beings from other planes and bring them into your own. Summoning a creature in this manner takes 10 minutes of focused casting and costs 2 spell points. Summoning takes one of two forms: allies and hostiles. If you summon a servant of an extraplanar being with which you have a strong connection (i.e., a cleric summoning a servant of its god) they are considered an ally. All other creatures are considered hostiles, regardless of their disposition towards the caster. GMs have the final say in whether or not a character is capable of summoning allies. To summon a target, you must choose a location within Close range for them to appear, and the kind of creature to be summoned must be known and stated. If you wish to summon a specific individual, you must use that individual’s proper name. You may summon multiple creatures with one use of this ability (up to 3 at once) but the combined Hit Dice of all summoned creatures cannot exceed your caster level.

460497

Hostiles: If a hostile creature is unwilling to be summoned, it is allowed a Will saving throw to resist. If the saving throw succeeds, the creature is not summoned. If the saving throw fails, the creature is immediately summoned (Spell Resistance does not keep it from being called). When a hostile creature is summoned, it is rooted to a specific location within range (you can decide how much space to give it, up to a 30 ft radius). It cannot leave this area until an agreement with you has been reached. It can escape this location by successfully pitting its Spell Resistance against your magic skill check, by teleportation or dimensional travel, or with a successful Charisma check pitted against a DC of your MSD + your Charisma modifier. It can try each method once per day. If it breaks loose, it can do as it pleases including fleeing, returning to its home plane, or attacking you. If the creature does not break free of its prison, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check

paizo.com #3539816, James Gilbreath , May 1, 2015

117

4829591

460498

460498

4829592

4829592

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to dismiss it (a free action so long as it remains trapped). Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you. Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the effect remains for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions. Allies: Allies are never hostile and do not resist, although additional payment is always expected for their services. Payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to a quest on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature summoned. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD. A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (unlike a companion from the Conjuration sphere that simply returns to its home plane when reduced to 0 hp, a summoned creature actually dies when it is killed). However, at the GM’s discretion, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment. If an agreement cannot be reached, the ally returns to their home plane immediately. If you are not willing to give the requested payment, but attempt to press the target into service anyway, treat the creature as hostile. Pressing a creature in this way may have a detrimental effect on any future attempts to summon an allied outsider. At the end of its task, or when the bargained duration expires, a summoned ally returns to its home plane (after reporting back to you, if appropriate and possible).

118

Creation Talents

Create Materials

Prerequisites: Creation sphere, Forge, Lengthened Creation, 10th caster level or higher. You may spend 2 spell points to create raw materials. This is an instantaneous effect; you create the material as self-evident normal material, and thus it cannot be dispelled and has no duration. You cannot create complex items, i.e., you may create walls, battlements, ramps, or domes, but cannot create catapults, armor, or a complete building in this manner, although the material may be crafted as any other material after it is summoned. You can summon any material you may create, with the exception of gems, precious metals (such as gold or silver) or rare metals (such as cold iron or mithril).

Fabricate Prerequisites: Creation sphere, Forge, 10th caster level or higher. When using your forge talent, you may spend an additional spell point to create items of great detail. You must pass the appropriate skill check to make complex items and work at a rate of 1 round per 10 cubic feet when working in this manner. You can only work with a material which you can create.

Fleshcraft

460498

Prerequisites: Creation sphere, Expanded Materials, 10th caster level or higher. You may create and alter flesh as you would other materials. This means you can create the body of a creature, although it is not alive, and you must make a Disguise check if attempting to create a copy of a specific individual. You may also alter a body, although you must spend an additional spell point to alter a living creature ( Fortitude negates). You may create a permanent body through the Create Materials talent. If used in conjunction with the Change Material talent to affect a living creature, this does not kill the target; however, they do not appear to be alive for effects that would detect such things, and they may be injured as any other object. When returned to normal the creature is still alive (provided they weren’t destroyed in this alternate form), but any injuries or deformities gained in their altered state carry over to their original forms. If you possess the Forge talent, you may sculpt a creature’s body in one of the following ways: • You can remove or restore an arm, leg, or tail. While technically you can add a limb to a creature that wasn’t missing one, these extra limbs are too weak to hold things or be used to attack.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829592

460499

460499

4829593

• You may remove or restore a sense: sight, hearing, touch, taste, or smell. • You may attack the target’s body, dealing 2d6 Constitution damage. • If you possess the Fabricate advanced talent, you may change a creature’s appearance permanently. Make a Disguise check if attempting to mimic a specific creature. Other uses of this talent are up to the GM.

or spying. Furthermore, when stepping back into the Material Plane, the target is shunted 1d10 x 100 feet in a random horizontal direction from the desired endpoint. If this would place the target within a solid object, they are shunted 1d10 x 1,000 feet in the same direction. If this would still place them within a solid object, they are shunted to the nearest empty space available, but the strain of this activity renders the creature fatigued (no save).

Death Talents

Permanent Change Prerequisites: Creation sphere, Change Material, Forge, Expanded Materials, 10th caster level or higher. When using your Change Material talent, you may spend an additional spell point to make the change an instantaneous effect; the change is permanent and cannot be dispelled. If used on a target in conjunction with the Change Material and Fleshcraft talents, another application of the Fleshcraft and Change Material talents can return them to normal for a limited time, but only another use of the Permanent Change talent can permanently reverse this effect. You cannot create a permanent change involving gems, precious metals (such as gold or silver) or rare metals (such as cold iron or mithril).

Dark Talents

Midnight (darkness)

Prerequisites: Dark Sphere, Greater Darkness, 10th caster level or higher. You may spend 2 additional spell points to increase the area of your darkness to a 2 mile radius.

Shadow Walker (meld) Prerequisites: Dark Sphere, Step Through Darkness, 10th caster level or higher. A target must be within an area of dim light or darkness for you to apply this (meld) talent to them. When this talent is applied, the target temporarily steps out of the Material Plane and into the place where it borders the Plane of Shadow. While within this region of shadow, the target may move at a rate of 50 miles per hour, seeing their relative place in the Material Plane, although it appears blurry and lacking in details. At any time, the target may step back into the Material Plane, at which point the effects of this (meld) talent immediately end. Because of the blurring of reality between the Plane of Shadow and the Material Plane, the target can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making this ability ill-suited for scouting

Advanced Magic

4829593

paizo.com #3539816, James Gilbreath , May 1, 2015

Astral Projection

Prerequisites: Death sphere, Project Spirit, 10th caster level or higher. When using the Project Spirit advanced Death talent, you may spend an additional spell point to project your spirit into the Astral Plane instead of the Ethereal Plane. You may bring up to 1 additional willing creature per 2 caster levels with you, provided these creatures are linked in a circle with you at the time. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them. While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord.

460499

Unlike a regular use of the Project Spirit talent, you and your companions may travel through the Astral Plane in this manner indefinitely, until you either choose to end the effect (which returns you to your body) or it is ended by some outside means. This effect may be dispelled like any other sphere effect by targeting either your astral form or your physical body. Dispelling this effect immediately returns you to your body.

Astral Travel Prerequisite: Death sphere, Astral Projection, Project Spirit, 15th caster level or higher. When projecting yourself and/or your allies into the Astral Plane, you may spend an additional spell point (bringing the total to 3) to allow you and your allies to travel astrally to any of the other planes that border the Astral Plane. If you choose to enter one of these planes, you form a new physical body (and equipment) on that plane of existence, exactly like your true form, although the silver cord remains invisibly attached to this new body, and magic items used still count against the item’s total uses. You are still subject to the weaknesses of an astral form (you may be dispelled, your cord may be broken, etc.). If your new form is killed, you are returned to your original body, gaining 2 permanent negative levels as normal.

paizo.com #3539816, James Gilbreath , May 1, 2015

119

4829593

460500

460500

4829594

4829594

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 4

Greater Undead Prerequisites: Death Sphere, Lingering Necromancy, Permanent Undead, 15th caster level or higher. You may spend 3 spell points and 1 hour to reanimate a body as a greater form of undead, including banshees, vampires, wrights, and others. This is always an instantaneous effect, creating permanent undead that cannot be dispelled. These undead are not automatically under your control; alternate means of control must be established beyond your usual HD limits. Many undead have specific requirements for their creation listed in their descriptions (banshees are the spirits of female elves who either betrayed a lover or were betrayed by one, Bodak’s are extraplanar undead created in the Abyss, Allip’s are the spirits of insane suicides, etc.). These prerequisites must be met in order to create a specific kind of undead.

Permanent Undead Prerequisites: Death Sphere, Lingering Necromancy, 5th caster level or higher. When you reanimate a corpses as a skeleton or zombie, you may spend 2 spell points to make the reanimation an instantaneous effect. The undead creature exists independent of your concentration, has no duration, and cannot be dispelled. These undead still count against the total number of undead you may have reanimated at any one time. If you create more undead than your total, old permanent undead are not destroyed; instead, they are simply released from service and will attack you or any other nearby living creature.

Possession Prerequisite: Death sphere, Project Spirit, 10th caster level or higher. When you project your spirit by use of the Project Spirit advanced Death talent, you may move into the same space as a material creature and attempt to possess it. You must spend a spell point to attempt a possession, and the target is allowed a Will save to negate. If their saving throw fails, the target’s soul is repressed, and yours assumes control of the body. You may only possess a physical creature with a soul (this includes most living creatures and intelligent undead but not constructs, unintelligent undead, or outsiders). Attempting to possess a body is a full-round action. You may only attempt to possess a creature once during any individual projection of your spirit. If you are successful, your life force occupies the host body. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, mental abilities, extraordinary abilities, supernatural abilities, and magical abilities such as spells and sphere abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You cannot choose to activate the body’s

120

extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body. You may possess a body for up to 1 hour per caster level, but may always end the effect early as a standard action. If the host body is slain, you return to your body and suffer 2 permanent negative levels. As is usual when projecting your spirit, this effect may be dispelled at either your body or the host’s body.

Project Spirit Prerequisites: Death sphere, 10th caster level or higher. You may spend a spell point to project your spirit out of your body for up to 1 round per caster level. During this time, your body falls into a state of suspended animation; it requires neither food nor water and does not age, although it may be slain through normal means. Your spirit manifests as an ethereal version of you with your hit points and abilities, and carries a copy of all of your equipment. It is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. It can move through solid objects, including living creatures, and may see and hear its surroundings, although as it is on the Ethereal Plane, it can only see and hear the Material Plane to a distance of 60 ft. When the time limit expires, your spirit immediately returns to your body. Using magic items (such as scrolls, wands, potions, and other items with a limited number of charges or uses per day) while ethereal counts against the item’s total remaining uses when you return to your body.

460500

Your spirit cannot attack or otherwise affect creatures and objects on the Material Plane nor generally be affected by them, although some effects (such as force damage) specifically target ethereal creatures when used by material creatures. Certain material creatures or objects also have attacks or effects that can specifically affect creatures on the Ethereal Plane. These effects do not work in reverese to allow your spirit to affect material creatures. Your spirit treats other ethereal creatures and ethereal objects as if they were material. Your spirit may use any magic you possess, but such magic can only affect other ethereal things. If your spirit self is slain, your spirit instantly returns to your body, reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels.

Soul Trap Prerequisites: Death sphere, 15th caster level or higher. As a standard action, when adjacent to a creature that has died very recently (within 1 round per caster level) you may spend 3 spell points to trap their soul into a gem. The target is allowed a Will save to negate the effect, and the gemstone’s value must be at least 1,000 gp per HD of the creature you are attempting to trap. If successful, the creature’s soul becomes trapped within the gemstone. A trapped creature cannot be resurrected or have its spirit summoned, unless the caster is in possession of this gemstone. The creature trapped inside the gemstone always

paizo.com #3539816, James Gilbreath , May 1, 2015

4829594

460501

460501

4829595

fails its saving throws if the holder of the gemstone uses the Summon Spirit advanced Death talent on it. If the gemstone is broken, the spirit is released. If the spirit is called through the Summon Spirit advanced Death talent, the caster may choose to release the spirit, in which case it travels to the afterlife, leaving the gem empty and reusable.

Summon Spirit Prerequisites: Death sphere, 5th caster level or higher. You may spend 3 spell points and 1 hour to summon the spirit of a dead creature. You must know the exact creature you are trying to summon and be able to designate them (such as their name or place and time of death, etc.) and the more familiar you are with the spirit and the more recently they died, the more likely they are to appear. The spirit you are trying to summon is allowed a Will save with the following modifiers depending on your knowledge and connection to the target, as well as its time of death: Table: Familiarity (Spirit)

Knowledge

Will Save Modifier

None*

+10

Secondhand (you have heard of the subject)

+5

Firsthand (you have met the subject)

+0

Familiar (you know the subject well)

-5

*You must have some sort of connection (see below) to a creature of which you have no knowledge. Table: Connection (Spirit)

Connection

Will Save Modifier

Likeness or picture

-2

Possession or garment

-4

Corpse/remains

-10

Table: Time Deceased

Time the Creature has been Dead

Will Save Modifier

1 year

+2

10 years

+4

100 years

+6

1000 years

+8

them becoming permanent). While friends may choose to purposefully fail their saving throw and come willingly, in most other cases being ripped from the afterlife is a horrid experience and can turn even the nicest of spirits hostile. If a spirit makes their saving throw against this effect they cannot be summoned again by the same caster for 1 month. Sometimes, the spirits of heroes, kings, and others are protected by Deity and are simply unable to be summoned. Once a spirit has been summoned, you may do any of the following: • You may ask one question per two caster levels. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers may be brief, cryptic, or repetitive. A creature who would have opposed you in life may make a new Will save to refuse to answer or to lie with the Bluff skill.

Advanced Magic

4829595

paizo.com #3539816, James Gilbreath , May 1, 2015

• You may use the spirit as a component when creating an animated object or undead creature (Will negates if unwilling; if the spirit makes its save, it immediately returns to the afterlife as if it had made its original saving throw). You must create the undead creature or animated object as usual, but by placing the spirit into the target, the spirit is brought back to life within this new body. The object or undead creature gains the mental attributes, personality, memories, etc. of the selected spirit, but otherwise is normal for its new creature type. (At the GM’s discretion, a spirit bound to a permanent animated object or undead creature may recover or gain class levels over time, but loses at least 1 level per Hit Die of its new form.) An undead creature or animated object created in this way is not automatically under your control.

460501

• If you possess the Resurrection advanced Life talent, you may place the spirit into a new body, bringing the soul back to life, even if you do not have the target’s body, it is missing vital components, or the target has been dead for up to 1 year per caster level. You must possess either a soulless body (such as one created through the Fleshcraft and Create Materials advanced Creation talents), or else a body assembled from other, recently slain bodies. (Assembly requires either the target’s body with one additional body for every replaced vital component, or else a minimum of six different bodies—one for each limb, the torso including head, and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required.) You may bring the target back to life with the Resurrection advanced Life talent. The target retains its ability scores and class levels (even those dependent on blood, such as sorcerer levels) but its race and appearance depend on the body possessed.

On a successful saving throw, the target does not appear and may choose to retaliate spiritually, giving you 2 temporary negative levels that last 24 hours (meaning you must save against

paizo.com #3539816, James Gilbreath , May 1, 2015

121

4829595

460502

460502

4829596

4829596

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

Destruction Talents

Calamity (blast shape)

Prerequisite: Destruction sphere, Explosive Orb, Shape Blast, 15th caster level or higher. When creating a destructive blast, you may spend 2 spell points to shape your blast into either a Long-range line, a Mediumrange cone, or a Close-radius burst centered within range.

Divination Talents

Discern Location (divine) Prerequisite: Divination sphere, Dowsing, Greater Divine, 15th caster level or higher.

friendly gods, bargaining with the Fates, reading the tablets of life, or using any number of alternate methods for gaining knowledge. As such, the specifics of this ability can vary widely between campaigns—friendly gods may always answer truthfully, while Fates may require specific bargains to be made in exchange for knowledge. It is always possible that the source of information being asked simply doesn’t know the answers to certain questions.

Read Omens (divine) Prerequisites: Divination sphere, 5th caster level or higher. You may spend 2 spell points to divine for knowledge of the future. You gain useful advice in reply to one question regarding a specific goal, event, or activity to occur within 1 week. This advice could be a useful phrase or a cryptic omen or rhyme. If you do not act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you receive no information and know the attempt failed, unless specific magic yielding false information is at work. Multiple divinations about the same topic by the same caster use the same dice result as the first attempt and yield the same answer each time.

You may spend 3 spell points to discern the location of any one creature or object. To find a creature, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Scrying

Discern location circumvents normal means of protection from scrying or other means of nondetection. Indeed, nothing short of a mind blank spell, the Unplottable advanced Protection talent, or the direct intervention of a deity keeps you from learning the exact location of the targeted individual or object. You learn the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

You may spend 2 spell points and 1 hour to observe a creature or object as if using the Viewing talent, but over any distance. If targeting a creature, the target is allowed a Will save to resist being viewed, which is subject to the following modifiers depending on your knowledge and connection to the desired creature. Creatures or objects on a different plane receive an extra +5 bonus to their Will save. If viewing an object, the object may make a save (if intelligent), or any creature holding the object, or that could be considered to ‘possess’ the object is allowed to make this save on its behalf. If no such creature is available, assume a default Will save of 15.

Divine Knowledge (divine) Prerequisites: Divination sphere, Read Omens, 10th caster level or higher You may spend 3 spell points to delve the universe for the answer to a specific question. Delving in this manner is not an exact practice, and the only answers you may receive are ‘yes’, ‘no’, ‘unclear’, or ‘unknown’. You have a 50% chance +1% per caster level of gaining a true answer. A failed roll produces an ‘unknown’ answer, while a roll of 90% or higher produces a lie. If you use this ability to ask the same question twice, the same answer repeats. Note: GMs are fully encouraged to use their own numbers and methods for determining when true, untrue, or unknown answers are gained. A caster divining knowledge could be asking

122

Prerequisites: Divination sphere, Greater Divine, Viewing, 10th caster level or higher. 460502

Table: Familiarity (Scrying)

Knowledge

Will Save Modifier

None*

+10

Secondhand (you have heard of the subject)

+5

Firsthand (you have met the subject)

+0

Familiar (you know the subject well)

-5

*You must have some sort of connection (see below) to a creature of which you have no knowledge

paizo.com #3539816, James Gilbreath , May 1, 2015

4829596

460503

460503

4829597

This ability may manifest in one of the following ways:

Table: Connection (Scrying)

Connection

Will Save Modifier

Likeness or picture

-2

You have one of the creature’s possessions, or have a person present who once owned the object

-4

You possess a piece of the subject (Body part, lock of hair, broken fragment, etc.)

-10

If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject) as if you were present. If the saving throw succeeds, you cannot scry on the target again for 24 hours. If the subject moves, the sensor follows at a speed of up to 150 feet.

True Seeing Prerequisite: Divination sphere, Ghost Sight, True Sight, 10th caster level or higher. You may touch a creature and spend 2 spell points to confer on them the ability to see all things as they actually are for 1 minute per caster level. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet. This ability does not grant the ability to see through solid objects and does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, this sight does not work in conjunction with other viewing magic, such as Scrying or Viewing Divination talents.

Bestow life

Enhancement Talents

Prerequisites: Enhancement sphere, Bestow Animate Object, 10th caster level or higher.

Intelligence,

You may spend 3 spell points and 24 hours to bring a plant, animal, or object to life. This is an instantaneous effect, and as such is a permanent change and cannot be dispelled. This has no effect on a creature with an Intelligence of 3 or higher.

• You transform a tree into an intelligent animated object, granting it the benefits of your animate object and bestow intelligence enhancements. The target’s type changes to magical creature. • You transform an animal into an awakened animal. The target’s type changes to magical creature, and its mental ability scores change to 3d6 each. At the GM’s discretion, the animal may be recreated using whatever character creation rules the campaign has employed. • You grant life to an empty body. This could be a body created through the Fleshcraft and Create Raw Materials Creation advanced talents or a body crafted from parts of other recently slain bodies sewed together. (Assembly requires a minimum of six different bodies—one for each limb, the torso including head, and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required.) The target becomes a living 1st level commoner of whatever race its body was crafted to mimic, but may retrain as usual.

Advanced Magic

4829597

paizo.com #3539816, James Gilbreath , May 1, 2015

• You transform a magical object into an intelligent item with a 10 Intelligence, Wisdom, and Charisma. The item must be a permanent magical item (thus scrolls, wands, potions, etc. cannot be enhanced in this way), and the item does not gain any powers automatically; abilities and attribute bonuses must be crafted into the item as usual. Creatures and magic items created in this fashion possess your alignment and can speak one language that you know plus one additional language that you know per point of Intelligence bonus (if any). An animal affected in this manner can’t serve as an animal companion, familiar, or special mount, and a caster needs to possess the leadership feat to take a creature as a cohort.

460503

With the exception of Intelligent items (which follow the intelligent item rules), the affected creature serves you as a faithful companion. However, as it is a living, intelligent being, it will expect good treatment in return (indeed, an animal that was treated harshly before it was enhanced in this way may feel no particular loyalty to the caster at all). A caster may only have one companion of this sort at any one time; if a second creature is awakened, the first remains friendly, but no longer undertakes tasks for the caster unless it is in its own best interests.

Reverse Gravity (enhance) Prerequisite: Enhancement sphere, Lighten, 15th caster level or higher. You may spend 2 spell points to enhance an area of up to 10 cubic ft per caster level, arranged contiguously. Unlike most enhancements, you can only maintain this effect through concentration for up to 1 round per caster level. Spending an additional spell point to allow it to become self-sustaining lasts for 1 round per caster level, not 1 minute per caster level. Within this area, gravity reverses. Unattached objects and creatures in the area fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this

paizo.com #3539816, James Gilbreath , May 1, 2015

123

4829597

460504

460504

4829598

4829598

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the effect ends. At the end of the duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself and not fall upward. Creatures who can fly or levitate can keep themselves from falling.

Fate Talents

Atonement (word)

Prerequisites: Fate sphere, 10th caster level or higher. You may act as an intermediary on behalf of your alignment. If you are connected to a deity or another source of power, you may also intercede on its behalf.

some service or to refrain from some action or course of activity, as declared when the geas is placed. The target is allowed a Will save to negate this effect. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the geas remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A geas cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well spells such as break enchantment, limited wish, remove curse, miracle, or wish. You may remove a geas that you placed on a target as a standard action.

By spending 2 spell points, you may allow the target to change its alignment or make amends for indiscretions in one of the following ways:

Greater Geas

Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.

Your geas becomes more powerful. Targets of your geas no longer gain a saving throw against the effect, and you may target any creature, not only those with fewer hit dice than your caster level. In addition, the geas can only be broken through the Break Enchantment Life talent or the remove curse or break enchantment spells if the target’s caster level is at least two higher than yours. Limited wish, miracle, and wish may still remove a geas.

Restore Class or Magic: A paladin, cleric, druid, or any other caster whose casting tradition dictates their power comes from an aligned source may lose their powers through indiscretions or alignment changes. You may use this ability to restore that character’s class levels or magic powers. Sometimes you or the deity you represent may require the target to undertake a quest, make a sacrifice, or perform some other action to prove its desire to atone before it can have its power restored in this fashion. Redemption/Temptation: You grant the creature the chance to instantly change its own alignment to match yours. The target may freely choose whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. Unless specified by the GM, this cannot work on outsiders or any other creature incapable of changing its alignment naturally. Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.

Geas Prerequisite: Fate sphere, 10th caster level or higher. You may spend 2 spell points and 10 minutes to place a geas on a touched target with fewer hit dice than your caster level. A geas is a magical command that compels the target to carry out

124

Prerequisite: Fate sphere, Geas, 10th caster level or higher

460504

Mark of Judgment Prerequisite: Fate sphere, Geas, Greater Geas, 10th caster level or higher. Your geas gains a permanent duration, as well as a more immediate effect. If the target breaks the geas even once, it immediately suffers a permanent -8 penalty to all ability scores or another punishment of equal strength designated at the time of casting. This punishment may only be removed if the geas is removed, whether or not the target returns to obeying the geas.

Illusion Talents

Permanent Image

Prerequisite: Illusion sphere, Lingering Illusion, 10th caster level or higher. When creating an illusion, you may spend 2 spell points to increase its duration to permanent.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829598

460505

460505

4829599

Life Talents

Light Talents

Regeneration

Daylight (light)

Prerequisites: Life Sphere, caster level 10th or higher. When you restore a target, they are healed of all broken bones, severed body parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), and ruined organs. This also restores sight, hearing, and other permanent loss of senses. If body parts to be reattached are not present, they require 2d10 rounds to regrow. This cannot bring a creature back from the dead nor function on a creature that is already dead.

Prerequisite: Light sphere, 10th caster level or higher. When causing an object to shed bright light, you may spend 2 additional spell points to cause the object to shed bright light for a 2 mile radius and normal light for 5 miles beyond that.

Mind Talents

Restore Mind and Body Prerequisite: Life Sphere, Break Enchantment, Restore Soul, Restore Mind, caster level 15th or higher. You may spend an additional spell point to allow your restore ability to remove all permanent negative levels from the target and to count as using a wish or miracle spell for those spells and abilities that specify they can only be removed by use of these spells (including insanity, feebleminded, geas, etc.). This does not mimic any other benefits of a wish or miracle spell, and cannot restore other conditions unless the appropriate talents are also possessed.

Resurrection

Deadly Vision (charm)

Prerequisite: Mind sphere, Vision, 10th caster level or higher. You may spend 2 spell points to give the target a vision of the most fearsome creature imaginable, pulling its subconscious fears into a shape before its eyes. Only the target can see this vision, although you may see the vague shape of the creature the target is seeing. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. 460505

Prerequisites: Life Sphere, Resuscitate, 10th caster level or higher.

Greater Communication

You may spend 3 spell points and 1 hour to bring a dead target back to life. A target cannot have been dead for more than 1 hour per caster level, the creature’s body must be reasonably intact (i.e., it cannot be missing a vital component such as its head or heart), and the target’s soul must be willing to return (an unwilling target cannot be forcibly resurrected).

Prerequisites: Mind sphere, Read Mind, Project Thoughts, 10th caster level or higher.

The target is restored to full health and any ability scores drained or damaged to 0 are raised to 1, but otherwise, any conditions the target was under when it died return when it is raised (disease, poison, curses, etc.). A restore can be applied simultaneously with the resurrection to counteract these conditions. Missing body parts are not restored, although the wounds are sealed and do not bleed. The target also gains two permanent negative levels when it is raised or suffers 2 points of Constitution drain for every negative level it would be reduced below 1st level. If this would reduce the target’s Constitution to 0 or less, it cannot be raised. You cannot raise a target that has died of old age.

Resurrection, Greater Prerequisites: Life Sphere, Resuscitate, Regeneration, 15th caster level or higher.

Resurrection,

When you bring a target back to life with your Resurrection talent, they only suffer 1 permanent negative level, they may have been dead for up to 1 day per caster level, and they can be missing vital components; indeed, you need only a small piece of their body (a pinch of ash, a finger, etc.) to bring them back to life and fully restore their body to its complete form.

Advanced Magic

4829599

paizo.com #3539816, James Gilbreath , May 1, 2015

So long as you are personally familiar with the subject, you may spend an additional spell point to use your Project Thoughts charm across any distance, even across planes (although there is a 5% chance a cross-planar sending simply doesn’t arrive). Recipients are allowed to respond in kind (25 words for the Greater charm, no word limit for the Powerful charm), but the target must voluntarily receive and send the messages; the target may simply decide to block you out, in which case the conversation immediately ends.

Insanity (mind) Prerequisites: Mind sphere, Confusion, 10th caster level or higher. When applying a confusion charm to a target, you may spend an additional spell point to change this charm into an instantaneous effect. The charm has no duration and cannot be dispelled. This cannot be removed except through the Restore Mind and Body advanced Life talent or through a similar effect such as a greater restoration spell.

Mind Control Prerequisites: Mind Sphere, Enthrall, Powerful Charm, Project thoughts, 10th caster level or higher.

paizo.com #3539816, James Gilbreath , May 1, 2015

125

4829599

460506

460506

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

When you place a Powerful enthrall charm on a target, you may spend an additional spell point to increase the duration to 1 day per caster level. In addition, the target obeys all commands you give it, except for obviously suicidal ones. Commands that are against the target’s nature grant it a new saving throw with a +2 bonus to throw off the entire effect. You may communicate your requests telepathically to the target (if you do not have a shared language, you still can only communicate basic commands such as ‘go’, ‘fight’, ‘stand still’, etc.). This can be done over any distance once established, but not across planes. By concentrating fully on the effect (a standard action), you can receive full sensory input as interpreted by the mind of the subject, and if you possess the Read Mind talent and Greater Communication advanced talent, it can communicate with you. You can’t actually see through the subject’s eyes, but it still gives you a general idea of what’s going on. If you don’t spend at least 1 round concentrating on the creature each day, the subject receives a new saving throw to throw off your control.

Nature Talents

Earthquake (earth, geomancing) Prerequisite: Nature sphere, Forge Earth, 15th caster level or higher.

4829600

4829600

As an instantaneous effect, you may spend 3 spell points to create an earthquake, affecting an 80 ft radius area. The powerful shockwave created by this ability knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground cannot move or attack. A caster on the ground must make a Concentration check (DC 20 + 1/2 the caster level) or lose any spell or sphere effect he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake depends on the nature of the terrain where it is created. Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area who are below the falling debris and rubble. Cliffs: The earthquake causes cliffs to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

126

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the earthquake, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Suffocation rules in Pathfinder GameMastery Guide for more details). Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of this effect, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. After the earthquake ends, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check each minute thereafter until freed or dead, suffering 1d6 points of lethal damage for each failed save.

460506

Rapid Growth (plant, geomancing) Prerequisite: Nature sphere, Grow Plants, 15th caster level or higher. You may spend 3 spell points to create a massive growth of plantlife. This affects up to a 1 mile area in one of the following ways: Change Terrain: You may change the terrain in this area to forest or jungle. This does not cause animals native to the forest or jungle to appear, nor does it guarantee that the terrain type will stay that way indefinitely (some areas such as deserts or high mountains cannot support forests or jungles, and a forest or jungle created in these locations may die out over time) but in all other ways, the terrain changes to the selected type. Improve Forest: If used in an area that already contains a forest or jungle, you may cause the area to grow rapidly. Typical trees become massive trees, all areas become covered in undergrowth, and areas already covered in undergrowth gain heavy undergrowth.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829600

460507

460507

4829601

A creature standing in the same square as a typical tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Massive trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them. Space covered with light undergrowth costs 2 squares of movement to move into and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth. Increase Yield: If used in an area of developed farmland, you double the crop production in that area for the rest of the harvest season. This has no effect if used in winter or other times when crops are not being tended.

Tsunami (water, geomancing) Prerequisite: Nature sphere, Create Water, Wave, 15th caster level or higher. As a concentration effect, you spend 2 spell points to create a wave of water 10 ft deep, 10 ft long per caster level, and 2 ft tall per caster level. This wave moves in a straight line at 60 ft per round over water (30 ft per round over land), and if not combined with Create Water, must originate from a large body of water. It travels perpendicular to its width, and may be maintained for no more than 5 rounds. Creatures struck by the tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage) and are subject to a special CMB check. The wave’s CMB is equal to your caster level + your casting ability modifier + 8 (for the wave’s size). If this CMB check defeats a creature’s CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave’s CMB check. If a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half) and continues being carried along by the wave. Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave’s journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes

through its space—if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Freedom of movement or the Freedom Fate sphere talent word prevents a creature from being carried along by a tsunami but does not prevent damage caused by it hitting a creature. A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.

Advanced Magic

4829601

paizo.com #3539816, James Gilbreath , May 1, 2015

Volcano Prerequisites: Nature sphere, Move Fire, 15th caster level or higher. As a concentration effect, you may spend 2 spell points to call lava up from deep within the earth. This lava bursts from a 10 ft wide hole in the ground centered within range and creates a spout 10 ft high per 2 caster levels. Any creature in this area or who enters this area takes 10d6 points of fire damage and is hurled into the air and then tossed to the ground. A successful Reflex saving throw halves the fire damage and the creature is not tossed into the air, instead moving to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it). This movement does not provoke attacks of opportunity and does not count toward the creature’s normal movement. If the creature fails its saving throw, it suffers the full fire damage and also suffers falling damage based upon the height of the volcanic spray (e.g., if the volcano is 80 feet tall, the creature takes 8d6 falling damage) and lands prone in a random square adjacent to the spout.

460507

In addition, the volcano sprays lava, smoke, and poison gas in a hemispherical emanation around itself. The radius of this emanation is equal to one half the volcano’s height (e.g., an 80 foot spout has a 40 foot radius emanation). All creatures within this area, including yourself, have concealment and suffer 2d6 points of fire damage each round as lava cascades on them. They also suffer 1d6 Constitution damage per round as they inhale poisonous gas (Fortitude DC 15 negates, the DC increases by 1 per previous save). Even after a creature leaves the lava-filled area, they suffer 1d6 points of damage for 1d3 rounds as the lava already on them cools. A volcano must be created on the ground and cannot be created in other places, such as on the 2nd floor of a building. You can choose to make a smaller volcano than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of lava that’s smaller than your maximum.

paizo.com #3539816, James Gilbreath , May 1, 2015

127

4829601

460508

460508

4829602

4829602

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

Protection Talents

Adaptation (aegis)

Prerequisites: Protection Sphere, Energy Resistance, Breathless, 10th caster level or higher. You may spend 2 spell points to grant a target an aegis that makes them immune to most environmental conditions. They become immune to extreme temperatures, toxicity in the air, and can breath underwater or in a vacuum. In addition, the target gains Energy Resistance to acid, frost, fire, and lightning equal to your caster level.

Anti-Magic Aura Prerequisites: Protection sphere, Spell Ward, 10th caster level or higher. When creating a spell ward, you may spend an additional spell point to improve the ward’s abilities: The ward stops all magic and summoned creatures without the need for a magic skill check. If this ward is pitted against a summoned creature that has Spell Resistance, you must still make a magic skill check against the creature’s Spell Resistance to banish it.

Unplottable (aegis) Prerequisite: Protection sphere, Resistance, 15th caster level or higher. You may grant the target an aegis that makes them undetectable through divination magic of any sort. Any magical attempt to gather information on the target (including scrying, effects that detect invisibility, detect alignment, or even miracle and wish spells when used in a similar manner) automatically fails. In the case of scrying that does not directly view the bearer of this aegis (such as instead scanning the area they happen to be in), the spell or effect works normally, but the creature isn’t detected.

Telekinesis Talents

Effortless Telekinesis or higher.

Prerequisite: Telekinesis sphere, 10th caster level

When you use your telekinesis to lift creatures or objects and spend a spell point to create a sustained force on them, the sustained force persists for 1 hour per caster level instead of 1 minute per caster level.

128

Time Talents

Temporal Stasis

Prerequisite: Time sphere, 15th caster level or higher. You may touch a target and spend 3 spell points to place it into a state of suspended animation (Fortitude negates). For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. When placing this effect on a creature, you may choose to either place the target into stasis permanently or to set either a time limit or a condition on the ability. When the time limit expires or the condition is met, the temporal stasis ends. Temporal stasis may be dispelled.

War Talents

Commander

Prerequisites: War sphere, 10th caster level or higher. If you are the commander of an army, that army gains a +1 bonus to its Offensive Modifier, Defensive Value, and to all morale checks.

Warp Talents

460508

Create Demiplane

Prerequisites: Warp Sphere, Extra​dimensional Room, Creation sphere, Expanded Materials, 15th caster level or higher. When using the Extradimensional Room talent, you may spend 3 spell points to create your extradimensional room as an instantaneous effect; it becomes a permanent demiplane and cannot be dispelled, no matter who is or isn’t inside. Alternately, you may use this ability to create a new portal to a permanent demiplane you have previously created. You may permanently close a portal to your demiplane as a free action, but know that only interdimensional travel can reach a demiplane without a working portal. As a permanent demiplane, you have much more control over the composition, appearance, and contents of your room. The demiplane can be filled with air or water (your choice), and could have an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. While it is still generally featureless, you may transplant plants or animals to your demiplane to create an ecosystem and manipulate the earth, water, and/or stone of the demiplane as you would any other materials.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829602

460509

460509

4829603

If you use this ability while within your demiplane, you may either permanently increase its size by an additional 10 ft cube per caster level, or add or remove one of the following traits to the entire demiplane: Energy: You grant your demiplane the (minor) negativeor positive- dominant energy trait. A plane cannot have both the negative-dominant and positive-dominant energy traits. Magic: You may grant your plane the dead magic, enhanced magic, impeded magic, or wild magic planar trait. If you select dead magic, you are affected along with everything else and cannot cast on your plane. If you select enhanced or impeded magic, choose one type of magic to be enhanced or impeded, such as “effects with the fire descriptor or that manipulate fire” or “death spells and effects”. A plane cannot be enhanced and impeded for the same kinds of magic. Morphic: Your plane reacts to your thoughts; you may adjust the terrain’s shape as an at-will ability. By concentrating for 1 minute, you may adjust a 150 ft square (10 ft deep) portion of earth, stone, or plantlife, shaping it however you will. This isn’t fast enough to do damage or trap creatures, but may be used to create fences and walls, ditches, human shapes, embankments, and others. Portal: If you possess the Planeshift advanced talent, you may grant your demiplane a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it). Time: By default, time passes at the normal rate in your demiplane. If you possess the Time sphere, you may make your plane have the erratic time, flowing time (half or double normal time), or timeless trait (see Time, GameMastery Guide 185). Alignment: If you possess the Fate sphere, you can grant your plane the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits, GameMastery Guide 187). You cannot give your demiplane an alignment trait for an alignment you do not have. Bountiful: If you possess the Nature sphere, you may grant your demiplane a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10 foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on; dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.

Elemental: You may grant your plane the air-, earth-, fire-, or water-elemental dominant trait. Gravity: By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. You may adjust the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional. Weather: If you possess the Weather sphere, you may grant a weather and seasonal cycle to your demiplane, customizable as you see fit (for example, your demiplane could always be winter or have week-long seasons). Shape: By default, the demiplane has a fixed shape and borders. You may make your plane self-contained so it loops upon itself when a creature reaches one edge. You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane. Structure: You may give your demiplane a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what abilities you need for every hill, hole, wall, floor, and corner.)

Advanced Magic

4829603

paizo.com #3539816, James Gilbreath , May 1, 2015

Dimensional Lock (space) Prerequisite: Warp sphere, Plane Manipulator, 15th caster level or higher. You may spend 2 spell points to designate a 20-ft radius area centered within Medium range as being completely immune to extradimensional travel. For 1 day per caster level, any attempt within this area to cross space or planes (including all Teleportation Sphere effects, summoning a companion from the Conjuration sphere, astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, and similar spell-like abilities) instantly fails.

460509

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when it is created, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Flawless Teleport Prerequisites: Warp sphere, True Teleport, Unseeing Teleport, Distant Teleport, 15th caster level or higher. When using the True Teleport advanced talent, the range is increased to unlimited and you no longer suffer a chance of arriving off-target, always appearing exactly where you intended. When using the Planeshift advanced talent, you no longer appear off-target from your intended destination on the other plane. You need not have seen the destination you are trying to reach, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.

paizo.com #3539816, James Gilbreath , May 1, 2015

129

4829603

460510

460510

4829604

4829604

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 4

Planeshift

casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as the Scrying advanced talent. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d100, since there is no real destination for you to hope to arrive at or even be off target from. On Target: You appear where you want to be. Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d100 of the distance that was to be traveled. The direction off target is determined randomly. Similar Area: You wind up in an area that is visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead. Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.

Prerequisites: Warp sphere, Unseeing Teleport, Distant Teleport, True Teleport, 10th caster level or higher. You may spend 2 additional spell points to teleport to an alternate dimension or plane of existence. You must know the plane you are trying to reach, as well as where within that plane you would like to appear (if you do not know a specific location to appear on that plane you may still use this ability, but you run the risk of appearing anywhere on that plane). Even if you do have a specific location in mind, you always appear 5 to 500 miles (5 x d100) from your intended destination.

Portal Prerequisites: Warp sphere, Unwilling Teleport, 10th caster level or higher. When using your teleport ability, you may spend an additional spell point to open a portal between your location and your destination. This portal has a maximum diameter of 5 ft per caster level and opens in the air somewhere adjacent to you. The portal lasts as long as you concentrate to a maximum of 1 round per caster level. Anything moving through one end of this portal arrives at the other end; it is possible to make attacks, flank, or perform other actions as if the two locations were adjacent.

Weather Talents

True Teleport Prerequisites: Warp sphere, Unseeing Teleport, Distant Teleport, 10th caster level or higher. When teleporting, you may spend 2 spell points to increase the range to 100 miles per caster level. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d100 and consult the following table. Refer to the following information for definitions of the terms on the table. Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you’ve been there often. “Seen

460510

Climate

Prerequisites: Weather Sphere, Greater Size, 10th caster level or higher. When controlling weather, you may spend an additional spell point to increase the effect’s size to a 2 mile radius. When altering weather in this manner, it takes 20 minutes of focused casting before the effects begin to manifest. Winds of severity level 7 can create tornados when combined with this talent, although you cannot control their path.

Table: Mishap

Familiarity

130

On Target Off Target Similar Area

Mishap

Very familiar

01–97

98–99

100



Studied carefully

01–94

95–97

98–99

100

Seen casually

01–88

89–94

95–98

99–100

Viewed once

01–76

77–88

89–96

97–100

False destination





81–92

93–100

paizo.com #3539816, James Gilbreath , May 1, 2015

4829604

460511

460511

4829605

Rituals Rituals are magical formulae that allow a caster to create a magical effect of their choosing through a combination of chanting, gesturing, and the use of magical focuses and ingredients. While sphere abilities are fueled by spell points and often take no longer than a standard action, rituals may take minutes, hours, or even days to perform, often requiring the use of a magical laboratory or temple and the expenditure of rare components. In many ways, rituals are similar to spells and principally exist as a way to either re-introduce the utility of spells to a world of spheres, or to allow sphere casters to use spells in a world where both exist. While not automatically divided into divisions such as the arcane/divine of the core Pathfinder system, it isn’t difficult to divide rituals among different casting traditions, if the GM wishes to preserve the distinctions of that system. All rituals possess the following: Base Sphere: Every ritual has an associated sphere, which a caster must possess in order to use the ritual. Ritual Level: Every ritual possesses a level from 0-9. Casting Time: The amount of time the caster must invest in order to use the ritual. Save DC: If a ritual calls for a saving throw, the DC is equal to 10 + the ritual’s level + the caster’s casting ability modifier. Materials: Every ritual has a material cost, be it special focuses, rare materials, or general alchemical equipment. These items must be present when the ritual is used, and with the exception of focuses (which are designated with an F), these materials are expended when the ritual is cast.

Using a ritual All rituals require the caster to possess a written copy of the ritual such as a scroll or ritual book, as rituals are too complex to use without some form of written direction. If a caster comes into possession of a ritual, the caster must first decipher the magical writing with either a successful Spellcraft check (DC 20 + the ritual’s level), a read magic spell, or the basic sense ability from the Divination sphere. Once a ritual has been deciphered, it needn’t be deciphered again, even if the original written copy is lost and another used in its place. Once a ritual has been deciphered, the method for using that ritual differs depending on whether the caster is working from a permanent magic book or from a scroll.

Ritual Books To use a ritual from a magic book, the caster must possess that ritual’s associated base sphere (or must possess the Ritual Caster feat), and their caster level with that sphere must be at least twice the ritual’s level. In addition, their casting ability score

must also be at least 10 + the rit- Table: Ritual Cost ual’s level. If the caster meets all Ritual Writing these prerequisites and possessLevel Cost es the ritual’s material components, he may invest the required 0 5 gp amount of time and activate the 1 10 gp ritual. Recording a ritual into a magic book is a process that requires 1 hour per ritual level (0 level rituals take 30 minutes) and requires one page per ritual level (0 level rituals take half a page).

2

40 gp

3

90 gp

4

160 gp

5

250 gp

Advanced Magic

4829605

paizo.com #3539816, James Gilbreath , May 1, 2015

6 360 gp A ritual may be copied from an7 490 gp other book, a scroll, or created 8 640 gp through independent research. If a ritual is copied from a scroll, 9 810 gp this expends the scroll. In addition, if a ritual is copied from a scroll or another ritual book, a certain amount of magic (in the form of material components) must be expended to create a working written version, according to the Table: Ritual Cost. This cost does not need to be paid if the ritual was independently researched, as the components were spent during the research itself. Buying and Selling Ritual Books: While ritual books have a cost to create, rituals also have a cost to research. Ritual books could easily be found as loot, but are not considered to have a market value in and of themselves. While the details of magic and economics depends on the setting in question, in most cases there are either too few casters in the world to allow for large-scale ritual book sales, or so many casters in the world that specially-regulated guilds and merchants handle the creation, copying, and sale of magical formulae. As such, while certain rare rituals or other special circumstances may provide exceptions, a player may buy ritual books at a cost of 4x the cost of a scroll or sell their own ritual-casting services to rich clients, but will not find it possible to sell copies of their own ritual books.

460511

Scrolls Creating and using a ritual scroll is handled the same as creating and using a core Pathfinder spell scroll. To create a ritual scroll, a caster must know and be able to use the ritual and must possess the Scribe Scroll feat. Using a ritual scroll causes the writing on the scroll to disappear, leaving the scroll as nothing but an ordinary blank sheet. A ritual scroll contains a copy of a ritual that has been mostly cast, with the ritual’s cost and much of its casting time spent earlier during the scroll’s creation. A ritual scroll has a market value equal to the level of the ritual × the creator’s caster level × 25 gp + the ritual’s material cost. When a caster creates a ritual scroll itself, the cost of creation is the level of the ritual x the creator’s caster level x 12.5 gp + the ritual’s material cost. A 0 level ritual is treated as having a level of .5 for this purpose.

paizo.com #3539816, James Gilbreath , May 1, 2015

131

4829605

460512

460512

4829606

4829606

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

Activating a scroll is the same as using a ritual from a book, except the casting time is the spell’s casting time (as opposed to the ritual’s casting time, which is always longer), there is no material component (as that was supplied earlier), and a caster may attempt to activate a scroll even if her caster level isn’t necessarily high enough. If the caster’s caster level isn’t at least twice the ritual’s level, she may make a check (d20 + her caster level vs. a DC equal to the scroll’s caster level + 1) to attempt to use the scroll anyway. If the caster succeeds, the scroll is activated as normal. If this check fails, the scroll is spent and the caster determines scroll mishap as with a core Pathfinder spell scroll.

Researching Rituals If a caster possesses a ritual’s prerequisite caster level, sphere, and the Craft Rituals item creation feat, she may choose to research a ritual, allowing her to create a written version of that ritual even if no previously written version exists for her to work from. With GM permission, the caster may even create completely unique and original rituals, similar to creating custom spells in the core Pathfinder Table: Research Cost magic system. Researching a ritual is similar to creating a magic item; there is a time and material cost, after which the caster must pass a Spellcraft check to determine if she was successful. It takes one week of research per ritual level to create a ritual. At the end of this process, the caster must make a single Spellcraft check. The DC to finish a ritual is 2x the ritual’s level + 10. Failing this check means that the ritual is not created. Failing this check by 5

Ritual Level

Development Cost

0

500

1

1,000

2

2,000

3

4,500

4

8,000

5

12,500

6

18,000

7

24,500

8

32,000

9

40,500

Table: Material Cost & Casting Time

Spell Level

Material Cost

Casting Time

0

1 gp

1 minute

1

5 gp

5 minutes

2

10 gp

10 minutes

3

25 gp

30 minutes

4

50 gp

1 hour

5

100 gp

2 hours

6

250 gp

4 hours

7

500 gp

8 hours

8

1,000 gp

1 day

9

2,500 gp

2 days

132

or more results in an unintentional effect when the ritual is used, similar to how magic item creation can result in a cursed item. The nature of this unintentional effect is subject to GM discretion. The cost of researching a ritual is determined by Table: Reseach Cost. Once a ritual has been researched, the caster may immediately cast the ritual by spending its material cost. She may also write the ritual down in a magic book at no extra cost, as the required magic components were already used in the research process.

Mixing Spells & Rituals In a world where both core Pathfinder spells and SoP spheres exist simultaneously, a sphere caster in possession of a spell scroll or a wizard’s spell book may use these spells as if they were rituals, and spellcasters may memorize their spells from available ritual books.

Converting Spells to Rituals To turn a spell into a ritual, use the following formulae: Ritual level: This is equal to the spell’s level. Base Sphere: Determine the ritual’s base sphere through the following conversions.

460512

Abjuration = Protection Abjuration (good, evil, lawful, chaotic) = Fate Conjuration (creation) = Creation Conjuration (healing) = Life Conjuration (teleportation) = Warp Conjuration (calling, summoning) = Conjuration Divination = Divination Enchantment = Mind Evocation (dark) = Various* Illusion = Illusion Necromancy = Death Transmutation = Enhancement Transmutation (polymorph) = Alteration Transmutation (earth, air, fire, water) = Nature *Evocation includes so many different types of spells that a simple conversion isn’t possible. (Light) spells would be the Light sphere, (Darkness) spells would be the Dark sphere, but others could be Destruction, Weather, Mind, or even Creation depending on the spell in question. GMs should use their own good judgment to determine which sphere an Evocation spell should use. Material Cost and Casting Times: Use Table: Material Cost & Casting Time to determine a ritual’s material cost and casting time. If the spell in question has a longer casting

paizo.com #3539816, James Gilbreath , May 1, 2015

4829606

460513

460513

4829607

time than this, use the spell’s casting time instead. If the spell has a costly material component or focus, this must be supplied in addition to the cost listed on Table: Material Cost & Casting Time. Depending on the ritual and casting tradition of the caster, this material cost could be alchemical supplies, rare herbs, or another form of magical component.

Sample Rituals The following spells have been adapted into rituals as examples of how these conversions are accomplished. As with all things, conversions are not always exact and GMs should use their best judgment when determining how a spell should be converted.

Animal Messenger Sphere Nature; Ritual Level 2 Casting Time 10 minutes Components V, S, M (a morsel of food the animal likes, 10 gp in silver dust) Description This functions as the animal messenger spell.

Animate Dead Sphere Death; Ritual Level 3 Casting Time 30 minutes Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) Description This functions as the animate dead spell, except undead created with this ritual count towards the caster’s Death sphere limit.

Ant Haul Sphere Enhancement; Ritual Level 1 Casting Time 5 minutes Components V, S, M (small pulley, 5 gp of silver dust) Description This functions as the ant haul spell.

Arcane Mark Sphere Illusion; Ritual Level 0 Casting Time 1 minute Components V, S, M (treated ink worth 1 gp) Description This functions as the arcane mark spell.

Astral Projection Sphere Death; Ritual Level 9 Casting Time 2 days Components V, S, M (3,500 gp jacinth) Description This functions as the astral projection spell.

Baleful Polymorph Sphere Alteration; Ritual Level 5 Casting Time 2 hours Components V, S, M (100 gp in diamond dust) Description This functions as the baleful polymorph spell.

Control Weather Sphere Weather; Ritual Level 7 Casting Time 8 hours Components V, S, M (500 gp in rare herbs) Description This functions as the control weather spell.

Divination Sphere Divination; Ritual Level 4 Casting Time 1 hour Components V, S, M (incense and an appropriate offering worth 75 gp) Description This functions as the divination spell.

Advanced Magic

4829607

paizo.com #3539816, James Gilbreath , May 1, 2015

Earthquake Sphere Nature; Ritual Level 8 Casting Time 1 day Components V, S, M (unworked gems or minerals worth 1,000 gp) Description This functions as the earthquake spell.

Floating Disk Sphere Creation; Ritual Level 1 Casting Time 5 minutes Components V, S, M (silver dust worth 5 gp) Description This functions as the floating disk spell.

Hallow Sphere Fate; Ritual Level 5 Casting Time 24 hours Components V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the ritual to be included in the hallowed area) Description This functions as the hallow spell.

460513

Heal Sphere Life; Ritual Level 6 Casting Time 4 hours Components V, S, M (250 gp in special ointment) Description This functions as the heal spell.

Heroes’ Feast Sphere Creation; Ritual Level 6 Casting Time 4 hours Components V, S, M (250 gp in rare herbs and spices) Description This functions as the heroes’ feast spell.

Identify Sphere Divination; Ritual Level 1 Casting Time 5 minutes Components V, S, M (bottle of fine wine worth 5 gp, stirred with an owl’s feather) Description This functions as the identify spell.

paizo.com #3539816, James Gilbreath , May 1, 2015

133

4829607

460514

460514

4829608

4829608

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 4

Polymorph Any Object Sphere Creation; Ritual Level 8 Casting Time 1 day Components V, S, M (Diamond dust worth 1,000 gp) Description This functions as the polymorph any object spell.

Permanency Sphere: Varies (see below); Ritual Level 5 Casting Time 2 hours Components V, S, M (2,500 in diamond dust per level of the affected ritual, see spell) Description This functions as the permanency spell.

Raise Dead Sphere Life; Ritual Level 5 Casting Time 2 hours Components V, S, M (100 gp in special ointment, diamond worth 5,000 gp) Description This functions as the raise dead spell.

Scrying Sphere Divination; Ritual Level 4 Casting Time 1 hour Components V, S, M (50 gp in silver dust), F (a pool of water, or a silver mirror worth 1000 gp) Description This functions as the scrying spell.

Shrink Item Sphere Creation; Ritual Level 3 Casting Time 30 minutes Components V, S, M (25 gp of silver dust) Description This functions as the shrink item spell.

Siege of Trees Sphere Nature; Ritual Level 7 Casting Time 8 hours Components V, S, M (500 gp in rare herbs) Description This functions as the siege of trees spell.

Sympathy Sphere Nature; Ritual Level 8 Casting Time 1 day Components V, S, M (a drop of honey and crushed pearls worth 2,500 gp) Description This functions as the sympathy spell.

Teleport Sphere Warp; Ritual Level 5 Casting Time 2 hours Components V, M (100 gp in diamond dust) Description This functions as the teleport spell.

Optional Pricing Rituals are included with a material cost to create better synergy between rituals and the core Pathfinder magic system. However, spending money is by no means the only way to regulate the use of powerful magic. Low-level rituals (0-3) may easily have their material component cost removed, and GMs are encouraged to create alternate pricing methods if such would better suit their campaigns, several examples of which are included below. These alternate pricings could even be used when creating magic items or accomplishing other feats of magic. Blood Price: Sacrifices are the only way to invoke greater magic. For every 25 gp of a ritual’s listed cost, 1 HD worth of creatures must be killed. Creatures with an intelligence score of 3 or higher count as twice their listed HD for this purpose. These creatures must be killed within a specially prepared magic circle (no cost to create, but requires at least one hour to draw; maximum radius 5 ft per caster level). So long as the magic circle remains intact, any caster may use HD collected within it to power their magic, spending the collected HD as if it were gold to power their rituals. Cataclysmic Magic: Rituals disrupt the fabric of reality. Magic users risk their own destruction when using this magic, and while some villains may possess artifacts that exempt them from these risks, the average PC is not usually so lucky. Rituals have no material cost, but every time a caster uses a ritual above level 1, he must roll a d20. He compares his result to Table A if using a ritual of level 2-5, and to Table B if using a ritual of level 6-9.

460514

Essence Price: Rituals are powered by essence, which must be freely given. Rituals cost experience points instead of gold, which may be drawn from the caster herself or other willing party members. Life Price: Greater magic saps the very life force from its users. Instead of costly components, a caster ages 1 week for every 50 gp of a ritual’s listed material cost. Priceless Component: While rituals of levels 0-3 have the usual material requirements, rituals of levels 4-9 require a special rare component to use. This component is so rare and valuable that it cannot be bought and sold in any market. Those who hold this component find it gives them such control over those who don’t have it that it is jealously guarded, and the only way to gain it is to find it, steal it, or trade services for it. This item could be a rare gem only mined in one location, human souls distilled through an evil artifact, the tears of an elder god, or a special artifact (e.g., a dozen small spheres, each of which may be used to power a ritual, but subsequently disappears for 1 week per level of the ritual used. After this time, the sphere reappears in a random location on the planet).

Tongues Sphere Divination; Ritual Level 3 Casting Time 30 minute Components V, M (silver dust worth 25 gp) Description This functions as the tongues spell.

134

paizo.com #3539816, James Gilbreath , May 1, 2015

4829608

460515

460515

paizo.com #3539816, James Gilbreath , May 1, 2015

Result

Roll

Result

1

Your body surges with an unusual power. Your Caster Level increases by 1 for 1 day.

1

2

Fate smiles upon you. Once during the next hour you may roll a d20 twice and take the better result when making an attack roll, saving throw, or skill check.

A powerful outsider has felt your magic and taken an interest in you, offering you a quest and reward if you accept.

2

A random magic item appears before you (50% chance for a cursed item).

3

Your body lights up like a torch for 3d6 hours.

3

Your casting ability modifier increases by 2 for 1 hour.

4

You change color every hour for 1d3 days.

4

2d4 floating balls of light follow you for a week, each giving off light as a torch.

5

No consequence

5

No consequence

6

No consequence

6

No consequence

7

No consequence

8

Your body emits a high-pitched squeal for 6d6 hours, making sleep and stealth impossible.

7

A shower of light turns day into night for 2d6 days within a 2-mile radius. Your body begins to waste away. You suffer 2 points of Constitution damage every day for 1 week.

9

Whispers from the beyond whisper things to you for 1d4 days. Depending on the spirit, the whispers could be prophetic, violent, or simply rude.

8 9

10

Your life reverses on itself. For 1d3 days, you count as an undead creature for all spells.

Your senses are permanently warped by your magic. You cannot see beyond 60 ft, but you also gain blindsense 60 ft.

10

You become feral for 1d4 hours. You lose all ability to use magic or mental skills, and attack anyone who comes within 30 ft of you.

11

A vision of death and destruction plays before your eyes for 1d3 days. You are sickened for this entire time.

12

You either permanently shrink one size category or grow one size category, chosen at random.

13

All plant life within 2 miles instantly dies.

14

Angry spirits of the dead follow you and disrupt your work for 1d4 days. You suffer a -2 penalty to all attack rolls, skill checks, ability checks, and saving throws.

15

You are instantly reincarnated into a randomly determined body.

16

All intelligent creature within 60 ft are reincarnated into randomly determined bodies.

17

Your essence is spent. You suffer 1d6 points of ability drain to 2 randomly determined ability scores, which may not be healed by magic, and only disappears after 1d3 weeks.

18

You exude a randomly determined disease. For 1d3 weeks, all creatures who come within 30 ft of you must save or become diseased. A creature who saves against this disease cannot be potentially infected again until the following day.

19

A powerful outsider has felt your magic and declared you its enemy. It appears and attempts to destroy you.

20

Roll twice and combine the results

11

12

Strange palpable darkness follows you for 1d4 days. The area within 40 ft of you for that time is always dim light and difficult terrain. Magical forces leave you scarred. You suffer 1 point of ability drain to a randomly-determined ability score.

13

Your mind reels with disturbing nightmares when you sleep. You awaken fatigued every morning for the next 1d3 days.

14

Telekinetic forces lift you and all creatures and objects within 100 ft of you, dangling you in place for 1d3 hours. A successful Will save (DC 18) negates.

15

The magic you have unleashed unravels your mind. For 1d6 days, you have a 25% of doing nothing every time you take an action.

16

A storm of pure magic rips through the area. For 10 rounds, every creature and object within 1 mile of you suffers 1 damage per 2 caster levels per round (Reflex half).

17

You develop a ravenous appetite. You must consume 5 lbs. of food every hour for the next 1d10 hours. Each hour you do not eat this amount causes you to suffer 2 points of Constitution damage.

18

You disappear for 1d4 hours, reappearing in the same spot you left with no memory of where you disappeared to.

19

You and one random creature within 1000 ft of you swap bodies for 1d3 days.

20

Roll twice and combine the results

paizo.com #3539816, James Gilbreath , May 1, 2015

Advanced Magic

Roll

4829609

4829609

Table B

Table A

460515

135

4829609

460516

460516

4829610

4829610

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

Spellcrafting Spellcrafting is a system that allows casters to create and use custom magical abilities that otherwise would be outside the scope of the Spheres of Power system. Unlike advanced talents, rituals, and incantations, spellcrafting does not necessarily deal with world-affecting magic (although such spells can be crafted using advanced talents), but rather allows players and GMs to customize a caster’s magic to create something truly unique. In its simplest form, a spell is a sphere effect that has been augmented and added to with talents it otherwise could not use. Like unaugmented sphere effects, a spell has a base sphere from which its caster level and DC is derived, and often requires the expenditure of spell points. While the rules presented below are designed to aid in spellcrafting, in the end spellcrafting is purposely left vague to encourage creativity, mystery, and wonder. Like magic items, spellcrafting is much more fun when a spell has more personality than simply being a combination of effects. Creating a Spell: Spellcrafting is as much art as science and is a similar process as inventing spells with the core Pathfinder magic system, in that good sense and judgment are just as important to creating a balanced spell as the math itself. GMs are encouraged to adjust the casting time, spell point cost, and content of a spell if it is exploitative or disrupting of gameplay. To create a spell with spellcrafting, first choose a base sphere ability (shapeshift, glow, destructive blast, etc.) augmented by talents as normal. This base ability determines the spell’s base sphere and all associated numbers such as saving throws, spell point cost, and caster level if, as is the case with the elementalist, eliciter, or shifter, their caster level is different with different spheres. This also determines the spell’s number of targets, duration, etc. Next, choose additional sphere abilities, talents, and other augmentations to add to the base sphere ability. You must possess every sphere and talent to be used in the created spell, and a sphere ability or talent may not be applied twice to the same spell. With every alteration made, the spell gains or loses complexity. The more complex a spell is, the greater its casting time and the more spell points it costs to use. Every base sphere ability that is added to the spell beyond the spell’s initial base ability increases the spell’s complexity by 2. This includes destructive blasts, darkness, glow, geomancing, and other effects. Sometimes, you may wish to add the effects of a talent independent of adding a base sphere ability. This could include adding multiple (blast type) talents to a destructive blast, applying a (light) talent to a geomancing ability, or applying a talent

136

like Group Charm to a destructive blast to allow it to affect multiple individual targets. In each of these cases, the spell gains 1 complexity, and any spell points required by the talent are added to the spell’s spell point cost. With GM permission, other changes to a spell may increase or decrease the complexity. This could include targeting a creature other than yourself with a (spirit) Nature ability (+1 complexity), shortening a duration from 1 hour per caster level to 10 minutes per caster level (-1 complexity), increasing a casting time by 2 steps (-1 complexity), etc. Once you have determined a proposed spell’s complexity, compare the result to Table: Complexity. This shows how many additional spell points the spell costs to use, as well as the increase to casting time. No spell can have a negative complexity. Table: Complexity

Complexity

Cost

1

0 spell points, 1 time increase

2

1 spell point, 1 time increase

3

1 spell point, 2 time increases

4

2 spell points, 2 time increases

5

2 spell points, 3 time increases

6

3 spell points, 3 time increases

7 3 spell points, 4 time increases Once a particular spell has been created, it may be added to through further research, but cannot be fundamentally changed except through the creation of a new spell. Creating a spell is a process similar to creating a magic item, and takes 1 day of research per talent involved, at the end of which a caster must pass a Spellcraft check with a DC equal to 5 x the number of spheres and talents involved, or have their efforts wasted. A caster may only retain a number of spells in his repertoire at a time equal to his casting ability modifier. If a caster researches a spell after he has reached this limit, he must decide which of their previous spells will be lost from his memory to make room for the new spell.

460516

A caster may augment a spell by adding more talents to it, through an additional day of research per talent, and a new Spellcraft check at the end of the process. Adjusting Durations: If your base ability has a duration of concentration and you are adding abilities with a duration of 1 minute per caster level or longer, reduce the spell’s cost by 1 spell point. If your base ability has a duration of 10 minutes per caster level or longer and you are adding abilities with a duration of 1 round per caster level or shorter (including concentration), increase the spell’s cost by 1 spell point and decrease the spell’s duration by one step (1 hour per caster level becomes 10 minutes per caster level, 10 minutes per caster level becomes 1 minute per caster level).

paizo.com #3539816, James Gilbreath , May 1, 2015

4829610

460517

460517

4829611

Example 1 Tedd’s eliciter focuses on the Mind and Destruction spheres. Tedd decides he wants to combine these two spheres into a single signature move called ‘mind freeze’. Tedd decides this spell’s base sphere should be the Mind sphere (since his caster level is higher with that sphere), and looking through his abilities, decides to begin with the confusion greater charm, augmented by the Group Charm, Expanded Charm, and Ranged Mind talents. On its own, this would cost 2 spell points (one for greater charm, one for group charm) and require a standard action. To create the mind freeze spell, Tedd wants to augment this ability further with a destructive blast, specifically a frost blast. Since this is adding a base sphere ability, it adds two complexity to the spell; mind freeze now costs 3 spell points and takes a full-round action to use. Tedd could spend an additional spell point to increase the power of the destructive blast, but decides against it, as 4 spell points seems too high a price.

Mind Freeze Sphere Mind Cost 3 spell points Casting Time full-round action Range Medium (100 ft + 10 ft per caster level) Target 1 + 1 per 2 caster levels (minimum: 2) creatures Duration 1 minute/caster level Saving Throw Will half; Spell Resistance yes Prerequisites Mind sphere (Group Charm, Expanded Charm, Ranged Mind) Destruction sphere (Frost Blast) Crafting Time 6 days Effect This is a mind-altering effect. You cause the targets’ minds to freeze up, filling them with the sensation of bitter cold until they can think of little else. Each target suffers 1d6 frost damage per 2 caster levels and becomes staggered and confused for 1 minute per caster level. A successful Will save halves this damage and negates the staggered and confused conditions. Example 2 Rene is playing a thaumaturge martial artist. In her mind, she sees her character jumping into the air and slamming into the ground, sending shockwaves out that damage her foes and knock them prone. Thinking it over, she decides this sounds like the force blast from the Destruction sphere augmented with the Explosive Orb talent, but with a bit of increased movement. Using Force Blast, Explosive Orb, and an increase in damage costs 3 spell points and requires a standard action. Rene wants her character to be able to move as part of this ability, and asks her GM if she can add movement (+1 complexity) to the ability to compensate for the fact that her thaumaturge will only be able to center the ability on her own square (-1 complexity). Her GM agrees. In the end, she creates the following spell:

Earthsmash Sphere Destruction Cost 3 spell points Casting Time standard action Range personal Area 10 ft radius burst, +5 ft per 5 caster levels Duration instantaneous Saving Throw Reflex half; Spell Resistance yes

Prerequisites Destruction sphere (Force Blast, Explosive Orb) Crafting Time 3 days Effect You throw yourself at the ground, shaking the earth as you land. When you use this ability, you may move up to your speed in a straight line. This movement provokes attacks of opportunity as normal. When you end this movement, all targets within 10 ft of you +5 ft per 5 caster levels suffer 1d6 force damage per caster level and fall prone. A successful Reflex save halves this damage and the creature does not fall prone. Example 3

Advanced Magic

4829611

paizo.com #3539816, James Gilbreath , May 1, 2015

Denna is playing a nature-specialist incanter who has recently taken the Protection sphere and wants to create a nature-themed aegis. She imagines her character wrapping plantlife around herself to form armor that can entangle those who get near her. She decides to augment the Armored Magic aegis with the Entangle talent, augmented by Grow Plants. This ability now has a complexity of 2, costing 3 spell points, and requiring a full-round action to use. Because this mixes an ability with a duration of 1 hour per caster level with an ability with a duration of concentration with an option to spend a spell point for 1 round per caster level, the spell’s duration decreases to 10 minutes per caster level. However, Denna still worries about tying up her companions between fights, so she decreases the duration again (1 minute per caster level), and brings the complexity down to 1, creating the following spell:

Armor of Vines Sphere Protection Cost 2 spell points Casting Time full--round action Range Touch Target 1 creature Area 5 ft radius, + 5 ft per 5 caster levels Duration 1 minute/caster level Saving Throw Will negates (harmless), Reflex negates (see below); Spell Resistance yes (harmless) Prerequisites Protection (Armored Aegis), Nature (plant package, Create Plants) Crafting Time 4 days Effect This spell covers the target is a writhing mass of vines, which both defend and attack. The target gains an aegis that grants them a +3 armor bonus, +1 per 5 caster levels. This does not stack with any armor the creature is already wearing. Any time a creature who comes within 5 ft + 5 ft per 5 caster levels of the target, whether by its own movement or when the bearer of the armor of vines moves past it, this armor reaches out a vine in an attempt to bind that creature. Any creature affected in this manner must pass a Reflex save or become entangled. If a creature is entangled in this fashion they cannot move, although they cease to be entangled once the bearer of this aegis moves away from them. Once a target is entangled, they may end this condition through a Strength check or Escape Artist check, as detailed in the entangle ability of the Nature sphere.

paizo.com #3539816, James Gilbreath , May 1, 2015

460517

137

4829611

460518

460518

4829612

4829612

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

Sample Spells

Spellbooks If a caster possesses the Craft Spellbook feat, they may write down the spells they know, as well as any spell after it is researched. Writing a spell down in a magic book takes 1 hour per sphere or talent involved in the spell and requires 1 page per sphere or talent involved in the spell. If a caster finds a spellbook he has not created himself, he must decipher its writing through either a successful Spellcraft check (DC 20 + the spell’s complexity), a read magic spell, or the basic sense ability from the Divination sphere in order to understand it. Once a spell has been deciphered, it needn’t be deciphered again by the same caster. If a caster possesses all of a spell’s prerequisite spheres and talents and has deciphered the writing, he may read from the spellbook and use that spell as if it were in his repertoire. This takes 2 rounds of uninterrupted reading in addition to the spell’s usual casting time. Alternately, the caster may spend an hour per page reading and practicing a deciphered spell to add that spell to his repertoire as if he had just researched it. A caster may attempt to cast a spell from a spellbook without meeting the prerequisites, but he must pay an additional spell point for every sphere or talent not possessed (talents gained through staves or with the Circle Casting feat count when meeting a spell’s prerequisites), and suffers a cumulative 10% chance per missing prerequisite that the spell will not manifest; the caster will instead suffer a mishap chosen by the GM. A caster cannot use a spell that requires an advanced talent unless they possess that talent. Example mishaps are detailed below. • A surge of uncontrolled magical energy deals 3d6 points of damage to the caster. • Spell strikes the caster or an ally instead of the intended target, or a random target nearby if the caster was the intended recipient. • Spell takes effect at some random location within spell range. • Spell’s effect on the target is contrary to the spell’s normal effect. • The caster suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells. • Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the caster was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away. Unlike a ritual book, a spellbook is simply a notebook detailing the theory involved in a spell’s creation, and as such, has no cost in magical components to create. Spellbooks have no market value of their own, and while they may be found, they are rarely bought and even more rarely sold.

138

Blessing of Time Sphere Protection Cost 2 spell points Casting Time full-round action Range touch Target 1 creature Duration 10 minutes/caster level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Prerequisites Protection sphere, Time sphere (Improved Haste) Crafting Time 3 days Effect This spell grants the target an aegis that bestows on them incredible speed. The target gains a +1 bonus to attack rolls, a +30 enhancement bonus to their movement speed (to a maximum of twice the subject’s normal speed), and a +1 dodge bonus to AC and Reflex saves. Whenever the target takes the full-attack action, they may make one additional attack at their highest BAB.

Blessing of Time, Greater Sphere Protection Cost 3 spell points Casting Time 1 round Range Close (25 ft + 5 ft per 2 caster levels) Target 1 creature + 1 per 2 caster levels (minimum: 2 creatures) Duration 10 minutes/caster level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Prerequisites Protection sphere, Time sphere (Improved Haste, Ranged Time, Group Time) Crafting Time 5 days Effect This spell functions as blessing of time, except the aegis is granted to multiple creatures within range.

460518

Create Creature Sphere Creation Cost 3 spell points Casting Time full-round action Range Close (25 ft + 5 ft per 2 caster levels) Duration 1 hour/caster level Prerequisites Creation sphere (Fleshcrafting advanced talent, Expanded Materials), Enhancement sphere (Animate Object) Crafting Time 5 days Effect This spell creates a living creature that appears as a physical duplicate of a creature within range. You must make a Disguise check to determine the skill of the duplication. While the creature appears to be whatever it was crafted to resemble, in reality it is an animated object under your control and uses the same rules as animated objects from the Enhancement sphere. While the target has a copy of whatever equipment the duplicated creature possesses, this equipment is nonmagical and of unremarkable composition. The maximum size and materials that may be duplicated are dependent on your caster level, as described in the Creation sphere.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829612

460519

460519

4829613

Embrace of Flame Sphere Nature Cost 2 spell points Casting Time 1 round Range Touch Target you + 1 creature per 2 caster levels (minimum: 1) Duration 1 minute/caster level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Prerequisites Nature sphere (Fire package, Feed on Fire), Fate (Echoing Word) Crafting Time 5 days Effect All creatures to be affected must be adjacent to you, or joining hands in a circle when this spell is cast. For 1 minute per caster level, every affected target gains fire resistance equal to your caster level. Whenever a target takes damage from fire, they are healed an amount equal to 1/2 the fire damage dealt, to a maximum amount equal to 1/2 the fire resistance granted by this spell (minimum: 1). Damage dealt in excess of this amount is handled normally.

Golem Prison Sphere Creation Cost 3 spell points Casting Time full-round action Range Close (25 ft + 5 ft per 2 caster levels) Target one creature Duration concentration Saving Throw Reflex negates; Spell Resistance no Prerequisites Creation (Expanded Materials, Distant Creation), Enhancement (Animate Object) Crafting Time 5 days Effect This spell encapsulates the target’s body in a golem. The golem’s maximum size and possible material composition is based on your caster level, as detailed in the Creation sphere. If the target is unwilling, they are allowed a Reflex save to avoid being encapsulated, in which case the golem still appears but in an adjacent space. The golem created by this spell is an animated object (see animated objects in the Appendix) and acts as you direct for as long as you concentrate. If you are inside this golem, an attack to the golem is not enough to force you to make a concentration check. If the target inside the golem is unwilling, they may generally act normally but may only target something inside the golem or the golem itself with their attacks or magic abilities. The creature to be trapped must be at least 1 size category smaller than the golem itself.

Crafting Time 6 days Effect This spell creates a powerful, spherical explosion of fire, dealing 1d6 fire damage per caster level to everything within the area and setting it on fire. A successful Reflex save halves the damage and negates catching fire. Every round, you may move this sphere up to 30 ft in any direction, including into the air. The sphere deals damage to everything it passes over, but no more than once per round. If a creature enters the area occupied by this sphere, they immediately suffer damage and risk catching fire. The flaming sphere must remain within Medium range of the caster at all times, or it immediately vanishes, ending the spell.

Advanced Magic

4829613

paizo.com #3539816, James Gilbreath , May 1, 2015

Minor Protection Sphere Protection Cost 0 spell points Casting Time standard action Range touch Target one creature Duration concentration Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Prerequisites Protection sphere Crafting Time 1 day Effect The target gains an aegis, granting him a +1 Deflection bonus to AC for as long as you concentrate. This bonus increases by 1 for every 5 caster levels possessed.

Shatter Mind and Body Sphere Destruction Cost 1 spell point Casting Time full-round action Range Close (25 ft + 5 ft per 2 caster levels) Target one creature Duration instantaneous Saving Throw Will (partial), Fortitude (partial); Spell Resistance yes Prerequisites Destruction sphere (Frost Blast, Nether blast) Crafting Time 3 days This spell creates a ball of swirling energy that the caster hurls as a ranged touch attack. The target suffers 1d6 points of damage per caster level, half of which is frost damage, the other half negative energy. If the target is struck, they must make both a Fortitude save and a Will save. If the target fails their Fortitude saving throw, they are staggered for 1 round. If the target fails their Will save, they are shaken for 1 round. If the target is undead, they do not suffer the negative energy damage and instead must make a Will save or be frightened for 1 round.

Inferno

Violent Winds

Sphere Destruction Cost 3 spell points Casting Time full-round action Range Medium (100 ft + 10 ft per caster level) Area 10 ft radius sphere, + 5 ft per 5 caster levels Duration concentration Saving Throw Reflex half; Spell Resistance yes Prerequisites Destruction sphere (Fire Blast, Explosive Orb, Extended Range), Nature sphere (Fire package, Move Fire)

Sphere Destruction Cost 2 spell points Casting Time full-round action Range Close (25 ft + 5 ft per 2 caster levels) Target 1 + 1 per 2 caster levels (minimum: 2) creatures Duration instantaneous Prerequisites Destruction sphere (Air Blast), Fate (Echoing Word) Crafting Time 4 days

paizo.com #3539816, James Gilbreath , May 1, 2015

460519

139

4829613

460520

460520

4829614

4829614

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

Effect You batter your foes with great bursts of wind. You may make one ranged touch attack against a number of creatures within range, up to 1 + 1 per 2 caster levels (minimum: 2), but no more than one attack per individual creature. Each target successfully struck suffers 1d6 nonlethal damage per caster level, and is subject to a Bull Rush combat maneuver that does not provoke an attack of opportunity, and that doesn’t require you to move with the target. Use your caster level + your casting ability modifier as your CMB for this maneuver.

Water Serpent Sphere Telekinesis Cost 3 spell points Casting Time full-round action Range Close (25 ft + 5 ft per 2 caster levels) Duration concentration Saving Throw Reflex partial; Spell Resistance no Prerequisites Telekinesis sphere, Nature sphere (Water package, Wave, Create Water) Crafting Time 4 days Effect This spell summons a large serpent-like coil of water which flies around the battlefield, striking targets. The water serpent occupies a 5 ft square, and may fly up to 30 ft per round +5 ft per 2 caster levels with perfect maneuverability. The water serpent can move freely through spaces occupied by creatures, and makes a Bull Rush attempt that does not provoke an attack of opportunity against every creature whose space it passes through. Your CMB for this Bull Rush attempt is equal to your caster level + your casting ability modifier. Each target is pushed in the direction the serpent is traveling at that time. If a creature is successfully pushed by this Bull Rush attempt, they must also pass a Reflex save or fall prone. The water serpant can strike the same target multiple times by moving through its square repeatedly. If a creature moves into the space occupied by a water serpent, they must pass a Reflex save or be subject to the serpent pushing them back with its Bull Rush as normal.

Incantations (Incantations are a concept that was introduced during the third edition of the world’s oldest Role Playing Game and is here updated to work with the Spheres of Power system. If you are interested in seeing how Incantations would look designed for the core Pathfinder magic system, we recommend Zombie Sky Press’ “Incantations in Theory and Practice” and “Rituals from the Other Side: Spirit Magic” as excellent examples.) Incantations, like rituals, are elaborate ceremonies designed to bring about powerful effects. However, while rituals require a caster level and accomplish their feats through gestures, chanting, and the use of expensive components, incantations have no required caster level and could involve chanting, gesturing, dancing, building elaborate machines, sacrificing gnomes under a full moon, carving the name of god onto a stone and dropping it into a bottomless well, or any number of other possible conditions.

140

Incantations are a completely different type of magic from anything else presented in this book. Where other magic uses caster levels and spell points, incantations use skill checks. Where other magic is reliable, broad, and generally carries no risk for the caster, incantations are often costly, dangerous, and very specific in what they accomplish. There are no class requirements to using most incantations, and virtually anyone can use an incantation if they are willing to pay the high cost of success and risk the even higher cost of failure.

The Role of Incantations More so than any other form of magic presented in this book, incantations are almost completely defined by their role in the campaign. Rituals and advanced talents are both designed to be player driven forms of advanced magic: if a player possess the planeshift ritual and has the gold to cast it, he may sojourn the planes as often as he sees fit. With an incantation, on the other hand, a player may only know how to visit a specific plane and might only be able to do so one day a year or only when they fulfill a special requirement, such as holding the heart of a recently slain black dragon. Using an incantation is often a very special event, and entire quests and adventures could revolve around performing—or stopping—an incantation from being used. Usually, incantations serve one of three purposes: plot device, party aid, and flavor.

460520

Plot Device: Incantations are often very specific, both in effect and requirement. Through incantations, a GM can allow the party to raise the dead, travel across worlds, or speak to spirits in ways that don’t upset the rest of the game world. Alternately, villains could summon ancient demons, turn a city to stone, or place a king in an eternal slumber without necessarily being too high level for the party to handle. No matter what the story demands, an incantation can be crafted to fit the requirement. Party Aid: Sometimes a party lacks something the GM feels they need. This could be a method of healing or tracking, a means for long-range communication, or a party scout. Through incantations, a GM can give a party new abilities that change the way they play, from giving them the ability to summon a spirit scout, to letting them heal their wounds at night without need for the Life sphere. In this way, incantations can become a treasure more valuable than gold and definitely worth a quest or two to acquire. Flavor: Incantations allow a GM to customize the place of magic in their world, mixing setting, plot, and character together in ways other magic systems simply can’t contain. In the case of low-magic worlds or horror-themed games, incantations could even completely replace other magic systems, adding a sense of wonder and danger to magic that extends beyond what many consider ‘traditional’ gameplay. Indeed, incantations needn’t even strictly be magic; it is an easy thing to adapt the incantation rules to cover meditative trances, risky medical procedures, or the creation of steam-powered technological wonders, if that is the feel a particular world demands.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829614

460521

460521

4829615

Discovering Incantations While rituals and spells have clear-cut rules for player-conducted research, there are no universal rules for discovering incantations, as each incantation is something wholly unique unto itself. Players may discover an incantation in an ancient library, as part of the rites of a hidden temple, in an old nursery rhyme or children’s tale, or among a blacksmith’s notes detailing his last, greatest creation. Incantations might be found as treasure or might require the party to quest in search of secret knowledge.

Using Incantations To use an incantation, a creature must meet all of its included criteria. While the exact rules and requirements differ from incantation to incantation, every incantation has the following basic components: Casting Time: Every incantation has a casting time, which could range from a matter of minutes to several days or more. Components: Most incantations require some variety of components, such as focus, material, somatic, and verbal components. In addition, some require secondary performers (abbreviated SP in an incantation’s description). Secondary Performers (or Secondary Casters): Incantations often require multiple participants to successfully complete them. However, only one participant can be the primary performer. Secondary performers can make skill checks in place of the primary performer. However, performers cannot use the aid another action to assist in required skill checks. Incantations can be performed with more performers than necessary, so if certain participants cannot continue, others can replace them. Skill checks: Every incantation lists a series of skill checks that must be successfully made in order to complete the incantation. Each incantation lists how many successful checks are required to cast it. Unless otherwise specified, you make a skill check every 10 minutes; failing a check means the incantation takes an additional 10 minutes to complete. Often, an incantation’s required skill checks can be performed in any order. Occasionally, however, a particular sequence is required either in total or in part. In this case, the required skill checks will be labeled with “in order” in the incantation description. Any of the checks listed after this label must be performed in the same sequence listed; any listed before this label may be performed in any order either before or after the entirety of the sequenced checks. For example, in the case of “Skill Checks Knowledge (Arcana) DC 20, 1 success; in order—Sense Motive DC 20, 1 success; Bluff DC 20, 3 successes; Survival DC 20, 3 successes,” you must make 1 Sense Motive check, followed by 3 Bluff checks, and then by 3 Survival checks. However, the lone Knowledge (Arcana) check may be performed either before the Sense Motive check or after the last Survival check. Backlash and Failure: Many rituals include some sort of backlash that affects you whether the incantation was successful or not. In addition, if the caster fails two consecutive skill

checks, the entire incantation fails. Failing to cast an incantation still expends all material components and always bestows additional consequences.

Failed Incantations If two consecutive skill checks are unsuccessful—even if made by different performers—the incantation fails. If an effect is listed in an incantation’s description specifically for failure, it targets the performer that failed the second check (in addition to a possible backlash). There are many possible consequences for failure, with the most common listed below.

Advanced Magic

4829615

paizo.com #3539816, James Gilbreath , May 1, 2015

Attack: A summoned creature attacks you—and likely everyone else nearby. Augment: Instead of destroying the target as it was supposed to, the incantation makes the target more powerful. Betrayal: Though the incantation seems to succeed, the subject of the incantation—or even you—actually undergoes a dramatic alignment change. For the next 1d6 minutes, the subject’s alignment becomes the extreme opposite of what it was previously (for instance, lawful good becomes chaotic evil, or chaotic neutral becomes lawful neutral; a neutral subject randomly becomes lawful good, lawful evil, chaotic good, or chaotic evil). The subject generally tries to keep its new outlook a secret. Damage: You or the target takes damage as the consequence of failure.

460521

Death: Someone dies. This is usually you or the target. Some incantations allow a saving throw to avoid this consequence of failure. Delusion: You believe the incantation worked, but actually, it had no effect—or a very different one from that intended. Falsehood: The incantation (typically a divination) provides you with false results, but you believe it to be true. Hostile Spell: You are targeted by a harmful effect, specified in the incantation’s description. Mirrorcast: The incantation has the opposite effect of what was intended. Reversal: The incantation affects you rather than the intended target.

Special Rules Interrupting Incantations: Incantations take a long time to perform, but they aren’t as delicate and exacting as other forms of magic. You don’t provoke attacks of opportunity while performing them, and you can even pause the ritual for a short time in order to fight, use magic, or take other actions. However, for each round the incantation is interrupted, the DC of all subsequent skill checks to complete the performance increases by 1. Time spent during the interruption of an incantation does not count toward its casting time.

paizo.com #3539816, James Gilbreath , May 1, 2015

141

4829615

460522

460522

4829616

4829616

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 4

Saving Throws: If an incantation allows a save, the formula to calculate the save is included in the incantation’s description. Spell Resistance: When making magic skill checks to overcome spell resistance, divide the incantation’s skill check DC by 2 to find its effective MSB. (For opposed checks, use the default DC for the incantation’s sphere modified by any bonuses or penalties listed in the incantation for the opponent’s roll; divide this value by 2.) Use this value even if you are a caster. Taking 10: As long as you are not threatened or distracted, you may take 10. However, incantations with backlash components or similarly harmful aspects count as threats, preventing you from taking 10. You may never take 20 when attempting to complete an incantation.

Creating New Incantations While there are rules for player-driven research for both rituals and spellcrafting, creating new incantations is exclusively the realm of the GM (although it is possible for players to attempt the creation of an incantation under strict GM supervision). Creating new incantations can be a difficult balancing act: if an incantation is too difficult, too costly, or too dangerous, players may avoid using it altogether, while if an incantation is too easy, players may use it endlessly. Likewise, while some low-magic games leave the players with little option but incantations, in other games the players may have access to so many advanced talents and rituals that they needn’t rely on incantations except for the most pressing of circumstances. As such, judgment and common sense should always be used when creating new incantations; all numbers and values given below should be seen as guidelines rather than hard rules. As a rule of thumb, each incantation should have at least one aspect (high DC, expensive component, extremely-specific effect or requirements, strong backlash or risk of failure) to discourage overuse; each use of an incantation should feel like a major event, if not the focus of its own adventure. While incantations may be as varied and unique as the GM desires, the following guidelines will help balance new incantations. Determine Sphere: When creating an incantation, first decide which sphere or spheres it most thematically resembles. Each sphere has a specific DC associated with it that serves as the base skill check DC. If an incantation combines themes from multiple spheres, choose the most important one to determine the incantation’s base DC, and add 1/3 of the DC of the other spheres to the total DC. Each summary below specifies the range, target, duration, and other aspects of an incantation associated with a particular sphere. Alteration: Skill Check DC 32; Range Close; Target one creature; Duration minutes; Saving Throw Fortitude negates (or harmless); SR yes

142

Conjuration: Skill Check DC 30; Range Close; Target one creature; Duration hours; Saving Throw Will negates (harmless); SR yes (harmless) Creation: Skill Check DC 30; Range Close; Target one 20 ft cube of matter; Duration hours; Saving Throw Will negates (harmless); SR yes (harmless) Dark: Skill Check DC 30; Range Medium; Area 20 ft radius burst (or 1 person for meld); Duration minutes; Saving Throw none or Fortitude negates (harmless); SR no or yes (harmless) Death: Skill Check DC 34; Range Close; Target one or more creatures or corpses; Duration instantaneous; Saving Throw Fortitude negates (or none); SR no Destruction: Skill Check DC 32; Range Close; Area 5 ft wide bolt or 20 ft radius burst; Duration instantaneous; Saving Throw Reflex half; SR yes Divination: Skill Check DC 30; Range long; Target personal; Duration minutes; Saving Throw none; SR no Enhancement: Skill Check DC 32; Range Close; Target one creature or 20 cubic ft of matter; Duration minutes; Saving Throw Fortitude negates (or harmless); SR yes Fate: Skill Check DC 32; Range medium; Area 5 ft wide bolt or 20 ft radius burst; Duration instantaneous; Saving Throw Reflex half; SR yes Illusion: Skill Check DC 32; Range touch; Target one living creature or 20 cubic ft of matter; Duration minutes; Saving Throw Will disbelief; SR yes

460522

Life: Skill Check DC 32; Range medium; Area 1 creature; Duration instantaneous; Saving Throw Fortitude negates (harmless); SR yes (harmless) Light: Skill Check DC 30; Range medium; Area 20 ft radius burst; Duration minutes; Saving Throw None; SR yes Mind: Skill Check DC 32; Range close; Target one living creature; Duration minutes; Saving Throw Will negates; SR yes Nature: Skill Check DC 30; Range close; Target 20 ft radius burst; Duration minutes; Saving Throw Reflex negates; SR yes Protection: Skill Check DC 32; Range close; Target one or more creatures, no two of which can be more than 30 ft apart; Duration minutes; Saving Throw Will negates (harmless); SR yes (harmless) Telekinesis: Skill Check DC 32; Range close; Target one or more creatures or objects, no two of which can be more than 30 ft apart; Duration minutes; Saving Throw Will negates; SR yes Time: Skill Check DC 32; Range close; Target one or more creatures, no two of which can be more than 30 ft apart; Duration minutes; Saving Throw Fortitude negates; SR yes

paizo.com #3539816, James Gilbreath , May 1, 2015

4829616

460523

460523

4829617

War: Skill Check DC 32; Range close; Target 20 ft radius burst; Duration rounds; Saving Throw Fortitude negates (harmless); SR yes (harmless) Warp: Skill Check DC 30; Range close; Target one creature; Duration instantaneous; Saving Throw Fortitude negates; SR yes Weather: Skill Check DC 32; Range medium; Area 20 ft radius burst; Duration minutes; Saving Throw none; SR no

Modify DC For the next step, determine what adjustments, if any, are required of the base DC, factoring in the specifics of your incantation (see Table: Modifying Incantations for a list of how certain factors change the skill check DC). Use this list as a guideline for modifications that aren’t listed, such as new backlash effects.

Set Level Finally, set the effective level of the incantation. Incantations are comparable to spells and rituals, and have the same level system (0-9). When determining the level of an incantation, it is often useful to compare it to spells or rituals to determine an appropriate level. Or, if comparing it to its base sphere, assume a level of 1/3 the needed caster level +1 per spell point required. This effective level determines a number of aspects of the incantation, such as how many total successes are required, save DCs, and sometimes its range and duration. Skill DC: For every level an incantation possesses below 6th, decrease its starting DC by 2. The minimum DC for an incantation is 8 + (2 x level of the incantation). This equals a DC 10 for 1st level, DC 12 for 2nd level, DC 14 for 3rd level, DC 16 for 4th level, and DC 18 for 5th level. Total Successes: Equal to the incantation’s effective level. Save DC: 10 + incantation’s effective level + the principle caster’s casting ability modifier.

Table: Modifying Incantations

Factors

Check DC Modifier

Skill Checks Requires checks involving more than one skill

-1

Casting Time 1 hour between checks

-1

+2/-2

Casting time is restricted (such as, only during full moon)

Duration Rounds to minutes/minutes to rounds

-4

Minutes to hours/hours to minutes

+4/-2

Casting time is severely restricted (such as, only during lunar eclipse)

-8

Hours to days/days to hours

+6/-2

Days to permanent or instantaneous/permanent or instantaneous to days

+10/-4

Focus and Material Components Expensive material component (500 gp)

-1

Expensive material component (5,000 gp)

-2

Expensive material component (25,000 gp)

-4

Expensive focus (5,000 gp)

-1

Expensive focus (25,000 gp)

-2

Extra Performers 10 or fewer secondary performers

-2

11-100 secondary performers

-6

101 or more secondary performers

-10

Range Touch to Close/Close to Touch

+2/-2

Close to Medium/Medium to Close

+2/-2

Medium to Long/Long to Medium

+2/-2

Area Doubling area/halving area

+3/-3

Target Unwilling target must be helpless

Advanced Magic

4829617

paizo.com #3539816, James Gilbreath , May 1, 2015

-2

Factors cont.

Check DC Modifier

Limited targets (by HD, creature type, and so on)

-3

Single target to multiple targets

+4

Saving Throw None (or harmless) to save partial/save partial to none (or harmless)

+2/-2

Save partial to save negates/save negates to save partial

+2/-2

Spell Resistance Yes to no (or harmless)/no (or harmless) to yes

+4/-4

Backlash Per 2d6 points of damage

-1

Performer is exhausted

-2

Per negative level performer gains

-2

Performer reduced to -1 hp

-3

Performer infected with disease

-4

Backlash affects secondary performers too

-1

Lesser Incantations Per incantation effective level less than 6th

-2

paizo.com #3539816, James Gilbreath , May 1, 2015

460523

143

4829617

460524

460524

4829618

4829618

Chapter 4

paizo.com #3539816, James Gilbreath , May 1, 2015

Duration and Range: When determining the duration, range, and other variables, assume a caster level of twice the incantation’s level. Duration and range are determined as usual: if a duration is given in minutes, it will have a duration of 1 minute per caster level. If the range is Medium, it will have a range of 100 ft + 10 ft per caster level. Thus, a level 5 ritual with a duration of minutes and a range of Medium would have a duration of 10 minutes, and a range of 300 ft. These details are often specified in an incantation’s description. If not, assume a caster level of twice the incantation’s level and use the same formula a similar spell would use. For example, an incantation with a duration of minutes would last 12 minutes as it’s effectively a 6th level ritual. The same incantation with a range of medium can affect a target up to 220 ft away.

Opposed Checks Some incantations use opposed ability or skill checks instead of checks with static DCs. Creating these incantations is almost identical to creating ones with static DCs; you must still choose the sphere and use the same default values, however, replacing the starting DC in this case with an opposed check, such as Bluff vs. Sense Motive or Disguise vs. Perception. When modifying the incantation, instead of applying adjustments to a static DC, apply adjustments to the target’s check result. For example, if creating an incantation that required an opposed Bluff vs. Sense Motive check, if you increased the duration from minutes to hours, you would then apply a +4 adjustment to the target’s check result. This means the opposed check would now be your Bluff result vs. the target’s Sense Motive result +4. If, instead, you reduced the duration from minutes to rounds, you would apply a -2 adjustment to the target’s Sense Motive check. In an incantation description, using the current example, an opposed check would be designated “Bluff vs. Sense Motive +4”. The skill or other quantity that you use is the first listed, in this case Bluff. The one you’re opposing uses the second skill or the other quantity listed, in this case Sense Motive. Any modifier listed for you or your opponent is applied to the respective checks. Example For an upcoming storyline, the GM needs the players to be able to travel quickly over otherwise impassable mountains. Thinking it over, she decides it might be fun to give the players an incantation that turns them into birds—great for long-distance flights without the complications of a teleport ritual. An incantation that transforms people into birds sounds like the Alteration sphere, which starts the incantation with the following statistics: Skill Check DC 32; Range Close; Target one creature; Duration minutes; Saving Throw Fortitude negates (or harmless); SR yes The GM needs the incantation to affect multiple targets (+4) and to last for hours instead of minutes (+4), which results in a Skill Check of DC 40. This number seems a bit high to her, so she decides it should have multiple skill checks involved (-1), secondary performers (-2, the group to be transformed to a maximum of 10), and have a small material component (-1). She also thinks it should leave all performers exhausted after the transformation is over, since this will discourage using the incantation to descend on enemies (-2, -1 for affecting secondary performers as well).

144

Currently, the incantation looks like this: Skill Check DC 33; Range Close; Target up to 10 creatures; Duration hours; Saving Throw Fortitude negates (or harmless); SR yes Cost up to 500 gp, Secondary Performers up to 10, Backlash all performers exhausted. She wants them to turn into tiny birds, which sounds like Beast Shape II, a 4th level spell. Setting the incantation’s level at 4 decreases the DC by another 4, making the final skill check 29 with 4 total successes needed. This still seems high to her (she doesn’t want the incantation to be difficult, just not abusable in some way) so she decides to lower the skill DC, but add a caveat that severely limits its usage. The players have met an NPC witch who lives on a high mountain. Perhaps that would be a great place for them to learn this incantation:

Heart of the Wind Throwing yourself off of the cliff, you invoke the god of the winds to accept your offering and save you from dying. If you speak well, the god of the winds might just catch you, transforming you into one of his own for a few hours. Sphere Alteration; Level 4th Skill Checks in order—Climb DC 20 3 successes, Diplomacy DC 22 1 success. Casting Time 40 minutes Components S, V, M (mountaintop flower, incense worth 150 gp or more) Target up to 10 willing creatures Duration 8 hours Saving Throw none; SR no Description Atop Mt. Erre is a high cliff, which the locals call “Suicide Fall”. Dropping of this cliff is fatal to all but the strongest adventurers (10d6 falling damage), but this cliff is also unusually connected to the god of wind. There is a flower that blooms once per month on top of Mt. Erre, and if this flower is plucked and carried to Suicide Fall, may be used to supplicate the god of the wind for aid.

460524

First, at least one supplicant must climb to the summit of the mountain to retrieve the flower (Climb checks), and then the group that wishes the god’s blessing must burn incense while explaining to the god why they need his aid (the Diplomacy check). Once the supplication has been made, the group must burn the mountaintop flower and throw themselves off of the cliff. If they are successful, all targets (up to 10) who threw themselves off of the cliff transform mid-fall into Tiny-sized birds as if using beast shape II, but with a duration of 8 hours. Using any magic during this process causes the incantation to fail. The supplicators cannot use magic to scale the mountain, nor use magic to protect them from the fall. Relying on anything other than the god’s intervention and using anything other than their own strength will never result in the desired result. Backlash All supplicators are exhausted. If the incantation is a success, targets only become exhausted once the duration expires.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829618

460525

460525

4829619

Failure If you fail two consecutive Climb checks, you cannot reach the mountaintop to gain the flower. If you fail the Diplomacy check, you do not transform mid-fall and instead suffer 10d6 points of falling damage.

Sample Incantations Wake the Forest Watcher Around the Illingrad forest they tell a local legend, where a girl lost in the forest at night sang and danced to keep away fear. The forest watcher, entranced by her voice and movements, came and showed her the way out. To this day, children who grow up near the Illingrad forest learn this story and its accompanying song and dance. Outsiders think it a quaint tradition, but the local children know if they are ever lost in the forest, the Forest Watcher may be their only salvation. Sphere Divination; Effective Level 3rd Skill Checks in order—Perform (Singing) DC 19 1 success, Perform (Dance) DC 19 1 success, Diplomacy DC 19 1 success Casting Time 1o minutes Components S, V (must speak Sylvan) Range Long (640 ft) Target the Forest Watcher Duration 1 round Saving Throw none; SR no Description By repeating this Sylvan song and dance at night while within the confines of the Illingrad forest, you entreat the Forest Watcher to appear and give you aid. The song begins with the story of the girl who first met the Forest Watcher and ends with the performer or performers spinning around frantically, entreating the Forest Watcher to come to their aid. When the performer or performers complete the first Perform (Singing) and Perform (Dance) check, they feel a rush of wind through the trees, and a soft voice asks what is desired. They must then politely ask one question with the Diplomacy check. The Forest Watcher may be entreated for directions to anything within or on the edge of the forest, always revealing the shortest path. The Forest Watcher may also be asked questions about what is currently within the forest, although it cannot reveal more than what an observer could discover. You may only ask one question of the Forest Watcher in a single night in this manner Backlash All performers and secondary performers are exhausted. Failure If you fail 2 consecutive skill checks, you have offended the Forest Watcher. All creatures within the forest become hostile to you for 1 week.

The Lacidy Portal A series of old, rusty contraptions decorate the Lacidy manor home’s tallest tower, with no evidence of their use of function. However, if one should find Sir Lacidy’s old notebooks detailing their use, and if that one should activate the machine during a storm, that one might just find themselves facing what Sir Lacidy spent his whole life trying to find: the gateway to Heaven. Sphere Warp; Effective Level 9th Skill Checks in order—Knowledge (Engineering) DC 24 6 successes, Knowledge (Nature) DC 24 1 success, Knowledge (Engineering) DC 24, 2 successes Casting Time 9 hours Components S, V, M (focusing diamond worth 5,000 gp) Range close (40 ft.) Effect 20 ft diameter vertical gateway Duration 20 rounds Saving Throw none; SR no Description This incantation is found in Sr Lacidy’s notes, and details the workings of the machine in the highest tower of his manor. This machine harnesses power from lightning and, with the aid of a focusing diamond (destroyed upon usage), opens a portal to the Outer Plane of Heaven, as the Gate spell.

Advanced Magic

4829619

paizo.com #3539816, James Gilbreath , May 1, 2015

Each check takes 1 hour to complete as the machine is coaxed to life through Knowledge (Engineering) checks, Lightning is anticipated through a Knowledge (Nature) check, and the machine’s work is finished through more Knowledge (Engineering) checks. Magical lightning will not do; only natural lightning can power the machine. While this machine can be used to travel to Heaven, alternate means (or an assistant to open the portal again from the Material Plane side) must be employed to return.

460525

Backlash The planar energies channeled through the machine alter everything around it. All performers gain 1 temporary negative level that lasts 1 day, with a chance of becoming permanent. Failure If you fail two consecutive skill checks, the machine backfires, flooding the area with planar energy. All creatures within 400 ft of the machine suffer 4 permanent negative levels.

paizo.com #3539816, James Gilbreath , May 1, 2015

145

4829619

460526

460526

paizo.com #3539816, James Gilbreath , May 1, 2015

4829620

4829620

460526

paizo.com #3539816, James Gilbreath , May 1, 2015

4829620

460527

460527

4829621

Player Options

4829621

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 5

Player Options Hoc sat cross-legged at the foot of the diagram and emptied his mind. He’d inscribed all of the required runes on the ground and made the appropriate offerings, but now came the most difficult part of all. Stretching, swaying, Hoc felt his consciousness drift away from the mundane world and reach for something further away, something beyond sight, sound, or touch. He found it almost instantly; an echo, or perhaps a trembling, he wasn’t sure how to describe it. It was the barrier between worlds; a limitation for some, a gateway for others, but for him, a source of power. Hoc called out to that barrier. Once. Twice. Something stirred at the edge of reality. Pure, unadulterated magic flooded through Hoc, as quickly and as fully as a breath of fresh air after a lifetime of drowning. Letting the power wash over him for a moment, Hoc turned his attention back to the world of the mundane and stood. “Lae’thoani’retafka! Come forward!” The true name shook the floor, and reverberated across the dimensions. There was an explosion within the diagram, as if reality itself had torn, and for a second Hoc saw a mass of flashing tentacles and heard a horrific scream. Then, just as suddenly, the sight passed, leaving a giant man in a flowing royal robe standing within the diagram. The giant turned its head from side to side, examining its surroundings. The, seeing Hoc, it peering down at him with a mixture of disgust and fury on its face. “Who are you, fool, that you would summon me?” The voice that issued from the giant’s mouth was strange and unnatural, as if sound wasn’t something it was used to creating. The captive reached out with one of its enormous hands and pressed against the invisible barrier that surrounded the diagram drawn on the floor. “It has been an eternity since I last walked this plane,” the visitor said. “Eons since a mortal has dared to summon me, and eons more since any truly managed to hold me. The stories must have faded from your histories or you would never have attempted this feat.” Hoc gave no signs of fear. Slowly, deliberately, he approached the barrier, stopping only when his face sat inches away from the giant being’s enormous hand.

“Lae’thoani’retafka,” he said in a commanding tone, his eyes staring into those of the captive being. “I have summoned you here to make a contract. I would have your services.” The giant bellowed with laughter, grinning wickedly and leaning even harder against the invisible barrier. “Fool you are!” he thundered. “By what power do you hope to hold me here, let alone bend me to your will? Before this hour is past I will break this pathetic prison, and destroy you and all you hold dear! I will raze this world to ashes, and the last thought in every mind will be a curse upon you for summoning me!” The giant’s hand pressed against the barrier, and Hoc could see the magic straining to keep him contained. Cracks seemed to radiate from the air itself as the invisible barrier was pressed past its limits.

460527

Hoc closed his eyes and once again let his consciousness drift. Once more, he found that secret, hidden place, and once again he called to it. Magic flooded through him, filling him with power. Hoc opened his eyes and raised his arms, reaching his magic out through the barrier like an invisible vice and grasping the astonished Lae’thoani’retafka. The giant shouted in surprise and rage as he was thrown back into the center of the diagram. Then, his cries slowly turned to pain as Hoc crushed him. The giant’s thrashed and bellowed to no avail, as his movements become slower and weaker, his voice cutting off as if choked out of him. Only when Lae’thoani’retafka screams had died almost to a whimper did Hoc release the spell, allowing his prisoner to fall crumpled to the floor. The giant twitched, and for a long moment did nothing but struggle to find his breath. Then, it slowly raised its head, its frightened eyes finding Hoc’s. “Caller,” it whispered. “Do you serve the great beyond?” Hoc allowed the last of the fleeting magic to leave his body before kneeling down to look the giant in the eye. “It serves me.”

paizo.com #3539816, James Gilbreath , May 1, 2015

147

4829621

460528

460528

Chapter 5

paizo.com #3539816, James Gilbreath , May 1, 2015

Feats Metamagic Feats Applying a metamagic feat to a sphere effect is similar to, but slightly different from, how a spontaneous caster applies a metamagic feat to a spell. A caster may choose to augment their sphere effect with an appropriate metamagic feat at the time of casting. To use a metamagic feat, the caster must spend a number of additional spell points equal to the level increase of the metamagic feat. In addition, the sphere effect’s casting time increases by 1 step. These effects are cumulative for every metamagic feat applied. Example: Soren the Thaumaturge uses a powerful destructive blast with the explosive orb talent (2 spell points) augmented by the Maximize Spell (3 spell points), and Silent Spell (1 spell point) metamagic talents. This costs 6 spell points and takes 1 round to cast (+2 time increases). The only exception to this is Quicken Spell which, instead of increasing the casting time, decreases the casting time by 2 steps to a minimum of one swift action. Like all metamagic feats, a caster cannot apply Quicken Spell multiple times to the same effect.

4829622

4829622

The following metamagic feats may all be applied to an appropriate sphere effect: Bouncing Spell, Coaxing Spell, Consecrate Spell, Widen Spell, Disruptive Spell, Ectoplasmic Spell, Empower Spell, Enlarge Spell, Reach Spell, Extend Spell, Focused Spell, Jinxed Spell, Lingering Spell, Maximize Spell, Merciful Spell, Persistent Spell, Piercing Spell, Quicken Spell, Selective Spell, Silent Spell (if the caster possesses the Verbal Casting drawback), Still Spell (if the caster possesses the Somatic Casting drawback), Thanatopic Spell, and Threnodic Spell. If the effect of a metamagic feat is determined by spell level, treat the sphere effect’s caster level/2 as its effective spell level.

Artificery Prerequisite: Any Craft or Profession skill (5 ranks). Benefit: Select one Craft or Profession skill in which you have at least 5 ranks. You gain a +2 bonus on your chosen Craft or Profession skill. You may use your ranks in this Craft or Profession skill as if it were your caster level when qualifying for Item Creation feats, and when determining how powerful of an enchantment you may place upon an item. Possessing this feat does not, however, grant you access to any magic spheres when determining which enchantments you may place upon an item. You must use your chosen Craft or Profession skill when creating a magic item, and cannot work with any item or material not related to your chosen skill.

Artificery, Improved Prerequisites: Any Craft or Profession skill (10 ranks), Artificery Benefit: When using the skill chosen with the Artificery feat to create a magic item, you may craft that magic item whether or not you possess its prerequisite base sphere. Crafting a magic item in this fashion increases the skill check required to make the item by +5.

460528

Basic Magical Training Prerequisite: No levels in any spellcasting class. Benefit: Choose a sphere of magic. You gain access to this basic sphere. You gain an effective caster level of 1 and a spell pool of 1. Use your highest mental ability as your casting ability score. If you later gain levels in a spellcasting class, exchange this feat for the Extra Magical Talent feat.

Blessing/Blight Mastery

New Feats Advanced Magical Training Prerequisite: Basic Magical Training or 1 level in a casting class. Benefit: Treat your levels in non-casting classes as low-casting classes when determining your total caster level. If you do not possess levels in a casting class, increase your spell point pool to equal your casting ability modifier. With GM permission, you may also select a casting tradition when you gain this feat.

Arcane Empowerment Prerequisites: Spell pool, the ability to cast arcane or divine spells.

148

Benefit: When casting a spell, you may spend 1 spell point as a free action to either increase the caster level by 2 or increase the spell’s DC by 2. You cannot spend more than 1 spell point in this manner. This does not stack with an arcanist’s ability to increase a spell’s caster level or DC through the expenditure of points from their arcane reservoir.

Prerequisites: Blessing/Blight class feature, Channel Energy class feature Benefit: When you channel energy, you may spend an additional use of channel energy to apply a blessing or blight to one creature that was affected by your channeling. This creature is allowed a saving throw as usual, if they would normally be granted one.

Blessing/Blight Versatility Prerequisites: Blessing/Blight class feature, Channel Energy class feature, Versatile Channeler. Benefit: If you can apply Blessings to targets, you may now also apply Blights, treating your soul weaver level as being effectively 2 levels lower for this purpose.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829622

460529

460529

4829623

If you can apply Blights to targets, you may now also apply Blessings, treating your soul weaver level as being effectively 2 levels lower for this purpose.

Cantrips Prerequisite: Casting class feature or Basic Magic Training. Benefit: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created. • You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target. • You may clean, soil, or color up to 1 cubic ft of material per round. • You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action. • You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects. • You may open or close a door or container weighing no more than 30 lbs. • You may chill, warm, or flavor 1 lbs. of nonliving material. • You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles. • You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round. • You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation. You can make up new effects, but they should not be more powerful than those listed above. The GM is the final arbiter of what is or is not a cantrip.

Circle Casting Prerequisites: Casting class feature, 10th caster level or higher. Benefit: You may aid another spellcaster who also possesses this feat, granting them a temporary +1 bonus to their caster level, as well as granting them access to your spell points and talents as if they possessed them. You must spend a standard action every round to maintain this ability, and you must be within 30 ft of the caster you are aiding in this manner. A target may be aided by multiple casters at once in this manner, but all involved casters must remain within 30 ft of each other, and the effects are not strictly cumulative. It takes one aiding caster to add a +1 enhancement bonus, three to add a +2 bonus, six to add a +3 bonus, ten to add a +4 bonus, and fifteen to add a +5 bonus. No caster may receive more than a +5 bonus in this manner.

Contingency Prerequisites: Casting class feature, 10th caster level or higher. Benefit: You may spend a spell point and ten minutes of preparation to use a sphere effect in such a way that it comes into effect under some later condition you have previously dictated. You must pay any spell point costs associated with the desired effect and must place the effect on yourself or onto a creature or location within Close range. The creature or area selected must be the target of the Sphere effect. The conditions needed to activate the effect must be clear, but they can be general. (If the caster is dropped below half hit points, if an elf enters the room, or if Madame Deflour comes within Close range are all examples of contingency conditions.) In all cases, the contingency causes the sphere effect to manifest instantly when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the effect may fail when triggered. The effect occurs based solely on the stated conditions, regardless of whether you want it to.

Player Options

4829623

paizo.com #3539816, James Gilbreath , May 1, 2015

You may only have one contingency active at a time; any previous unused contingency effect is dispelled when a new one is created. A caster always knows when their contingency is triggered, even if they aren’t present. If a contingency is placed on a creature or location, it can be detected and dispelled like any other sphere effect. For this purpose, a contingency is considered a magical trap with a Perception and Disable Device DC equal to 25 + 1/2 the caster level. If a contingency remains unused when a caster rests to regain spell points, they may choose to dispel the contingency or sustain it, in which case they do not recover the spell points used to create the contingency.

460529

Counterspell Prerequisites: Casting class feature, 5th caster level or higher. Benefit: You may spend a spell point as a standard action to dispel an existing magical effect on a creature, item, or location within Medium range. You may target a specific effect if you have identified it, otherwise the effect with the highest caster level on the target is automatically targeted. Alternatively, you may ready an action to use this ability to counter a spell or magical effect cast by another. In both cases, you must succeed at a magic skill check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed. If you target a magic item, the item is not destroyed; instead the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged; a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

paizo.com #3539816, James Gilbreath , May 1, 2015

149

4829623

460530

460530

Chapter 5

paizo.com #3539816, James Gilbreath , May 1, 2015

4829624

4829624

This is treated as a sphere effect, and it is subject to all rules as a sphere ability, is affected by the caster’s casting tradition, and can itself be countered by another caster.

Counterspell, Improved Prerequisites: Casting class feature, Counterspell, 10th caster level or higher. Benefit: When using the Counterspell feat against a creature or object, you may spend an additional spell point to target an additional 1 magical effect on the target per 5 caster levels. Alternatively, you may spend an additional spell point to affect multiple effects in a 20-ft burst. Roll one MSB check and apply that check to each creature in the area, as if targeted by the basic Counterspell feat. Objects that are the target of magical effects are also targeted by this ability, but magic items are not. For each ongoing effect that targets an area and whose point of origin is within the counterspell area, apply your MSB check to end that effect. If a magical effect overlaps the counterspell area but is not centered within it, apply your MSB check to end that effect, but only within the overlapping area. If an object or creature within the area of effect is the result of ongoing magic (such as a summoned monster or companion, or an object created through the Creation sphere), apply the MSB check against the spell or effect that summoned them, causing them to disappear (or return to their home plane) if successful.

Counterspell, Greater Prerequisites: Casting class feature, Counterspell, Improved Counterspell, 15th caster level or higher. Benefit: When using the Counterspell feat, you may spend 2 additional spell points to target all magic within a 40-ft radius burst, whether it be magical effects or magic items. If your check succeeds against a magic item, that item’s magic is suppressed for 1 minute per caster level. If your check succeeds against a magical effect, the effect is destroyed. You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the greater counterspell, no items within it are affected. You may also spend the 2 additional spell points, but only target a single item. Make your MSB check with a +5 bonus against this item. If you succeed, the item is permanently destroyed. Even artifacts are subject to this effect, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact’s power unravels, and it is destroyed. If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

150

Counterspell Mastery Prerequisites: Counterspell, 7th caster level or higher. Benefit: You may perform a counterspell as an immediate action by spending an additional spell point. You may only use a counterspell in this fashion when using it to counter an effect while it is being cast i.e., you cannot use this ability to dispel effects already in place or suppress magic items. You gain a +2 bonus to MSB checks made when using the Counterspell feat.

Craft Rituals (Item Creation feat) Prerequisite: 3rd caster level or higher. Benefit: You may research rituals. See Chapter 4: Advanced Magic for more information on researching rituals.

Create Spell Book Prerequisites: Casting class feature, Spellcrafting. Benefit: You may write down your spells in a magic book, allowing you access to more spells than the usual limit. See Chapter 3: Advanced Magic for more information on spellcrafting and spellbooks.

Delayed Magic (Metamagic feat) Prerequisite: Spell pool class feature. Benefit: You delay the effect of a sphere ability for up to 5 rounds after you use it. You must select the amount of delay when using the effect. The area or target to be affected must be within range when the ability is used, but need not remain in your range (you or it may move) before the effect activates.

460530

Cost: +1 spell point.

Elicit Strike Prerequisites: Improved Unarmed Strike, Emotion class feature. Benefit: If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of an emotion power with ‘touch’ in its name. Doing so provokes no attacks of opportunity.

Extra Arsenal Trick Prerequisite: Arsenal Trick class feature. Benefit: Gain an arsenal trick for which you meet the prerequisites. You may take this feat multiple times. The effects stack.

Extra Bestial Trait Prerequisite: Bestial Trait class feature. Benefit: Gain an additional bestial trait for which you meet the prerequisites. You may take this feat multiple times. The effects stack.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829624

460531

460531

4829625

Extra Emotion

Fool Magic

Prerequisite: Emotion class feature.

Prerequisites: Deceitful, Iron Will, Bluff 7 ranks, Disguise 7 ranks

Benefit: Gain the minor power of a new emotion or the next level of an emotion you already possess. You may take this feat multiple times. The effects stack.

Extra Invocations Prerequisite: Invocations class feature. Benefit: Increase the number of times per day you may use Invocations by 2. You may take this feat multiple times. The effects stack.

Extra Magic Talent Prerequisite: Basic Magic Training or Casting class feature. Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

Extra Mystic Combat Prerequisite: Mystic Combat class feature. Benefit: Gain an extra mystic combat ability for which you qualify. You may gain this feat multiple times. The effects stack.

Extra Nexus Powers Prerequisite: Bound Nexus class feature. Benefit: Increase the number of souls in your bound nexus by 2. You may gain this feat multiple times. The effects stack.

Benefit: When you succeed at a Will saving throw made against any magical effect, the caster of that effect does not automatically know you have succeeded at your saving throw. This allows you to attempt a Bluff check against their Sense Motive check to convince them that you failed your saving throw and are under the effects of the magic. You can choose to allow supplementary effects of the magic (such as the telepathic link provided by the dominate person spell or the Dominate advanced Mind talent) to function as if you had failed your saving throw, to aid in the deception. You may dismiss the supplementary effect early as a standard action.

Player Options

4829625

paizo.com #3539816, James Gilbreath , May 1, 2015

Greater Hypnosis Prerequisite: Hypnotism class feature. Benefit: The range at which you may affect targets with your hypnotism increases to Medium range. Normal: You may only affect targets with your hypnotism at Close range.

Greater Shadowmark Prerequisite: Shadowmark class feature. Benefit: Your shadowmark deals d8s for damage instead of d6s.

460531

Lingering Link Prerequisites: Psionics class feature, mind link psionic effect.

Extra Psionics Prerequisite: Psionics class feature. Benefit: You may use psionics an extra 6 rounds per day. You may gain this feat multiple times. The effects stack.

Extra Secret Prerequisite: Secrets class feature. Benefit: Gain an extra secret for which you qualify. You may gain this feat multiple times. The effects stack.

Extra Shadowstuff Prerequisite: Shadowstuff class feature. Benefit: Increase the number of shadow points you possess by 2. You may gain this feat multiple times. The effects stack.

Extra Spell Points Prerequisite: Spell Pool. Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.

Benefit: When affecting targets with your mind link psionic effect, you only need to spend 1 round of psionic power per minute the effect is maintained, rather than every round.

Lingering Link, Greater Prerequisites: Psionics class feature, mind link psionic effect, Lingering Link. Benefit: You may use your mind link psionic effect jointly with other psionic effects. You must start each psionic effects individually and must spend the cost for each effect while maintaining them. Ending one effect does not necessitate ending the other.

Lingering Psionics Prerequisite: Psionics class feature. Benefit: The bonuses and penalties from your psionics continue for 2 rounds after you cease using it. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new psionic effect during this time, the bonuses and penalties of the previous psionic effect immediately cease.

paizo.com #3539816, James Gilbreath , May 1, 2015

151

4829625

460532

460532

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 5

Master Artisan

4829626

4829626

Prerequisites: Forbidden lore class feature, at least 1 item creation feat. Benefit: Choose one item creation feat that you possess. Add your forbidden lore bonus to your caster level when determining how powerful of an enchantment you may place upon an item.

Master of Cosmos Prerequisites: Forbidden lore class feature, Conjuration sphere. Benefit: Add your forbidden lore bonus to your caster level when determining the strength of your companions from the Conjuration sphere.

Master of Death Prerequisites: Forbidden lore class feature, Death sphere. Benefit: Add your forbidden lore bonus to your caster level when determining the number of undead creatures you may control at any one time through the Death sphere.

Mind Opener Prerequisites: Psionics class feature, battlefield relay psionic effect. Benefit: Increase the save DC of your battlefield relay psionic effect by +2.

Mounted Magician

You may even target creatures with your battlefield relay that are usually immune to mind-affecting abilities. These targets needn’t make a Will save, and the bonuses are always divided by 2 against them.

Ritual Caster Prerequisite: Casting class feature. Benefit: You may use a ritual, even if you do not possess that ritual’s base sphere (see Chapter 4: Advanced Magic). If you also possess the Craft Rituals item creation feat, you still cannot research a ritual unless you meet all of its prerequisites.

Ritual Master Prerequisites: Casting class feature, Ritual Caster. Benefit: You may use your MSB in place of your caster level when using rituals.

Shadowblast Prerequisite: Shadowmark class feature. Benefit: When using your shadowmark, you may spend an extra shadow point to change the effect from a ranged touch attack into a Close-ranged cone. All creatures within this area are allowed a Reflex save for half damage. If they succeed at this Reflex save, they do not suffer the penalty to Will saves.

Superior Rebuff Prerequisites: Destruction sphere, Rebuff, Improved Evasion. Benefit: When using the Rebuff talent to provide cover to allies, you also grant them the benefits of Improved Evasion.

Prerequisites: Casting class feature, Enhancement sphere, Handle Animal 3 ranks, Ride 3 ranks.

Spellcrafting

Benefit: When targeting yourself with an enhancement, your mount also gains the benefits of that enhancement. This lasts as long as you are both enhanced and mounted. If you dismount or are unseated, your mount loses the benefit of your enhancement.

Benefit: You may mix and match powers from various spheres into spells of your own creation. See Chapter 4: Advanced Magic for more information on spellcrafting.

Occult Savant Prerequisites: Occult Knowledge class feature, Spellcraft, Use Magic Device, or any Knowledge skill 10 ranks. Benefit: You may take 10 with any Knowledge, Spellcraft, or Use Magic Device check, regardless of stress or other situations where taking 10 would otherwise be impossible.

Perceptive Psionics Prerequisites: Psionics class feature, battlefield relay psionic effect, Perception 7 ranks, Sense Motive 7 ranks. Benefit: You may read a target’s subtle movements, even if you cannot read their mind. If a target makes their saving throw against your battlefield relay, you may still activate the effect against them. When using battlefield relay in this fashion, the bonuses granted are divided by 2. Your battlefield relay persists at half strength for as long as it is maintained. If you wish to attempt your battlefield relay again, you must cease your battlefield relay and use it again.

152

460532

Prerequisite: Casting class feature.

Sphere Focus Prerequisite: Casting class feature. Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. each time it is gained, apply this benefit to a different sphere.

Trance Prerequisite: Emotion class feature. Benefit: You may apply any emotion power with ‘touch’ in the name to yourself as a move action instead of a standard action. Doing so does not provoke an attack of opportunity.

Wand Wielder Prerequisite: 10th caster level or higher. Benefit: When wielding a wand, use your caster level in place of the wand’s caster level (if it is higher) when calculating its abilities.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829626

460533

460533

4829627

Casting Traditions Casting traditions are a set of optional rules that allow players and GMs to customize magic itself to fit their needs. Rather than being forced to fit their ideas into the arcane/divine traditions of core Pathfinder, a GM can create her own traditions, adapting magic itself to fit the setting, whether it be creating a world where wizards must invoke animal spirits and collect souls to power their magic, a world where the black market regulates highly addictive and illegal spell components, or a world where elemental-based casters use martial art forms to control their power. Likewise, a player could customize their character in any number of ways, creating characters based off favorite books, games, television shows, or custom ideas without first worrying how those ideas will translate to a world that assumes only wizards, clerics, druids, etc. In Spheres of Power, casters are not automatically assumed to have any limitations on where, when, or how they can use magic. Whereas the core Pathfinder magic system includes a divide between divine and arcane magic, no such distinction is assumed in SoP. Likewise, while arcane casters from the core Pathfinder system must chant, gesture, and provide material to cast spells and cannot use magic effectively while wearing armor, an SoP caster requires little more than a thought to create a magical effect, regardless of her situation. Casting traditions, then, are a way for players and GMs to re-introduce these requirements and distinctions, as well as create new ones to fit their world.

Using Casting Traditions Casting traditions are comprised of general drawbacks, sphere-specific drawbacks, and boons. General drawbacks and boons must be selected when the caster gains their first level in a casting class, while sphere-specific drawbacks are gained when the character first gains the sphere they modify. Despite their mechanical implications, casting traditions is primarily a tool of story telling; thus, it is a GM’s tool first and a player’s tool second. Casting traditions are designed to allow GMs free reign over the how’s and why’s of magic, allowing them to forge magic to fit their needs. This could range from carefully recreating the settings from the earlier days of the fantasy roleplaying game

(Traditional Magic, Divine Petitioner, and Druidic traditions only), to creating an adventure dependent on a particular magical plot device (e.g., magic is the exclusive realm of cultists who use blood magic, the conjuration sphere, and the death sphere to terrorize the populous). Once a series of parameters have been selected, players may customize their characters as they see fit, developing unique character concepts and implementing them at the table. In many ways, casting traditions are similar to magic items; they may be employed in strictly mechanical ways, but they are much more flavorful and fun when incorporated into the story. As always, the GM is allowed to disallow any casting tradition or casting tradition option if she feels they might upset the game or do not belong in a particular setting.

Player Options

4829627

paizo.com #3539816, James Gilbreath , May 1, 2015

GMs should decide before the campaign begins what role casting traditions will play in his game. If the players and the GM do not want to worry about the why’s and how’s of magic, they may simply remove all casting traditions. Or, they may allow all casting traditions, allowing each player to decide the how’s and why’s on his own. Most often, however, the GM will want to explore casting traditions before the campaign begins, presenting them as dictated by the needs of the game. Example: Jake the GM is creating a campaign centered around the conflict between four groups of magic users; wizards, clerics, druids, and cultists. He determines that wizards will use the traditional magic casting tradition, clerics will use the divine petitioner casting tradition, druids will use the druidic casting tradition, and the cultists will use the blood magic casting tradition. Before the game begins, Jake informs his players that, unless they can provide a reasonable explanation for how their characters learned another kind of magic, they should limit their characters to one of these four traditions.

460533

Players and GMs are encouraged to talk to each other about what role casting traditions will play in their game, and what their implications will be. After all, a monster responding to and exploiting the weaknesses of his enemy (silencing a verbal caster, disarming a focus caster, using magical signs to identify a caster’s abilities) is simply good tactics, as well as a response to the choice the player made as to how his caster would function in the world. Mechanically speaking, a caster taking both the Verbal Casting drawback and the Silent Spell metamagic feat, or the Somatic Casting drawback and either the Arcane Armor Training feat or the Still Spell metamagic feat is not a redundancy, but rather a good mechanical choice. The following traditions are presented as a starting point for GMs and players. A GM or player may always create their own traditions by combining individual drawbacks and boons, which are presented in the following sections.

paizo.com #3539816, James Gilbreath , May 1, 2015

153

4829627

460534

460534

Chapter 5

paizo.com #3539816, James Gilbreath , May 1, 2015

4829628

4829628

Sample Casting Traditions Addled Hidden within the ramblings of the insane, one name is often repeated: Manaen. Some healers theorize that Manaen is the hidden god of madness, gaining power from—and granting power to—those who surrender their minds to him. There must be some truth to this theory, because sometimes, when those with Manaen on their lips are displeased with their surroundings, they possess the ability to change them. An addled caster gains +1 spell point, +1 per 6 levels gained in a casting class. Drawbacks: Wild Magic, Verbal Casting, Addictive Magic Boons: Easy Focus

Blood Magic One of the most dangerous forms of magic, blood magic, promises great power to its practitioners, but with a price. Blood magic is difficult, lengthy, complicated, and draining, but for its practitioners the promise of insurmountable power is worth the mere price of their life force. Blood mages are constantly performing a dangerous dance, for the closer they are to death’s door, the greater their power. Drawbacks: Draining Casting, Verbal Casting, Somatic Casting (2), Extended Casting Boons: Deathful Magic, Overcharge, Fortified Magic

Contaminated Somewhere in the bowels of the criminal underworld, an alchemist cracked the code of magic and created Essence. This powerful, addictive powder would grant magical ability to anyone who consumed it. The crime lord who first distributed Essence sold it everywhere, eager to gain a dedicated following of addicted ‘wizards’, but he underestimated the power of the addiction—and of the addicted. The lab was destroyed as magic users descended on it to increase their supply and steal the secret of its creation. Now Essence can be found virtually anywhere people are rich enough—and foolish enough—to seek it out. A contaminated caster gains an additional spell point for every odd level gained in a casting class. Drawbacks: Addictive Casting, Material Casting, Wild Magic Boons: None

Divine Petitioner A divine petitioner gains their magic through service and prayer to a divine source, such as a Deity. A divine petitioner must pray every day to regain their spell points, petitioning not only for

154

their magic, but specifying how they intend to use it that day. Divine petitioners do everything in the name of their deity and find it difficult to even manifest their power unless they have their holy symbol in hand. A divine petitioner gains a bonus spell point at every odd level they gain in a spellcasting class. Drawbacks: Verbal Casting, Focus Casting, Prepared Caster, Aligned Combatant (Destruction), Aligned Protection (Protection) Boons: None

Druidic A druid gains their magic through communion with nature and the spirits contained therein. While many casters band together for mutual study and protection, druids take this a step further, possessing their own secret language that identifies one druid to another. The hierarchy of the druids is a very sacred thing for them, and there are only so many high-level druids in the world at any one time. Indeed, a druid rising through the ranks often times must claim their new title by taking it from another druid through a demonstration of superior magic. A Druid gains +1 spell point, +1 per three levels gained in a spellcasting class. Drawbacks: Verbal Casting, Prepared Caster, Animal Shaman (Mind) Boons: None

Flame-Blooded

460534

There exist those who bear in their blood a touch of pure fire. Details of their origin are spotty at best, but the tale is told of a tryst between a mortal woman and the elemental spirit of fire itself, granting the power of fire to all her descendants. The flame-blooded are often as brash and volatile as the element that powers their magic; to cross one is to invite a swift and deadly response. Drawbacks: Energy Focus (fire blast, Destruction), Limited Warp (requires fire, Warp), Focused Weather (heat, Weather) Boons: None

Lycanthrope Curses are terrible things and lycanthropy more so than most. For some casters, however, lycanthropy is the beginning of a long journey to power. These souls not only learn to control their animalistic natures, but to expand them, pulling power from their curse and turning it into a source of magic. Practitioners of this magic should beware however; curses are not trivial things, and a lycanthrope’s magic is unpredictable at best. A lycanthrope gains an additional spell point at 1st level, plus one for every 6 levels gained in casting classes. Drawbacks: Lycanthropic (Alteration), Wild Magic Boons: None

paizo.com #3539816, James Gilbreath , May 1, 2015

4829628

460535

460535

4829629

Monastic When the power of the spirit is properly cultivated through physical discipline and meditation, it can elevate itself to a form of magic. There are orders of monks who practice this form of magic, using their monastic traditions to guide their pursuit of magical awakening. Renowned for their versatility of power, casters of these monastic orders are often solitary, as the very source that gives them such great power also makes it difficult to manifest that power outside of their own bodies. Drawbacks: Somatic Casting (2), Lycanthropic (Alteration), Meld into Dark (Dark), Deathful Touch (Death), Destructive Touch (Destruction), Bodily Enhancement (Enhancement), Personal Magics (Enhancement), Personal Fate (Fate), Personal Illusion (Illusion), Touch of Light (Light), Regenerate (Life), Nature Spirit (Nature), Limited Protection (Protection), Personal Time (Time), Solo Combatant (War), Personal Warp (Warp)

Drawbacks: Skilled Casting (Perform [Singing]), Verbal Casting Boons: Empowered Abilities

Sword-Bound Sometimes, when a magic-user dies, a part of their spirit (called an echo) remains attached to the objects they wielded in life. This is the case with the house of Remunda, where the heir-​ apparent inherits the Remunda’s Sword on their 15th birthday. Not only does this ancient sword still cut as well as the day it was forged, but it also carries the echo of Remunda herself, granting its owner access to Remunda’s famed magical power. Wielding the sword is exhausting, but it is a small price to pay to access its magic. Drawbacks: Focus Casting, Draining Casting Boons: Fortified Casting

Boons: Easy Focus

Traditional Magic

Runist

Traditional magic is the study of the natural world, astronomy, alchemy, and ancient learning to create magic through a combination of gestures, words, and magical components. Traditional magic is based on performing specific rites and observing various taboos, meaning its practitioners must decide each morning what magic they will use that day so they may perform the appropriate rituals. Traditional magic is the realm of academics, making it a long and grueling course of study but granting wisdom and power in equal amounts. A practitioner of traditional magic gains an extra spell point every level they gain in a spellcasting class.

Runists study the first language—the language of creation itself. With this knowledge, they can create magical effects by writing out the appropriate runes—a time-consuming process, but a powerful one. Runists spend their lives mastering true names and meditating on the meaning of the runes, for once a runist has mastered a rune’s essence, they master that aspect of creation itself. A runist gains an extra spell point for every level gained in a casting class. Drawbacks: Extended Casting, Somatic Casting (2), Skilled Casting (Craft [Calligraphy]) Boons: None

Player Options

4829629

paizo.com #3539816, James Gilbreath , May 1, 2015

460535

Drawbacks: Verbal Casting, Somatic Casting (2), Material Casting, Prepared Caster Boons: None

Shadow-Wielder While not exclusively the realm of assassins and thieves, it cannot be denied that shadow-wielding is a natural choice for those who work their crafts in the dark. Shadow-wielders are empowered by darkness, learning to bend shadowstuff into any form they desire, to use shadows to teleport, and numerous other abilities. Drawbacks: Limited Creation (shadowstuff, Creation), Limited Warp (darkness, Warp) Boons: None

Song-Wielder Born of ancient royalty, a song-wielder makes magic through the power of their voice. It is an ancient art and difficult to master, but very rewarding. Because a song-wielder’s magic is tied to their voice, they grow in strength the longer they sing. Often, it is only when a song-wielder has sung himself hoarse that his true power manifests.

Water-Magi There exists an order of monks who pull power from an ancient pact formed with the spirit of the moon. These water-magi are born with the power to bend water to their will, pulling it as the moon pulls the tides. Through dedicated practice, they use their movements to control this liquid and bring its power to bear against their enemies. Drawbacks: Somatic Casting (2), Limited Creation (ice, Creation), Energy Focus (ice blast, Destruction), Limited Telekinesis (water, Telekinesis), Focused Weather (precipitation, Weather) Boons: Easy Focus

paizo.com #3539816, James Gilbreath , May 1, 2015

155

4829629

460536

460536

Chapter 5

paizo.com #3539816, James Gilbreath , May 1, 2015

Drawbacks Drawbacks come in one of two forms: general and sphere-specific. General drawbacks must be selected as soon as the caster gains her first level in any spellcasting class. Sphere-Specific Drawbacks must be chosen as soon as the caster gains the drawback’s prerequisite sphere.

General Drawbacks General drawbacks deal with the manner in which a caster uses their magic. Do they gesture? Must they speak in a resounding voice? Do they require a special magical focus or magical component? General drawbacks grant the caster bonus spell points (although they may also grant boons, as detailed under Boons below), according to the following chart. Some drawbacks are especially powerful; these drawbacks count as two drawbacks when determining the number of bonus spell points gained. With GM permission a general drawback may be removed, but the caster must lose the bonus spell points or boons gained from that drawback.

4829630

4829630

Number of Drawbacks

Bonus Spell Points

1

+1, +1 per 6 levels in casting classes

2

+1, +1 per 3 levels in casting classes

3

+1 per odd level in a casting class (1, 3, 5, etc.)

4

+1, +1 per 1.5 levels in a casting class (2, 3, 5, 6, etc.)

5

+1 per level in a casting class

Balancing Drawbacks While some general drawbacks provide their own balancing mechanics (Extended Casting, Addictive Casting, Painful Casting, etc.), others depend on the situation around the caster in question (Verbal Casting, Material Casting, Focus Casting, etc.). GMs are encouraged to think about the implications of these drawbacks from both a storytelling and mechanical perspective when using them in a game. Material Casting, for example, leaves a lot of questions for the GM to determine, depending on the setting in question: Are materials expensive? Are they common? Will the player run out and need to spend time hunting for more? Even if the GM has not built this drawback into his world, it becomes a subject which both the player and the GM should discuss so they both understand the role the material will play during the game. Similarly, if a character takes Focus Casting, it means he now waves an item around to cast his magic; an action many enemies will notice and try to take advantage of. If this drawback has been incorporated into the world (for example, all

156

magic-users must use a wand to cast spells), then disarming an opponent’s focus would become a common combat technique that may be employed and must be guarded against. In fact, if no enemy ever attempts to take the focus from the caster, it could be argued the player has gained all of the benefits of the drawback with none of the detriments.

List of General Drawbacks Addictive Casting: Your magic is addictive. Whenever you spend one or more spell points, you must pass a Fortitude save against your addiction DC (Your addiction DC is 10, + 1 for each roll you have previously made. Thus, your first roll would be a DC 10, the second a DC 11, the third a DC 12, etc.). If you fail this save, you gain a minor addiction, suffering a -2 penalty to Constitution. Spending a spell point mitigates this penalty for 1 minute. Each day you do not use a spell point, you may make a Fortitude save against your addiction DC to overcome your addiction. After making a save in this fashion, your addiction DC is reduced by 2. You must succeed at 2 consecutive saves to overcome your addiction. Unlike normal addictions, an addiction to magic cannot be cured with magic, although the Heal skill can be used to help overcome addictions similar to overcoming diseases. If you already possess a minor addiction and fail your Fortitude save after spending spell points, you gain a moderate addiction. This gives you a -2 penalty to Constitution and Strength, and requires 3 saves to overcome. If you fail your save and already have a moderate addiction, you gain a severe addiction, suffering a -2 penalty to Dexterity, Constitution, Strength, Wisdom, and your primary casting attribute (if not Wisdom).

460536

If you overcome an addiction and later gain it again due to failing your Fortitude save, your addiction DC resets itself to its highest previous amount. This counts as 2 drawbacks when determining the number of spell points gained. Draining Casting: Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback. Extended Casting: Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the casting time by one step: swift actions become move actions, move actions become standard actions, standard actions become full-round actions, full-round actions take 1 full round to complete, and 1-round actions take 1 minute to compete. This drawback counts as 2 drawbacks when determining the number of spell points gained. Focus Casting: Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster

paizo.com #3539816, James Gilbreath , May 1, 2015

4829630

460537

460537

paizo.com #3539816, James Gilbreath , May 1, 2015

Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used. Material Casting: Your magic requires the expenditure of specific materials: precious metals, rare components, etc. The exact nature of this material should be worked out with the GM, but as a rule of thumb, this should cost a silver piece worth of materials per caster level per ability used. Material Casting Designer’s Note: The negligible cost of most material components in the core Pathfinder magic system is different from the material casting drawback. While some Pathfinder GMs require players to shop for material components and fight villains who’ll sunder the PC’s spell pouch, others simply ignore all but the most costly materials, playing as if material components didn’t exist. GMs should decide the role materials will play in their worlds before allowing this drawback; the materials needn’t cost a silver piece per caster level as recommended, but a player shouldn’t be allowed to take this drawback, only to counter it with a one-time purchase of a 5 gp component pouch.

Painful Magic: Your magic consumes you the more you rely on it. You must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) whenever you use magic, or be sickened for 1 round. If you use magic while sickened, you must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) or be nauseated for 1 round. Prepared Caster: You must prepare your magic beforehand to use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere.

Player Options

must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

Skilled Casting: You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost. A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure.

4829631

4829631

460537

paizo.com #3539816, James Gilbreath , May 1, 2015

157

4829631

460538

460538

Chapter 5

paizo.com #3539816, James Gilbreath , May 1, 2015

Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth. Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure. Verbal Casting: You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly. Wild Magic: Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a spell point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic can create.

Sphere-Specific Drawbacks

4829632

4829632

Conjuration

Elongated Summoning: (Requires Conjuration) Summoning a creature requires 1 minute of concentrated effort, rather than only a standard action.

Creation

Limited Creation: (Requires Creation) Choose either alter or create. You cannot use this ability, nor take talents which augment this ability. You may still gain Expanded Materials if you choose not to be able to create objects. Material Focus: (Requires Creation) You may only create or alter objects of a single, special substance such as ice, cloth, bones, etc. You may choose iron or stone as your material, in which case you do not gain an extra magic talent from this drawback. You cannot take the Expanded Materials talent. You may choose shadowstuff as your material (you still receive the additional talent with this choice). Shadowstuff has hardness 5 and 10 hp per inch.

Dark

Rather than grant bonus spell points, sphere-specific drawbacks grant the target an extra magic talent in their prerequisite sphere. A creature does not gain this bonus magic talent until they gain the sphere-specific drawback’s prerequisite sphere. A sphere-specific drawback may be removed by spending a magic talent, in essence ‘paying back’ the talent gained from the drawback.

Meld into Dark: (Requires Dark) You cannot create darkness, and you may only target yourself when granting a (meld) talent. You may only select (meld) talents and Quick Meld from the Darkness sphere. However, you may also use (meld) talents in all dim light and darkness, not just areas of your darkness.

Beast Soul: (Requires Alteration) You cannot bestow the Blank Form. You must select a talent that grants a form with the bonus talent gained through this drawback.

Deathful Touch: (Requires Death) You may use ghost strike as a melee touch attack, but not as a ranged touch attack. You can only make melee attack with the Cryptic Strike talent. You cannot gain this drawback if you have selected ghost strike with the Necromantic Limit drawback.

Alteration

Lycanthropic: (Requires Alteration) You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.

158

460538

Death

Necromantic Limit: (Requires Death) Choose either ghost strike or reanimate. You cannot use this ability, nor take talents which augment this ability.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829632

460539

460539

4829633

Destruction

Fate

Aligned Combatant: (Requires Destruction) Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your destructive blast deals no damage to creatures who possess this alignment and full damage to creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Neutral creatures (those who possess neither your selected alignment nor its opposite) suffer half damage from your destructive blast.

Neutrality: (Requires Fate) You lack a strong connection to any alignment type. You cannot use the hallow word. Personal Fate: (Requires Fate) You may only target yourself with your words.

Illusion

Energy Focus: (Requires Destruction) You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback. Destructive Touch: (Requires Destruction) You may only make melee touch attacks with your destructive blast. It cannot be used as a ray attack. You may not select the Explosive Orb, Extended Range, or Guided Strike talents. If using the Energy Wall or Energy Sphere talent, the ability must begin in a square that is adjacent to you. If using the Rebuff talent, you can only protect yourself or an adjacent target with that ability.

Divination

Limited Divination: (Requires Divination) Choose either sense or divine. You cannot use this ability, nor take talents which augment this ability. Hidden Magic: (Requires Divination) You do not gain the base divine ability to detect magic, nor the base sense ability to decipher magical text. You may still gain other senses through magic talents and gain the ability to detect other things (undead, charms, etc.) through the divine ability.

Enhancement

Bodily Enhancement: (Requires Enhancement) You cannot enhance equipment and objects with your enhancements, only creatures. You must choose an (enhance) talent with the bonus talent gained by this drawback. Personal Magics: (Requires Enhancement) You may only target yourself and your own equipment with your enhance ability. You cannot take the Ranged Enhancement talent, and any magic (except for the Bestow Intelligence, Lighten, and Animate Object talents) bestowed on an object ceases to function when wielded by another creature.

this drawback.

Player Options

4829633

paizo.com #3539816, James Gilbreath , May 1, 2015

Disappearance: (Requires Illusion) You cannot create illusions or tricks, except to make things disappear. You must select the Invisibility talent as your bonus talent for

Personal Illusion: (Requires Illusion) You may only place your illusions onto yourself. You must select the Illusionary Disguise talent as your bonus talent for this drawback.

Life

Limited Restoration: (Requires Life) Choose either restore or cure/invigorate. You cannot use this ability or abilities, nor take talents that only augment those listed abilities.

460539

Regenerate: (Requires Life) You may only target yourself with your Life sphere abilities.

Light

Touch of Light: (Requires Light) You cannot cause objects to glow as a ranged touch attack. You cannot take Ranged Light. If you use the Area Glow talent, you must center the effect on yourself.

Mind

Animal Shaman: (Requires Mind) You may affect animals and vermin with your charm effects, but not any other creature type. This does not grant a bonus talent. Empath: (Requires Mind) You cannot plant suggestions into a target’s mind, as the Mind sphere base suggestion charm. You must select a (mind) talent with the bonus talent granted by this drawback.

paizo.com #3539816, James Gilbreath , May 1, 2015

159

4829633

460540

460540

Chapter 5

paizo.com #3539816, James Gilbreath , May 1, 2015

4829634

4829634

Nature

Nature Spirit: (Requires Nature) You cannot use geomancing powers, only (spirit) talents. You cannot gain talents that augment the geomancing power, but you may select any (spirit) talent, even if it would normally require a geomancing package you do not possess. You must select a (spirit) talent with the bonus talent granted by this drawback.

Protection

Limited Protection: (Requires Protection) Choose either ward or aegis. You cannot use this ability, nor gain talents that augment it. Protected Soul: (Requires Protection) You cannot target other creatures with your aegis, only yourself. You cannot select this drawback if you choose aegis as your lost ability with the Limited Protection drawback. Aligned Protection: (Requires Protection) Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your wards and aegis only provide protection against creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Creatures who possess your selected alignment or are neutral (those who possess neither your selected alignment nor its opposite) are not stopped by your barriers, hindered by your wards, and your aegis provides no protection against attacks that originate from those creatures.

Telekinesis

Limited Telekinesis: (Requires Telekinesis) You may only use your telekinesis on one type of material (water, metal, stone, etc.) chosen when you gain this drawback.

Time

Personal Time: (Requires Time) You may only target yourself when using alter time abilities that target creatures. You cannot gain the Ranged Time or Group Time talents.

War

Battle Manipulation: (Requires War) You cannot create totems, but you may still use (rally) talents. You may target a creature with your (rally) talents, treating all creatures within 30 ft of you as if they were within the area of one of your totems. You must select a (rally) talent with the bonus talent gained through this drawback. Solo Combatant: (Requires War) You cannot target other creatures with your (rally) talents, only yourself. You must select a (rally) talent with the bonus talent gained through this drawback.

Warp

Limited Warp: (Requires Warp) You may only teleport when within an area that meets a specific condition and can only choose a destination that also matches that condition. Choose one of the following conditions or speak with your GM about finding another appropriate one: you can only teleport to and from areas of dim light or darkness; you can only teleport to and from a body of water; you can only teleport to and from fire; you can only teleport to and from a living tree. You cannot gain this drawback if you possess the Bender drawback.

460540

Personal Warp: (Requires Warp) You may only target yourself with your teleport ability. You cannot gain the Unwilling Teleport or Group Teleport talents. You cannot gain this drawback if you possess the Bender drawback. Bender: (Requires Warp) You cannot teleport, you may only bend space. You must select a (space) talent with the bonus talent gained through this drawback.

Weather

Focused Weather: (Requires Weather) You may only affect one weather category: Wind, Precipitation, Cold, or Heat. If you choose cold you may lower the severity of heat but cannot increase it. If you choose heat you may lower the severity of cold but cannot increase it. You cannot take talents that alter an aspect of the weather you cannot affect.

Altered Time: (Requires Time) You cannot use the haste and slow alter time abilities. You must select a (time) talent with the bonus talent gained through this drawback.

160

paizo.com #3539816, James Gilbreath , May 1, 2015

4829634

460541

460541

4829635

Boons

Multiple Traditions

Boons are the opposite of drawbacks: instead of adding limitations and requirements to a caster’s magic, they add bonuses and benefits. A caster must possess 2 general drawbacks for each boon gained. Drawbacks used to purchase boons in this way are not counted toward bonus spell points.

If a player or GM wishes a player to follow two traditions (similar to creating a wizard/cleric in traditional Pathfinder), they may do so. When gaining a level in a casting class beyond their 1st, the caster may apply that casting level to a new tradition. They gain an entirely separate set of spheres, talents, caster level, spell points, drawbacks, and boons, which are determined similarly to but completely separate from the first set. When creating a magical effect, they must choose which of these traditions (and its associated spheres, talents, spell points, etc.) they will use; they cannot use aspects of one tradition to empower the other.

Deathful Magic: The closer you are to death, the more powerful your magic. When you are at half hit points or less, you gain a +1 temporary bonus to your caster level. When you are at 1/4th your total hit points or less, this temporary bonus increases to +2. Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Player Options

4829635

paizo.com #3539816, James Gilbreath , May 1, 2015

Whenever the caster gains a level in a casting class, they must decide which of their traditions that casting class level will be applied to for gaining spell points, casting level, and talents.

Empowered Abilities: Your magic grows in strength the more you use it. If your current number of spell points is half your total spell points or less, you gain a temporary +1 bonus to your caster level. If your current number of spell points is 0, the temporary bonus to your caster level becomes +2. Fortified Casting: You may use your Constitution as your casting ability modifier if it is higher than your usual casting ability modifier. You must possess the Draining Casting drawback to select this boon.

460541

Metamagic Expert: Whenever you augment a sphere ability with a metamagic feat, that sphere ability manifests at +1 caster level. Overcharge: You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds.

paizo.com #3539816, James Gilbreath , May 1, 2015

161

4829635

460542

460542

paizo.com #3539816, James Gilbreath , May 1, 2015

4829636

4829636

460542

paizo.com #3539816, James Gilbreath , May 1, 2015

4829636

460543

460543

4829637

Magic Items

4829637

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 6

Magic Items Anatak added frog eyes to the mixture and chanted softly as she ground them with a piston. She chanted until the mortar was filled with a slimy paste, then slowly tipped the contents into the cauldron simmering on the fire. She made a face and tried to ignore the smell as she scraped the last of it out of her bowl with a wooden spoon, but even a vampire’s nose has its limits. Anatak knew the importance of using fresh ingredients, but sometimes she wondered if anyone would notice if she used dried, or treated, or something that didn’t smell so putrid. In the cauldron, the simmering lilac liquid turned bright pink where it touched the frog eye paste. Anatak stirred deliberately, once to the left, once to the right, again and again, repeating the movement until the whole mixture had changed color. Tapping her spoon on the side of the pot, Anatak set the spoon down and looked out of the window. The full moon was rising; she didn’t have much time. A knock came at the door, loud and hard. It came once, twice, three times, each time more loudly than the last. At first she thought it must be a giant knocking, but then the door burst inward and she realized it was a goblin being hurled against the door. The poor creature crumpled to the ground in a broken pile, and three figures rushed past it bursting into the room. “That’s her!” one of the newcomers (a particularly handsome dwarf) shouted, hefting a large ax over his head as he charged. The other two, (humans by the look of them) began shouting and gesturing, magic coming to life at their fingertips. One of them, a woman, was holding a metal symbol in the air that looked suspiciously like a clerical focus. Wasting no time, Anatak glided toward them, her vampire nature holding her cloak perfectly still despite her haste. With precision born of several lifetime’s worth of practice, she grabbed the head of the human wielding the symbol and snapped her neck, the body quickly body falling in a heap on the floor. The other two, their faces flushed with anger and fear, rushed her as one. The human unleashed his spell, sending a burst of fire at Anatak which she easily dodged, while the dwarf swung his ax desperately. He swung again and again, each time as futile as the last as Anatak dodged from one side to the other, easily outstrapping the dwarf ’s speed. As Anatak dodged the attacks, a sad thought occurred to her; these men were hopelessly out of their league. It was honestly a bit depressing; fighting equals could at least give her practice, but the more they fought, the more Anatak felt like she was torturing a puppy that had gotten out of its yard. Sighing and stepping out of range of their attacks, Anatak

wove a simple spell, binding them both. The men stopped suddenly, their limbs frozen in mid-motion. “Now,” she said, folding her hands behind her back. “Why are you here?” She made sure to leave their mouths unbound, and after a few seconds fighting uselessly against their bonds, they turned their attention fully to her. “Traitorous witch!” the dwarf shouted, his eyes giving away the fear he kept out of his voice. “We won’t let you poison the king!” “Poison a king?” Anatak asked, taken aback. “Whatever would I do that for?” “You’re planning to kill His Majesty, Lord Armal!”

460543

“Armal!” Anatak said in a shocked voice, one hand going instinctively to cover her unbeating heart. “He’s one of my best customers! Why on earth would I want him dead?” The two adventurers looked at each other. “Didn’t...” the bound human stuttered. “Didn’t you... send a servant to gather grim root and frogs from the marsh? Those are prime ingredients for the Deathful-” “Ah!” Anatak said, heaving a great sigh of relief. “That explains it! No, I needed them for a love potion, you see; my dear friend Deema asked me to brew one for her. She’s coming by tonight, so I had to send little Toby out to fetch the ingredients!” The adventurers (still bound by Anatak’s magic) gaped at her in shock. The dwarf looked from Anatak to his dead friend on the ground and turned a very adorable shade of red, but whether from shock, rage, or shame she couldn’t tell. “Well then,” the human man said after a few seconds pause, trying to hide his fear behind a genial smile. “This was all a misunderstanding!. We’re very sorry, miss, truly we are. If you could be so kind as to release us, we’ll just be on our way...” Anatak pursed her lips, a pained expression on her face. “I’m really sorry,” she said apologetically, “but I can’t. I’ve been working on this potion all day, and you’re the first meal I’ve seen in hours.” “And besides,” she said turning to the dwarf, a sly grin splitting her face as she looked him up and down. “I should really make sure this potion works before Deema arrives.”

paizo.com #3539816, James Gilbreath , May 1, 2015

163

4829637

460544

460544

4829638

4829638

Chapter 6

paizo.com #3539816, James Gilbreath , May 1, 2015

Magic Items Whether the party is searching for a powerful artifact or brewing potions before an adventure, magical items are an integral part of virtually all fantasy campaigns. The following rules and guidelines cover the use and creation of magic items through the SoP system.

Using Magic Items Spell Trigger and Spell Completion Items While some Pathfinder magic items (swords, potions, armor, etc.) are usable by virtually any creature, some items (scrolls, wands, and staves) can only be used by magic-users who meet their prerequisites. Specifically, the core Pathfinder system requires the caster to use magic of their same source (arcane or divine), and to have the spell on their spell list. However, while GMs may add distinctions such as the arcane/divine divide to the SoP system through casting traditions, concepts such as spell lists don’t exist in the SoP system. Instead, when using the SoP system and determining if a creature may activate a spell completion item such as a scroll, the creature must possess the base sphere associated with that item, and their caster level must be at least equal to the caster level of the item. If their caster level is lower than the caster level of the spell-completion item, they suffer a chance of failure, as detailed in the description of scrolls from the Pathfinder Roleplaying Game Core Rulebook. In order to activate a spell trigger item such as a wand, the caster must possess the base sphere associated with that item. When converting a pre-existing magic item to the SoP system, or when determining which base sphere an SoP caster must possess in order to activate a spell trigger or spell completion magic item from the core Pathfinder magic system, see the conversion chart listed under rituals in Chapter 5: Advanced Magic. As always, the GM is the final arbiter of what magic falls under which sphere.

Adjusting Wealth by Level The Pathfinder Roleplaying Game contains guidelines for estimating the amount of wealth a character is expected to have at any given level, commonly referred to as Wealth-by-Level. While not a hard rule of the game, Wealth-by-Level was created as a GM aid when determining how powerful characters are expected to be at different points in the game.

164

The rules and guidelines presented below can produce both new magic items as well as altered prices for standard magic items. This could alter both how a character spends their money, as well as how much power a certain amount of gold can bring them. When mixing multiple magic item creation systems together, this can cause even greater inconsistencies, as the same item may have a variety of costs depending on which system was used to create it. While the following rules are designed for balanced gameplay, GMs are encouraged (especially when mixing systems) to adjust prices, powers, and availability of items as needed for a particular game, and to disallow any options that prove disruptive or unbalancing.

Crafting Magic Items Quick Conversions In Pathfinder, all pre-written magic items are listed with a set of prerequisites for their creation, often in the form of feats, spells, a minimum caster level, and required material components. When using the Spheres of Power system to create these pre-existing magic items, there are two ways to quickly adapt their prerequisites to fit with the SoP system. These methods require substitutions to be made with either magic talents or rituals.

460544

Magic Talents When creating a pre-existing magic item, with GM permission, a caster may simply substitute an appropriate magic talent for the required spell: Fire Blast can replace fireball or burning hands, while the Invisibility Illusion talent can substitute for the illusion spell in a similar fashion. The GM is always the final arbiter when determining which talent would replace which spell.

Rituals For games that employ rituals and/or traditional Pathfinder spellcasting, an SoP caster may use an item’s prerequisite spell as a ritual in order to meet the item’s crafting prerequisites. This can even allow a sphere caster to use the traditional magic item creation rules, using ritual level in place of spell level when determining the cost of a new magic item. When using this method, treat the ritual’s material cost as if it were a spell’s costly material component.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829638

460545

460545

4829639

Item Creation with Spheres of Power Many of the rules for creating magic items are the same in both the SoP system and the core Pathfinder system. For example, when creating a magic item, the caster must possess the appropriate item creation feat, and must invest time and money into the item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but the caster may also make an appropriate Craft check depending on the item in question) to finish the item. However, the DC to create a magic item is 10 + the caster level for the item, rather than 5 + the caster level. A creator can create an item at a lower caster level than her own. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item. To add an enchantment to an item, the caster must meet its prerequisites. These prerequisites often take the form of an appropriate item creation feat, a base sphere the caster must either possess or have supplied through another caster, a certain amount of raw materials, and occasionally other prerequisites such as a class feature, a feat, or a number of skill ranks that either the caster or another creature must supply. These prerequisites must all be met for the item to be created. A magic item detects as every sphere used in its creation when subject to divining or detect magic. A caster may always create an item at a lower caster level than their total, but they cannot create an item at a higher caster level. Temporary increases in caster level (such as a Thaumaturge’s forbidden lore class feature, certain casting traditions, or the Circle Casting feat) cannot be used to create an item at a higher caster level. Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magical properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price. The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

Magic Items

4829639

paizo.com #3539816, James Gilbreath , May 1, 2015

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted. There are two methods for creating magic items in the Spheres of Power system. The first (employed by weapons, armor, wands, staves, and rings/equipment) is attribute-based, and involves mixing and matching different attributes from a predetermined list. These attributes are normally priced by taking the attribute’s bonus squared x a variable amount of gp depending on the item or bonus in question. The second method (employed by scrolls, potions, wondrous items, and rods) is talent-based, and involves the creation of custom magical effects. The cost of creating an item with such an effect is determined by taking a construction cost (a variable amount of gp depending on the item to be created) and multiplying it by the effect’s caster level and complexity.

460545

Power and Complexity When creating a magic item through the second method, first determine the item’s base sphere and power from those listed below. Each of these abilities has a base complexity of 1. Once a power has been selected, that power’s parameters may be increased, similar to augmenting a sphere effect through taking talents and spending spell points. Generally speaking, a talent from the item’s base sphere may be added to the effect by increasing the complexity by 1. If using that talent normally requires the caster to spend a spell point, increase the complexity by 2 instead. An item must have a caster level at least equal to its complexity. For most sphere effects, the following options are also available: Increased Range: You may increase the range of the effect at a cost of +1 complexity per increase. See the chart below to see the progression of possible ranges. This replaces any talents that would normally increase range (ex. Distant Creation from the Creation sphere).

paizo.com #3539816, James Gilbreath , May 1, 2015

165

4829639

460546

460546

4829640

4829640

paizo.com #3539816, James Gilbreath , May 1, 2015

Chart: Range

Chapter 6

Range Increments Personal (object, centered on item/caster, or adjacent space) Touch Close (25 ft + 5 ft/2 caster levels) Medium (100 ft + 10 ft/caster level) Long (400 ft + 40/caster level) Increased Duration: You may increase the duration of the item’s ability at a cost of +2 complexity per increase. See the chart below to see the progression of possible durations. This replaces talents that would normally increase duration (ex. Lingering Creation from the Creation sphere.)

Variable Effects: When adding talents to a base ability that augment the ability without fundamentally changing it (for example, adding blast type talents to a destructive blast or darkness talents to a patch of darkness), you may allow the item’s user to choose which talent will be applied. You must pay the complexity cost for each such talent included. If multiple such talents will be applied jointly (for example, creating a destructive blast that is half fire blast and half electric blast), increase the complexity by 1 for each augmenting talent applied after the first.

Item Base Powers

Alteration

Chart: Duration

Duration Increments 1 round/caster level 1 minute/caster level 10 minutes/caster level 1 hour/caster level Add Talent: You may add the effects of any talent from the item’s base sphere at the cost of +1 complexity. If adding the effects of a talent would normally require the caster to spend additional spell points, increase the complexity by 1 per spell point required. Example: Tarris is a 10th caster level magic-user who wants to create an Alteration scroll that affects multiple targets. Adding the Mass Alteration talent to the scroll increases the complexity by 2; one for adding a new talent, and one for the spell point Mass Alteration requires. Note: If adding an advanced talent, increase the complexity by 2 +1 per spell point required. A caster cannot add the effects of an advanced talent unless he has access to that talent Unique Changes: Because magic items are at their best when they are unique and original, there is technically no limitation to what alterations you may make to a magic item. When making a unique change to a magic item’s abilities that is of equal power to adding a magic talent, increase the complexity by +1. If the alteration is particularly powerful (the equivalent of spending an additional spell point when augmenting a sphere effect) increase the complexity instead by +2. Unique Limitations: With GM permission, decreasing an item’s parameters (decreasing the range, duration, etc.) can lower the item’s complexity. Decreasing the effect by the equivalent of 5 caster levels also decreases the complexity by 1. An item cannot have a lower complexity than 1. Ex: Tarris is a 10th caster level magic-user who wants to create an Alteration potion that only gives the user Darkvision. A 10th level Alteration potion grants the blank form and 1 trait +1 per 5 caster levels, meaning the scroll would normally grant 3 traits to the user. Tarris increases the duration to 1 minute per caster level (+2 complexity), and

166

removes the two unnecessary traits (-2 complexity), giving him a potion of 1 complexity that grants the user Darkvision 60 ft for 10 minutes.

Range: Personal Duration: 1 round/caster level Effect: The target gains the effects of a shapeshift (Fortitude negates), gaining the blank form and 1 trait +1 per 5 caster levels chosen from the basic Alteration sphere. These must be chosen when the item is crafted and do not change from use to use. Complexity Forms and Traits: Changing the form or traits granted by this effect increases the complexity by 1 for every talent required. If using a talent, form, or trait would normally cost an extra spell point, increase the complexity instead by 2. Increased Traits: You may add an additional trait to the form, increasing the complexity by 1. Other Talents: Adding the effect of the Mass Alteration talent to this item increases the complexity by 2. Multiple Forms: If the target may change or choose their form or traits from among the talents included in the item, increase the complexity by an additional +1

460546

Conjuration

Range: Personal (adjacent space) Duration: 1 round/caster level Effect: Summons a companion from the Conjuration sphere. Unlike other summoned companions, this companion does not begin with 2 (form) talents. Complexity Form Talents Increase the complexity by 1 for every (form) talent the companion possesses. Link: To apply the effects of the Link talent, increase the complexity by 1.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829640

460547

460547

paizo.com #3539816, James Gilbreath , May 1, 2015

Create

Range: Personal (adjacent space) Duration: 1 round/caster level Effect: Create an object, as the Creation sphere. Alter Range: Touch Duration: Instantaneous Effect: Repair or Destroy the target as the base Creation sphere. Complexity Greater Creation: To add the effects of a Creation talent (or to change the alter effect bestowed), increase the complexity by 1 for every talent added. If a talent would normally require an additional spell point to use, increase the complexity by an additional +1 when adding that talent. When changing the alter effect from repair or destroy, change the duration to match the ability chosen.

Dark

Ghost Strike: If changing the ghost strike bestowed, increase the complexity by 1. Using a ghost strike the normally costs a spell point instead increases the complexity by 2. The ghost strike’s duration always changes to match the ghost strike selected. Multiple Targets: When reanimating targets, you may increase the complexity by 2 to reanimate multiple targets at once, by no more than 2 HD per caster level, each target must be within Close range, and each reanimated creature cannot exceed 1 HD per caster level. For every additional +1 added to the complexity, you may increase the total number of reanimated creatures by 1 HD, to a total amount equal to your Death sphere maximum. Death Talents: You may add the effects of any Death sphere talent by increasing the complexity by 1. If a talent would require the expenditure of an additional spell point, increase the complexity by an additional +1.

Destruction

Range: Touch Duration: Instantaneous Effect: 1d6 bludgeoning damage per 2 caster levels. You may increase the damage to one die per caster level by increasing the complexity by 1.

Range: Personal (centered on item) Duration: 1 round/caster level. Effect: Create an area of darkness as the Dark sphere, filling a 10 ft + 5 ft per 2 caster levels radius area.

4829641

4829641

Complexity

Complexity Meld: You may change the effect from creating darkness to granting the target the benefits of a meld talent. This does not increase the complexity unless selecting the Feed on Darkness meld talent, in which case it increases the complexity by 2. Greater Darkness: To add the effects of a Dark sphere talent, increase the complexity by +1 per talent. If a talent would normally cost an additional spell point to use, increase the complexity by an additional +1 when adding that talent.

Death Reanimate

Range: Touch Duration: 1 round/caster level. Effect: Reanimate a corpse into a skeleton or zombie of no more than 1 HD per caster level. Ghost Strike Range: Touch Duration: Variable (as ghost strike)

Magic Items

Creation

Effect: Affect the target as with the basic ghost strike from the Death sphere. You may increase the power of your ghost strike (as if spending a spell point) by increasing the complexity by 1.

460547

Complexity Destruction Talents: You may apply the effects of a blast shape or blast type talent to the magic item by increasing the complexity by 1 for each talent added. If a talent normally requires the caster to spend an additional spell point, increase the complexity instead by +2.

Divination Divine

Range: Close Duration: Concentration Effect: Gain information on magic auras within range, as the base divine from the Divination sphere. Sense Range: Personal Duration: 1 minute/caster level Effect: Grant the target the base sense from the Divination sphere.

paizo.com #3539816, James Gilbreath , May 1, 2015

167

4829641

460548

460548

paizo.com #3539816, James Gilbreath , May 1, 2015

Complexity:

Chapter 6

Divine: You may change the subject of your divining to one of the other subjects you may divine for from the base Divination sphere (divine alignment, divine undead, etc.) by increasing the complexity by 1. Sense: You may change the sense granted by increasing the complexity by 1. If this sense would cost 2 spell points instead of the 1 most senses normally cost, increase the complexity instead by 2. Greater Divination: You may apply any other talent from the Divination sphere by increasing the complexity by 1. If this sense or divine would normally cost an additional spell point, increase the complexity by +2 instead.

Enhancement

Range: Touch Duration: 1 round/caster level. Effect: Apply the basic enhancement of the Enhancement Sphere to a target. Complexity Change Enhancement: You may change the enhancement applied by increasing the complexity by +1. If the applied enhancement would require the expenditure of a spell point, increase the complexity instead by +2.

Fate

4829642

4829642

Altered Effects: To add an Illusion talent to this ability, increase the complexity by 1. If the talent would normally require the caster to spend an additional spell point, increase the complexity instead by 2. Invisibility: To make a target invisible instead of creating an illusion, increase the complexity by 1.

Life

Range: Personal Duration: Instantaneous Effect: Cure or restore the target, as the base Life sphere. Complexity Increased Restoration: To add the effects of a Life talent to this ability, increase the complexity by 1 for every talent added. Versatile Restoration: To allow this affect to function as both a cure or restore ability to this effect as well, increase the complexity by 2. Temporary hit points: To change this effect from cure or restore to granting 1 temporary hit point per caster level, increase the duration to 1 minute/caster level and do not change the complexity. To add temporary hit points onto the effect without replacing the initial effect, increase the complexity by 1.

Light

Range: Personal

Duration: 1 round/caster level

Range: Personal (object) Duration: 1 minute/caster level Effect: Create bright light, as the Light sphere.

Effect: Create a serendipity consecration, affecting a 20-ft radius burst. Complexity Word: To apply the effects of a word instead of a consecration, increase the complexity by 1, +1 for every spell point required by the word in question. Adjust the duration (and casting time if it is less than a standard action) to match that of the word selected. Greater Fate: You may apply the benefits of a Fate sphere talent to the item by increasing the complexity by 1. If applying a talent would normally cost an additional spell point, increase the complexity by 2 instead.

Illusion

Complexity Lesser light: To create normal light (as the Light sphere), decrease the complexity by 1. This cannot decrease the complexity lower than 1. Powerful Light: To apply the effects of a Light talent, increase the complexity by 1. If this talent would normally require the expenditure of a spell point, increase the complexity by 2 instead.

Mind

Range: Touch Duration: As charm Effect: Plant a suggestion in the target’s mind, as the base Mind sphere lesser charm. The target must be of your own creature type.

Range: Personal (adjacent space) Duration: 1 round/caster level.

Effect: Create a silent visual illusion as the Illusion sphere ability. Complexity

168

Change Sense: If you wish to change the affected sense, losing the visual aspect of the illusion and replacing it with another sense, do not increase the complexity..

460548

Complexity Alternate Charm: To change the charm applied by this effect, increase the complexity by 1.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829642

460549

460549

paizo.com #3539816, James Gilbreath , May 1, 2015

Nature

Range: Personal (centered on item) Duration: 1 round/caster level. Effect: Produce a geomancing effect, as one included in the base Nature sphere. The user is not immune to a geomancing effect they create.

Range: Personal (item, user, or object attached to item) Duration: 1 round/caster level Effect: You may cause a target to move through space, as the Telekinesis base sphere sustained force ability (Will negates). If moved into a square occupied by another object, this may perform a bludgeon maneuver. Complexity Greater Telekinesis: You may apply the effects of any Telekinesis talent to this item by increasing the complexity by 1. If the talent would normally require the caster to spend an additional spell point, increase the complexity instead by 2.

Time

Complexity Greater Geomancing: To change the geomancing effect to one granted by a talent, or to add the effects of a talent to this ability, increase the complexity by 1. If the talent or effect would normally require the user to spend a spell point, increase the complexity instead by 2. Nature Spirit: To change the effect to bestowing a (spirit) effect, increase the complexity by 1.

Protection

4829643

4829643

Telekinesis

Ward

Range: Personal (centered on caster) Duration: 1 round/caster level Effect: Create the basic ward, as the base Protection sphere. Aegis Range: Personal Duration: 1 minute/caster level Effect: Grant the target the benefits of the basic aegis granted by the Protection sphere. Complexity Greater Protection: To change the ward or aegis granted, or to apply the effects of a protection talent, increase the complexity by 1. If the talent or ability would normally cost an additional spell point to use, increase the complexity by 2 instead. This is in addition to the spell point usually required to create an aegis.

Magic Items

Open Mind: To allow this charm to affect all creature types (so long as the creature isn’t immune to mind-altering effects), increase the complexity by 1. Group Charm: To affect an additional 1 target per 2 caster levels (minimum: +1), increase the complexity by 2. Greater Charm: To use a charm’s greater variant, increase the complexity by 1. To use a charm’s powerful variant, increase the complexity by 3.

Range: Personal Duration: 1 round/caster level Effect: Apply a haste or slow to the target, as the base time sphere. Complexity Improved Time: You may change the alter time effect granted or apply a Time talent to the effect by increasing the complexity by 1. If the talent or ability requires the expenditure of a spell point, increase the complexity instead by 2.

460549

War

Range: Personal (centered on caster) Duration: 1 round/caster level Effect: Apply the effects of the base totem from the War sphere to a stationary 50 ft area centered on the caster. Complexity Rally: To use a rally on a target instead of creating a totem, increase the complexity by +2. If the rally costs more than 1 spell point, increase the complexity by +1 for every additional spell point. Change the duration to instantaneous and the activation time to an immediate action. To apply Greater Rally and affect an additional 1 target per 2 caster levels within range, increase the complexity by another +2. Greater Totem: To change the totem placed or apply the effects of another War talent, increase the complexity by 1. If the talent would normally require a caster to spend an additional spell point, increase the complexity instead by +2.

paizo.com #3539816, James Gilbreath , May 1, 2015

169

4829643

460550

460550

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 6

Warp

Range: Personal Duration: Instantaneous Effect: Teleport the target anywhere within Close range that the user can see (Will negates if unwilling). Complexity Increased Effect: To increase the range the target is teleported (Close to Medium, Medium to Long), increase the complexity by 2 for each increase. Greater Warp: To apply the affects of a Warp talent, increase the complexity by 1. If that talent would normally require the caster to spend an additional spell point, increase the complexity instead by 2. Bend Space: To change the effect to bending space, increase the complexity by 1. If the bend space effect would normally require a caster to spend a spell point, increase the complexity instead by 2. Change the duration to match the chosen bend space effect.

Weather

Range: Personal Duration: 1 round/caster level Effect: Change one weather category’s severity level as the base Weather sphere within a Close-range radius burst. Complexity Increase Effect: To increase the size of the area affected (Close range radius burst to Medium range radius burst, Medium range radius burst to Long range radius burst), increase the complexity by 2 for each such increase. Greater Weather: You may apply the effects of a weather talent by increasing the complexity by 1. If the talent would require you to spend an additional spell point, increase the complexity by 2.

4829644

4829644

460550

170

paizo.com #3539816, James Gilbreath , May 1, 2015

4829644

460551

460551

4829645

Miscellaneous Variables When creating a magic item, the following options are also available. No Space Limitation: If an item needn’t be worn nor held in hand to be used (for example, a magical tattoo or an orbiting ioun stone), multiply the cost by 2. Permanency: Generally, effects bestowed by magic items are not permanent. When dealing with an exception to this rule (for example, the potion of love everlasting), the item must have a duration measured at least in hours, a caster level of at least 10, and the complexity must be raised by an additional +2. Permanent effects may be dispelled or removed by the Break Enchantment Life talent, or a similar effect such as the break enchantment spell. A GM should be careful when allowing permanent effects. Multiple Effects: You may add a second effect to a talent-based magic item in one of two ways: All effects contained within a magic item must have the same caster level. Second Effect: If the magic item has two abilities (for example, it may create a destructive blast and also gives its wearer a +2 enhancement bonus to Intelligence), calculate the second ability as a completely separate effect, complete with its own complexity if appropriate. Multiply the cost of all effects except the most expensive by 1.5. Mixing Effects: If the magic item has a complicated effect that mixes multiple abilities (example, it creates darkness and damages all creatures within the area as if from a destructive blast), calculate the second ability as a completely separate effect, complete with its own complexity. Multiply the less expensive effect by 2.

Talent-Based Magic Items Items that use the talent-based system (scrolls, potions, wondrous items and rods) are listed below.

Scribe Scroll A scroll is a half-finished magical effect, stored in such a way that a caster may summon it forth at a later time. While normally stored on sheets of paper or parchment, a scroll could also be chiseled into a stone tablet, written in runes across a suit of armor, or in a variety of other methods. Using a scroll wipes the magic from that scroll. A crafter may store multiple effects inside the same scroll.

Scrolls use the spell completion activation method: Activating a scroll is a standard action. To use a scroll, the caster must possess the scroll’s base sphere and their caster level must be at least equal to the caster level of the scroll. If they possess the base sphere but not a high enough caster level, the caster must pass a caster level check (roll a d20 and add their caster level to the roll) against a DC of the scroll’s caster level +1. If the caster fails, she must make a DC 5 Wisdom check to avoid a scroll mishap, as detailed in the Pathfinder Core Rulebook. A natural roll of 1 always fails, whatever the modifiers. If a caster does not possess a scroll’s base sphere, they cannot activate the scroll except through the Use Magic Device skill.

Magic Items

4829645

paizo.com #3539816, James Gilbreath , May 1, 2015

To create a scroll, the caster needs a supply of magical components and writing materials, the cost of which is subsumed in the cost for scribing the scroll. All materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each scroll, no matter how many times she previously has scribed the same effect. Scrolls use the talent-based method of item creation. A scroll’s base price is found by taking 25 gp x the scroll’s complexity x the scroll’s caster level. The material cost to create a scroll is 12.5 gp x the scroll’s complexity x the scroll’s caster level. If a scroll effect requires a saving throw, the DC is equal to 10 + 1/2 the scroll’s caster level + the casting ability modifier of the one using the scroll. If a scroll is being used by a non-caster (such as through the Use Magic Device skill), use their highest mental ability modifier as their casting ability modifier. 460551

Brew Potion If a creature has the Brew Potion feat, a heat source, and a few containers to mix liquids, they may expend magical components to create potions, oils, and dusts. Like scrolls, a potion, oil, or dust is a magical effect stored in physical form. Unlike scrolls, any creature may use a potion, oil, or dust, a potion through drinking it, an oil by applying it to the target creature or object, or dust by throwing it over an area. Potions target the creature who drinks it (a range of personal), oils target the creature or object it is applied to (a range of touch), while dusts must be sprinkled (usually area affects). Some abilities are impractical to make use of with a potion, oil, or dust (for example, a dust cannot have a range of Long, because it’s range would only extend as far as the person using it can throw). It is possible to place potion-like effects into other items as well (for example, a jewel that explodes when thrown or an apple that applies an effect when eaten, etc.). Potions use the talent-based method of item creation. A potion’s base price is equal to 50 gp x the potion’s complexity x the potion’s caster level. The cost of materials to create a potion is 25 gp x the potion’s complexity x the potion’s caster level. If a potion, oil, or dust requires a saving throw, the DC is equal to 10 + 1/2 the caster level.

paizo.com #3539816, James Gilbreath , May 1, 2015

171

4829645

460552

460552

4829646

4829646

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 6

Wondrous Items Wondrous items are an amorphous form of magic, for indeed anything could become a wondrous item. A feather, a carved statue, or even equipment that would normally fall under a different distinction such as a suit of armor or ring could become a wondrous item, if the crafted chooses to make them such. Wondrous item are often limited. Unlike rods, a wondrous item may have a limited number of uses per day, or may have a limited number of total uses before losing its magic completely. Wondrous items are usually activated by a command word, or through some other form of inciting action such as throwing the item into the air, holding it against the intended target, or praying to a particular divinity while holding the item. Unlike magical equipment that provides constant benefits to any creature who wears it, wondrous items provide no benefit until activated. Wondrous items use the talent-based method of item creation. A basic wondrous item is usable once per day, and has a base price equal to 400 gp x the item’s complexity x the item’s caster level. The material cost to create a wondrous item is 200 gp x the item’s complexity x the item’s caster level. If a wondrous item effect requires a saving throw, the DC is equal to 10 + 1/2 the caster level. If the item is usable multiple times per day, multiply this cost by its number of daily uses. If it is usable at-will but contains 50 total charges, multiply the cost by 2.5.

Craft Rod Rods are poles ranging from 1 to 3 ft in length into which a crafter has placed an unusually stable form of talent-based magic. Unlike the scroll, potion, or wondrous item, a rod is usable at-will with no daily limit, or in many cases, provides a continual effect once activated. The creator of a rod must determine how the rod is activated, which could involve the user speaking a command word, pressing buttons along its side, striking the rod against the ground, or provide a constant effect to the wielder so long as it is held. As such, rods are an exception to the normal rule regarding permanent effects. As with the other magic items listed above, rods do not even necessarily need to be rods; a lantern that reveals all invisible creatures within its lighted area, a door that never opens unless a command word is spoken, or a sword that includes a talent-based ability are all examples of things that may be created through the Craft Rod feat. A rod’s base price is equal to 2,000 gp x the item’s complexity x the item’s caster level. Crafting a rod costs 1,000 gp x the item’s complexity x the item’s caster level in raw material components. A rod cannot have a lower caster level than 9th. If a rod calls for a saving throw, the DC is equal to 10 + 1/2 the caster level. Constant Life Sphere Effects: When a rod grants a continual cure, the effect becomes instead Fast Healing 1 (+1 per

172

increase in complexity). If a rod grants a continual restore, it instead grants immunity to one effect (+1 per complexity; a creature cannot gain immunity to effects that require a magic skill check to remove or are unaffected by the Life). Temporary hit points cannot be made into a continual effect.

Attribute-Based Magic Items Rather than calculating complexity, a caster crafting a weapon, suit of armor, shield, wand, staff, or piece of wearable equipment (such as a ring, belt, or cloak) does so by selecting abilities from a list of different potential attributes.

Forge Ring Forge Ring is not only used to create magic rings, but also all forms of worn items, be they belts, amulets, headbands, gloves, or others. Forge Ring allows the caster to place constant bonuses into these items, allowing those who wear them to benefit from their power. To forge a piece of wearable equipment, the crafter must decide on a single enhancement to place within, chosen from those on Table: Equipment Bonuses. Multiple enhancements may be granted by the same piece of equipment, but the price of all enhancements except the most expensive has their price multiplied by 1.5.

460552

Craft Wand Rather than creating a sphere-like effect, a crafter with the Craft Wand feat can take this a step further and actually place the ability to wield a sphere into an item itself. These wands (usually made from a thin baton of wood or metal) allow a caster to use its magical abilities as if they were its own. Wands use the spell trigger activation method, meaning using an ability contained within a wand is usually a standard action that doesn’t provoke attacks of opportunity. To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole. A caster must possess the wand’s base sphere in order to activate it. When used, the caster may use any sphere ability contained therein, using the wand’s caster level when determining the power of the effect and using the wand’s spell points when empowering the effect. Under normal circumstances, a caster cannot spend their own spell points or use their own caster level when activating a wand. If a wand’s effects call for a saving throw, the DC is equal to 10 + 1/2 the wand’s caster level. A wand does not recover spent spell points on its own.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829646

460553

460553

4829647

Table: Equipment Bonuses

Benefit

Minimum Caster Level

Sphere

Base Cost

Grant Enhancement bonuses to a Mental Ability Score

2x Enhancement Bonus

Enhancement

Bonus Squared x 1,000 gp

Grant Enhancement bonuses to a Physical Ability Score

2x Enhancement Bonus

Enhancement

Bonus Squared x 1,000 gp

AC bonus (deflection)

3x Bonus

Protection

Bonus squared x 2,000 gp

AC bonus (natural armor)

3x Bonus

Alteration

Bonus squared x 2,000 gp

AC bonus (other)

3x Bonus

Various

Bonus squared x 2,500 gp

Energy Resistance (one energy type)

Resistance -10 (minimum: 1)

Protection

Resistance squared x 50 gp

Save bonus (resistance)

3x Resistance Bonus

Protection

Bonus squared x 1,000 gp

Save bonus (other)

3x Bonus

Various

Bonus squared x 2,000 gp

Skill bonus (competence)

1x Competence Bonus

Various

Bonus squared x 100 gp

Spell resistance

Spell Resistance -10 (minimum: 1)

Protection

10,000 gp per point over SR 12, SR 13 minimum

CMB (competence, one combat maneuver)

1x Bonus

Enhancement

Bonus squared x 1,000 gp

CMD (enhancement)

1x Bonus

Enhancement

Bonus squared x 1,000 gp

Once per day, a caster who’s caster level is at least equal to the wand’s caster level may spend one of their spell points to restore 1 spell point to the wand. A wand may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so. The simplest wand a crafter may create contains a base sphere, 1 spell point, and a caster level of 2. This wand has a base price of 1,000 gp. When a crafter increases a wand’s caster level (to a maximum of their own), for every 2 caster levels a wand is increased, the crafter may place an additional magic talent into the wand, or may increase the wand’s spell point pool by 1. A crafter must possess each talent to be placed in the wand, or else must have access to that talent through another caster. Likewise, if the crafter possesses a sphere-specific drawback in the sphere used to create the wand (or simply wants to create a focused wand), that wand also possesses that sphere-specific drawback. The wand gains a bonus magic talent or spell point in exchange for this sphere-specific drawback. A wand may contain an advanced talent, but must possess that talent’s minimum caster level, as well as all of its prerequisite talents. A wand may be used to meet the prerequisites for creating other magic items. A wand’s pricing is determined by comparing it to Table: Wand Pricing.

Magic Items

4829647

paizo.com #3539816, James Gilbreath , May 1, 2015

Table: Wand Pricing

Caster Level

# of Additional Magic Talents/ Spell Points

Price

2 (base wand)

0

1,000 gp

4

1

4,000 gp

6

2

9,000 gp

8

3

16,000 gp

10

4

25,000 gp

12

5

36,o00 gp

13

6

49,000 gp

16

7

64,000 gp

18

8

81,000 gp

20

9

100,000 gp

460553

Craft Staff In many ways, a staff is a caster’s most powerful tool. Like a magic weapon, a staff contains enhancement bonuses, except instead of aiding in the weapons attack and damage rolls, these bonuses increase the user’s caster level. A staff is a long shaft of wood, metal, or some other hard material that usually measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. A

paizo.com #3539816, James Gilbreath , May 1, 2015

173

4829647

460554

460554

4829648

4829648

Chapter 6

paizo.com #3539816, James Gilbreath , May 1, 2015

typical staff also functions as a walking stick, quarterstaff, or cudgel.

caster wielding the wand counts as possessing that magic talent when meeting the prerequisites for creating other magic items.

Every staff is associated with a base sphere, which the crafter must possess in order to create the staff, either on their own or through another caster. The staff may possess an enhancement bonus ranging from +1 to +5. When wielding a staff and using a sphere ability from the staff ’s base sphere, the caster adds the staff ’s enhancement bonus as a temporary increase to their caster level for that ability. This only applies to magic used by the caster herself; this bonus does not apply to wands or other magic items the caster is wielding. Rather than increase the number of undead that can be controlled through the Death sphere or increasing the HD of companions through the Conjuration sphere, these allies instead gain a circumstance bonus to attack rolls and skill checks equal to the staff ’s enhancement bonus.

Second Sphere Benefit: The staff provides an enhancement bonus to a sphere other than its base sphere, chosen when this special quality is gained. This benefit may be taken up to 5 times. The effects stack. Cost: +1 bonus Prerequisite: The crafter must have access to the sphere to be enhanced, either on their own or through another caster.

A staff ’s base price is equal to its bonus squared x 2,000 gp. To create a staff, a caster must spend materials with a cost equal to its bonus squared x 1,000 gp. A staff ’s caster level is equal to 2x its total bonus. In addition, the following special qualities may be applied to a staff. Each of these special qualities count as additional bonuses for determining the market value of the item, but do not modify caster level. A single staff cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities or magic) higher than +10. Staves must have at least a +1 enhancement bonus to their base sphere before any special qualities may be added. Staves cannot possess the same special ability more than once unless otherwise noted.

460554

Magic Talent Benefit: Any caster wielding the staff gains access to a magic talent contained within the staff. If this talent is a (form) Conjuration talent, it may be applied to any companion the caster summons, but no more than one creature at any given time. To contain an advanced talent, a staff needs a minimum caster level equal to that talent’s prerequisite caster level, and must contain all of that talent’s prerequisite talents. A staff may gain this special quality multiple times. Cost: +2 bonus Prerequisite: The crafter must have access to the magic talent to be included, either on their own or through another caster. The talent must belong to the staff ’s base sphere. A

174

paizo.com #3539816, James Gilbreath , May 1, 2015

4829648

460555

460555

4829649

Craft Magic Arms and Armor Magical weapons, armor, and shields are pieces of equipment that have been enhanced through magic: weapons to strike truer and deliver more damage, shields and armor to better protect their wielders. Magical weapons, armors, and shields have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls (in the case of weapons) or to AC (in the case of armor and shields). All magic weapons, armor, and shields are also masterwork, but their masterwork bonuses do not stack with their enhancement bonuses. Some magic equipment has special qualities. Special qualities count as additional bonuses for determining the market value of the item, but do not modify attack, damage, or AC except where specifically noted. A single piece of equipment cannot have a modified bonus (enhancement bonus plus special quality bonus equivalents, including those from character abilities and magic) higher than +10. Equipment with special qualities must also have at least a +1 enhancement bonus. Equipment cannot possess the same special ability more than once unless otherwise noted. To find the base price for a magic weapon, shield, or suit of armor, add together its enhancement bonuses and special qualities to find its total effective bonus (from +1 to +10). Square this bonus, and multiply it by 2,000 gp (in the case of magic weapons), or by 1,000 gp (in the case of magic armor or shields).

Armor/ Base Price Shield Bonus (gp)

shields, and suits of armor detect as Enhancement sphere effects through the divine ability from the Divination sphere, but also detect as every sphere associated with a special quality they possess. Other Bonuses: Some special qualities from the core Pathfinder magic system do not have their cost measured in bonuses, but instead contain a base gold cost. While some of these abilities have had their prices translated into bonuses, many of these abilities are, in essence, wondrous item enhancements, equipment enhancements or rod enhancements that have simply been applied to a weapon, shield, or suit of armor, having their prices multiplied by 1.5 as is normal when adding multiple effects to a single item. Applying these bonuses to a weapon, shield, or suit of armor may be accomplished by using the Craft Rod, Craft Wondrous Item, or Forge Ring talents, and either using the rules listed under those particular feats, or by simply adding the special quality as written, substituting an appropriate sphere for its prerequisite. Table: Weapons Special Qualities

Weapon Special Quality

Cost

Sphere

Adaptive

+1 bonus

Creation

Allying

+1 bonus

Enhancement

Bane

+1 bonus

Light

Benevolent

+1 bonus

War

Called

+1 bonus

Warp

Conductive

+1 bonus

Death

Conserving

+1 bonus

Warp

460555

Weapon Bonus

Base Price (gp)

+1

2,000

+1

1,000

Corrosive

+1 bonus

Destruction

+2

8,000

+2

4,000

Countering

+1 bonus

Enhancement

+3

18,000

+3

9,000

Courageous

+1 bonus

Mind

+4

32,000

+4

16,000

Cruel

+1 bonus

Death

+5

50,000

+5

25,000

Cunning

+1 bonus

Divination

+6

72,000

+6

36,000

Deadly

+1 bonus

Death

+7

98,000

+7

49,000

Defending

+1 bonus

Protection

+8

128,000

+8

64,000

Distance

+1 bonus

Divination

+9

162,000

+9

81,000

Dispelling

+1 bonus

Life

+10

200,000

+10

100,000

Flaming

+1 bonus

Destruction

Frost

+1 bonus

Destruction

Furious

+1 bonus

Mind

Ghost touch

+1 bonus

Warp

Grayflame

+1 bonus

Fate

Grounding

+1 bonus

Weather

Guardian

+1 bonus

Protection

Heartseeker

+1 bonus

Death

Each magical weapon, shield, or suit of armor must possess a caster level equal to twice the item’s total bonus (including special qualities) or 3 times its enhancement bonus, whichever is higher. A caster cannot create a weapon, suit of armor, or shield of a higher caster level than he himself possesses. The following special qualities for weapons, shields, and suits of armor are listed below with their prerequisite sphere. A caster must possess this base sphere (either through their own magic talents or another willing caster) to add this ability to a magic weapon, shield, or suit of armor. All magic weapons,

Magic Items

4829649

paizo.com #3539816, James Gilbreath , May 1, 2015

paizo.com #3539816, James Gilbreath , May 1, 2015

175

4829649

460556

460556

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 6

Table: Weapons Special Qualities Continued

Weapon Special Quality

Cost

Sphere

Weapon Special Quality

Cost

Sphere

Huntsman

+1 bonus

Divination

Dispelling burst

+2 bonus

Life

Impervious

+1 bonus

Protection

Disruption

+2 bonus

Life

Jurist

+1 bonus

Enhancement

Dueling

+2 bonus

Enhancement

Keen

+1 bonus

Enhancement

Endless ammunition

+2 bonus

Creation

Ki focus

+1 bonus

Enhancement

Flaming burst

+2 bonus

Destruction

Limning

+1 bonus

Light

Furyborn

+2 bonus

Mind

Lucky

+1 bonus

Fate

Glorious

+2 bonus

Light

Menacing

+1 bonus

War

Holy

+2 bonus

Fate

Merciful

+1 bonus

Life

Icy burst

+2 bonus

Destruction

Mighty cleaving

+1 bonus

War

Igniting

+2 bonus

Destruction

Mimetic

+1 bonus

Protection

Impact

+2 bonus

Telekinesis

Neutralizing

+1 bonus

Nature

Invigoration

+2 bonus

Life

Ominous

+1 bonus

Mind

Ki intensifying

+2 bonus

Enhancement

Planar

+1 bonus

Conjuration

Lifesurge

+2 bonus

Life

Reliable

+1 bonus

Creation

Negating

+2 bonus

Fate

Returning

+1 bonus

Telekinesis

Phase locking

+2 bonus

Warp

Quenching

+1 bonus

Nature

Shocking burst

+2 bonus

Destruction

Seaborne

+1 bonus

Nature

Stalking

+2 bonus

War

Seeking

+1 bonus

Divination

Unholy

+2 bonus

Fate

Shock

+1 bonus

Destruction

Wounding

+2 bonus

Death

Spell storing

+1 bonus

Destruction

Lucky, greater

+3 bonus

Fate

Thawing

+1 bonus

Nature

Nullifying

+3 bonus

Protection

Throwing

+1 bonus

Telekinesis

Reliable, greater

+3 bonus

Creation

Thundering

+1 bonus

Destruction

Repositioning

+3 bonus

War

Valiant

+1 bonus

War

Speed

+3 bonus

Time

Vicious

+1 bonus

Death

Spell stealing

+3 bonus

Destruction

Advancing

+2 bonus

War

Brilliant Energy

+4 bonus

Light

Anarchic

+2 bonus

Fate

Dancing

+4 bonus

Enhancement

Anchoring

+2 bonus

Enhancement

Designating, greater

+4 bonus

Fate

Axiomatic

+2 bonus

Fate

Nimble Shot

+4 bonus

Divination

Corrosive burst

+2 bonus

Destruction

Second Chance

+4 bonus

Telekinesis

Defiant

+2 bonus

Life

Vorpal

+5 bonus

Death

Designating, lesser

+2 bonus

Fate

4829650

4829650

Table: Weapon Special Qualities Continued

176

paizo.com #3539816, James Gilbreath , May 1, 2015

460556

4829650

460557

460557

4829651

Table: Armor Special Qualities

Table: Armor Special Qualities Continued

Armor/Shield Special Quality

Cost

Sphere

Armor/Shield Special Quality

Cost

Sphere

Benevolent

+1 bonus

War

Ghost Touch

+3 bonus

Warp

Arrow Catching

+1 bonus

Abjuration

Harmonizing

+3 bonus

Illusion

Balanced

+1 bonus

Telekinesis

Invulnerability

+3 bonus

Protection

Bashing

+1 bonus

Enhancement

Martyring

+3 bonus

Life

Bitter

+1 bonus

Alteration

Spell Resistance (15)

+3 bonus

Protection

Blinding

+1 bonus

Light

Titanic

+3 bonus

Alteration

Bolstering

+1 bonus

War

Wild

+3 bonus

Alteration

Brawling

+1 bonus

Enhancement

Champion

+1 bonus

Fate

Energy Resistance, Improved

+4 bonus

Protection

Clangorous

+1 bonus

Destruction

Spell Resistance (17)

+4 bonus

Protection

Creeping

+1 bonus

Dark

+5 bonus

Protection

Dastard

+1 bonus

Fate

Energy Resistance, Greater

Deathless

+1 bonus

Protection

Etherealness

+5 bonus

Alteration

Defiant

+1 bonus

Light

Fortification (heavy)

+5 bonus

War

Fortification, light

+1 bonus

War

Reflecting

+5 bonus

Protection

Grinding

+1 bonus

Enhancement

Spell Resistance (19)

+5 bonus

Protection

Impervious

+1 bonus

Enhancement

Mirrored

+1 bonus

Protection

Poison-Resistant

+1 bonus

Life

Rallying

+1 bonus

Mind

Ramming

+1 bonus

Destruction

Spell storing

+1 bonus

Destruction

Stanching

+1 bonus

Life

Warding

+1 bonus

Protection

Wyrmsbreath

+1 bonus

Destruction

Adhesive

+2 bonus

Alteration

Animated

+2 bonus

Enhancement

Arrow Deflection

+2 bonus

Protection

Delving

+2 bonus

Alteration

Hosteling

+2 bonus

Warp

Merging

+2 bonus

Creation

Putrid

+2 bonus

Death

Radiant

+2 bonus

Light

Spell Resistance (13)

+2 bonus

Protection

Energy Resistance

+3 bonus

Protection

Fortification (moderate)

+3 bonus

War

Magic Items

4829651

paizo.com #3539816, James Gilbreath , May 1, 2015

Altered Weapon Special Qualities

460557

Dispelling: The wielder of a dispelling weapon may store a spell point or dispel magic spell into the weapon, as if using a spell storing weapon. Just as with a spell storing weapon, the wielder may expend the spell or spell point to perform a targeted dispel against a target damaged by the weapon. However, the MSB check to dispel gains an additional bonus equal to the weapon’s enhancement bonus. This bonus also applies to a magus’s dispelling strike arcana or a barbarian’s spell sunder or sunder enchantment combat maneuver check. Spell Storing: A spell storing weapon allows a caster to store a single targeted sphere effect that does not cost a spell point, or a spell of up to 3rd level, in the weapon itself. (The spell or sphere effect must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately use the sphere effect or cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that creating a magical effect from an item takes at least as long as creating the magical effect normally.) Once the spell or sphere effect has been cast from the weapon, a caster can cast another targeted spell or sphere effect into it that fits the criteria listed above. The weapon magically imparts to the wielder the name and nature of the spell or effect currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a magic effect stored in it already. This special ability can only be placed on melee weapons.

paizo.com #3539816, James Gilbreath , May 1, 2015

177

4829651

460558

460558

4829652

4829652

Chapter 6

paizo.com #3539816, James Gilbreath , May 1, 2015

A spell storing weapon emits a strong aura of the Destruction sphere, plus the aura of the spell or sphere effect currently stored. Dispelling Burst: A dispelling burst weapon functions like a dispelling weapon but may store greater dispel magic spells or up to 2 spell points, which may be spend jointly as if using the Improved Counterspell feat. In addition, the spell or spell point may be discharged when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon’s enhancement bonus or the weapon’s critical multiplier (whichever is higher). If a dispelling burst weapon confirms a critical hit while it is not currently storing a spell point or dispel magic or greater dispel magic spell, yet if the wielder has the Counterspell feat or either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action or place 1 or 2 spell points into the weapon as a swift action, and then immediately discharge it into the target as a free action. Spell Stealing: This special ability can only be placed on melee weapons. A spell stealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which magical effects are active upon the target. The wielder may then make a magic skill check to steal her choice of one of those effects, using the spell stealing weapon’s caster level plus its enhancement bonus against the effect’s MSD. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spell stealing weapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional effect per additional multiple beyond x2 (two effects for x3, and so on).

Altered Armor Special Qualities Spell Storing: This armor allows a spellcaster to store within it a single touch spell of up to 3rd level, or a sphere effect that does not cost a spell point. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell or sphere effect on that creature as a immediate action if the wearer desires. Once the magical effect has been cast from the armor, a caster can cast into it any other targeted touch spell of up to 3rd level or sphere effect that does not cost a spell point. The armor magically imparts to the wielder the name of the magical effect currently stored within it. A randomly rolled suit of spell storing armor has a 50% chance to have a magical effect stored in it already. Spell storing armor emits a strong aura of the Destruction sphere, plus the aura of the magic stored within.

178

Wild: Armor with this special ability usually appears to be made from magically hardened animal pelt. The wearer of a suit of armor or a shield with this ability preserves his armor or shield bonus (and any enhancement bonus) while in an alternate form, such as those granted by the Alteration sphere. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is transformed, the armor cannot be seen.

Creativity and Custom Magic Items When creating a custom magic item, the rules explained above are guidelines, and not hard rules. A sword could be enchanted as a wand, a rod could grant ring-like benefits to its holder, or a necklace could hold gemstones that have each been enchanted with potion-like single-use magical effects. In many ways, each item creation feat maps less to a particular type of item, and more to a particular type of enchantment: a caster with Craft Magical Arms and Armor could create a magical frying pan, but it would need to be enchanted as a weapon unless he possessed another item-creation feat. Likewise, while the above rules are designed to help determine an item’s price and powers, in reality the scope of what a magic item can do is limited only by the crafter’s imagination. Magic items are at their best when they are unique, wondrous, and personalized, which can mean creating new abilities beyond the scope of the basic spheres. The GM is the final arbiter for determining an item’s final market price, and may adjust a price higher, lower, or even disallow any item or option if it becomes unbalancing or disruptive.

460558

Using the System Example 1 A’Daine the mageknight possesses a caster level of 6 and the Brew Potion item creation feat, and wants to create a potion of the powerful Courage charm to give to an ally for an upcoming battle. A base 1 complexity mind sphere potion plants a suggestion, has a range of touch, and a variable duration depending on the charm selected. She changes the charm to Courage (+1 complexity), and wants the powerful version (+3 complexity). This creates a potion with a complexity of 5 and a duration of 1 minute per caster level. Since this is a potion, she reduces the range to Personal (-1 complexity), giving her potion a complexity of 4. Since the caster level must be at least equal to the complexity, A’Daine would need to make the potion at least caster level 4, which, thankfully, she can. Since a powerful Courage charm grants power in intervals of 5 caster levels, she decides to make her potion caster level 5.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829652

460559

460559

4829653

A potion’s base price is 50 x complexity x caster level. With a complexity of 4 and a caster level of 5, this makes the base price 1,000 gp. In the end, her potion looks like this:

ability to feel fear and filling them with confidence. The drinker gains a +2 morale bonus to attack rolls, ability checks, skill checks, and saving throws. In addition, the target gains immunity to fear and 5 temporary hit points. These benefits last 5 minutes after drinking.

Potion of Peerless Courage

Construction Requirements

Aura faint mind; CL 5th Slot none; Price 1,000 gp; Weight .5 lbs.

Brew Potion, Mind Sphere; Cost 500 gp

Description This potion fills the drinker with an overwhelming sense of power, wiping away their

Example 2

Magic Items

4829653

paizo.com #3539816, James Gilbreath , May 1, 2015

Soren the incanter has a caster level of 10 and the Scribe Scroll feat. He wants to create a powerful scroll - a trump card in case he’s ever out of spell points and in need of an escape. He wants to create a scroll that simultaneously teleports him to safety and cuts off his pursuers by creating a giant wall to block their way. A basic complexity 1 Warp effect has a range of personal, and an effect of teleporting the target anywhere within Close range that can be seen. Soren wants to increase the effect to Long range (+4 complexity), creating a complexity of 5. At the same time, Soren wants to include a Creation effect to produce a wall. A complexity 1 Creation effect has a range of personal (creating the object adjacent to the caster) and a duration of 1 round per caster level. Soren is fine with the short duration, but he wants the wall to be thick; he adds the Expanded Materials talent (+1 complexity) and the Larger Creation talent (+2 complexity) to the effect, giving it a total complexity of 4. Soren wants the effect as powerful as possible, and uses his full caster level (10) to create the scroll.

460559

The Warp effect has a base price of 1,250 gp (25 gp x 5 x 10), while the Creation effect has a base price of 1,000 gp (25 gp x 4 x 10). Since the scroll is producing both effects simultaneously, the smaller cost is multiplied by 2, bringing the Creation effect’s base price up to 2,000 gp, and the scroll’s total base price up to 3,250 gp. The final scroll looks like this:

Wizard’s Great Escape Aura moderate Warp, Creation; CL 10th Slot none; Price 3,250 gp; Weight Description This scroll houses a complicated formula that, when read, teleports its reader instantly anywhere he can see, up to a distance of 800 ft. At the same time, a large iron wall is summoned where the reader originally was. This wall is comprised of 10 sections of wall, each 10 ft tall, 10 ft wide, and 2 inches thick, arranged contiguously anywhere, so long as at least part of the wall inhabits the square the caster originally stood in when using this scroll. This wall lasts 10 rounds before disappearing completely. Construction Requirements Scribe Scroll, Creation Sphere, Warp Sphere; Cost 1,625 gp

paizo.com #3539816, James Gilbreath , May 1, 2015

179

4829653

460560

460560

4829654

4829654

Chapter 6

paizo.com #3539816, James Gilbreath , May 1, 2015

Example 3 Kat the soul weaver has a caster level of 8 and both the Craft Magical Arms and Armor feat and the Craft Wand feat. She wants to create a magic quarterstaff (her weapon of choice) that doubles as a Death wand, allowing her to summon more undead than she otherwise could. A quarterstaff is a double weapon, but Kat decides to enchant one end as a +2 greyflame weapon, and to leave the other end unenchanted. This gives the weapon a caster level of 6 and a base cost of 18,000 gp. With a caster level of 6, Kat can create a basic death wand with 2 bonuses, which she spends on granting the wand 2 bonus spell points. She also gives the wand the Necromantic Limit drawback so it may only reanimate, and uses the bonus talent to give the wand Expanded Necromancy. Crafting such a wand would have a base price of 9,000, which is multiplied by 1.5 since she is adding multiple effects to the same item, making the wand enchantment’s new base price 13,500 gp. Combining this with the weapon enchantment, the staff ’s new base price is 31,500 gp, and a market price of 32,100 gp when combined with the price of a masterwork quarterstaff. In the end, her staff looks like this:

Pole of Unlife Aura moderate Death, Fate; CL 6th Slot none; Price 32,100 gp; Weight 4 lbs. Description This quarterstaff is topped with a multitude of what appear to be burning wax candles, except these candles never burn out, and are as hard as steel when used in combat. This staff functions as both a +2 grayflame quarterstaff and a death wand with 3 spell points. The staff cannot create a ghost strike, but it may reanimate a touched creature of 6 HD or less, may control a total of 12 HD of creatures at once, and has access to the Expanded Necromancy talent. Construction Requirements Craft Magical Arms and Armor, Craft Wand, Death Sphere, Fate Sphere, masterwork quarterstaff; Cost 15,750 gp

Example 4 The Baron Rene De Courcillon has a caster level of 5 and the Craft Wondrous Item feat. He finds himself often in need of a quick escape, and wants to create a ring to help him distract his pursuers while he hides. He has the idea to create a ring that will turn him invisible and summon a creature to attack his foes. A base Illusion ability with a complexity of 1 has a range of Personal and a duration of 1 round/caster level. Changing the effect to Invisibility raises this complexity to 2. This effect has a base price of 400 gp x 2 x 5, or 4,000 gp.

180

A base Conjuration ability has a range of Personal and a duration of 1 round/caster level. The Baron does not want to augment the companion further, and so keeps the complexity at 1. This effect has a base price of 400 gp x 1 x 5, or 2,000 gp. Since this effect is happening jointly with the Invisibility effect above, it has its price doubled, becoming 4,000 gp. Combining the two effects, the base price becomes 8,000 gp. In the end, the ring looks like this:

Fool’s Trick Aura faint Illusion, Conjuration; CL 5th Slot none; Price 8,000 gp; Weight Description This simple silver ring bears no inscription to give away its magical properties, but bears the inscription “twist me” on the inside of the band. Once per day, the wearer of the ring may twist the ring around his finger to activate its magic. To observers, it appears that the ring-wearer suddenly transforms into a bear, attacking the nearest foe on its next turn. In reality, the bear is a summoned creature and the ring-wearer has turned invisible, gaining a +5 bonus to Stealth checks. Both the bear and the invisibility last for 5 rounds before disappearing. Bear Size medium Init +2; Senses none; Perception +0 AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) hp 34 (4d10+8) Fort +6, Ref +6, Will +1 Speed 40 ft.; Melee bite +7 (1d8+3) or bite +5 (1d8+9) Defenses Evasion Space 5ft; Reach 5ft Str 14, Dex 14, Con 14, Int 7, Wis 10, Cha 11 BAB +4; CMB +6; CMD 18 Feats Power Attack, Weapon Focus (bite) Skills Climb +9

460560

Construction Requirements Craft Wondrous Item, Conjuration Sphere, Illusion Sphere, Cost 4,000 gp

Example 5 Artemis the symbiat has a caster level of 10 and possesses the Craft Rod feat. After one too many encounters with invisible creatures, he decides to create a lantern that reveals the location of invisible creatures. Creating a Light ability that reveals the location of invisible creatures has a complexity of 3. Rods can have permanent effects, and so the lantern has a base price of 2,000 gp x 3 x 9, or 54,000 gp. In the end, the lantern looks like this:

paizo.com #3539816, James Gilbreath , May 1, 2015

4829654

460561

460561

4829655

Lantern of Full Sight Aura moderate Light; CL 9th Slot none; Price 54,000 gp; Weight 4 lbs. Description This lantern creates bright light in a 70 ft radius, and raises the light level by one step to a maximum of normal light for 70 ft beyond this. Any invisible creature within this area of bright light becomes immediately visible, losing all benefits of invisibility. Construction Requirements Craft Rod, Light Sphere; Cost 27,000 gp

Sample Magic Items Scrolls Scroll of Freeze Aura faint Destruction; CL 5th Slot none; Price 625 gp; Weight Description This scroll creates a frost blast, dealing 5d6 frost damage to everything within a 15 ft radius burst centered within Close range A successful Reflex save halves the damage. Targets who fail their save are also staggered for 1 round. Construction Requirements Scribe Scroll, Destruction Sphere; Cost 312.5 gp

Scroll of the Ancient Bargain Aura strong Conjuration; CL 15th Slot none; Price 4,125 gp; Weight Description This tattered old piece of parchment contains a single name, “Gaskivan”, written across it in a haphazard manner. When this name is read aloud by a caster of sufficient power, Gaskivan himself will appear in an adjacent square, ready to do the summoner’s bidding for 15 hours or until dismissed. Gaskivan appears as a muscular giant wearing a king’s robes. Gaskivan Size Huge Init -1; Senses none; Perception +0 AC 15, touch 7, flat-footed 15 (-1 Dex, -2 size, +8 natural) hp 178 (12d10+96+12) Fort +16, Ref +3, Will +8 Speed 30 ft. Melee 2 slams +23 (1d8+12), 1 slam +18 (1d8+6) or 2 slams +19 (1d8+20), 1 slam +14 (1d8+10) Defenses Improved Evasion, Devotion Space 15ft; Reach 15ft

Str 34, Dex 8, Con 26, Int 7, Wis 10, Cha 11 BAB +12; CMB +26; CMD 35 Feats Power Attack, Intimidating Prowess, Weapon Focus (slam), Dazzling Display (slam), Shatter Defenses, Toughness Skills Intimidate +20 Construction Requirements Scribe Scroll, Conjuration Sphere; Cost 2,062.5 gp

Magic Items

4829655

paizo.com #3539816, James Gilbreath , May 1, 2015

Potions Potion of Love Everlasting Aura moderate Mind; CL 10th Slot none; Price 4,000 gp; Weight .5 lbs. Description This potion causes any creature who drinks it to fall madly in love with the first creature he or she perceives. The drinker’s attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker’s love is a platonic adoration. The effects of this potion are permanent unless removed by the counterspell feat, the break enchantment talent, or through some similar means. Construction Requirements Brew Potion, Mind Sphere; Cost 2,000 gp

460561

Potion of Monstrous Transformation Aura moderate Alteration; CL 5th Slot none; Price 750 gp; Weight .5 lbs. Description This potion transforms the drinker into a ferocious monster, granting them a bite attack and 2 claw attacks for 5 minutes. Construction Requirements Brew Potion, Alteration Sphere, Cost 375 gp

Fire Poison Aura moderate Destruction; CL 7th Slot none; Price 700 gp; Weight .5 lbs. Description This vial contains a fiery red liquid that bubbles in its container. When a creature drinks fire poison (either willingly or when eating or drinking something secretly containing the potion), they suffer 7d6 fire damage and catch fire, suffering 1d6 damage per round until the fire is extinguished. A successful Fortitude save (DC 13) halves the damage and stops the target from catching fire. Construction Requirements Brew Potion, Destruction Sphere, Cost 350 gp

paizo.com #3539816, James Gilbreath , May 1, 2015

181

4829655

460562

460562

4829656

4829656

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 6

Electric Oil Aura faint Destruction; CL 5th Slot none; Price 750 gp; Weight .1 lbs. Description This oil may be applied to a weapon as a poison. If used to successfully strike a creature before 1 round passes, the weapon explodes with a burst of lightning, dealing an additional 5d6 electricity damage to the target. If a weapon coated in this oil is used to attack a target made from metal or wearing metal armor, the attack is made with a +3 bonus. Construction Requirements Brew Potion, Destruction Sphere; Cost 375 gp

Wondrous Items Token of Fey Affection Aura moderate Warp; CL 10th Slot neck; Price 20,000 gp; Weight Description This small necklace contains a single, small gemstone, and is often given by Fey creatures to their mortal lovers or champions. Once per day, when the wearer of the token is reduced to 0 hp or fewer (or, when the wearer simply desires it), they are instantly teleported to the creature who gave them the token, provided they are on the same plane of existence. Only the creature to whom this token is given may use the token, and only to teleport to the creature who presented it to them. While it is possible to find or steal a token, the token will not work properly until it has been presented to a creature, and then may only be used to teleport to the side of the one who presented it to them. Construction Requirements Craft Wondrous Item, Warp Sphere; Cost 10,000 gp

Last Musicbox Aura moderate Fate; CL 1oth Slot none; Price 20,000; Weight 2 lbs. Description This small mechanical box plays a haunting melody when opened, and is decorated with images of angels and demons locked in combat. Whenever a creature within 50 ft of the music box hears the melody for at least one uninterrupted minute, one of the following happens: • If the creature is good, they gain a +2 sacred bonus to attack rolls, saving throws, and skill checks for 10 minutes. • If the creature is evil, they gain a +2 profane bonus to attack rolls, saving throws, and skill checks for 10 minutes. • If the creature is neither good nor evil, they suffer a -2 penalty to all attack rolls, saving throws, and skill checks for 10 minutes.

182

The music box can only be played once per day. If a creature opens the box a second time in a day, no music plays, and instead every creature within 50 ft becomes sickened for 1 hour. Construction Requirements Craft Wondrous Item, Fate sphere, Cost 10,000 gp

Windwalker Cape Aura faint Warp; CL 5th Slot shoulders; Price 30,000; Weight 1 lbs. Description The windwalker cape flows gently in the breeze, even when no breeze is present. The bearer of the windwalker cape may easily slip between spaces, teleporting anywhere within 150 ft that he can see as a move action. The windwalker cape is usable 3 times per day. Construction Requirements Craft Wondrous Item, Warp Sphere; Cost 15,000 gp

Headband of Ill Fortune Aura faint Fate; CL 5th Slot headband; Price 10,000; Weight Description When a creature wears this headband, once per day they may look at a creature within Close range and curse them as an immediate action, forcing them to roll an attack roll, skill check, ability check, or saving throw twice and take the lower result.

460562

Construction Requirements Craft Wondrous Item, Fate Sphere; Cost 5,000 gp

Rings/Equipment Ironside Ring Aura moderate Enhancement, Alteration; CL 8th Slot ring; Price 40,000 gp; Weight Description This ring is carved from cold iron, and gives its wearer a sense of unbreakable stability. The wearer of the ring gains a +4 enhancement bonus to their Constitution, a +2 natural armor bonus, and a +4 enhancement bonus to their CMD. Construction Requirements Forge Ring, Enhancement Sphere, Alteration Sphere, Cost 20,000 gp

Forger’s Gloves Aura moderate Creation; CL 10th Slot hands; Price 75,000 gp; Weight Description These leather workman gloves perpetually look dirty, no matter how well they’re cleaned. While worn, these gloves provide the wearer with the ability to forge metal with a touch, as the Forge

paizo.com #3539816, James Gilbreath , May 1, 2015

4829656

460563

460563

4829657

creation talent. The target also gains a +10 competence bonus to all Craft checks made involving metal objects. Construction Requirements Forge Ring, Craft Rod, Creation Sphere; Cost 37,500 gp

Rods Tower of Impregnable Defense Aura Strong Destruction, Protection; CL 15th Slot none; Price 255,000; Weight 3 tons Description This magically-empowered tower generally sits near the entrance to a building, city, or other permanent encampment to defend it against undesirables. If a target approaches within 60 ft of the tower without speaking the password aloud, the tower immediately erects a force barrier in a circle extending 15 ft around itself. This barrier possesses 150 hp and has a break DC of 32. In addition, if the target remains within 60 ft of the tower, they are struck every round for 15d6 electricity damage originating from the tower (Reflex half). The tower can only strike one target per round in this manner, and will always strike the closest undesirable. While the tower’s barrier may be erected as many times as necessary during the day, it’s HP only replenishes at a rate of 10 per hour. If the barrier is destroyed, it cannot reform for 24 hours. Construction Requirements Craft Rod, Destruction Sphere, Protection Sphere; Cost 127,500 gp.

Scepter of the Unbendable Servant Aura strong Mind, Enhancement, Conjuration; CL 20th Slot none; Price 134,000 gp; Weight 10 lbs. Description This 3 ft royal scepter is decorated in jewels, and wouldn’t look out of place in the hands of an emperor. Any creature holding this scepter gains a +6 enhancement bonus to their Charisma. In addition, the holder of the rod may summon forth the unbendable servant; a stone golem-like being that remains until dismissed and serves the holder of the rod unfailingly. If the unbendable servant should be destroyed, it reforms the following day and may be resummoned at that time. The Unbendable Servant Size Medium Init +1; Senses none; Perception +18 AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural) hp 131 (15d10+45) Fort +11, Ref +8, Will +9 Speed 30 ft. Melee 2 slams +20 (1d4+4), 1 slam +15 (1d4+2) or 2 slams +16 (1d4 +12), 1 slam +11 (1d4+6)

Defenses Improved Evasion, Devotion Space 5ft; Reach 5ft Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 11 BAB +15; CMB +19; CMD 30 Feats Weapon Focus (slam), Power Attack, Skill Focus (Linguistics), Orator, Skill Focus (Use Magic Device), Toughness, Lightning Reflexes, Improved Lightning Reflexes Skills Profession (butler) +18, Linguistics +24, Use Magic Device +24 Languages celestial, common, draconic, dwarven, elven, giant, gnoll, gnome, goblin, halfling, infernal, orc, terran, sylvan, undercommon

Magic Items

4829657

paizo.com #3539816, James Gilbreath , May 1, 2015

Construction Requirements Craft Rod, Forge Ring, Mind Sphere, Conjuration Sphere; Cost 67,000 gp

Bludgeoner’s Rod Aura Strong Destruction; CL 15th Slot none; Price 72,305 gp; Weight 5 lbs. Description This rod functions as a +2 light mace, but also has a button that, when pressed (a move action), charges the mace head with magical force. The first attack made with this rod before the end of the wielder’s turn deals an extra 15d6 bludgeoning damage. Construction Requirements

460563

Craft Rod, Craft Magical Arms and Armor, Conjuration Sphere, Mind Sphere; masterwork light mace, Cost 36,000 gp

Staves Ghost Staff Aura moderate Death; CL 10th Slot none; Price 50,000 gp; Weight 5 lbs. Description This +3 death staff also contains the Project Spirit advanced Death talent. Construction Requirements Craft Staff, Death Sphere, Project Spirit; Cost 25,000 gp

Hidden Blade Aura moderate, Illusion; CL 10th Slot none; Price 49,000 gp; Weight 5 lbs. Description This +3 glamered longsword also functions as a +3 illusion staff. Construction Requirements Craft Magical Weapons and Armor, Craft Staff, Craft Rod, Illusion Sphere, masterwork longsword; Cost 24,500 gp

paizo.com #3539816, James Gilbreath , May 1, 2015

183

4829657

460564

460564

paizo.com #3539816, James Gilbreath , May 1, 2015

4829658

4829658

460564

paizo.com #3539816, James Gilbreath , May 1, 2015

4829658

460565

460565

4829659

Using This Book

4829659

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 7

Using This Book “Are you sure this will work?” Soren arched an eyebrow and shot Artemis a frigid look. “My magic always works.” Soren raised one hand, and the great stone archway began to hum. For a moment the air between the stone seemed to ripple, then it split neatly in half. The portal itself shone with a metallic hue and reflected the image of the magicians back to them, as if they stared into a pool of melted metal instead of a gateway between worlds. After a moment, Soren turned to the small group. “I can’t say where exactly the portal will take us,” he said, “but it will be somewhere in Analick’s demi-plane. I expect him to feel our presence the moment we step through, if he hasn’t already. Our best hope will be that he won’t be able to identify us beyond the strength of our magic, and that he won’t automatically assume we are a hostile force. If he parleys we take the opportunity, if not, we play it by ear.” Thanak listened impassively until Soren finished, then leaned slightly to one side. “Not much of planner, is he?” he asked in a small murmur. At Thanak’s side, Deema sighed. “He can be when he needs to be,” she replied. “When he has time and when he knows the factors involved. But against something as almost unfathomable as Analick’s power, I don’t think he’d even know where to start. I certainly don’t.” Thanak nodded slightly, his brow furrowed in thought. With Soren inspecting the portal and Artemis securing the packs, he realized he had perhaps a minute or two with Deema where there was nothing to occupy them, and with no one paying attention to what they might say. It was as alone as he could hope to be with her before they stepped through on the next leg of their journey. “May I ask you a question,” he said, turning his attention fully to the woman at his side and cocking his head slightly to one side. “If you don’t mind telling, why us?” Deema looked up at him and shrugged. “We’ve been following this trail for so long now,” she said, “that even we have reached our limit. We’ve traced Warsong’s patrons, uncovered plots with the help of the good Baron, and now we’re searching for a villain in his private planar domain. Even I must seek aid sometimes.” “No lady,” Thanak said, lowering his voice almost to a whisper. “I mean why did you seek out Artemis and me? Why are we the ones you’ve brought with you? Surely there are others you could have called on of

equal or greater strength, and yet you sought us out, despite my son’s differences with you in the past. I want to know why.” For a moment, Deema was silent and Thanak wondered if she was deciding whether or not to lie. Finally, she lowered her eyes as if in surrender. “Soren and I are many things,” she said quietly. “Powerful, ambitious, calculating. We are a formidable team. But for all our strength, we are not heroes. There is wisdom you have, honored father, and there is nobility in your son. I felt those qualities would be far more important today than any measure of ambition. Whatever differences your son and I may have had, I can acknowledge when another possesses something I lack.”

460565

Thanak smiled. “Honored father,” he mused. “You haven’t called me that in years.“ “I’ve never stopped thinking of you as such,” Deema said with a wry smile. “Despite what circumstances may have dictated.” Thanak let out a small laugh and let his gaze drift to where Artemis was piling bags in front of the portal. It wouldn’t be long now until they crossed. “It broke his heart, you know” he said, “when he faced you in the Farrish canyon. Until that time, I think he still hoped the two of you could be reconciled.” Deema grew still, following Thanak’s gaze. “As had I,” Deema said after a moment’s pause. “Perhaps part of me wonders if we still might not be one day, now that shifting alliances and the passage of time have put us in each other’s lives again.” Thanak nodded. “I must say I’d welcome it,” he said. “He was never happier than when he was with you. But I fear too much has happened between you to ever return to such a happy time. Too much would have to change, and too many old scars would need to heal. I fear it could never happen, even if he wanted it to.” “Perhaps,” Deema said in a small voice, and Thanak saw her hand move subtly to rest on a small pink vial tied to her belt. “Perhaps not.” Thanak frowned and opened his mouth, but his unspoken question died as Soren called them forward. “It’s time,” he said simply, grabbing one of the packs from off the ground. “Grab whatever else you might need. It’s time to pay Analick a visit.”

paizo.com #3539816, James Gilbreath , May 1, 2015

185

4829659

460566

460566

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

Using This Book As Spheres of Power is an entirely new way of handling magic, it is designed for those who wish to augment the traditional Pathfinder experience. While Spheres of Power can easily be used to recreate the feel of core Pathfinder, it can also be used to create new stories, adjusting the feel of the setting, characters, and plot to fit a multitude of concepts. At its heart, Spheres of Power is designed to be moldable, easily fitting the needs of the people using it no matter what those might be. In this way, Spheres of Power is less a single system and more a series of tools for creating unique gaming experiences. The following chapter is divided into two distinct sections: Customization and Samples. Customization: While it is quite possible to use the Spheres of Power system completely as presented with all options available, this section covers a variety of ways the system may be molded to more specifically fit a game’s particular needs. Samples: This section details a variety of characters, organizations, and worlds that may be built with the SoP system. These samples may be transposed as written for use at a gaming table, or may serve as examples of what is possible through the SoP system.

4829660

4829660

Customization Spheres of Power is a system for building magic around concepts. While it is certainly possible to allow every single option presented in this book, many options such as casting traditions and advanced magic are designed to be GM tools first, through which a GM may set parameters for a world or plot line. Often times it is a world’s limits, rather than its options, that makes it come alive, and GMs are encouraged to thoroughly discuss these options with their players before the game begins, to ensure everyone understands what to expect from a particular campaign.

Casting Traditions

create 4 traditions (water-adept, fire-adept, earth-adept, and air-adept) to use with her world. Her initial notes appear as follows: Air-Adept: Air-adepts command the power of the wind. Earth-Adept: Earth-adepts command the power of the earth. Fire-Adept: Fire-adepts command the power of fire. Water-Adept: Water-adepts command the power of water. While thinking about how to express these traditions, she decides she wants each one to be based on martial arts movements (somatic casting), and to be refined by the skill of the practitioner (Skilled Casting: Perform [martial arts kata]). Also, while she likes the idea of fireadepts producing fire at will, the other traditions should require their practitioners to be around their respective element to use it (that way, cutting a water-user off from water, or hanging an earth-user from the ceiling in a cage of metal could be a valid form of imprisonment). She can’t think of a way to restrict air-users from their element unless they’re drowning (which she decides to simply house-rule in case such a situation comes up), but for water-users and earth-users she decides to give them the Material Casting drawback to represent their dependency on their respective element. Instead of requiring them to collect and expend costly components, water-users and earth-users must have enough of their element on-hand to produce the required effect, or they can’t use their magical abilities. After applying these general drawbacks, her traditions appear as follows: Air-Adept Air-adepts command the power of the wind. Air adepts gain +1 spell point, +1 per 3 levels. Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]) Earth-Adept Earth-adepts command the power of the earth. Earth adepts gain +1 spell point per odd level. Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]), Material Casting (earth)

Casting Traditions, as outlined in Chapter 5 of this book, are a tool by which the why’s and how’s of magic can be shaped and defined. While traditions are presented in a way that allows players to create their own, they are also a powerful tool through which a GM may customize their world.

Fire-Adept Fire-adepts command the power of fire. Fire adepts gain +1 spell point, +1 per 3 levels. Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata])

Example: Sherri wants to design a world where martial artists command the 4 elements (water, earth, air, fire) through their body movements. Since this concept has little to no room for traditional magicusers (wizards, clerics, druids, and the like), she decides that, in this world, the only casting traditions that should be allowed are those that make thematic sense. During her pre-game planning, she decides to

Water-Adept Water-adepts command the power of water. Water adepts gain +1 spell point per odd level. Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]), Material Casting (water)

186

460566

paizo.com #3539816, James Gilbreath , May 1, 2015

4829660

460567

460567

4829661

Limiting Options While Spheres of Power covers a great many magical options and possibilities, not all of these are appropriate or necessary for any given setting. GMs are encouraged to disallow any option that would be damaging, undermining, or simply inappropriate for a particular game. Example, continued: In Sherri’s world, elementalists (as combat-focused energy users) seem like the most thematic class, and while any non-magic class or generalist casting class (incanter, hedgewitch, thaumaturge, or mageknight) would also make sense, she can’t think of a way in which most other classes (soul weaver, eliciter, shifter, etc.) could exist in this world. As such, Sherri decides casters in her world will be restricted to elementalists, incanters, hedgewitches, thaumaturges, and mageknights, to better keep the focus where it should be. She also decides that Charisma should be the only casting ability modifier allowed, since all magic is tied to the Perform (martial arts kata) skill. While looking through the spheres to decide on sphere-specific drawbacks, Sherri realizes that because magic in her world is so closely tied to the elements, most of the spheres (warp, alteration, conjuration, death, darkness, etc.) simply wouldn’t exist. Thinking through the spheres, Sherri determines the only truly appropriate spheres are Destruction (attacking with elements), Nature (manipulating elements), Weather (manipulating wind), Telekinesis (moving earth or water, or other objects through manipulating air currents), and Creation (altering [but not creating] ice or stone). Sherri also makes a case for allowing water-adepts to use the Life sphere, as water and healing have always been thematically tied together. She could also imagine other ways to thematically connect a sphere to an element (using water or fire to divine, manipulating a target’s blood to control them as the command Mind charm, encasing a target in stone to give them alteration traits, creating elementals to fight for their creator, etc.), but decides to deal with these options individually as they appear in the campaign. Perhaps advanced training from remote martial arts masters will be a reward she can present to her players to give them access to these additional spheres. For now, she decides to restrict access to the spheres (at least initially). After also adding the appropriate sphere-specific drawbacks, her traditions appear as follows: Air-Adept Air-adepts command the power of the wind. Air adepts gain +1 spell point, +1 per 3 levels. Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]) Sphere Specific Drawbacks: Destruction (energy focus [air blast]), Weather (focused weather [wind]) An air-user can use only the Destruction, Telekinesis, and Weather spheres. Earth-Adept Earth-adepts command the power of the earth. Earth adepts gain +1 spell point per odd level. Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]), Material Casting (earth)

Sphere Specific Drawbacks: Creation (Limited Creation [alter], Material Focus [dirt/stone]), Destruction (energy focus [stone blast]), Telekinesis (Limited Telekinesis [earth]). An earth-user can use only the Destruction, Nature, Creation, and Telekinesis spheres. An earth-user can only use the earth package from the Nature sphere, and cannot take the Change Material talent from the Creation sphere. Fire-Adept Fire-adepts command the power of fire. Fire adepts gain +1 spell point, +1 per 3 levels. General Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]) Sphere-Specific Drawbacks: Destruction (energy focus [fire blast]) A fire adept can only use the Destruction and Nature spheres, and can only use the fire Nature package.

Using This Book

4829661

paizo.com #3539816, James Gilbreath , May 1, 2015

Water-Adept Water-adepts command the power of water. Water adepts gain +1 spell point per odd level. General Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]), Material Casting (water) Sphere-Specific Drawbacks: Creation (Limited Creation [alter], Material Focus [ice], Destruction (energy focus [frost blast]), Telekinesis (Limited Telekinesis [water/ice]) A water-user may take the Destruction, Nature, Creation, Telekinesis, and Life spheres. A water-user can only use the Water package from the Nature sphere, and cannot take the Change Material talent from the Creation sphere.

460567

Manipulating Options Sometimes, an option does what is needed, but the description or flavor is not quite correct. Descriptions, flavor, and rules may all be manipulated when necessary to better meet the needs of a game. Example, continued: Although she originally decided to give each tradition the Energy Focus Destruction drawback (air blast for air adepts, stone blast for earth adepts, fire blast for fire adepts, and frost blast for water adepts), Sherri worries that a world so dependent on energy-based combat will quickly feel stale with such a limited scope of combat options, especially with so many of the other spheres removed. Looking through the (blast type) talents, she decides it would make sense for fire adepts to also be allowed to use electric blasts. The basic destructive blast sounds great for water adepts (battering the enemy with water), and given that water adepts gain an extra sphere no other adept can use (the Life sphere), making them start with just the base Destruction sphere isn’t a problem. Likewise, she can imagine earth adepts or water adepts pushing opponents instead of striking them (the equivalent of air blast), or using crystal blast (creating either ice crystals or normal

paizo.com #3539816, James Gilbreath , May 1, 2015

187

4829661

460568

460568

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 7

crystal) with their element. In the end, she makes the following adjustments to her casting traditions:

Earth-Adept Earth-adepts command the power of the earth. Earth adepts gain +1 spell point per odd level. Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]), Material Casting (earth) Sphere Specific Drawbacks: Creation (Limited Creation [alter], Material Focus [stone]), Destruction (energy focus [stone blast]), Telekinesis (Limited Telekinesis [earth]) An earth-user can use only the Destruction, Nature, Creation, and Telekinesis spheres. An earth-user can only use the earth package from the Nature sphere, and cannot take the Change Material talent from the Creation sphere. Although earth adepts possess the energy focus drawback, they may also gain the air blast or crystal blast Destruction talents. In all cases, he uses earth to accomplish the effect, instead of the listed material or element.

4829662

4829662

Air-Adept Air-adepts command the power of the wind. Air adepts gain +1 spell point, +1 per 3 levels. Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]) Sphere Specific Drawbacks: Destruction (energy focus [air blast]), Weather (focused weather [wind]) An air-user can use only the Destruction, Telekinesis, and Weather spheres.

Fire-Adept Fire-adepts command the power of fire. Fire adepts gain +1 spell point, +1 per 3 levels. General Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]) Sphere-Specific Drawbacks: Destruction (energy focus [fire blast]) A fire adept can only use the Destruction and Nature spheres, and can only use the fire Nature package. Although a fire-user possesses the energy focus sphere-specific drawback, he may gain the electric blast Destruction talent. Water-Adept Water-adepts command the power of water. Water adepts gain +1 spell point per odd level. General Drawbacks: Somatic Casting, Skilled Casting (Perform [martial arts kata]), Material Casting (water) Sphere-Specific Drawbacks: Creation (Limited Creation [alter], Material Focus [ice], Telekinesis (Limited Telekinesis [water/ice])

188

A water-user may take the Destruction, Nature, Creation, Telekinesis, and Life spheres. A water-user can only use the Water package from the Nature sphere, and cannot take the Change Material talent from the Creation sphere. A water-user may only use the air blast, crystal blast, and frost blast (blast type) Destruction talents. In all cases, he uses water to accomplish the effect, instead of the listed material or element.

Advanced Magic Advanced magic systems are listed as optional rules to ensure they cannot enter a campaign without GM permission. A GM should decide before a game begins which advanced magic rules will be included (if any) so that the players know what to expect from the campaign. Example, continued: Sherri examines the advanced magic chapter, and decides that rituals simply don’t make sense for her world, and while she might use an incantation or two later on in the campaign, there aren’t any incantations she can think of that need to be decided at the beginning. Looking through the advanced talents, she decides she likes the look of the Fabricate Creation advanced talent, the Restore Mind and Body Life advanced talent, as well as the Nature and Destruction advanced talents, and decides they will be made available for her players. At this point, Sherri has completed all of the adjustments to Spheres of Power necessary to create her world, and passes all of this information along to her players so they can begin character creation.

460568

Creating New Options While expansive, the options presented within Spheres of Power are not exhaustive of the possibilities of magic. Indeed, the very concept of magic makes it impossible to set finite limitations on what it could ever be across any world. At times, a player or GM may wish to expand the options available with Spheres of Power by creating new talents to cover a possibility not handled in the core SoP book. When this happens, the player or GM needs only to decide which sphere the ability will fall under, then compare the desired effect to other talents within the sphere. Since most spheres have a uniformity across their abilities (range, duration, etc.) the only important variables are those presented by the sphere itself. While there can be no finite mathematical formula for the creation of new talents, a player or GM can compare the desired effect to other abilities from the sphere to determine what would be a balanced effect. Remember: abilities too powerful to be used at-will cost a spell point, with additional spell points being required as the ability increases in power.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829662

460569

460569

4829663

Example: Garrett is creating an eliciter, and wants his eliciter to be able to affect people’s memories. However, after looking through the Mind sphere, Garrett realizes there is no talent for altering memories. Not wanting to be deterred, Garrett decides to create his own. As the Mind sphere works with charms, Garrett decides the easiest way to get what he wants is to create a new charm. All Mind sphere charms are set up with three tiers, and Garrett sees no reason to do his charm any differently. At first, his notes appear as follows: Amnesia (charm) You can cause a target to forget a select piece of information. This is a permanent effect, and as such can be detected and dispelled. Lesser Charm: The target permanently forgets the last few seconds, or a single detail of something they have seen, heard, felt, or experienced (Will negates). Greater Charm: The target permanently forgets the last hour (Will negates). Powerful Charm: The target permanently forgets the last day (Will negates). Of course, ‘forget something’ is a rather vague ability in game terms, so Garret asks his GM what sorts of things he would allow this ability to do in-game. The GM decides that forgetting details would allow Garrett’s eliciter to reroll a failed Diplomacy check or force a target to re-roll a Bluff check, but otherwise it would depend on the given situation what this particular charm would or wouldn’t do. As Garrett looks over his new ability, he suddenly gets another idea: if this new charm makes a target forget something, couldn’t his Eliciter then use the Vision charm to create a new memory to take its place? This sounds like Spellcrafting to him, so he creates the following spell for his eliciter: Alter Memory Sphere Mind Cost 2 spell points Casting Time full-round action Range Medium (100 ft + 10 ft per caster level) Target 1 creature Duration permanent Saving Throw Will negates Spell Resistance yes Prerequisites Mind sphere (Amnesia, Vision, Expanded Charm, Ranged Mind) Crafting Time 5 days

Effect This charm rewrites the target’s most recent memories (up to 1 hour of time), changing them to reflect whatever the caster wishes. While the target gets no new saving throw after the initial saving throw to discover the altered memories, a clever creature may discover clues that what they believe happened to them is not what actually happened. Example 2: Ashley is creating a thaumaturge to serve as a major villain for an upcoming plot line. She imagines this thaumaturge transforming into a giant snake to attack the PCs, but upon looking through the Alteration sphere realizes there is no serpentine transformation ability. She decides to create one.

Using This Book

4829663

paizo.com #3539816, James Gilbreath , May 1, 2015

Looking up snakes in the bestiary, the common trait between them seems to be the ability to swim, climb, and move over land at the same time, with most of their special qualities being either poison, a grab attack, or a constrict attack. Taking the Aquan form as a base (as it also has no arms or legs), Ashley decides to switch out the ability to breath underwater, blindsense, and the increased swim speed for the ability to swim, climb, and move over land at the same time, and adds the poison, grab, and constrict abilities from other talents as optional traits. In the end, her new talent looks like this: Serpentine Transformation You may grant the form of a snake-like creature. The form has a head and no arms or legs, but still possesses a land, swim, and climb speed of 30 ft. +10 ft per 5 caster levels. The form has low-light vision and a bite attack (Primary, 1d6, 1d4 small). The form also gains a +2 natural armor bonus that increases by 1 per 5 caster levels. In addition, you may grant the following traits to your forms: • One natural attack deals poison on a successful attack. Poison: Injury, DC 10 + 1/2 Hit Dice + Constitution modifier, frequency 1/round for 6 rounds, 1d2 Constitution damage, cure 1 save

460569

• Grab: must be placed on a natural attack. On a successful attack, allows you to make a free grapple check. Does not provoke an attack of opportunity. • Constrict: Deal 1d6 damage (1d4 small) plus your Strength modifier on every successful grapple check.

paizo.com #3539816, James Gilbreath , May 1, 2015

189

4829663

460570

460570

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829664

4829664

Sample Worlds Shadows of Baine In the majestic city of Baine, the wizards rule. It’s been that way for as long as anyone can remember. Baine is a city of wonders, powered by magic the likes of which is virtually unknown in the rest of the world. To the mageocracy it is a golden age, as the new, strange mineral ‘aeril’ has enabled them to accomplish feats of magic hitherto unknown outside of the realm of blood sacrifices and ancient cults. Magically-grown food supplies the city, magically-controlled weather keeps the skies clear, and thought-reading police catch criminals before their crimes are even committed. With the help of aeril, blood magic has been abolished and religion has almost followed. Life has truly never been better.

Officially, Talents are illegal, being captured on sight ‘for their own and other’s protection.’ Unofficially, Talents are employed by wizards families, bloodgangs, wealthy merchants, thieves, revolutionaries, and even the few remaining clerics to accomplish in the shadows what could never happen in the light. These individuals are known as ‘ghosts’, and while they might not officially exist, they make up the front lines in the underground war being waged for control of the city.

Or so they think. In reality, the city of Baine is at a tipping point; mage dynasties rule the city as semi-autonomous nations, their monopoly of aeril and their constant in-fighting threatening to tear the city apart. The non-magical populous lives in fear of the city’s thought police, watching helplessly as their dignity, rights, and religion are slowly stripped from them one by one. And in the ghettos, the bloodmages have been returning, passing on their forbidden arts, often aided by the poor of the city who view the bloodgangs as their only protection against the wizard rulers.

460570

And underneath it all, lurking in every corner of the city, are the Talents. Born with powers no one quite understands, the Talents sprang into existence recently, possessing abilities that rival those of the most accomplished of wizards without the need for training, materials, or indeed anything more than their own will. These Talents defy all the known rules of magic, and sometimes can even manifest powers that exceed the potential of aeril. Theories abound as to what created the Talents: the mining of aeril, the abundance of magic in the city, or even that the Talents are a form of revenge sent by the gods to overthrow the arrogant wizards. Wherever they came from, Talents are the great equalizers in the city of Baine, for anyone could be a Talent, and anything could be within their power.

190

paizo.com #3539816, James Gilbreath , May 1, 2015

4829664

460571

460571

4829665

The future of Baine is unknown. All that is known is that it will be decided in the shadows.

Running Shadows of Baine Shadows of Baine is a city game set in a high-magic world, where magic-using organizations maneuver for control of the wondrous city via teams of underground experts called ghosts. In Shadows of Baine, the PCs take on the role of a team of ghosts at the beginning of their careers. If they succeed, they could become rich beyond their wildest dreams and forever change the destiny of the city. If they fail, they’ll be buried with the paupers and no one will even know they existed. Ghosts might be bloodmages out to overthrow the government, wizard royalty who’ve run away from home, or simply rogues looking to make a bit of money, but more often than not they are Talents; people whose skills are highly illegal, but at the same time extremely valuable. These ghosts are adventurers at heart and while not all their jobs are illegal, they are often the ones hired when someone important needs something done discretely, be it sabotaging a rival, stealing an important artifact, or having someone killed without it being traced back to them. On their end, PCs could be out for money and take all jobs that come their way, could work secretly toward their own goals, or could even throw their lot in with one organization to help advance its agenda. Shadows of Baine works best on the fast experience-point progression, as the high-powered nature of the city will keep many of the best jobs out of the PC’s reach until they have the strength to accomplish them.

Magic and Technology Baine is a high-magic society, where magic and magic items are simply a part of daily life for those who can afford them. The city police employs mind readers and truth-seeing magic regularly, and anti-magic barriers, counter-scrying techniques and other measures are a common form of building security. Advanced magic is very important in Baine, and both rituals and advanced talents play an important role in shaping the world. Rituals are accessed by one of two routes: all casters may power rituals through the Priceless Component alternate pricing method, using aeril to fuel their rituals at a rate of 1 gram of aeril to 1 gp of a ritual’s price per use. Aeril is highly regulated and is illegal for anyone to use except for the wizard nobility of the city. Blood mages (those with the blood magic tradition) may also use rituals, but must use the Blood Price alternate pricing method. Advanced talents are available, but are only selectable by Talents, which are outlined under character creation.

Character Creation Races: All races are present in Baine, and while some races may draw more looks than others, there is no race unwelcome in the city if they are willing to uphold the law. Classes: All classes are acceptable, although classes with lots of skill points tend to do better (as stealth, gathering information, diplomacy, and disabling locks and traps can be just as important as combat ability when it comes to successful ghost work). Paladins are an uncommon class choice due to the nature of a ghost’s work, but it is not unheard of for a paladin to fight the good fight by becoming a ghost and working to fight the oppression of the poor and the religious.

Using This Book

4829665

paizo.com #3539816, James Gilbreath , May 1, 2015

Traditions: While alternate traditions can be found within the walls of Baine, the most common are found below: Talents Talents are those born with innate magical ability, manifesting their abilities without training of any kind. Talents generally have no drawbacks or boons, but it is not unheard of for a Talent to possess a unique manifestation of magic that follows its own set of rules. Only Talents may use advanced talents. Traditional Magic Those who practice traditional magic within the walls of Baine are known as wizards, and usually belong to one of the thirteen dynasties within the city as a family member or as one of the hundreds of wizards who work for them. There are also many independent wizards in the city, who often work for the city’s police or as merchants and craftsmen.

460571

Blood Magic Blood mages practice an illegal form of magic, and are mostly found in gangs, thieves guilds, and other places they may practice away from the reach of city officials. While generally feared, the unrest among the city populous has led to an increase in their numbers, as some feel the blood mages are the only ones strong enough to protect them from overreaching wizards. Divine Petitioner There are few clerics left in the city, and those that remain do their best to serve the people while working under heavy official persecution. While not a powerful organization, there are some in Baine who believe empowering the clerics is the only true route to peace, as they are prey to neither the infighting of the wizards, nor the dangerous workings of the blood mages. It is rumored that there exists some hidden religious artifacts in the world that can work wonders comparable to the rituals of the wizards and the bloodmages. If these items could be recovered, the clerics might possess the power to become a formidable force within the city once again.

paizo.com #3539816, James Gilbreath , May 1, 2015

191

4829665

460572

460572

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829666

4829666

The Children of Ire The Children of Ire takes place in Fein, a nation which, along with a handful of neighboring kingdoms, is all that remains of a once-great empire. A thousand years ago humanity spanned the globe, building wonders and working magic that could only be dreamed of today. Even the cross-breed races (orcs, lizardmen, owlbears and the like) were a result of that time of magic, created to serve its magocracy as slaves and soldiers. Yet despite its many wonders, the empire was plagued with infighting, uprisings, and diabolism. When the prophets of Ire appeared warning the people of the approaching shadow, they were at best ignored, and at worst executed as fear-mongers and traitors. When the shadow came, bringing with it both plagues and monsters, nothing could stand in its way. The empire was dismantled piece by piece and destroyed, and were it not for the power of the sacraments of Ire protecting settlements, it might have consumed the world. Today the world is a shadow of what it once was; magic is a rare skill known only to the forest witches and religious convents who have preserved the art. The wilderness is vast, populated by monsters, demons, and other dark powers, and whispers abound that the shadow is rising again. But despite this, hope is not lost. Dwarves, elves, and gnomes, once feared lost to the world, have returned and opened their forest domains and subterranean kingdoms for the first time in generations. Friendly fey creatures can still be found in the forest, ready to aid any mortal traveler who catches their fancy. And since the world no longer ignores the warnings of the prophets, the Paladin order is moving en mass to meet the rising shadow before it can reach the populous. It’s a time when anyone with a sword and a will can make his fortune, and a skilled adventurer might just find himself poised to turn back the tide of darkness, provided he has the courage to face it. The time has come for the Children of Ire to reclaim their destiny.

Running Children of Ire Children of Ire is a low-magic world that mimics the dark ages not just in technology, but also in tone. The old empire is a story and a memory, with its learning and its wonders lost to time. It’s a world where knights, adventurers, and the faith of the people are all that stand between them and the monsters, the demons, and the other terrors that would engulf the world. The Children of Ire is best played using the Slow experience progression and decreasing wealth-by-level by half to keep the danger level high and the PCs from becoming too powerful. At the same time, any PC with the wealth and power to construct and defend a stronghold gains the benefits of the Leadership feat without having to take it, as citizens and soldiers flock to their banner and the protection it ensures.

192

Magic and Technology Fein is a land in the middle of a massive dark age; firearms are unheard of, and in much of the land blacksmithing is basic at best and even literacy can be an uncommon skill. Most of the world’s wealth is concentrated in the hands of a handful of kings and nobles, who keep the economy going through the sheer amount of their expenditures; a treasure that could feed a village for a year might only cover a king’s expenses for a month. While the knowledge of creating magic items is not completely unknown, there is no market for the sale of magic or magic items, and a PC must find or create anything they will use. Selling magic items is difficult and impractical for PCs to attempt, as there are few with the money to buy magic items, and fewer who would spend money on a +1 sword that would be better spent hiring and outfitting a full squadron of soldiers. Advanced talents are unknown to the world, but rituals and incantations are both available. While rituals can be performed by any caster of sufficient power, only convents, monasteries, and forest hedgewitches possess them in written form, and rarely possess anything above 2nd level. Any rituals of higher levels must be torn from the hands of enemies, discovered through adventuring, or created through research. The sacraments of Ire are religious ceremonies known to most of the civilized world, and are used to supplicate for divine aid. These sacraments use the incantation rules, and are available to both PCs and NPCs, although they are unusable by anyone not of Good alignment. Some of these sacraments are performed daily by both individuals and families, while others are generally performed by ordained priests and are performed weekly, yearly, or only on special occasions such as feast days or in times of crisis.

460572

The sacraments of Ire require the use of the Profession (priesthood) skill. Any creature may put ranks into this skill, whether or not they are an ordained priest. Profession (priesthood) cannot be used to earn income as is usual for Profession skills. Any target invoking a sacrament can gain a +5 circumstance bonus to their Profession (priesthood) check by fasting for 1 week before using the sacrament, getting the aid of a congregation of at least 100 secondary performers, or performing the sacrament in a sacred place, such as a temple. These bonuses stack.

Guidance Sphere Divination; Level 1st Skill Checks Profession (priesthood) 1 success, DC 20 Casting Time 1 hour Components V Target personal Duration instantaneous Saving Throw none; SR no Description By praying and meditating on a course of action, a worthy individual may gain insight. The one invoking this ritual must decide on a course of action they are planning to take sometime during that day and present it to Ire, listening for the subtle

paizo.com #3539816, James Gilbreath , May 1, 2015

4829666

460573

460573

4829667

promptings of his council. If successful, the one performing this sacrament has a 30% chance +1% for every point rolled above 20 on their Profession check of receiving council, either ‘good’, ‘bad’, ‘both’ or ‘neither’. If the percentage roll is unsuccessful, the answer returns ‘unclear’. While multiple people may invoke this sacrament for the same course of action, if a single creature asks about the same course of action twice, the answer always returns ‘unclear’. Backlash There is no backlash for this sacrament. Failure On a failure, the one using the sacrament has misunderstood the subtle promptings of Ire’s council, and gains a false answer.

Healing Sphere Life; Level 1st Skill Checks Profession (priesthood) 1 success, DC 20. Casting Time 10 minutes Components S, V, M (a drop of oil) Target 1 creature Duration instantaneous Saving Throw Fortitude negates (harmless); SR no Description The one using this sacrament lays their hands on the target’s head and calls upon Ire to grant them health. If successful, the target gains a +2 bonus to any saving throw made against a poison or disease they are suffering from, and any Heal check made that day to heal the target gains a +5 circumstance bonus. These

bonuses increase by +1 for every 5 by which the Profession check exceeded the DC of 20. The target is also healed 1 point of damage for every point by which the Profession check exceeded the DC of 20. A target may only benefit from the sacrament of Healing once per day. Backlash There is no backlash for this sacrament. Failure On a failure, the target gains no benefits, but otherwise suffers no penalties.

Last Rites

Using This Book

4829667

paizo.com #3539816, James Gilbreath , May 1, 2015

Sphere Death; Level 1st Skill Checks Profession (priesthood) 1 success DC 20 Casting Time 10 minutes Components S, V Target 1 corpse Duration Instantaneous Saving Throw none; SR no Description The one invoking this sacrament dedicates a corpse and its departed spirit to rest in the afterlife. Any attempt to turn this body into an undead creature, summon the corpse’s spirit, or in any way defile the dead creature’s rest requires the caster to make an MSB check against the result of the Profession (priesthood) check. On a failure, they cannot affect the target body or spirit, and cannot make the attempt again until they have gained at least 1 level.

paizo.com #3539816, James Gilbreath , May 1, 2015

460573

193

4829667

460574

460574

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829668

4829668

Backlash There is no backlash for this sacrament. Failure On a failure, the target does not gain any benefit from this sacrament, but otherwise does not suffer any drawbacks.

Backlash Petitioning in this manner leaves the creature exhausted. Failure On a failure, the creature misunderstood Ire’s inspiration and suffers a false answer.

Warding

Miracle

Sphere Protection; Level 3rd Skill Checks Profession (priesthood) 3 successes, DC varies Casting Time 30 minutes Components S, V Target a house, village, town, or city Duration Permanent Saving Throw none; SR no Description You create an area where undead and evil outsiders cannot enter. This area may be a building (DC 20), village (DC 25), town (DC 30), small city (DC 35), or large city (DC 40), or any other area of designated housing. Undead creatures and evil outsiders cannot enter this area unless invited in by someone who calls the location home, or created within the warded area. Once undead or evil outsiders have entered the area (or if they were in the area when the sacrament was performed), the ward is broken for all. This sacrament can only be performed by someone who can call the location to be warded home. Backlash This sacrament has no backlash. Failure On a failure, an evil spirit or demon appears, defiling your warding and tormenting those who reside in the dwelling.

Sphere Fate; Level 9th Skill Checks Profession (priesthood) 9 checks, DC 40 Casting Time 90 minutes Components S, V Range Varies (as mimicked ritual) Saving Throw varies (as mimicked ritual); SR varies (as mimicked ritual) Description When a creature uses this sacrament, they invoke Ire’s power to directly affect the world. This can accomplish an effect similar to any ritual of 8th level or lower. At the GM’s discretion, greater feats (such as swinging the tide of a battle in your favor, protecting a city from a natural disaster, or planeshifting allies without a chance of error) can also be accomplished, but the DC is increased by +10. Backlash A creature must invest a part of themselves into any petition for a miracle. The target becomes exhausted and gains 1 permanent negative level. Failure You have attempted to touch the divine but were unworthy to do so. You gain 2 additional permanent negative levels.

Prophecy Sphere Divination; Level 3rd Skill Checks Profession (Priesthood) 3 successes, DC 25 Casting Time 3 hours Components S, V Target personal Duration instantaneous Saving Throw none; SR no Description When using this sacrament, make one check per hour. By spending this time in deep supplication, you can ask a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice gained can be as simple as a short phrase, or it might be an omen or even a vision. If you don’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 50% + 1% per point rolled above the target DC of 25 by the highest Profession (priesthood) check. If the percentage roll fails, the target receives no answer. While multiple people may invoke this sacrament to ask the same question, if a single creature asks about the same goal, event, or activity twice, they gain no answer.

194

460574

Character Creation Traditions: Traditional Magic

In the world of the Children of Ire, magic is simply a part of natural philosophy. The sun rises in the east, water flows downhill, and the right combination of words, gestures, magical materials, taboos, ley-lines, and star alignments can produce wondrous effects. Even priests and paladins use arcane magic; indeed, as convents and monasteries are some of the few locations left in the world with dedicated scientific libraries, most casters in the world who didn’t learn from forest witches learned their magic at the hands of the priests. Classes: High-casters (wizards, incanters, clerics, thaumaturges, druids, etc.) do not exist in the world of Ire, as the magical knowledge required to achieve that level of power has been lost for hundreds of years. If a high-caster does appear, it will usually be as a party-sponsor or villain, at the GM’s discretion. While all other classes are welcome, the majority of the casters in the Children of Ire are paladins and hedgewitches. Hedgewitches are generally divided by profession: Priests possess the covenant tradition and either the academia, herbalism, or combat traditions (depending on whether their focus is study, healing, or fighting alongside the paladins). True witches live on the outskirts of civilization and generally possess the black magic, green magic, herbalism, or spiritualism traditions.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829668

460575

460575

4829669

Hedgewitches who fall into neither category usually possess the charlatanism tradition (being only half-trained in true magic) and one other tradition of their choice.

Everforge The world of Everforge is filled with elemental spirits. They live in the water, they travel under the earth, they ride in wind and fire, and they dwell inside wood and metal. They are found everywhere there is life, and when properly called and commanded, they can grant their caster unparalleled strength and power. It was the elves who first taught humanity to call on spirits, granting them the strength to push back both orcs and giants to establish their empire throughout the world. In the human empire, these spirit-casters (called world-forgers) serve in all walks of life from the military, to agriculture, to construction, and are the backbone of humanity’s strength. And yet, despite their accomplishments and allies, there are many who resent humanity’s rise to power. In recent years, the orcs have been stirring in greater numbers than have ever been seen before. In the north, frost giants and dragons have been appearing, pushing against humanity’s defenses as if searching for weaknesses. While nothing has yet appeared that can overcome the walls and armies of the civilized races, the time may soon come when humanity’s strength must be truly tested.

Running Everforge Everforge is a world of outlandish enemies and terrible dangers, where cannibalistic orcs roam the land in bands of thousands, aberrations enslave every mind they meet, and dragons regularly invade cities in search of wealth and food. The alliance of human, elf, and dwarf keeps civilization strong in Everforge, but only through the force of their armies, walls, and magic. While there is room for traditional adventuring in Everforge, PCs are at their best when they have a personal stake in the world and are defending their homes, their families, their liege lord, or their military comrades in the name of duty and honor instead of simply questing for gold and glory. The PCs could be guards in a city, stakeholders in an outpost on the edge of the frontier, or someone else of theirs and the GM’s choosing. There is no recommended XP progression for Everforge, although wealth by level often becomes more abstract. PCs are more likely to be awarded magic items in exchange for good service to their lord or for protecting their homesteads rather than to find them in dungeons, and often a PC’s reward may expand beyond magic items and wealth, taking the shape of titles, royal favors, extra land, or loyal subordinates.

Magic and Technology Everforge has a medieval to Renaissance technology level with no firearms. Magic items are rare and not generally sold in any market; while it is not illegal to own, create, or sell them, most

casters with the skill to do so possess a patron lord or king that pays better than any market ever would, meaning their wares usually go straight to their patron’s military or special agents. Advanced talents and rituals are unknown in Everforge.

Character Creation Races: All races exist in the world of Everforge, but anything other than humans, elves, and dwarves will attract attention, and stand out as an anomaly in the empire. Classes: All classes are allowed in the world of Everforge, but some (such as shifters) will find their work as a world-forger difficult because of sphere restrictions (see traditions below).

Using This Book

4829669

paizo.com #3539816, James Gilbreath , May 1, 2015

Traditions: Magic in Everforge is accomplished by world-forgers. World-forgers possess the Verbal Casting and Material Casting drawbacks, as well as the Easy Focus boon. Because world-forgers gain their power by asking the spirits of a particular element to come to their aid, they must be able to speak and must have that element on-hand to call forth their power. As their magic is mostly accomplished by their spirit allies on their behalf, they need only a small amount of focus to command their power. Rather than gaining two bonus talents with their first level in a casting class, a world-forger gains one of the following element packages, gaining its associated bonuses, its sphere-specific drawbacks, and the ability to spend further magic talents to gain its associated spheres. A beginning world-forger also gains one companion from the Conjuration sphere associated with their element (except for metal-forgers, who do not have access to the Conjuration sphere and may instead choose to gain another magic talent or element package of their choice).

460575

At any time, a world-forger may spend a magic talent to gain another element package, gaining its associated bonuses, sphere-specific drawbacks, and access to its spheres. In many ways, one may consider each element package to be a separate sphere or tradition; while caster level and spell points are shared between them, a world-forger must gain spheres for each element separately, and even though one element package might not be available to them (for example, not having enough water available to use the water package), their other packages might still be available to them. Example: Roni is an earth-forger who possesses the Creation sphere and the Forge talent, letting him alter the shape of stone. Later, he spends a magic talent to gain the abilities of a wood-forger, gaining its associated bonuses. However, Roni must spend an additional magic talent to gain the Creation sphere and Forge talent to be able to alter the shape of wood. Air-Forger: Air-forgers have an affinity for the spirits of air. Air-forgers gain a bonus to Perception equal to 1/2 their caster level, as their affinity allows them to sense air-currents and use their spirits to feel through an area. An air-forger loses her powers if covered in mud or salt, or contained in a room too small to have sufficient air-flow.

paizo.com #3539816, James Gilbreath , May 1, 2015

195

4829669

460576

460576

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

Air-forgers possess the Disappearance (Illusion) and Personal Time (Time) drawbacks, and may gain the Conjuration, Divination, Illusion, Telekinesis, Time, and Weather spheres. An air-forger’s companions must choose the Avian Creature (form) talent as their first (form) talent, and fly through magical means with a maneuverability of perfect. An air-forger cannot use any Time abilities except for haste. Earth-Forger: An earth-forger can feel the pulses of the earth, and affect feelings of calm and lust. They gain a bonus to Survival checks made to track a target equal to 1/2 their caster level. This stacks with the wood-forger’s benefit, granting them a bonus equal to their caster level to Survival checks made to track a target. An earth-forger cannot use their powers if not on contact with the earth. An earth-forger possesses the Limited Creation (Creation, alter only), Material Focus (Creation, stone), Personal Magics (Enhancement), Bodily Enhancement (Enhancement), and Empath (Mind) sphere-specific drawbacks. An earth-forger may gain the Creation, Conjuration, Divination, Enhancement, Mind, and Nature spheres. An earth-forger may not gain the Change Material Creation talent, and may only use the Enthrall (charm) talent, and the Harden and Bodily Enhancement (enhance) talents. An earth-forger’s companions must choose Earth Creature as their

first [form] talent. An earth-forger may only possess the earth Nature package. Fire-Forger: A fire-forger may communicate easily with the spirits of fire. They may manipulate the high-energy emotions of others, such as excitement or fear. They gain a bonus to Intimidate checks equal to 1/2 their caster level. A fire-forger cannot use their powers when wet. A fire-forger gains the Elemental Focus (Destruction, Fire Blast), and Empath (Mind) sphere-specific drawbacks, and may gain the Conjuration, Destruction, Divination, Mind, and Nature spheres. A fire-forger can only use the Fear, Confusion, Courage, and Enrage (charm) talents, and may only use the fire Nature package. A fire-forger’s companions must choose Elemental Creature as their first (form) talent, choosing fire as their associated element. Metal-Forger: A metal-forger can sense the presence of metal and alter its form. A metal-forger gains a bonus equal to 1/2 their caster level to all Craft checks made with metal objects. A metal-forger cannot use their abilities if not in possession of metal. A metal-forger gains the Limited Creation (Creation, alter only), Material Focus (Creation, metal), Personal Magics (Enhancement), Limited Protection (Protection, aegis only), and Protected Soul (Protection) sphere-specific drawbacks. A

4829670

4829670

460576

196

paizo.com #3539816, James Gilbreath , May 1, 2015

4829670

460577

460577

4829671

metal-forger may gain the Creation, Divination, Enhancement, and Protection spheres. A metal-forger may only use the Enhancement sphere on metal objects, and may only gain the Deadly Weapon, Harden, and Versatile Weapon (enhance) talents. A metal-forger may only use the Armored Aegis, Obstruction, and Protected Health (aegis) talents. Because refined metal does not exist in nature, a metal-forger is the only world-forger that cannot summon physical companions. Water-Forger: A water-forger can manipulate water with ease. Water-forgers are uniquely connected to the emotions of others, and can sense their moods emphatically. Water-forgers gain a bonus to Sense Motive checks equal to 1/2 their caster level. A water-forger cannot use their abilities without enough water present to fill at least a small basin. A water-forger possesses the Lycanthropic (Alteration), and Empath (Mind) sphere-specific drawbacks. A water-forger may gain the Alteration, Conjuration, Divination, Life, Mind, and Nature spheres. A water-forger may only use the blank form with their shapeshifts, may only possess the water Nature package, and may only gain the Paralyze and Read Minds (charm) talents. A water-forger’s companions must gain Water Creature as their first (form) talent. Wood-Forger: A wood-forger can communicate with all wooden objects and blend themselves with trees. They gain a bonus to Stealth checks and Survival checks equal to 1/2 their caster level when within a wooded area. This stacks with the earth-forger’s benefit, granting them a bonus equal to their caster level to Survival checks made to track a target through a wooded area. A wood-forger cannot use their powers when not around wood. A wood-forger gains the Limited Creation (Creation, alter only), Material Focus (Creation, wood), Personal Magics (Enhancement), and Disappearance (Illusion) sphere-specific drawbacks. A wood-forger can gain the Conjuration, Creation, Divination, Enhancement, Illusion, and Nature spheres. A wood-forger can only enhance wooden objects, and may only gain the plant Nature package. A wood-forger’s companions must choose Armored Companion as their first (form) talent. A Note on Companions: Companions may possess a multitude of different (form) talents, but cannot possess anything tied to an element other than their own. Thus, a fire-forger’s companion cannot gain Elemental Companion to deal Ice damage, an air-forger companion cannot possess a burrow speed, etc. The GM is the final arbiter of what is or is not allowed for a companion to gain.

Stars of Mìngyun The prevailing theory among scholars is that the stars are the Great Runes, ruling over aspects of reality and giving birth to the lesser runes through their power. The Great Runes on the earth, then, are fallen stars, which is why their power exceeds that of all other terrestrial magics. Whether these scholars are correct or not, the Great Runes have been a part of Mingyun’s history for as long as the land has existed, and more wars have been waged for control of the Great Runes than for any other resource on the planet.

Using This Book

4829671

paizo.com #3539816, James Gilbreath , May 1, 2015

Mingyun is a land of conflict, with hundreds of races and citystates each vying for control of their corners of the world. There are always raids, land disputes, and other combats through which a dedicated bandit or sell-sword could earn their living, and both adventurers and governments will go to great lengths to gain control of a Great Rune to help further their goals. However, the Great Runes have minds of their own, and sometimes they and the other stars have plans for the world that far out strap the scope of mortal understanding. Today, there are rumors of empires rising to the East and North, threatening to march their way across the world. Warlords and bandit kings have also begun striking with greater strength and surety. A time of upheaval is coming, and only the stars know what fate is in store for Mingyun.

Running Stars of Mingyun

460577

Mingyun is a world built around the Great Runes and those who wield them. Some seek the runes for the power to achieve their goals, while others seek them to protect themselves against the ambitions of others. Sometimes a creature may discover a Great Rune on accident, while sometimes a nation holds a Great Rune in reserve, bestowing it to their king, generals, or heroes when the need arises. Mingyun is a world of war and politics; rather than hunting monsters or delving dungeons (although these events are still usually part of an adventurer’s career), PCs are much more likely to be involved in the wider world as a host of kings, nations, warlords, cities and towns call upon them either to join their efforts or protect their homelands against threats. There is no suggested XP progression in Stars of Mingyun.

Magic and Technology Mingyun has a Renaissance technology level, with some experiments with firearms. Magic items are rare in the world of Mingyun (each settlement counts as one size-category smaller than it is when determining what items are available), not because magic is rare, but rather because it is so plentiful. Almost everyone in Mingyun has at least a passing knowledge of runes, and can usually accomplish whatever magic they might need. While supernatural and spell-like abilities function as normal in Mingyun, all other forms of magic are accomplished by use of runes. Runes are formed from a special kind of crystal, which

paizo.com #3539816, James Gilbreath , May 1, 2015

197

4829671

460578

460578

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829672

4829672

must be prepared by one with the Craft (runes) skill. Runes are normally invisible to the naked eye when fused with a creature (although they can be seen with detect magic) but glow brightly when in use. Every creature possesses 3 rune slots: one in each of their main hands, and one in their head. Even creatures with multiple arms or heads do not possess more than 3 rune slots, although a creature can lose rune slots if they lose the slot’s associated limb. There are many potential runes in the world both common and rare, but only 30 Great Runes. Each rune possesses a base sphere (and possibly sphere-specific drawbacks), and a series of magic talents arranged in a set of tiers. Great Runes possess a sphere and talents as well, but often grant multiple talents per tier, and possess one or more advanced talents as well. If a creature possesses a Great Rune, they also gain immunity to age and disease; while not immune to injury, they are otherwise immortal. A creature can only possess one Great Rune at a time. To create a rune, a target must possess the Craft Rune feat (an item creation feat, prerequisite 1st caster level) and must use the Craft (rune) skill when making the required check. Runes are magic items with a base price equal to 100 gp x the number of tiers squared. The one crafting the rune decides which talents and tiers it possesses. Unlike other magic items, a crafter doesn’t need to possess the rune’s base sphere to craft it, and runes cannot be further improved once finished. Runes have a caster level equal to the number of included tiers. Great Runes always have a caster level of 20 and are considered artifacts. To fuse a rune into a target, the prepared crystal containing the rune must be placed on one of the target’s rune slots until the rune fuses with the target (a full-round action). At any time, a new rune may be fused into that same rune slot, in which case the old rune transfers to the crystal. Great Runes function similarly, but require a diamond with a value of at least 25,000 gp. It is possible to extract a rune from an unwilling target with an empty crystal or diamond, also as a full-round action. If a diamond containing a Great Rune is destroyed or the bearer of a Great Rune dies, the rune transfers itself to the nearest living creature, overriding one of their own runes if necessary. Instead of selecting spheres and talents, a character in Mingyun assigns each of their magic talents to one of his rune slots. Once a talent is assigned to a rune slot, it cannot be changed. When a creature equips a rune, they unlock a number of tiers included in that rune equal to the number of talents attached to that rune slot. If a creature equips two runes that grant the same sphere or talent, they may choose to unlock the next-highest tier on one of his runes instead of gaining the duplicate ability. Example: Sani is a 3rd level s0ul weaver who possesses 5 magic talents (2 bonus talents + 1 per soul weaver level). She has placed two of these talents in each of her hand slots, and one talent in her head. Later, she equips the Soul rune in her left hand. Since she has 2 magic talents associated with that slot, she gains all Soul rune abilities in its first 2 tiers. Later, she equips a second copy of the Soul rune in her right hand, gaining the 3rd and 4th tier talents for that rune as well. There are no rituals in Mingyun, and advanced talents are only usable by those wielding Great Runes.

198

Traditions: Rune-users possess the Magical Signs drawback because their runes glow when used, allowing creatures to identify the source, type, and location of the magic used. A rune-user cannot manifest their magic without the proper rune. However, rune-users gain no additional spell points, as rune-users also have the ability to change their magical skills as needed. Runes: While there are too many runes and Great Runes to list them all here, a few are given below as examples. Death Rune (CL: 8, 6,400 gp) Drawbacks: Necromatic Limit (Death, reanimate only) Talents: Tier 1: Death Sphere/Greater Reanimate. Tier 2: Greater Reanimate. Tier 3: Empowered Reanimate. Tier 4: Greater Reanimate. Tier 5: Expanded Necromancy. Tier 6: Lingering Necromancy. Tier 7: Necrotic Senses. Tier 8: Mass Reanimate. Fire Rune, Minor: CL: 1, 100 gp Drawbacks: None Talents: Tier 1: Nature (fire package). Health Rune (CL 7, 4,900 gp) Drawbacks: Limited Restoration (Life, restore only) Talents: Tier 1: Life Sphere/Greater Restore. Tier 2: Restore Health. Tier 3: Restore Mind. Tier 4: Restore Soul. Tier 5: Break Enchantment. Tier 6: Restore Movement. Tier 7: Restore Senses.

460578

Life Rune (CL 10, 10,000 gp) Drawbacks: Limited Restoration (Life, cure/invigorate only) Talents: Tier 1: Life Sphere/Healthy Invigorate. Tier 2: Greater Healing. Tier 3: Fount of Life. Tier 4: Greater Healing. Tier 5: Greater Invigorate. Tier 6: Greater Healing. Tier 7: Resuscitate. Tier 8: Greater Healing. Tier 9: Ranged Healing..Tier 10: Mass Healing. Mortal Rune (CL 9, 8,100 gp) Drawbacks: Necromatic Limit (Death, ghost strike only) Talents: Tier 1: Death Sphere/Greater Ghost Strike. Tier 2: Sickening. Tier 3: Bleeding Wounds. Tier 4: Weakening, Tier 5: Inflict Disease. Tier 6: Killing Curse. Tier 7: Cryptic Strike. Tier 8: Vampiric Strike. Tier 9: Necrotic Feeding Nature Rune (CL 6, 3,600 gp) Talents: Tier 1: Nature (Plant package). Tier 2: Grow Plants. Tier 3: Thorns. Tier 4: Towering Growth. Tier 5: Greater Range. Tier 6: Speak with Plants Spirit Rune (CL 10, 10,000 gp) Drawbacks: Necromatic Limit (Death, ghost strike only) Talents: Tier 1: Death Sphere/Greater Ghost Strike. Tier 2: Manipulate Undeath, Tier 3: Command undead. Tier 4: Curse. Tier 5: Greater Ghost Strike. Tier 6: Cryptic Strike. Tier 7:

paizo.com #3539816, James Gilbreath , May 1, 2015

4829672

460579

460579

4829673

Killing curse. Tier 8: Drain. Tier 9: Vampiric Strike. Tier 10: Necrotic Feeding.

Extended Range. Tier 4: Calamity.. Tier 5: Move Fire. Tier 6: Extended Range. Tier7: Feed on Fire. Tier 8: Volcano.

Sword Rune (CL 10, 10,000 gp)

Great Life Rune

Drawbacks: Destructive Touch (Destruction)

Talents: Tier 1: Life Sphere/Resuscitate. Tier 2: Greater Healing. Tier 3: Fount of Life/Greater Healing. Tier 4: Greater Healing x2. Tier 5 Regenerate. Tier 6: Restore Mind and Body. Tier 7: Resurrection. Tier 8: Greater Resurrection.

Talents: Tier 1: Enhancement sphere. Tier 2: Destruction Sphere/Energy Blade. Tier 3: Versatile Weapon. Tier 4: Deadly Weapon. Tier 5: Energy Weapon. Tier 6: Lingering Enhancement. Tier 7: Deep Enhancement. Tier 8: Ranged Enhancement. Tier 9: Ranged Enhancement. Tier 10: Mass Enhancement Wall Rune (CL 10, 10,000 gp) Drawbacks: Limited Protection (Protection, ward only), Wall (Creation, the caster may only create walls), Energy Wall (Destruction, the target cannot make destructive blasts except for through the Energy Wall talent). Talents: Tier 1: Protection sphere/Greater Barrier. Tier 2: Creation/Expanded Materials. Tier 3: Destruction Sphere/ Energy Wall. Tier 4: Lengthened Creation. Tier 5: Larger Creation. Tier 6: Crafted Blast. Tier 7: Distant Creation. Tier 8: Distant Protection. Tier 9: Extended Range. Tier 10: Extended Range. Great Fire Rune (CL 20) Drawbacks: Energy Focus (Destruction, Fire Blast) Talents: Tier 1: Destruction Sphere (Fire Blast)/Nature Sphere (Fire Package). Tier 2: Sculpt Blast/Explosive Orb. Tier 3:

Great Lightning Rune Drawbacks: Energy Focus (Electric Blast)

Using This Book

4829673

paizo.com #3539816, James Gilbreath , May 1, 2015

Talents: Tier 1: Destruction Sphere/Electric Blast/Weather Sphere. Tier 2: Sculpt Blast/Explosive Orb. Tier 3: Greater Weather. Tier 4: Calamity.. Tier 5: Greater Size. Tier 6: Focused Weather. Tier 7: Storm Lord. Tier 8: Climate. Great Spirit Rune Drawbacks: Necromatic Limit (Death, ghost strike only) Talents: Tier 1: Death Sphere/Greater Ghost Strike. Tier 2: Manipulate Undeath/Command Undead Tier 3: Curse/Drain. Tier 4: Summon Spirit. Tier 5: Project Spirit. Tier 6: Possession. Tier 7: Necrotic Feeding. Tier 8: Soul Trap.

Character Creation All classes and races are allowed, but classes without any form of magic ability (such as fighters, barbarians, and rogues) are rare in the world of Mingyun.

paizo.com #3539816, James Gilbreath , May 1, 2015

460579

199

4829673

460580

460580

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829674

4829674

Organizations

These organizations use the prestige rules from the Pathfinder Faction Guide.

The Blue Cowl The blue cowl is a multinational guild of mages dedicated to promoting a positive ideal of magic and is often involved anywhere magic affects economy and politics. The blue cowl is as loved as it is hated, as its power and quickness to interfere in the world makes it a hated bureaucracy by both the magical and non-magical populous, but at the same time there are few who would trust the raw power of magic-users without the knowledge that the blue cowl was always on hand to regulate its members.

Goal: Promotion and Regulation of Magic The blue cowl exists to provide order among magic users and to lobby on their behalf in all nations where they are recognized. It provides materials and training, as well as strict rules by which its members must abide. Some wizards balk at these regulations, but the benefits greatly outweigh the price, as those who make their living by providing professional magical services find that the trust the Blue Cowl has built over the years is something they can’t do business without, especially in places with a history of dark sorcery or strong superstitious traditions. Along with the regulation of its members, the Blue Cowl also rigorously roots out evil magic and any who taint the name of wizard through dark practices.

Alignment: LG The Blue Cowl is dedicated to promoting the good use of magic, as well as the reputation of magic users. As such, it follows strict rules to ensure magic is always used properly and for the right reasons. Those who break its rules or show an evil inclination are subject to the wrath of the Blue Cowl, whether or not they are members.

Tradition While magic-users of any tradition may be accepted among the Blue Cowl, those trained by its membership usually possess the Traditional Magic casting tradition.

Leader The leadership of the Blue Cowl is left in the hands of the guildmasters. The guildmasters meet once each year as the guild council and decide on major policies and expenditures by majority vote. Guildmasters appoint local officers to fill needed roles and pay them for their time, but the position of guildmaster is only appointed by a council vote. There are many inner-factions among the blue cowl, led by influential guildmasters with their own agendas. The largest faction of the guild right now is Argus Silverhand (human male incanter 18), whose highest priority is hunting down magicusing criminals and bringing them to justice. A smaller faction is controlled by Selvahya Greenwarden (elf female thaumaturge 15), who wants to expand the guild’s economic power.

Headquarters The Blue Cowl guild is decentralized, with each guildhall answering to its guildmaster, and they to the guildmaster council. Each guildhall is supported by its local membership, who use their facilities and purchase magical materials through their stores. Highly successful guildhalls may include additional floors, floating towers, and extradimensional spaces.

Joining Any spellcaster who wishes to sell magical goods or services may join the guild, provided they have a clean enough criminal record and agree to abide by its precepts. In exchange, guild members are allowed to display the Blue Cowl’s crest on their place of business, certifying that their goods and services are backed by the guild.

460580

Members must clearly mark all of their magical goods and can be expelled from the guild if they are found to be selling any kind of fake magic. Guild members are required to price their goods and services according to guild standards, provide service to the guild one day in nine, and observe their guildmaster’s edicts. Whenever the guild assists law enforcement by hunting down a rogue mage, every member in the area is required to lend their service, most often as part of an enforcement squad. The Blue Cowl does not tax its members’ business, but does require them to pay for training and materials and requires them to perform work for the guild one day in nine. This usually takes the form of crafting magic items in the guild’s workshops with provided materials, hunting rogue wizards, or providing spellcasting services to businesses that have long-term contracts with the guild. Sometimes, those seeking substantial magical services will approach the guild directly, which will regulate these contracts out to members of sufficient skill as part of their required service.

Gaining Prestige The guild often has need of raw materials and costly spell components, and members can be sent on missions to obtain and transport these goods. When a mage commits crimes with

200

paizo.com #3539816, James Gilbreath , May 1, 2015

4829674

460581

460581

4829675

magic the guild mobilizes task forces to investigate and bring them to justice. Even inexperienced mages may be assigned to these task forces to learn from their more experienced contemporaries and gain favor for a successful capture. However, the main focus of the guild is economic; if a particular magic item is needed quickly, a guild member who can supply it will gain favor. Likewise, any wizard who can bring in substantial contracts for the guild will gain favor for the effort. A PC also gains 1 PA for every level gained in a spellcasting class.

Resources The typical guildhall is a large building that includes housing areas, libraries, laboratories, offices, and sometimes a merchant area, where guild members can sell their wares to other members. In larger cities, guildhalls have more specialized facilities based on their members’ needs. 1 TPA: When within a guildhall, gain a +5 on Knowledge (arcana) checks. The check takes 1 hour, reflecting the need to reference the appropriate materials. 1 TPA: Study in the library, whether for general knowledge or common magic theory. This allows a caster to perform any required research to create rituals, spells, or magic items. 1 CPA: Transcribe a common ritual (any spell listed in the Pathfinder RPG Core Rulebook, or any ritual the GM feels is common in the world) from the guildhall’s library into a ritual book. This benefit does not require a Spellcraft check or any additional transcribing costs. 1 CPA: Request the guild send a message via magic to someone of your choice. The target must be on the same plane, and the message may be up to 25 words long (if delivered directly to their mind), or must be written down (in which case they receive it within a day, as messengers are dispatched via portals). 5 TPA, 1+ CPA: Borrow a magic item from a guildhall’s collection for 1 week. The CPA cost is 1 per 1,000 gp of the item’s market price. Increase this cost by 1 CPA if the item must travel far from the guildhall, by 1 CPA if the use doesn’t further the interests of the guild, and by an additional 1 CPA if there is a significant risk of the item’s loss or destruction. The school does not lend out charged items or items that are destroyed after use. 5 TPA, 3 CPA: Gain specialized help for magical research. You gain a +2 circumstance bonus to any Craft or Spellcraft check related to making a single magic item or ritual, and may double your progress each day on that item or ritual. This only applies so long as you conduct the research and enchanting at the guildhouse; the assistance cannot travel with you. 10 TPA, 2 CPA: Commission a magic item from a guild member who can craft it. You may specify any custom item of your choice, but you must pay full market price for the item and must wait 1 day per 1,000 gp of the item’s base price for it to be crafted.

10 TPA, 3 CPA: Request an investigation into a crime committed with magic. This cost may be waived if the investigation uncovers a particularly nefarious plot. 15 TPA, 2+ CPA: Perform independent research to create a new ritual. This research takes 1 week, and the cost is 2 CPA per level of the new ritual. This replaces the normal cost and feat requirements to create a new ritual. 15 TPA, 2 CPA: Access a special section of the library for 1 week and gain a +10 bonus on any Knowledge check. 15 TPA, 3+ CPA: Have the guild improve a mage’s business. Some of the guildmaster’s customers will be referred to them, they will find it much easier to obtain raw materials, and their place of business will never be vandalized or robbed. Spending 3 CPA is usually enough to make an unprofitable business located in one city profitable for at least a year, but especially large businesses may cost more. 20 TPA, 4+ CPA: Have the guild blacklist the business of a mage who is not a guild member. The target must be involved in illegal activity, or otherwise be deemed worthy of this action. They will find it difficult to obtain spell components and raw materials. The guild will also spread rumors about their products and services being unsafe. Spending 4 CPA is usually enough to ruin a profitable business located in one city, but especially powerful businesses may cost more. 20 TPA, 7 CPA: Request the intervention of a guild enforcement squad (10 apprentice mages of 3rd level, 3 journeymen mages of 5th level, and three senior mages of 10th level or higher) which arrives in 1d6 hours. You must have hard evidence of the use of magic to commit a crime. If no guild resources are destroyed and the result improves the guild’s reputation, then some or all of the CPA will be refunded.

Using This Book

4829675

paizo.com #3539816, James Gilbreath , May 1, 2015

460581

Traits The following traits are available to members of the Blue Cowl: Formal Arcane Training: You studied magic according to a rigid curriculum with many teachers and peers. You can use all scrolls and rituals of 1st level, whether or not you possess the prerequisite sphere. Magebreaker: During your early training you were recruited into the guild’s enforcement squads to hunt down rogue mages, and have learned many tricks for countering another’s magic. You gain a +2 trait bonus to your MSB when attempting to dispel or counter magical effects. Magecraft: You have helped more experienced mages as an assistant on dozens of magical experiments. You gain a +2 trait bonus to Spellcraft checks made to create a new ritual.

paizo.com #3539816, James Gilbreath , May 1, 2015

201

4829675

460582

460582

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829676

4829676

Whitecloud Monastery The Whitecloud Monastery is an organization based on the teaching of Rashen Thunderfist, a legendary weather wizard who became disillusioned with his arcane occupation and spend a decade in secluded study of the sky and the self. Practitioners of the Whitecloud style focus their spirits into magical manifestation, believing that magic’s true power must be coupled with the highest levels of discipline. They are often called in when others require their services, both for their ability to control weather and elements as well as their prowess in battle.

Goal: Personal Enlightenment Most who study with the Whitecloud Monastery do so to seek a higher understanding of magic through spiritual discipline. These practitioners often become adventurers to find new ways to put their training to use, both for the betterment of others as well as to challenge themselves and promote personal growth.

Alignment: LG Like all monasteries, Whitecloud students follow a strict code of discipline. Unlike some monasteries, though, the Whitecloud places a strong of an emphasis on the proper use of power to better the lives of others. The greatest heights of self-mastery and enlightenment, they argue, can only be reached in service to others.

Tradition Any character may become a friend and honorary member of the monastery, but any student trained by the monastery possesses the monastic casting tradition.

Leader The current leader of the Whitecloud Monastery is Pavre the Wise (NG male elf elementalist 16), a former pupil of Rashen Thunderfist. While a powerful warrior in his youth, he has since become a strict pacifist as a means to cultivate his own connection to life and spends his days offering instruction and counsel to students. It is said that the weather around the monastery always reflects his mood—clear when he is calm, rain when he is sad, lightning when he is angry, and windy when he is troubled.

Headquarters The Whitecloud Monastery rests at the top of a large mountain, and is an imposing stone building that can house thousands of students.

202

Joining To be trained by the Whitecloud Monastery, a character must dedicate themselves to the monastery, often spending years learning discipline and technique. However, anyone judged to be worthy of heart may become a friend of the monastery, working alongside them in their own search for enlightenment.

Gaining Prestige Those who accomplish great deeds such as slaying powerful monsters or stopping natural disasters find their deeds recognized by the monastery. Characters gain 1 PA for slaying a monster in single combat or stopping a band of monsters, so long as the fight was a worthy challenge (at least a CR equal to APL +2)

Resources: The Whitecloud Monastery maintains buildings in a variety of lands, where students may stay while pursuing their work of hunting monsters, manipulate the weather, or otherwise following their respective paths. While the monastery attempts to stay neutral in most political squabbles, they have a multitude of powerful students always on hand if a situation demands their interference. 5 TPA, 1 CPA: Attain the rank of ‘adept’ in the monastery. You gain a +2 bonus to all Diplomacy checks made with other members of the monastery, or with those who hold the monastery in high regard. 5 TPA, 3 CPA: Have the weather adjusted for 1 day over an area with a radius of Long. The cost increases by 1 CPA for each additional day affected. 10 TPA, 3 CPA, adept rank: Gain the service of a junior student (whose class level is equal to half the PC’s level) for 1 week. This student is an assistant and pupil for the character and will fight to defend him, but is not willing to fight to the death. If the character spends at least 1 hour per day training this pupil (combat while adventuring does not count as training) and the pupil survives the week, the next time the character visits a Whitecloud stronghold he regains 1 CPA for this service (this benefit does not affect his TPA). 10 TPA, 5 CPA: Have the weather adjusted for 1 day over an area with a radius of 1 mile. The cost increases by 1 CPA for each additional day. 13 CPA: Undergo a ritual that grants resistance 5 to cold, electricity, or fire as an extraordinary ability. The character can undergo the ritual for all three energy types. 20 TPA, 2 CPA: Gain the rank of ‘teacher’. A teacher gains a +2 bonus on Bluff, Diplomacy, and Intimidate checks made to influence monks and those who respect the wisdom and skill of their order. 20 TPA, 7 CPA: Have the weather adjusted for 1 week over an area with a radius of 2 miles. The cost increases by 1 CPA for each additional week.

paizo.com #3539816, James Gilbreath , May 1, 2015

460582

4829676

460583

460583

paizo.com #3539816, James Gilbreath , May 1, 2015

Traits: The following traits are available to those associated with the Whitecloud Monastery: Foehammer: You have studied a particular foe long and hard, learning weaknesses that may be exploited. Choose one humanoid subtype. You gain a +1 trait bonus to attack rolls against any creature of that subtype. Thunderclap: The power of the storm flows through all of your magic. Whenever you score a critical hit with the Destruction sphere, the target must pass a Fortitude save or be deafened for 1d4 rounds. If you score a critical hit with a thunder blast, the deafened effect increases to 1 day. Inner Peace: Once per day if you fail a concentration check you may reroll it at a -4 penalty. Lightning Blitz: The first unarmed attack or natural attack you make after rolling initiative gains a +1 trait bonus to hit.

The Bloodworks

4829677

4829677

The Bloodworks is a legendary and ancient organization of blood mages that supposedly specialized in demon summoning, necromancy, and manipulation of minds. They appear as villains in a multitude of stage shows and children’s stories, and wherever else a story is in need of an unabashedly evil villain. The Bloodworks is as much a joke as a source of fear, as their place as children story villains leads many to assume they never really existed. Or at least, that’s the impression the Bloodworks has meticulously cultivated in the minds of the masses.

Goal: Power in Secrecy The Bloodworks is a secret society dedicated to the furthering of their own demonic plots, and the expansion of their understanding and mastery of magic. The organization was founded through several demonic pacts, which new members take on when they join.

Alignment: LE The Bloodworks seek power, carefully cultivating human sacrifices and other demonic or necromantic rites, all while maintaining the secrecy of their organization.

Tradition Casters of all types are welcome among the Bloodworks, but those taken as apprentices by the organization gain the blood magic tradition.

Leader Who controls the Bloodworks is unknown, but it is thought that their orders may come directly from the Abyss. They have a tightly controlled hierarchy and a very strict code by which its activities are hidden. No individual member knows more than a few of his contemporaries, to better protect the other membership in case of a breach of secrecy. Orders are sent via hidden messages and magical communications, and true names are never used.

Using This Book

30 TPA, 3 CPA, teacher rank: Gain the rank of ‘master’. A master gains an additional +2 bonus on Bluff, Diplomacy, and Intimidate checks made to influence monks and those who respect the wisdom and skill of their order (this bonus stacks with the teacher bonus) and a +2 bonus on one Knowledge skill of his choice.

Headquarters While there are locations anciently associated with the Bloodworks, these structures are completely abandoned, but strangely fail to be reclaimed or torn down. Anyone sent to examine or catalog these buildings becomes unable to find their way, or disappears for a few days with no memory of what happened.

Joining The secrecy of the organization makes seeking the organization out quite difficult. However, it is not uncommon for members to take apprentices, or to contact necromancers or diabolists of particular renown about joining their ranks.

460583

Gaining Prestige The Bloodworks rewards those who seek their ambitions, so long as it does not conflict with the interests of the other members. Therefore, those who successfully accomplish great feats of planar binding, necromancy, or other magic raise quickly in the esteem of the organization.

Resources The Bloodworks’ resources are vast, as their members and victims (who usually have had their minds altered with magic without their knowledge) extend through all nations and all walks of life. There is always at least one home within any given community where a member may seek refuge, and members are almost always welcome in the courts of liches, vampires, and other similarly dark creatures. 5 CPA: Gain a permanent +2 bonus on Knowledge (arcana) relating to necromancy magic or Knowledge (religion) check relating to undead. This benefit requires 1 week of study with a dedicated necromancer. 5 TPA, variable CPA: Purchase magical service from the following list of rituals: animate dead (4 CPA, up to 10 HD of uncontrolled skeletons or zombies), clone (24 CPA), desecrate (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), inflict serious wounds (1 CPA).

paizo.com #3539816, James Gilbreath , May 1, 2015

203

4829677

460584

460584

paizo.com #3539816, James Gilbreath , May 1, 2015

Chapter 7

5 TPA, 1 CPA: Consult with otherworldly forces to gain a +10 bonus on one Knowledge (arcana), Knowledge (religion), or Knowledge (planes) check. 10 TPA, 1 CPA: Borrow a rare ritual book or other magical document for the purposes of learning or researching one ritual. This benefit does not require a Spellcraft check or any additional transcribing costs. Typical rituals owned by Bloodworks members involve the Death, Conjuration, or Mind spheres. 10 TPA, 3 CPA: Gain the assistance of a specialist (any NPC member of the organization with HD equal to half the character’s level) for 1 week. 15 TPA, 1 CPA: Transform the character’s familiar into an undead version of its living self. This change requires an 8-hour ritual. The familiar’s type changes to undead but it retains all of its other familiar abilities. This does not work on familiars of the construct or outsider type (such as imps and quasits from the Improved Familiar feat). 20 TPA, 2 CPA: Gain the service of an undead homunculus. This creature has all the abilities of a standard (construct) homunculus except its type is undead. The character must pay for all the normal costs associated with creating a homunculus. 20 TPA, 3 CPA: Arrange a conjuring of an extraplanar undead (such as a devourer) or an incorporeal undead in a ritual similar to planar ally or planar binding. The character must negotiate and pay for the undead’s service, though he can spend CPA to have disciples of the Way pay the price for the service. If the character is a poor negotiator, he can pay 1 CPA to hire a charismatic advocate to bargain on his behalf. If the creature has the ability to create spawn, the spawn are not under the control of the character. 30 TPA, 5+ CPA: Undergo a ritual that transforms the character into a specific type of corporeal intelligent undead, such as a ghoul, mummy, skeletal champion, or zombie lord. The CPA cost is equal to 5 times the total of the Hit Dice of the desired undead form plus the character’s Hit Dice. This transformation requires an 8-hour ritual and the character must provide material components as if creating an undead of the desired type using the create undead ritual.

4829678

4829678

Traits: Preserver: Your work preparing corpses has given you detailed knowledge of anatomy which you can leverage for healing magic. Whenever you use the cure or invigorate Life sphere abilities, you grant additional healing or temporary hit points equal to 1 + 1 per 10 caster levels. Necromaster: You have worked with undead so long that some of their negative energy seems to have rubbed off on you. You gain a +1 trait bonus saving throws against attacks and effects originating from undead creatures. Undertaker: Your work required you to handle corpses from a young age, and your immune system is quite strong as a result. You gain a +2 trait bonus to saving throws against disease.

204

Beast Wardens The Beast Wardens are a band of assorted lycanthropes, working together for mutual protection and the benefit of their kind. The Beast Wardens functions as mercenaries, bandits, guardians of nature, and anything else they need to be, provided it pays well. The Beast Wardens make especially good spies, as their mastery of Alteration magic gives them abilities that far out strap the average mercenary. Although they are loyal to coin, all employers must be weary, as the Beast Wardens’ truest loyalty is only to themselves.

Goal: Profit and Protection The Beast Wardens were formed as a form of mutual protection for those under the curse of lycanthropy. The organization tries to be as formidable a force as possible to ensure enemies will keep their distance. This is accomplished through driven recruitment and earning enough money to keep themselves outfitted as well as possible.

Alignment: NE The Beast Wardens are loyal only to their own self-interest, and while their services can be bought, they will turn at a moment’s notice if it is to their advantage.

460584

Tradition To become a member of the Beast Wardens, a creature must either possess the lycanthropic tradition, or otherwise be a lycanthrope.

Leader The Beast Wardens are led by Grigroc (male natural werewolf shifter 16), who is as ruthless a leader as the Beast Wardens have ever had. He treats the Beast Wardens as family, but will exile any children deemed too weak to be of benefit to the organization. At the same time, however, he will defend any lycanthrope to the death, caring little for how many he must kill in the process.

Headquarters The Beast Wardens are nomadic, traveling wherever they must in search of jobs. However, they do maintain several safe houses that serve both as staging points for their operations, and as hiding places for lycanthropes on the run.

Joining If a creature wishes to join the Beast Wardens, they must either possess the lycanthropic casting tradition, or else must accept the curse of lycanthropy from its members. There are a multitude of lycanthrope types among the Beast Wardens, and those who want to join would have their pick of which form they wish to obtain.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829678

460585

460585

4829679

Gaining Prestige A Beast Warden gains prestige by completing jobs, finding work for the organization, and generally increasing the Beast Warden’s wealth and power. A PC gains 1 PA for every mission completed, and additional PA if they find a way to make a contract more lucrative than expected.

Resources 1 TPA: Gain a tattoo or brand of the company’s symbol, usually on the forearm, signifying allegiance to the group. Anyone exiled from the Beast Wardens is forbidden to display the mark and usually has it magically erased or covered with a different image. 5 TPA, 1 CPA: Hire a squad of 10 1st-level shifters for a routine mission such as guarding a caravan or escorting a person from one city to another. These missions are considered low-risk training operations for the newest and youngest members, and dragging these mercenaries into deadly conflicts is a sure way to lose prestige with the company; most characters using this resource do so just for a show of force, though the warriors do fight if combat occurs. 5 TPA, 1 CPA: Acquire combat trained mounts for a week 5 TPA: Consult with a local officer of the wardens, gaining a +2 bonus on a Knowledge (history), Knowledge (local), Knowledge (nobility), or Knowledge (religion) check made regarding that region. The character must wait 24 hours for the officer to report back with the desired information. 10 TPA, 3 CPA: Have any animal (or another creature with an Intelligence of 1 or 2) trapped and shipped to you location for use as a pet or animal companion. Depending on distance, this could take anywhere from a few days to a few months. The animal does not come trained, but is ready for immediate training if it is a common domesticated creature such as a horse, dog, or bird. If it is exotic and not normally domesticated, you may choose to have the creature delivered as a newborn, ready to be reared with the Handle Animal skill. 10 TPA, 3 CPA: Hire a specialist (any NPC shifter, mageknight, or hedgewitch whose level is equal to half of the PC’s) for 1 week. 20 TPA: Purchase or upgrade weapons from the following list at a 10% discount: bane (goblinoid, human, orc), flaming, frost, seeking, shock, throwing. 20 TPA: Purchase or upgrade magical armor or shields from the following list at a 10% discount: arrow catching, arrow deflection, bashing, blinding, energy resistance (cold, fire), shadow (all). 20 TPA: Purchase magic items from the following list at a 10% discount: efficient quiver, gloves of arrow snaring, handy haversack, periapt of wound closure, restorative ointment, stone of alarm. 30 TPA, 2 CPA: Gain the rank “lieutenant” and a loyal team of 1 sergeant (5th-level shifter, mageknight,

or hedgewitches) and 5–8 corporals (3rd-level shifters, mageknights, or hedgewitches) as followers. These troops won’t necessarily die on the character’s behalf.

Traits: Beast Tamer: You gain a +1 trait bonus to all Handle Animal or Diplomacy checks made against wild animals. Guide: When using the Survival skill to gather food and water while traveling, you can provide food and water for one other person for every 1 point by which your check result exceeds 10. Savagery: As a full-round action, you may designate a target as your prey. Your first attack against that target gains a +1 bonus.

Using This Book

4829679

paizo.com #3539816, James Gilbreath , May 1, 2015

The Artificer’s Guild The Artificer’s Guild is a powerful instructional, regulatory, and advocacy group for the creation and sale of magic items. While in some locations its guildhalls amount to little more than a centralized market, in others they are great laboratories and libraries, equipped for mass production and research. While its public front is strictly mercantile, the artificer’s guild also secretly employs powerful agents, who are sent to both protect their interests and uncover artifacts of great renown.

460585

Goal: Profit The Artificer’s Guild regulates the creation and sale of magical equipment, and is more concerned with making money than anything else.

Alignment: TN The Artificer’s Guild cares little for good or evil, so long as there’s enough money involved. Likewise, while they try and maintain a good legal reputation, they are not above shady dealings when it serves their interests.

Tradition Any caster with the skill to create can register with the guild, but those trained by the guild to serve as agents possess the artificer casting tradition. Artificer An artificer does not use magic, but rather constructs items of power to accomplish the magic on their behalf. In its basic form, this involves ‘sul magickas’, which are items the artificer attunes to his aura, and uses to focus his magic. Sul magickas have a negligible cost and take at least 8 hours of work to create. An artificer must generally construct a different sul magicka for every sphere. Sample sul magickas could include a wand

paizo.com #3539816, James Gilbreath , May 1, 2015

205

4829679

460586

460586

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829680

4829680

of death, a ring of creation, or a tin soldier that grows into a Conjuration companion when activated. An artificer can only use a sul magicka that he has created himself, and cannot active one created by another artificer. Sul magickas are unstable magic items and are prone to misfire, but carry the advantage over standard casting of not requiring more of the user’s focus than what it takes to push a button. Drawbacks: Focus Casting (sul magickas), Wild Magic Boons: Easy Focus

Leader The head of the Artificer’s Guild is Sheshiko (female merfolk incanter 17), who handles the business aspects of the guild. Her creations are legendary, and fetch a very high price whenever she chooses to sell one.

Headquarters The headquarters of the Artificer’s Guild is a large building located at the bottom of a lake. The lake is surrounded by a number of guild sub-buildings, where land-dwellers with business in the guild headquarters can access the required magic to make the trip to the headquarters.

Joining Anyone with the ability to create magic items may join the Artificer’s Guild, paying a 200 gp fee per month. In exchange, they may purchase materials through special guild channels, often at a great discount. In addition, the guild often receives and distributes contracts to members with the prerequisite abilities to fill the order.

Gaining Prestige A PC may gain prestige with the Artificer’s Guild by creating powerful magic items, making large sales, or recovering and delivering items of particular power to the guild for study.

Resources The Artificer’s Guild is a rich entity with branches all over the world. As such, there is little they can’t do and few places they can’t do it, if they are willing to expend the prerequisite time and money. However, they are always loathe to take any action that might cost them business in the long term. 1 CPA: Gain a +5 bonus on any one Profession or Craft check representing 1 week of work. This benefit requires daily access to a guild workshop for 1 hour each day during the week the check occurs. 1 TPA: Use the guildhall’s workshops and libraries free of charge. This grants a +4 circumstance bonus to Knowledge (arcana) checks, and a +4 circumstance bonus to Spellcraft or Craft checks to craft magic items. 5 TPA, 3 CPA: Gain specialized help for magic item creation. You gain a +2 circumstance bonus to any Craft or Spellcraft check related to making a single magic item, and may double your progress each day on that item. This

206

only applies so long as you create the item at a guildhouse; the assistance cannot travel with you. 10 TPA, 3 CPA: Hire a specialist (any NPC whose level is equal to half of the PC’s) for 1 week. 10 TPA, 3+ CPA: Arrange the safe transportation of a magic item to a guild hall of your choice. Powerful items may cost more CPA to safeguard. 10 TPA, 10 CPA: Hire a master specialist (any NPC whose level is equal to the PC’s) for 1 week. 10 TPA, 2 CPA: Commission a magic item from a guild member who can craft it. You may specify any custom item of your choice, but you must pay full market price for the item, and must wait 1 day per 1,000 gp of the item’s base price for it to be crafted. 15 TPA: Purchase the required material components to craft any magic item at a 10% discount. 20 TPA: Purchase any magic item with a 10% discount.

Traits: Gem Polisher: You have worked with strong chemicals long enough that your skin is somewhat resistant to them. You gain a +1 trait bonus to saving throws against acid effects. Guild Craftsman: You start character creation with a set of masterwork tools. You gain a +1 trait bonus to Craft checks with one Craft skill of your choice. Guinea Pig: You have worked with unstable magic items so long that you are very good at resisting them. You gain a +1 trait bonus to saving throws against all effects originating from magic items.

460586

Lab Rat: Your constant exposure to magic in the laboratory has given you a sense for the presence of magic. You can immediately tell when you touch a magic item, or touch a creature or object under the effects of magic.

The White Lotus Cult This mystery religion boasts membership among the clergy of a multitude of other sects, and represents a conglomeration of devotees to life and repose. The White Lotus specializes in embalming, funerals, and undead slaying, and while their rituals are secret their services are not. The White Lotus cult tracks the progress of spirits through the afterlife and often act as mediums to communicate the will of the dead to their living descendants. Although they sometimes engage in ‘white necromancy’ when necessary, their greatest devotion is eradicating the scourge of unlife from the world.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829680

460587

460587

4829681

Goal: Tend the Dead, Destroy all Undead The White Lotus cult is devoted to purging the taint of undeath from the world. Their core belief is that there is an imbalance in the world between life and death, and that many of the great evils of the world (disease, demon cults, etc.) stem from the imbalance of energy that this brings and the effect this has on the psyche and physiology of the world’s inhabitants. They also guide spirits through the afterlife, seeing to their needs and the execution of their last desires.

Alignment: NG The cult seeks to destroy undead for the good of all living creatures. However, they are willing to make sacrifices when necessary. Members of the cult are encouraged to avoid collateral damage whenever possible, but the guild is lenient when dealing with accusations of excessive force.

Organization The cult possesses a few openly-designated buildings (often one per major city) where those who wish to inform them of undead, join their ranks, or use their embalming services may seek them out. Each new recruit to the cult is called an initiate, and as they advance through the cult’s rituals gain the title of peer, master, and grandmaster, respectively. At least one grandmaster must oversee every temple of the White Lotus. When major decisions must be made, a meeting of the grand masters will be called for all within the area, and the spirits of former grand masters are often called to lend their knowledge and wisdom to the proceedings.

Leadership Geshin Win (human female soul weaver 20) is the arch-grandmaster, and has led the cult as a ghost for the past 500 years (a voluntary decision on her part, and the one great exception to the cult’s general hostility towards unlife in all its forms).

Tradition: Divine Petitioner The White Lotus is mostly comprised of priests, clerics, and others of the divine petitioner tradition, although other casters are welcome if they are sincere enough.

Joining Those wishing to join the White Lotus must be vouched for by a member of at least master rank. Any wishing to join without a recommendation must demonstrate their dedication, often by accompanying a White Lotus member to exterminate undead and demonstrate their value to the cult. As a member rises through the ranks, they are allowed to participate in a variety of rituals, empowering them in their mission against the undead.

Gaining Prestige All cult members are expected to end the scourge of the undead whenever they are found and to perform rites for the recently deceased whenever called upon. Members are also expected to lend any aid called for when a member is in need, even in issues

not related to the undead. PCs gain 1 PA any time they destroy a major stronghold of the undead, or a particularly powerful undead creature such as a vampire or lich.

Resources The White Lotus possesses temples in every major city, and boasts a diverse membership in a variety of influential positions. The White Lotus cult believes strongly in not abusing their power, which is fortunate because no one knows just how much power they might be able to wield if they wanted. 1 TPA: You may enact a ritual at any White Lotus temple, granting you a +2 bonus to all saving throws against attacks, spells, or effects originating from an undead creature for 1 day. 1 CPA: You may petition the dead for general information and advice. This grants you a +2 bonus to any Knowledge check. 3 CPA: You may summon one specific deceased individual, as the Summon Spirit advanced Death talent with an effective caster level of 15. The target is allowed their Will save as usual, and you may only ask questions of the spirit, as opposed to any other use of the talent. 5 TPA, 1 CPA: Become a Peer. You gain a permanent +2 bonus to all Knowledge (religion) checks made to identify undead and their weaknesses. 5 TPA, 1 CPA: Petition the cult for aid. You may gain use of a medium magic item for 1 week. 10 TPA, variable CPA: Receive an exorcism to expunge demonic or ghostly influence. The CPA is based on the gp cost of the appropriate ritual to drive off the possessing creature; 1 CPA per 3 levels of the required ritual, rounded up. 10 TPA, Peer: You may participate in rituals at any White Lotus temple, granting you a +2 bonus to saving throws against death effects and curses for 1 day. 15 TPA, 1 CPA: Become a Master. You gain an additional +2 bonus to Knowledge (religion) checks made to identify undead and their weaknesses. This stacks with the benefit granted by being a Peer. 30 TPA, 10 CPA: Become a Grandmaster. You gain a permanent +2 sacred bonus to all saving throws against all attacks and abilities originating from undead creatures.

Using This Book

4829681

paizo.com #3539816, James Gilbreath , May 1, 2015

460587

Traits: Slayer Pupil: You have studied under men and women who had first-hand experience destroying undead creatures. You gain a +2 trait bonus to Knowledge (religion) checks to identify the weaknesses of undead creatures. Requiem: You are skilled at putting souls to rest. You gain a +1 trait bonus to Knowledge (religion) checks, and Knowledge (religion) is always a class skill for you. You may spend 10 minutes to give a dead body it’s last rites and make a Knowledge (religion) check. Anyone attempting to animate this body must make an MSB check against this Knowledge (religion) check. On a failure, their attempt fails and any materials or spell points spent are wasted.

paizo.com #3539816, James Gilbreath , May 1, 2015

207

4829681

460588

460588

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

NPCs Armorist—Lira Hathcomb

Lira began her study of magic at an early age under the tutelage of her parents. While the family expectation was that she would become a magician like them, her temper always flared close to the surface, and at such times she reached for a nearby weapon or simply used her fists to beat her opponent into submission. In an effort to curb her natural violence, her family sent her to a magic academy, but her caravan was attacked by bandits on the way. Frightened and unprepared, Lira did the only thing she could think of; she grabbed a sword from a fallen comrade and joined the fight, managing to fell one of the bandits. Lira had never felt more alive than when she held that sword in her hands, and from that point on her path was set. Lira turned herself wholeheartedly to the study of combat, applying her mind, body, and magic to this new pursuit. When the time came, Lira left home to seek her fortune with the other sell-swords. Human Armorist 3 CG Medium Humanoid (human) Init +1; Senses Perception +2 Defensive AC 18, 12 touch, 17 flat-footed (+1 Dex, +6 armor, +1 Deflection) hp 30 Fort +5, Ref +2, Will +3

4829682

4829682

Offensive Speed 30 ft Melee +1 greatsword +6 (2d6+5) or +1 greatsword +5 (2d6+8) or +1 greatsword +4 (2d6+8, +1 AC) Special Attacks Summon Equipment (+1), Bound Equipment (+1 greatsword) Statistics Str 16, Dex 12, Con 14, Int 13, Wis 14, Cha 10 Base Atk +3; CMB +6; CMD 17 Feats Combat Expertise, Furious Focus, Power Attack Arsenal Trick Arcane Strike Skills Climb +9, Knowledge (arcana) +7, Spellcraft +7, Swim +9 Languages Common, Elvish Magic Spell Pool 7 Caster Level 1 Spheres Enhancement (Physical Enhancement, Deep Enhancement) Tradition Battlemage (Verbal Caster, Prepared Caster) Special Qualities Armor Training Gear breastplate, ring of protection +1

208

Elementalist—Thanak As a youth, Thanak lived as an elf in a human settlement, where he quickly made friends with a multitude of children, then watched as they grew up without him. However, rather than becoming socially absent from those he couldn’t understand, Thanak threw himself into human society, using his advanced age compared to those his own size to become a ringleader of the youth. By the time he’d come of age, his embracing of human sensibilities made him too restless to wait for life with the rest of his kind. Thanak left immediately to seek his fortune, finding his way to the Whitecloud Monastery where he became a student. However, his restlessness and attitude severely hampered his ability to rise in the eyes of his teachers, eventually getting him kicked out of the monastery and starting his life as an adventurer. Elf Elementalist 7 NG Medium Humanoid (elf) Init +3; Senses Perception +9 Defensive AC 15, 15 touch, 10 flat-footed (+3 Dex, +2 dodge) hp 49 Fort +6, Ref +8, Will +4; +2 vs enchantments Defensive Abilities Evasion, Resistance acid 5, electricity 5, frost 5, fire 5, Life (3d8+5 healing, Greater Restore, Break Enchantment), Immune sleep Offensive Speed 30 ft, 20 ft fly (average) Melee +2 rapier +10 (1d6+2+destructive blast) Ranged +2 longbow +10 (1d8+2+destructive blast) Special Attacks destructive blast (melee, 4d6 or 7d6, electric blast, air blast [CMB +10], frost blast), favored element (electric blast +3)

460588

Statistics Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 17 Base Atk +5; CMB +5; CMD 18 Feats Weapon Finesse, Point-Blank Shot, Precise Shot, Bullseye Shot, Dodge, Cantrips Skills Acrobatics +13, Bluff +13, Fly +13, Perception +9, Spellcraft +12, Stealth +13 Languages Common, Elvish, Orc, Sylvan Magic Spell Pool 10 Caster Level 5 (7 Destruction) Spheres Destruction (Electric Blast, Frost Blast, Air Blast, Energy Blade) Weather (Severe Weather), Life (Break Enchantment, Greater Restore) Tradition Monastic Special Qualities Easy focus (boon) Gear +2 rapier, +2 longbow

paizo.com #3539816, James Gilbreath , May 1, 2015

4829682

460589

460589

4829683

Eliciter—Skew

Eliciter—Baron Rene De Courcillon

Skew was born of a tryst between his human mother and a creature of Fey, whose identity was never known. Skew discovered early that he could manipulate the minds of others, and grew up quite spoiled until his village discovered why he always seemed to get what he wanted. With few taboos quite as strong as mind-altering magic, Skew was ostracized and evicted from his village. Skew was taken in by Rem, a professional thief who saw the value in his skills, to serve as a front man for Rem’s operations. While Skew is a good man at heart and has learned control and restraint through his experiences as a youth, he now works as a professional thief, using his skills to perform elaborate cons and infiltration jobs. Human Eliciter 2 TN Medium Humanoid (human) Init +2; Senses Perception +0 Defensive AC 15, 12 touch, 13 flat-footed (+2 Dex, +2 armor, +1 shield) hp 14 Fort +0, Ref +2, Will +3 Defensive Abilities Persuasive (+2) Offensive Speed 30 ft Melee light mace +1 (1d6) or light mace -1 (1d6), light shield bash -1 (1d6) Special Attacks Charming touch (7/ day), hypnotism (4/day) fascinate (2 rounds, DC 17). Statistics Str 10, Dex 15, Con 10, Int 13, Wis 10, Cha 18 Base Atk +1; CMB +1; CMD 13 Feats Improved Shield Bash, Two-Weapon Fighting, Skills Acrobatics +4, Bluff +11, Diplomacy +11, Intimidate +11, Sense Motive +5, Stealth +7, Languages Common, Silvan, Gnomish Magic Spell Pool 6 Caster Level 1 (2 Mind) Spheres Mind (Powerful Charm), Illusion (Invisibility) Tradition None Gear Light mace, light steel shield, leather armor

The Baron Rene De Courcillon is a strikingly handsome man, and he knows it. Poised and refined, he delights in games of wit and chance, and is never above using his powers to increase his odds at winning, be it court, love, politics or entertainment. When not at court and able to show more of his true nature, his cold scheming ways scares even the most hardened of his henchmen. Although Rene’s family is of the landed gentry, and are heir to a magic ring that grants tremendous power, they have never quite had the wealth to back up their title, which preyed upon Rene his entire life. Following his father’s untimely death and obtaining the tile when he came of age, Rene made it his lifelong goal to obtain the power and status he feels he has always been denied. To that end he has quietly built up a small network of thieves and cutthroats to do his bidding. He does not hesitate to use any means at his disposal when it comes to moving his agenda forward. Human Aristocrat 1/Eliciter 4 NE Medium humanoid (human) Init +5; Senses Perception +0

Using This Book

4829683

paizo.com #3539816, James Gilbreath , May 1, 2015

Defensive AC 15, 11 touch, 14 flat-footed (+1 Dex, +4 armor) hp 30 Fort +1, Ref +2, Will +6 (+8 vs enchantment) Defensive Abilities Defensive Empathy Offensive Speed 30 ft Melee +2 cold iron dagger +6 (1d4+3) Special Attacks Fascinate (3 rounds, DC 18), hypnotize 7/day, liberate, touch of fear 7/day.

460589

Statistics Str 13, Dex 12, Con 10, Int 14, Wis 10, Cha 18 Base Atk +3; CMB +4; CMD 15 Feats Improved Initiative, Extra Spell Points, Quicken Spell Skills Bluff +13, Climb +5, Diplomacy +14, Intimidate +13, Knowledge +9 (Local), Knowledge +9 (nobility), Linguistics +7, Ride +6, Sense Motive +9, Spellcraft +6, Stealth +7, and Use Magic Device +8. Languages Common, Elven, Goblin, Dwarven, Giant Magic Spell Pool 12 Caster Level 3 (4 Mind) Spheres Mind (Powerful Charm, Enthrall), Dark (Bestow Darkvision, Hide in Darkness) Tradition Ring-bound (Focus Casting (ring), Draining Casting) Gear Ring of mind-shielding (emerald ring set in silver), +2 cold iron dagger, +2 leather armor

paizo.com #3539816, James Gilbreath , May 1, 2015

209

4829683

460590

460590

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829684

4829684

Fey Adept—Gerchec

Hedgewitch—Deema

Gerchec was a young lizardman raider and bandit, neither particularly intelligent, strong, nor special in any way. Joining in on raids and squabbling over spoils, his life would have been unremarkable, except for one night where he became separated from his tribe and wandered lost in unfamiliar woods. It was there he first saw the fairies dancing by moonlight within their mushroom circles, and his life was changed forever.

Deema was born a tiefling, much to her mother’s horror. Abandoned as a child, she grew up in the ghettos of a major city, fighting with other children over scraps and copper coins. She grew up a thief and prostitute, discovering at an early age her natural intellect and charms and using them to manipulate those around her. Not being content with her life, she soon booked passage to a new city where she could start over. It was here that she first encountered the witch Bremma, who recognized Deema’s potential and took her on as a student.

Gerchec became obsessed with the fey, seeking out knowledge of their character, location, abilities, and treasures. When he found another mushroom circle in another wood, he knew his chance had come and snuck his way into the world of fairie. Gerchec was caught attempting to steal from a fey lord, and it would have been the end for him if his captors hadn’t sensed something fey in him, for his obsession had made him a little bit fey-like himself. His captors held him, spoke to him, and eventually befriended him and taught him their ways. When Gerchec emerged from the forest a month later (although in the world of fey it had been years), he was an accomplished magician, and forever named a friend by the fey. Lizardfolk Fey Adept 9 CN Humanoid (lizardfolk) Init +0; Senses darkvision 60 ft, Perception +12 Defensive AC 12, 10 touch, 12 flat-footed (+2 natural) hp 98 Fort +7, Ref +3, Will +6 Offensive Speed 30 ft, 30 ft swim Melee bite +8 (1d3+6) or bite +8 (1d3+4), 2 claws +8 (1d4+4) Special Attacks Shadowmark (5d8, -2), Truesight (2/day), Illusions (DC 20, 22 w/ staff) Statistics Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 20 Base Atk +4; CMB +8; CMD 18 Feats Toughness, Sphere Focus (Illusion), Widen Spell, Quicken Spell, Greater Shadowmark Skills Appraise +10, Escape Artist +12, Linguistics +5, Perception +12, Stealth +12 Languages Common, Lizardfolk, Sylvan Magic Spell Pool 23 Caster Level 9 (12 Illusion w/ staff) Spheres Illusion (Complex Illusion, Enlarged Illusion, Illusionary Disguise, Illusionary Odor, Illusionary Sound, Illusionary Touch, Invisibility, Lingering Illusion, Ranged Illusion, Ranged Illusion), Mind Tradition Traditional Magic Special Abilities Darkvision, 9 shadow points, Master Illusionist, Create Reality Gear belt of physical might +2 (Strength, Constitution), headband of alluring charisma +2, staff of Illusion +3

210

Deema took to magic incredibly well, already possessing a quick mind and a resolve of steel from her experiences growing up. She now walks the earth as one of its most talented practitioners, known throughout the world for her abilities. However, no one is quite sure what her goals and motivations might be, and whether she is friend or foe to those she meets is ever-changing. Tiefling Hedgewitch 18 CN Outsider (native) Init +6; Senses darkvision 60 ft, Perception +23 Defensive AC 16, 16 touch, 10 flat-footed (+6 Dex) hp 174 Fort +15, Ref +17, Will +18 Defensive Abilities Resistance cold 5, electricity 5, fire 5 Offensive Speed 30 ft Melee (transformed) bite +19 (1d6+3) or bite +19 (1d6+3), 2 or 4 claws +19 (1d4+3) Special Attacks darkness (1/day), Barrier (17 hp, break DC 21 or 130 hp, break DC 31), shapeshift (DC 29)

460590

Statistics Str 16, Dex 22, Con 18, Int 28, Wis 14, Cha 18 Base Atk +13; CMB +16; CMD 32 Feats Weapon Finesse, Circle Casting, Cantrips, Ritual Caster, Ritual Master, Sphere Focus (Alteration), Contingency, Counterspell, Improved Counterspell, Quicken Spell, Craft Rituals Secrets Familiar, Amateur Spiritualist, Extra Spirit x3, Arcane Builder (Craft Rituals), Metamagic Feat, Artificer (Craft Rituals), Metamagic Master (Quicken Spell) Skills Bluff +25, Disguise +20, Diplomacy +25, Fly +20, Intimidate +25, Knowledge (arcana) +30, Knowledge (geography) +29, Knowledge (history) +29, Knowledge (nature) +29, Knowledge (planes) +29, Knowledge (religion) +30, Sense Motive +23, Perception +23, Spellcraft +30, Stealth +25, Use Magic Device +25 Languages All Magic Spell Pool 54 (Int Casting Ability Modifier) Caster Level 13 (18 Alteration) Spheres Alteration (Animal Mind, Animalistic Transformation, Avian Transformation, Bestial Spirit, Size Change, Mass Alteration, Range Alterationx2), Divination

paizo.com #3539816, James Gilbreath , May 1, 2015

4829684

460591

460591

4829685

(Dowsing, Divine Information, Viewing), Protection (Greater Barrier) Tradition Traditional Magic Special Abilities Traditions (academic, black magic), spirit allies (6/day), black magic curse (12/day). roll all Knowledge checks twice, Oracle’s Curse (Tongues, Abyssal, Infernal), speak and understand all languages Gear Headband of mental superiority +6, staff of alteration +5 (Permanent Transformation), ring of wishes (2 remaining), cloak of resistance +5, belt of physical perfection +6, ritual books with all wizard spells of 9th level and below.

Incanter—Soren Soren was raised by a lich as both son and heir. He knows nothing about his birth parents nor where he gains his instinctual magic, but he does know that he was born with power and was raised to wield it. After falling out with his adopted father, Soren became an adventurer, turning to heroism as a form of rebellion. However, being raised so thoroughly to be a weapon by his father, he lacks empathy, and context to understand what ‘good’ really is. He has accomplished much in his career, but is often just as ruthless and heartless as the villains he fights. While it cannot be denied he works towards a hero’s ends, he is unafraid to walk a demon’s path to see them done. Human Incanter 20 TN Humanoid (human) Init +0; Senses Perception +4 Defensive AC 15, 15 touch, 15 flat-footed (+5 deflection) hp 192 Fort +16, Ref +11, Will +21 Offensive Speed 30 ft Melee wand of destruction (crystal blast 10d4 or 20d4, touch attack) Special Attacks create, wand of destruction Statistics Str 8, Dex 10, Con 20, Int 18, Wis 18, Cha 30 Base Atk +10; CMB +9; CMD 19 Feats Extra Magic Talent x5, Command Undead, Selective Channeling, Quick Channel, Quicken Spell, Circle Casting, Contingency, Skills Bluff +33, Diplomacy +33, Knowledge (planes) +27, Knowledge (religion) +27, Spellcraft +27, Perform (strings) +30, Use Magic Device +27 Languages Common, Celestial, Abyssal, Draconic, Infernal Magic Spell Pool 30

Caster Level 20 (21 Conjuration) Spheres Conjuration (Ranged Summoning, Link, Greater Summoning, Extra Companion x3, [form] talents x8, Diagram, Summoning), Creation (Expanded Materials, Larger Creation, Lingering Creation), Death (Command Undead, Empowered Reanimate, Greater Reanimate x3, Expanded Necromancy, Lingering Necromancy, Mass Reanimate, Necrotic Sense, Summon Spirit, Greater Undead, Permanent Undead), Divination, Illusion Tradition None Companions Succubus (Medium biped, Lingering Companion, Magical Companion, Transformative, Skillful Companion), imp (Diminutive biped, Avian Creature, Altered Size x2, Roguish Creature, Magic Attacks, Skillful Companion), warrior (Medium biped, Battle Creature x2), behemoth (Large quadruped, Altered Size)

Using This Book

4829685

paizo.com #3539816, James Gilbreath , May 1, 2015

Special Abilities Channel Energy (negative, 10d6, DC 30) 13/day, Summoner’s Charm, Unstable Bonds 13/day, Aura of Banishment 20 rounds. Gear Belt of mighty constitution +6, headband of mental superiority +6, cloak of resistance +5, ring of protection +5, wand of life (20 CL, 5 SP, Break Enchantment, Ranged Healing, Mass Healing, Greater Healing x2), wand of destruction (20 CP, 7 SP, Crystal Blast, Electric Blast, Sculpt Blast), staff of conjuration +4 (Armored Companion, Fortified Companion, Powerful Companion)

Incanter—Merrick

460591

Merrick Norscott was once considered one of the greatest authorities on all things arcane. In his youth he surpassed all his instructors and accomplished the most complex of magic like it was a stroll in the park. While he was not arrogant of his abilities, he still had an overwhelming confidence. A confidence that would essentially prove to be his downfall. Never having failed a task or suffered the humiliation of defeat, Merrick delved into uncharted, forbidden areas of magic. He crossed the void and walked worlds none had ever seen, until one day he saw something that broke his mind, forever crippling the once great wizard. What was once a well spoken man of vast intelligence is now a socially inept shadow of his former self. Prematurely white-haired and wrinkled, those who look upon him are unable to glimpse the genius that once was there. Instead now they see a soul haunted by visions and tormented by demons. His eyes sunken into their sockets from lack of sleep and restless nights. So afraid of the shadows, he will nary venture out after the sun has set. His home, lit with dizzying amount of permanent light spells, often sets itself as a beacon of light for the village he made his home. He is left to his own devices, as the villagers have learned not to approach him or startle him. There have been a few times the uniformed have “accosted” him near the market, fortunately no one was drastically hurt. The smithy got a new entrance and addition after one such event where a fireball took out the storage room, waiting area, order area, and living quarters. The smithy was none too pleased, but after the village helped replace and rebuild, he was better off than before. Felina’s market stand didn’t fare as well after another outburst, however her hair has since regrown -- her eyebrows remain a different story.

paizo.com #3539816, James Gilbreath , May 1, 2015

211

4829685

460592

460592

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

Merrick doesn’t stray from town at all, and keeps to somewhat of a routine; mostly just going through the motions, though he really isn’t there. Often found mumbling to himself about the rigors and dangers of the dark and shadows. Putting to shame conspiracy theorist with his ramblings of elementals set on besieging the material plane. Light spells follow in his wake, eventually fading away after a day or two, cast to ward off the encroaching darkness. The villagers have become use to it, as a bonus side-effect crime has been reduced in the market area at night. It’s hard to steal anything when it shines a bright as day.

Gear Ritual Books with all rituals of 8th level wizard spells and below, staff of light +5

Many a scholar have traveled to meet Merrick, hoping to be the one to cure his ailments, or just to garner what knowledge they can from him. There are even those who take heed of his warnings and have been trying to decipher his rants into understandable messages. Thus far they have met with no success, as they cannot fathom the sights he’s beheld. Human Incanter 16 LN medium humanoid (human) Init +4; Senses Perception +16 Defensive AC 21, 13 touch, 18 flat-footed (+5 armor aegis, +3 shield aegis, +3 deflection aegis) hp 90 Fort +8, Ref +8, Will +13 Offensive Speed 30 ft Melee destructive blast 8d6 or 16d6, touch attack Special Attacks destructive blast (Long range, bludgeoning or force, ranged touch attack or 25-ft radius burst DC 25) Searing Light (16 fire per round, double vs undead)

4829686

4829686

Healing Aegis, Resistance, Greater Barrier), Time (Time Freeze), War (Invigorating Totem, Absorb) Warp (Quick Teleport) +6 Tradition Traditional Magic

460592

Statistics Str 10, Dex 10, Con 12, Int 24, Wis 10, Cha 8 Base Atk +8; CMB +8; CMD 18 Feats Craft Rituals, Cantrips, Counterspell, Improved Counterspell, Greater Counterspell, Counterspell Mastery, Ritual Caster, Extra Magic Talent x4, Quicken Spell, Improved Initiative, Scribe Scroll, Contingency, Sphere Focus (Light) Skills Appraise +25, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (geography) +25, Knowledge (planes) +25, Knowledge (religion) +25, Perception +16, Sense Motive +16, Stealth +16, Spellcraft +27 Languages Common, Celestial, Draconic, Dwarven, Elvish, Giant, Infernal, Gnomish Magic Spell Pool 34 Caster Level 16 (21 Light) Spheres Destruction (Force Blast, Explosive Orb, Ranged Destruction x2), Divination, Light (Area Glow, Blinding Light, Bound Light, Dancing Light, Hypnotic Pattern, Repelling Light, Revealing Light Searing Light), Nature (Earth Package), Protection (Armored Aegis, Luck,

212

paizo.com #3539816, James Gilbreath , May 1, 2015

4829686

460593

460593

4829687

Mageknight—A’Daine

Shifter—Jingin

A’Daine was born the daughter of the Nu clan chief battlecaster, and was expected, as the rest of her family, to follow tradition and become a soldier. However, A’Daine harbored a secret desire to become a princess, which was severely frowned upon at home. Between her required lessons of warfare, weaponry and magic, A’Daine learned everything she could of dancing, embroidery, and courtly manners. When her father discovered what she was doing he was furious, driving A’Daine from her home. She now lives as an adventurer until such time as she can marry, buy, or conquer her way into a throne of her own.

Jingin was a priestess and shaman of her tribe, seeking the will of the spirits and mixing medicines for those who needed it. Through her communication with spirits, she learned to incorporate those spirits into herself and others. After transforming her chieftain into a toad during an argument, she left her tribe and now seeks out all the magic she can find to further explore and expand her power.

Human Mageknight 10 NG medium humanoid (human) Init +0; Senses Perception +0 Defensive AC 23, 14 touch, 19 flat-footed (+4 dex, +9 armor) hp 59 Fort +7, Ref +7, Will +7 (all +3 vs magic) Defensive Abilities Stalwart, Quicken Reflexes (immediate action, 1 spell point, 1 round, +5 AC dodge bonus) Offensive Speed 30 ft Melee +3 dagger +13/+8 (1d4+6) Range +3 longbow +18/+13 (1d8+6) or +3 longbow +15/+10 (1d8+12) or +3 longbow +13/+13/+8 (1d8+12) Special Attacks Statistics Str 10, Dex 18, Con 10, Int 16, Wis 10, Cha 14 Base Atk +10; CMB +10; CMD +24 Feats Point-Blank Shot, Precise Shot, Rapid Shot, Multishot, Deadly Aim, Spellcrafting, Snapshot, Weapon Focus (longbow) Mystic Combat Arcane Strike, High Jump, Quick Reflexes Skills Acrobatics +17, Diplomacy +15, Knowledge (nobility) +16, Ride +17, Sense Motive +10, Perform (Dance) +15, Languages Common, Giant, Gnoll, Goblin Magic Spell Pool 17 (Int casting ability modifier) Caster Level 5 Spheres Enhancement (Energy Weapon, Physical Enhancement), Light (Area Glow, Guiding Light) Tradition Battle Lord (Verbal Casting, Magic Signs [dead ancestor soldiers appear])

Goblin shifter 5 NE Humanoid (goblinoid) Init +8; Senses darkvision 60 ft, Perception +11

Using This Book

4829687

paizo.com #3539816, James Gilbreath , May 1, 2015

Defensive AC 18, 15 touch, 14 flat-footed (+4 Dex, +3 armor, +1 size) hp 31 Fort +4, Ref +8, Will +4 Offensive Speed 30 ft Melee 2 claws +8 (1d3) Statistics Str 10, Dex 18, Con 11, Int 12, Wis 19, Cha 8 Base Atk +3; CMB +2; CMD 13 Feats Weapon Finesse, Ritual Caster, Improved Initiative Bestial Traits claws Skills Knowledge (religion) +6, Perception +11, Ride +13, Spellcraft +9, Stealth +16 Languages Common, Goblin

460593

Magic Spell Pool 12 Caster Level 3 (5 Alteration) Spheres Alteration (Animal Mind, Avian Transformation, Ranged Alteration, Mass Alteration, Vermin Transformation) Tradition Divine Petitioner Special Abilities Wild Empathy, Steal Language, Lingering Transformation Gear +1 leather armor, headband of inspired wisdom +2, ritual books with all level 1 cleric/druid spells

Special Abilities High Jump, Mark, Spell-Battle Lord: 3 SP, 1 round, duration: 5 minutes. This spell grants A’Daine or an ally within Close range a +2 enhancement bonus to Dex and Con, and their weapon gains the corrosive, flaming, frost, or shock special weapon quality with an additional +2 damage Gear +3 longbow, +3 mithril breastplate paizo.com #3539816, James Gilbreath , May 1, 2015

213

4829687

460594

460594

Chapter 7

paizo.com #3539816, James Gilbreath , May 1, 2015

4829688

4829688

Soul Weaver—Kat

Symbiat—Artemis

Kat was raised by her vampire father, who taught her runes and communion with the undead. However, even he underestimated just how much of a prodigy Kat was. She befriended spirits her father regarded only as tools, and from them she learned secrets of magic far beyond what her father had taught her. Seeing the suffering of the spirits serving under her father, she slew him as an act of liberation. She now lives as an adventurer, seeking out the dead wherever they may be to learn their wisdom.

The son of Thanak, Artemis grew up only vaguely aware of his father, who spent most of his time adventuring. Artemis became an adventurer to help him locate and understand his father, but was captured by an organization for study due to his unique mental abilities. He was eventually rescued (by none other than Thanak himself), but not before his captors had transformed and expanded his powers through various experiments.

Dhampir Soul Weaver 4 TN Humanoid (dhampir) Init +2; Senses Darkvision 60 ft, low-light vision, Perception +0 Defensive AC 14, 14 touch, 12 flat-footed (+2 Dex, +2 Deflection) hp 22 Fort +2, Ref +3, Will +4 (+2 vs disease, mind-altering) Defensive Abilities Resist level drain Offensive

Defensive AC 16, 16 touch, 14 flat-footed (+2 Dex, +3 battlefield sense, +1 Deflection) hp 23 Fort +2, Ref +5, Will +4 (+2 vs enchantments) Defensive Abilities evasion, trapsense +1, Immune sleep Offensive

Speed 30 ft Melee dagger +2 (1d4) Special Attacks ghost strike (Medium range, exhausting, sickening, weakening) ranged touch or Close-range cone, Detect undead 3/day Statistics Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 20 Base Atk +2; CMB +2; CMD 14 Feats Command Undead, Blessing/Blight Mastery Skills Craft (calligraphy) +7, Spellcraft +7 Languages Common Magic Spell Pool 13 Caster Level 4 Spheres Death (Greater Ghost Strike, Sickening, Weakening, Killing Curse, Lingering Necromancy) Tradition Runist Special Abilities Channel Energy 6/day, Bound Nexus 6/day, Blight, Light Sensitivity, Negative Energy Affinity Gear 2 scrolls of reanimate (cl 5, Lingering Necromancy), dagger, ring of protection +2

214

Half-Elf Symbiat 3 LG Humanoid (human, elf) Init +2; Senses low-light vision, Perception +12

Speed 40 ft Melee +1 rapier +4 (1d6+2) or +1 rapier +3 (1d6+2) +1 AC Special Attacks Psionics (battlefield relay, share expertise) 13 rounds Statistics Str 12, Dex 15, Con 12, Int 16, Wis 12, Cha 12 Base Atk +2; CMB +3; CMD 18 Feats Skill Focus (Perception), Weapon Finesse, Combat Expertise Skills Acrobatics +8, Disguise +2, Diplomacy +7, Knowledge (local) +8, Perception +12, Sense Motive +8, Spellcraft +9, Stealth +8 Languages Common, Elvish, Undercommon, Dwarven, Goblin

460594

Magic Spell Pool 6 Caster Level 2 Spheres Illusion (Invisibility), Mind (Courage, Sleep, Expanded Charm), Telekinesis Tradition Disappearance (Illusion) Special Abilities ESP, psionics 13 rounds Gear +1 rapier, ring of protection +1

paizo.com #3539816, James Gilbreath , May 1, 2015

4829688

460595

460595

4829689

Thaumaturge—Hoc Hoc grew up an orphan in the war-torn streets of a destroyed city. Running for his life and fighting children for scraps, his life was even harder than that of his peers, for he always glimpsed spirits and other supernatural creatures, which were drawn to him wherever he went. In a dream in his early teens he discovered his ‘patron’, a being outside the known universe that had chosen him as an avatar of its power. While originally horrified, Hoc has since thrown himself into the study of magic, both to master his own unique power, and to protect himself whenever his ‘patron’ inevitably comes for him. Human Thaumaturge 16 Medium Humanoid (human) Init +5; Senses Perception +5 Defensive AC 33, 21 touch, 27 flat-footed (+5 Dex, +1 Dodge +7 armor aegis, +5 shield aegis, +5 deflection aegis) hp 171 Fort +15, Ref +15, Will +20 (-5 without resistance aegis) Offensive Speed 30 ft Melee unarmed strike +20/15/10 (1d3+8), or unarmed strike +16/11/6 (1d3 +16), either + destructive blast Special Attacks destructive blast (melee attack, 8d6 or 16d6, forbidden lore: +5 CL, 11d6 or 21d6, Crafted Blast) Statistics Str 26, Dex 20, Con 20, Int 10, Wis 20, Cha 10 Base Atk +12; CMB +20; CMD 35

Feats Improved Unarmed Strike, Combat Casting, Power Attack, Master of Cosmos, Dodge, Extra Magic Talent x7 Skills Acrobatics +21, Climb +12, Diplomacy +19, Heal +15, Sense Motive +24, Swim +10, Spellcraft +19 Languages Common Magic Spell Pool 34 (Wis casting ability modifier) Caster Level 16 Spheres Protection (Armored Aegis, Luck, Healing Aegis, Resistance), Conjuration (Extra Companion x2, form talents x4, Greater Summoning), Destruction (Energy Blade, Crafted Blast), Divination (Divine Future x5) Tradition Shaman (Somatic Casting x2, Verbal Casting, Magical Signs [moaning spirits of the dead], Wild Magic, Limited Protection [Protection, aegis only], Destructive Touch [Destruction])

Using This Book

4829689

paizo.com #3539816, James Gilbreath , May 1, 2015

Special Abilities Forbidden Lore (+5), Invocations 5/day, Occult Knowledge, Companions (CL 21): Lae’thoani’retafka (Huge biped, Altered Size x2, Powerful Companion), Denives (Medium biped, Lingering Companion, Magical Companion), Dimo (Tiny serpentine, Shadow Creature, Altered Size) Gear Belt of physical perfection +6, headband of inspired wisdom +6, staff of destruction +5 (electric blast, air blast, force blast), 3 potions of life (1d8+50), ring of invisibility, ring of regeneration, cape of the mountebank

paizo.com #3539816, James Gilbreath , May 1, 2015

460595

215

4829689

460596

460596

4829690

4829690

paizo.com #3539816, James Gilbreath , May 1, 2015

Appendix

Appendix Skeleton and Zombies Skeletons and Zombies lose all class levels (races that only gain class levels are treated as if they had 1 racial Hit Die) as well as all skill ranks and feats. They lose all special attacks and special qualities of the base creature, except extraordinary special qualities that improve their melee or ranged attacks. Zombies and Skeletons gain Darkvision 60 ft. Zombies and Skeletons lose their Constitution and Intelligence scores, and change their Wisdom and Charisma scores to 10, Table: Skeletons and Zombies

Creature Racial Average Fort Ref Will Hit Dice Hit Points Save Save Save (d8’s)

Base Attack Bonus

1

4

0

0

+2

0

2

9

0

0

+3

+1

3

13

+1

+1

+3

+2

4

18

+1

+1

+4

+3

5

22

+1

+1

+4

+3

6

27

+2

+2

+5

+4

7

31

+2

+2

+5

+5

8

36

+2

+2

+6

+6/+1

9

40

+3

+3

+6

+6/+1

10

45

+3

+3

+7

+7/+2

11

49

+3

+3

+7

+8/+3

12

54

+4

+4

+8

+9/+4

13

58

+4

+4

+8

+9/+4

14

63

+4

+4

+9

+10/+5

15

67

+5

+5

+9

+11/+6/+1

16

72

+5

+5

+10

+12/+7/+2

17

76

+5

+5

+10

+12/+7/+2

18

81

+6

+6

+11

+13/+8/+3

19

85

+6

+6

+11

+14/+9/+4

20

90

+6

+6

+12

+15/+10/+5

216 216

and use Charisma instead of Constitution when determining bonus hit points. Zombies and skeletons use Table: Skeletons and Zombies to determine their basic abilities based on their racial Hit Dice.

Special Skeleton Adjustments: A skeleton gains a +2 bonus to Dexterity, DR 5/bludgeoning, immunity to cold, the Improved Initiative feat, and 2 primary claw attacks (1d4, 1d3 small). A skeleton can only fly if the base creature used magic (and not wings) to fly. A skeleton retains all natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature, except those dependent on flesh to use. A skeleton uses Table: Skeleton Size Bonus to determine its natural armor bonus: Table: Skeleton Size Bonus 460596

Skeleton Size

Natural Armor Bonus (this replaces any previous natural AC)

Tiny or smaller

0

Small

+1

Medium or Large

+2

Huge

+3

Gargantuan

+6

Colossal

+10

Zombie Special Qualities: Zombies gain a +2 bonus to Strength and a -2 penalty to Dexterity. They gain the Toughness feat and gain one slam attack (1d6, 1d4 small). They retain all natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie can fly if the base creature could fly, but if its flight was powered by wings instead of magic its maneuverability is reduced to clumsy. Zombies are naturally staggered (they may only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action). Zombies gain natural AC and bonus Hit Dice (which increase all aspects as regular Hit Dice) according to Table: Zombie Size Bonus.

paizo.com #3539816, James Gilbreath , May 1, 2015

4829690

460597

460597

4829691

Table: Zombie Size Bonus

Creature Size

Natural AC (replaces any previous natural AC)

Bonus Hit Dice

Tiny or smaller

0

0

Small

+1

+1

Medium

+2

+1

Large

+3

+2

Huge

+4

+4

Gargantuan

+7

+6

Colossal

+11

+10

Animated Objects

For ease of use, information on animated objects has been reprinted below: Tiny Init +2 Senses darkvision 60, low-light vision; Perception -5 DEFENSE AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size) hp 5 (1d10) Fort +0, Ref +2, Will -5 Defensive Abilities hardness 5 Immune Construct Traits OFFENSE Speed 15 ft. Melee slam +1 (1d2-2) STATISTICS Str 6, Dex 14, Con —, Int —, Wis 1, Cha 1 Base Atk +1 CMB +1 CMD 9 SQ 1 construction point Small Init +1; Senses darkvision 60, low-light vision; Perception -5 DEFENSE AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size) hp 21 (2d10+10) Fort +0, Ref +1, Will -5 Defensive Abilities hardness 5; Immune construct traits OFFENSE Speed 20 ft. Melee slam +3 (1d3) STATISTICS Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1 Base Atk +2 CMB +1 CMD 12 SQ 1 construction point Medium Init +0; Senses darkvision 60 ft., low-light vision; Perception –5 DEFENSE AC 14, touch 10, flat-footed 14 (+4 natural) hp 36 (3d10+20)

Fort +1, Ref +1, Will -4 Defensive Abilities hardness 5; Immune construct traits OFFENSE Speed 30 ft. Melee slam +5 (1d6+3) STATISTICS Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1 Base Atk +3; CMB +5; CMD 15 SQ 2 construction points Large Init -1 Senses darkvision 60, low-light vision; Perception -5 DEFENSE AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size) hp 52 (4d10+30 size) Fort +1, Ref +0, Will -4 Defensive Abilities hardness 5; Immune Construct Traits OFFENSE Speed 30 ft. Melee slam +9 (1d6+9) STATISTICS Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1 Base Atk +4 CMB +11 CMD 20 SQ 3 construction points Huge Init -2 Senses darkvision 60, low-light vision; Perception -5 DEFENSE AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size) hp 78 (7d10+40 size) Fort +2, Ref +0, Will -3 Defensive Abilities hardness 5; Immune Construct Traits OFFENSE Speed 30 ft. Melee slam +15 (1d8+15) STATISTICS Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1 Base Atk +7 CMB +19 CMD 27 SQ 4 construction points Gargantuan Init -2 Senses darkvision 60, low-light vision; Perception -5 DEFENSE AC 17, touch 4, flat-footed 17 (-2 Dex, +13 natural, -4 size) hp 115 (10d10+60 size) Fort +3, Ref +1, Will -2 Defensive Abilities hardness 5; Immune Construct Traits OFFENSE Speed 30 ft. Melee slam +20 (2d6+21) STATISTICS Str 38, Dex 6, Con —, Int —, Wis 1, Cha 1 Base Atk +10 CMB +28 CMD 36

paizo.com #3539816, James Gilbreath , May 1, 2015

Appendix

4829691

paizo.com #3539816, James Gilbreath , May 1, 2015

217 217

460597

4829691

460598

460598

4829692

4829692

Appendix

paizo.com #3539816, James Gilbreath , May 1, 2015

SQ 5 construction points Colossal Init -2 Senses darkvision 60, low-light vision; Perception -5 DEFENSE AC 18, touch 0, flat-footed 18 (-2 Dex, +18 natural, -8 size) hp 151 (13d10+80 size) Fort +4, Ref +2, Will -1 Defensive Abilities hardness 5; Immune Construct Traits OFFENSE Speed 30 ft. Melee slam +23 (2d8+27) STATISTICS Str 46, Dex 6, Con —, Int —, Wis 1, Cha 1 Base Atk +13 CMB +39 CMD 47 SQ 6 construction points Construction Points and Flaws: Animated objects gain a number of abilities and flaws depending on their composition, the materials they are constructed from, etc. Abilities are purchased with Construction Points, while Flaws grant additional Construction Points in exchange for drawbacks. These abilities and flaws depend on the object being animated (for example, a chain may be slow and have two attacks, while a suit of clothing would obviously possess the Cloth flaw.) The GM is the final arbiter of what abilities and flaws an object possesses. As a general rule of thumb, an object should not possess more than 2 flaws.

Abilities: Additional Attack (Ex, 1 CP): Gains an additional slam attack. Additional Natural Attack (Ex, 1 CP): The object gains an additional natural attack. The object must have an appropriate appendage or part for the natural attack. Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed. Augmented Critical (Ex, 1 CP): Increase the threat range for the Animated Object’s melee attacks by 1 or the threat multiplier by 1. This cannot combine with itself or with the piercing attack or slashing attack object abilities. Source: Ultimate Magic. Burn (Ex, 1 CP): The object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack. Source: PF #43. Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability). Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP. Source: Ultimate Magic.

category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks. Source: Ultimate Magic. Metal (Ex, 2 CP): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. Mithral objects cost 4 CP, and gain hardness 15 plus a +4 increase to natural armor.Adamantine objects cost 6 CP, gain hardness 20, and receive a +6 increase to natural armor. Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on piercing attacks. Source: Ultimate Magic. Pull (Ex, 1 CP): The object gains a pull (5 feet) special attack with slam attacks (the object must have grab before it can take this ability). Source: PF #43. Ranged Attack (Ex, 2 CP): Replace one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 CP. Object abilities that specify slam attacks do not work on ranged attacks. Source: Ultimate Magic. Resistance (Ex, 2 CP): The object gains resistance 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the object’s creation. This effect can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage. Source: PF #43 Slashing Attack (Ex, 1 CP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axeor scythelike attacks). Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on slashing attacks.Source: Ultimate Magic.

460598

Stone (Ex, 1 CP): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus. Trample (Ex, 2 CP): The object gains the trample special attack. Trip (Ex, 2 CP): The object gains the trip special ability with one of its slam attacks.

Flaws Brittle (Ex, +1 CP): The object gains vulnerability to cold. Cloth (Ex, +1 CP): The object is made of thick cloth. Its hardness decreases to 0. Clunky (Ex, +1 CP): Treat the object as though it had the staggered special quality. Flammable (Ex, +1 CP): The object gains vulnerability fire. Slower (Ex, +1 CP): One of the object’s movement modes decreases by – 10 ft.

Faster (Ex, 1 CP): One of the object’s movement modes increases by +10 ft. Grab (Ex, 1 CP): Gains grab special attack with slam attacks. Improved Attack (Ex, 1 CP): All the Animated Object’s melee or ranged attacks do damage as though it were one size

218 218

paizo.com #3539816, James Gilbreath , May 1, 2015

4829692

460599

4829693

4829693

Spheres Ability Score

Ability Name

Power

460599

paizo.com #3539816, James Gilbreath , May 1, 2015

of

Ability Temp Modifier Adjustment

HP

Temp Modifier

Character Name Alignment Character Level Deity Race

Total

Size

Gender Age Height Weight Hair

SPEED

dr

HIT POINTS

STR

LAND

ft.

sq.

ft.

DEX

fly maneuverability

INT

ft. burrow

climb

skill name

nonleathal damage

INTELLIGENCE

Acrobatics

WIS WISDOM

CHA

initiative

CHARISMA

+

=

modifier

dex

misc

modifier

modifier

total

AC

= 10 +

ARMOR CLASS

+

total

TOUCH

+

+

+

+

+

armor

shield

dex

size

natural

deflection

misc

bonus

bonus

modifier

modifier

armor

modifier

modifier

FLAT-FOOTED

ARMOR CLASS

modifiers

ARMOR CLASS

saving throws

total

FORTITUDE

base

ability

magic

misc

temp

save

modifier

modifier

modifier

armor

(Constitution)

=

+

+

+

+

REFLEX (Dexterity)

=

+

+

+

+

WILL

=

+

+

+

+

(Wisdom)

CMB

+

= total

CMD total

Spell Points

+

modifiers

base attack

strength

size

bonus

modifier

modifier

+

=

+

base attack strength bonus

modifier

modifiers

CASTER LEVEL

BASE ATTACK BONUS

MSD

+10

+ dexterity

size

modifier

modifier

Total

MSB

Current Total

SPELL RESISTANCE

Sphere Effects Range

Area

CL

DC

Effect

Modifiers

Range

Area

CL

DC

Effect

Modifiers

Range

Area

CL

DC

Effect

Modifiers

Range

Area

CL

DC

Effect

Modifiers

Name

temp modifiers

Skills

CON

Name

ft.

swim

CONSTITUTION

Name

Eyes

sq.

with armor ft.

DEXTERITY

Name

ft.

base speed

wounds/current hp

STRENGTH

Name

Player

Range

Area

CL

DC

Effect

Weapons & Attacks Attack Modifiers

Ability Mod.

Ranks

+

+

Appraise

= Int

+

+

Bluff

=Cha

+

+

Climb

= Str

+

+

Craft _____________

= Int

+

+

Craft _____________

= Int

+

+

Craft _____________

= Int

+

+

Diplomacy

= Cha

+

+

Disable Device*

= Dex

+

+

Disguise

= Cha

+

+

Escape Artist

= Dex

+

+

Fly

= Dex

+

+

Handle Animal

= Cha

+

+

Heal

= Wis

+

+

Intimidate

= Cha

+

+

Knowledge (arcana)*

= Int

+

+

Knowledge (dungeoneering)*

= Int

+

+

Knowledge (engineering)*

= Int

+

+

Knowledge (geography)*

= Int

+

+

Knowledge (history)*

= Int

+

+

Knowledge (local)*

= Int

+

+

Knowledge (nobility)*

= Int

+

+

Knowledge (planes)*

= Int

+

+

Knowledge (religion)*

= Int

+

+

Linguistics*

= Int

+

+

Perception

= Wis

+

+

Perform _____________

= Cha

+

+

Perform _____________

= Cha

+

+

Profession* __________

= Wis

+

+

Profession* __________

= Wis

+

+

Ride

= Dex

+

+

Sense Motive

= Wis

+

+

Sleight of Hand

= Dex

+

+

Spellcraft

= Int

+

+

Stealth

= Dex

+

+

Survival

= Wis

+

+

Swim

= Str

+

+

Use Magic Device*

= Cha

+

+

= Dex

Misc. Mod.

460599

Class Skill *Trained Only Languages:

Modifiers

Weapons & Attacks

Total Bonus

Damage

Crit

Range

Size

Type

paizo.com #3539816, James Gilbreath , May 1, 2015

Ammo & Notes

4829693

460600

460600

paizo.com #3539816, James Gilbreath , May 1, 2015

AC Items

bonus

type

check penalty spell failure

Feats

weight properties

Totals

Gear

ITEM

WT.

ITEM

WT.

Special Abilities

Total Weight 4829694

4829694

460600

light

lift over

load

head

medium

lift off

load

ground

MONEY

heavy load

cp

drag or

sp

push

Experience Points

Next Level

Companion

gp

Name: Speed: pp

Magic Talents

Senses:

Perc:

Appearance: Align/Size/Type: Init:

STR

STRENGTH

ARMOR CLASS

AC

FORTITUDE

DEX

TOUCH

REFLEX

CON

FLAT-

WILL

INTELLIGENCE

CMB

MELEE

WIS

CDM

RANGED

HP

Current HP

DEXTERITY

ARMOR CLASS

CONSTITUTION

INT WISDOM

CHA

CHARISMA

FOOTED

HIT POINTS

(Constitution)

(Dexterity)

(Wisdom)

ATTACK

DAMAGE

ATTACK BONUS

CRITICAL

ATTACK

DAMAGE

ATTACK BONUS

CRITICAL

ATTACK

DAMAGE

ATTACK BONUS

CRITICAL

Skills, Feats, Special Qualities:

paizo.com #3539816, James Gilbreath , May 1, 2015

4829694

A Whole New Kind of Magic Spheres of Power is a completely new magic system for the Pathfinder RPG and other D20 systems, built from the ground up to provide an easy and intuitive approach to concept-based magic. Spheres of Power lets you adapt magic to fit your needs rather than forcing games to adapt to the magic, and contains everything players and GMs need to bring a multiplicity of concepts to life through a system of at-will abilities, talent-based magic, and a ki-like system of Spell Points. Included in this book you will find: •

20 Magic Spheres — including alteration, creation, conjuration, dark, death, destruction, divination, enhancement, fate, illusion, life, light, mind, nature, protection, telekinesis, time, war, warp, and weather.



11 New Base Classes — including the thaumaturge, the elementalist, the mageknight, the armorist, the occultist, the eliciter, the soul weaver, the fey adept, the symbiat, the hedgewitch, the shifter.



Advanced Magic — including rituals, spellcrafting, advanced talents, and incantations. These systems may be implemented in part or en masse to grant a gaming table complete control over how magic interacts with their setting.



Casting Traditions — allowing both players and GMs to customize not only their characters, but even the entire concept of magic itself.



Magic Item Creation Rules — adapting the entirety of magic item creation to the new system.



NPCs for every new base class to spark ideas or drop into a game.



Guilds and Organizations to sprinkle throughout your world.



Sample Worlds, ready to play or to provide guidelines for adapting Spheres of Power to a variety of different world and game ideas.



And much, much more!

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF