0% found this document useful (0 votes)
857 views477 pages

Paths of Magic

Uploaded by

Robert Marler
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
857 views477 pages

Paths of Magic

Uploaded by

Robert Marler
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 477

PATHS OF

MAGIC
PATHS OF
MAGIC
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying
Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on
the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does
not endorse this product.
PATHS OF MAGIC
CREDITS

Lead Author: Chris Moore


Authors: Dolan Smart, Jake Zemke
Interior Design: Jianzhuo “Eric” Wu
Layout and Editing: Chris Moore
Cover Artist: Miguel Ángel
Interior Artwork: Miguel Ángel, Kendal Gates, Sergey Kuzin, Rastislav Le, Jasmine Mackey, Anderson Maia,
Gene Markey, Allan Morris, Michelle Mueller, Bryon Oshiro, Terry Pavlet, Danielle Sands, Miguel Santos, Al Savell,
Regan Shupe, Nicoleta Stavarache, Victor Tan, Trevor Verges, Vlad Voronchiukov, Anna Wheeler
Publisher: Chris Moore
Contributors: Matthew Edwards, Joshua Moore

Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third
edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.

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,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of
this work other than the material designated as Open Game Content may be reproduced in any form without written
permission.

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.

Paths of Magic is published by Ascension Games, LLC under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.

Artwork © their respective artists. Commissioned for Ascension Games, LLC; used with permission.

© 2021 Ascension Games, LLC


www.ascension-games.com
TABLE OF CONTENTS
INTRODUCTION 4 PART II - MAGIC 203
What to Expect 5 CHAPTER IV - SPELLS 204
References in the Book 5 New Descriptors 204
PART I - NEW PATHS 7 Spell Lists 206
Spell Descriptions 230
CHAPTER I - CLASSES 8
Cabalist 8 CHAPTER V - MAGIC ITEMS 314
Elementer 19 Armor Special Abilities 314
Invoker 31 Specific Armor and Shields 316
Nightblade 49 Weapon Special Abilities 320
Saboteur 66 Specific Weapons 324
Shaper 77 Rings 330
Vanguard 86 Rods 333
Warden 98 Specific Weapons 334
Favored Class Options 106 Wondrous Items 336
CHAPTER II - ARCHEYPTES AND PART III - RUNE MAGIC 345
OPTIONS 114 CHAPTER VI - RUNE MAGIC 346
Alchemist 114 New Class: Archivist 356
Antipaladin 117 CHAPTER VII - RUNE MAGIC
Barbarian 118
Bard 120 OPTIONS 362
Bloodrager 121 Archivist 362
Cabalist 122 Bard 366
Cavalier 125 Bloodrager 367
Cleric 126 Cleric 368
Druid 127 Inquisitor 369
Elementer 128 Magus 370
Fighter 131 Paladin 372
Hunter 132 Using Rune Magic 373
Invoker 133 Alternate Script Lists 377
Kineticist 136 CHAPTER VIII - FEATS FOR RUNE
Magus 137 MAGIC 382
Medium 140
Monk 145 CHAPTER IX - SCRIPTS 389
Nightblade 147 Script List 389
Oracle 150 Script Descriptions 393
Paladin 151 CHAPTER X - RUNIC MAGIC
Ranger 152 ITEMS 450
Rogue 155 Armor Special Abilities 450
Saboteur 155 Specific Armor and Shields 451
Shaman 158 Weapon Special Abilities 452
Shaper 160 Specific Weapons 454
Shifter 163 Rings 455
Skald 164 Rods 456
Sorcerer 165 Specific Weapons 459
Spiritualist 166 Wondrous Items 461
Swashbuckler 166
Vanguard 167 OPEN GAME LICENSE 464
Warden 171
INDEX 465
CHAPTER III - FEATS 173 Artwork Credits 471
I’ve always been one to come up with my own games wasn’t until after I graduated that I looked at what I had
and rules. When I was young, it started with small make- written, and could tell myself: this doesn’t just have to
believe games that any kid plays. In my teenage years, it stay notes on your laptop. You can make this real. And
went to video games, where my brother and I would try thus, Ascension Games was born.
to make the “next big thing” that, as two teens, we had This book you have in front of you marks the fourth
no way to complete. But we still tried, because the act of work I’ve since published for the Pathfinder Roleplaying
creating was fun, even if it never was finished. Game. It’s been a long and difficult path to get here, but
It wasn’t until I was an undergrad in college that I was I had help. Friends, family, but also from those of you
first introduced to tabletop roleplaying games; a friend reading this, who tell me in so many ways that what I
of a friend asking to play during a summer break. We make means something.
spent the greater part of those months playing the 3.5 This may be the final Paths book, but this is not the
version of that ever-popular roleplaying game, and I was end of the road for us. There’s still so much waiting
hooked. Tabletop roleplaying spread like wildfire among ahead on the horizon for Ascension Games, and as we
my friend group back when I returned to university, and travel along on this journey together, I ask you:
I still play with many of those same friends now, over a What path will you walk?
decade later.
Even as new players, my friends and I often played Chris Moore
with more “homebrew” rules than not, even going Author, Paths of Magic
so far to make our own spin-off rules systems. But it Ascension Games

4
Introduction
WHAT TO EXPECT
Paths of Magic is a culmination of the Paths series for the
Pathfinder Roleplaying Game. It details three distinct REFERENCES IN THE BOOK
themes: shadows, iron, and the wilds, each with their In many areas throughout Paths of Magic it would
own classes, archetypes, spells, and more, all of which be impractical to list out each reference to existing
will help you explore these themes at your table. Whether Pathfinder Roleplaying Game material, particularly
you want to commune with spirits of nature, manipulate when referencing spells and feats. Instead, the following
twisting shades, or become a master of artifice, Paths of shorthand is used in reference to material, as follows:
Magic has the means to bring your characters to life.
The book is divided into ten chapters, which are ACG – Pathfinder Roleplaying Game Advanced Class Guide
themselves grouped into three parts, each one covering APG – Pathfinder Roleplaying Game Advanced Player’s Guide
a different aspect of the game. Presented here is a brief ARG – Pathfinder Roleplaying Game Advanced Race Guide
description of each section of the book and the chapters B1-B6 – Pathfinder Roleplaying Game Bestiary 1 - 6
within, giving you a quick overview of what you can HA – Pathfinder Roleplaying Game Horror Adventures
expect. You can also reference the index on page 465 to MC – Pathfinder Roleplaying Game Monster Codex
find specific terms and features. OA – Pathfinder Roleplaying Game Occult Adventures
UC – Pathfinder Roleplaying Game Ultimate Combat
Part I - New Paths UI – Pathfinder Roleplaying Game Ultimate Intrigue
The first part of Paths of Magic consists of new options UM – Pathfinder Roleplaying Game Ultimate Magic
when creating your characters, primarily in the form of UW – Pathfinder Roleplaying Game Ultimate Wilderness
new classes, feats, and archetypes. VC – Pathfinder Roleplaying Game Villain Codex
Chapter I – Classes: This chapter focuses on eight
new 20-level base classes, exploring the themes of Spells, feats, and abilities marked with an asterisk (*)
shadows, artifice, and nature. These classes are designed are new material found in this book. Feats and spells
to be comparable in power to existing Pathfinder without a superscript can be assumed to be from the
Roleplaying Game classes while still filling their own Pathfinder Roleplaying Game Core Rulebook.
niche within a party, and have more than enough options
throughout the book so players don’t feel left out from
the plethora of archetypes and expanded abilities
available to existing player classes. The new classes are
listed below. Shaper: Manipulating the underlying laws of reality,
Cabalist: Tapping into eldritch, unknown powers, the shapers use arcane magic to control the battlefield.
cabalist uses occult magic to unlock the potential of Players that wish to play a defensive character that uses
both body and mind. Players that enjoy the themes of magic to debilitate foes should consider this class.
cosmic horror and occultism should consider this class. Vanguard: The vanguard is a master of metal and craft,
Elementer: Masters of elemental magic, the elementer featuring an extensive artifice-focused spell list and the
channels the powers of air, earth, fire, and water, and ability to create a powerful construct companion. Players
can use them both through magic and to augment that wish to focus on metal-based magic and control
their combat capability. Players that enjoy using magic constructs should consider this class.
aggressively and prefer elemental magics should consider Warden: The warden is a wise protector, using the
this class. facets of nature to shield their allies from harm. Players
Invoker: The invoker is a warrior that bonds with that prefer a defender role that can protect and support
spirits of the wild to harness their power, including a allies should consider this class.
dedicated companion that supports him with magic. The end of the chapter also includes new favored
Players that like a “build your own class” style of play class options for the majority of races found in the
should consider this class. Pathfinder Roleplaying Game Core Rulebook and Pathfinder
Nightblade: The nightblade is a flexible class that Roleplaying Game Advanced Race Guide, giving each player
showcases the wide range of abilities that shadow magic race a unique take on the classes.
offers. Players that prefer to stay hidden and strike from Chapter II – Archetypes and Options: This
the shadows should consider this class. chapter focuses on adding new darkness-, metal-, and
Saboteur: Whether acting as a dungeon-delving nature-based options to existing classes. This includes
adventurer or a lethal assassin, the saboteur is a master new selectable options for existing mechanics such
of trap making and sabotage. Players that want to use as kineticist talents, alchemist discoveries, or a new
traps during combat should consider this class. sorcerer bloodline. It also has a large selection of new

5
Introduction
archetypes for a player to take such as the geomancer Chapter VI – Rune Magic: The final part of Paths
druid, ancestral warrior skald, or the shadow priest of Magic opens up with the rules for rune magic. This
cleric. As Paths of Magic is unsurprisingly focused on once-lost, esoteric magic form involves drawing arcane
magical abilities, the majority of options and archetypes symbols upon items, then speaking incantations of
here are magical in origin and are given to more spell- power to draw forth the magic of those symbols. Each
oriented classes. However, some more martially-inclined casting of a runic “script” leaves lingering power upon
classes like barbarian, fighter, and swashbuckler also those items, which the caster (called a “scribe”) can draw
receive new options, many of which give them access to upon to push his magic beyond its normal limits.
supernatural or magical capabilities. In addition to discussing the rules of rune magic
The new classes featured in Chapter I are also given (along with rules on running it alongside normal magic),
options, with a few new archetypes for each. this chapter also details another class, the archivist. This
Chapter III – Feats: This chapter contains nearly 150 class is the most specialized user of rune magic, focusing
feats for both existing classes and new classes featured in on one of six “studies” within the greater space of rune
this book. These include combat-focused feats, options magic. The chapter also includes favored class options
for skillful play and exploration, and feats for spellcasters for the archivist, with options for all of the same races
such as metamagic feats. This chapter also introduces included in the favored class section of Chapter I.
Technique feats; feats that are focused around a specific Chapter VII – Rune Magic Options: While the
fighting style of weapon, similar in use to unarmed Style previous chapter details the core rules for rune magic,
feats (along with an optional rule to use Techniques as this chapter describes options that utilize rune magic.
Style feats, should you prefer). Feats exclusive to the new Aside from archetypes and options for the archivist
classes of Paths of Magic are also included to give more found in Chapter VI, it also has a handful of specialized
options to characters of these classes. archetypes for a few existing classes, such as the rune
binder inquisitor and consecrator paladin. There is also
Part II - Magic a “generic” rune magic archetype that you can apply to
The next part of Paths of Magic focuses on the actual use any class that can cast spells (such as rangers, bards, and
of magic itself, including new spells and magic items. druids). Finally, the chapter is rounded out with lists of
Chapter IV – Spells: Within this chapter lies runic scripts for each spellcasting class in the game.
over 250 new spells for arcane, divine, and psychic Chapter VIII – Feats for Rune Magic: This chapter
spellcasters alike, tapping into the powers of darkness, includes over 30 feats for runic scribes. Players that use
metal, and nature. Each spellcaster in Chapter I is also the archivist class in Chapter VI will find these feats of
given some unique spells to help them stand out from critical importance to their character, as will players that
other spell lists. The elementer, for example, gains use the optional rune magic archetypes and variants
“prism” spells that use the four elements at once, while found in Chapter VII.
the nightblade has “umbral” spells that conjure shadowy Chapter IX – Scripts: Whereas arcane, divine, and
dopplegangers to fight for her. This section also details psychic casters use spells, runic scribes instead draw
four new descriptors for spells: animal, metal, plant, and “scripts” upon their equipment to create magic. This
shadowmorph, which are used throughout the chapter chapter includes all 180 runic scripts for the rune
to give unifying themes and mechanics to several spells. magic system, which are grouped into six “designs”
Chapter V – Magic Items: This chapter in Paths of (the equivalent of a runic script’s school). While scripts
Magic is centered around new magic items. Weapons, largely follow the same format as effects as spell, they
armor, wondrous items, and more can be found here, also include an “overload” entry, which details how the
which both grant new power or enhance a character’s scribe can use the lingering power of their previously-
existing magical prowess. The chapter also includes cast scripts to further enhance their magic.
equipment tailored to each of the classes introduced The archivist featured in Chapter VI uses all of the
in Chapter I, such as the resonant weapon property for scripts found in this chapter, while other classes that
vanguards and the spiriter’s band for invokers. To make gain rune magic (through the options in Chapter VII)
integration of these items into your game easier, the items use a subset of those scripts.
and special properties in this chapter have been divided Chapter X – Runic Magic Items: The final chapter
into the categories outlined in Pathfinder Roleplaying Game in Paths of Magic showcases magic items that work in
Ultimate Equipment for use in randomized tables. conjunction with the rune magic system, including
armor, weapons, staves, and more. As with the items in
Part III - Rune Magic Chapter V, all items and properties are divided into the
The third and final section of Paths of Magic delves into categories outlined in Pathfinder Roleplaying Game Ultimate
an ancient form of magical power called “rune magic”. Equipment for use in randomized tables.

6
PART I
New Paths

7
CHAPTER I
CLASSES
THE CLASSES CABALIST
Practitioners of magic come in all forms. Some study There is a power that lurks just beyond the boundary
the arts of darkness, moving shadows to their whims, of humanity. Enigmatic and unknowable, the extent
while others bond with nature to channel its power. of their domain is as unfathomable as their motives.
Few are aware of their existence, and among those that
CLASSES know, many rightfully view these mysterious entities
This section of Paths of Magic details eight new base with caution–or fear. However, there are those that
classes, centered around the themes of darkness, nature, would choose to entreat the overwhelming powers that
and artifice. A ninth class, the archivist, is featured in lurk between the stars. Whether out of desperation, a
Chapter VI along with the rules for its unique rune pervasive madness, or simply the desire for knowledge,
magic abilities. these cabalists make contact with eldritch forces to
These classes are equivalent in power to existing control them. Masters of occult rites, cabalists bind
classes in Pathfinder Roleplaying Game material, such aspects of otherworldly beings to themselves, warping
as a bard or sorcerer. Each new class presents new their body and mind to grow beyond the limits of
character themes, as follows: humanity.
Cabalist: Tapping into the powers of the unknown, Role: A cabalist’s magic focuses on manipulating the
the cabalist is a conduit for strange and eldritch rituals, mind and body, granting them a variety of useful powers
mutating their body and mind in unpredictable ways. to enhance allies or hinder opponents. In the thick of
Elementer: The elementer is a master of the four battle, their bindings allow them to adapt as necessary to
elements, channeling the forces of air, earth, fire, and support themselves or mount an offensive.
water to engage enemies with both magic and mettle. Alignment: Any
Invoker: The invoker is an unorthodox warrior that Hit Die: d8
bonds with the spirits of nature, accompanied by a Starting Age: Trained
companion fey that supports him with primal magic. Starting Wealth: 4d6 × 10 gp (average 140 gp). In
Nightblade: Masters of darkness, the nightblade addition, each character begins play with an outfit worth
blends both steel and shadow to overcome obstacles and 10 gp or less.
harry opponents.
Saboteur: Spies, charlatans, and even assassins, the Class Skills
saboteur uses a variety of clever tricks and magical traps The cabalist’s class skills are Appraise (Int), Bluff (Cha),
to complete her objectives. Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis),
Shaper: The shaper combines martial combat with Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int),
the arcane arts of the void, controlling the laws of reality Perception (Wis), Perform (Cha), Profession (Wis),
to dominate the battlefield. Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft
Vanguard: A vanguard is a master of artifice, fighting (Int), Stealth (Dex), and Use Magic Device (Cha).
side-by-side with a powerful construct to support allies Skill Points Per Level: 4 + Int modifier.
and fight opponents.
Warden: Wardens are stalwart defenders of the Class Features
wilderness, calling upon the facets of nature to create All of the following are class features of the cabalist.
magical barriers that aid friends and protect the weak. Weapon and Armor Proficiency: Cabalists are

8
Chapter I Classes
Table: Cabalist
Base
––—— Spells per Day ——–—
Attack Fort Ref Will
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Bindings, Knacks 1 — — — — —
2nd +1 +3 +0 +3 Insights (Lesser) 2 — — — — —
3rd +2 +3 +1 +3 Ritual Magic, Thaumaturgy 3 — — — — —
4th +3 +4 +1 +4 Abnormal Recovery 3 1 — — — —
5th +3 +4 +1 +4 Insights (Lesser) 4 2 — — — —
6th +4 +5 +2 +5 Ritual Magic 4 3 — — — —
7th +5 +5 +2 +5 Quicken Bindings 4 3 1 — — —
8th +6/+1 +6 +2 +6 Insights (Greater) 4 4 2 — — —
9th +6/+1 +6 +3 +6 Ritual Magic 5 4 3 — — —
10th +7/+2 +7 +3 +7 Guarded Rituals 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Insights (Greater) 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Ritual Magic 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Aberrant Mind 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Insights (Master) 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Ritual Magic 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Hastened Rituals 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Insights (Master) 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Ritual Magic 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Master of Rites 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Eldritch Nexus 5 5 5 5 5 5

proficient with all simple weapons, plus the greatsword, Spells Known are fixed.). These new spells can be
light flail, ranseur, rapier, sap, scythe, short sword, and common spells chosen from the cabalist spell list, or
warhammer. They are proficient with light armor and they can be unusual spells that the cabalist has gained
medium armor, but not with shields. some understanding of through study.
Spells: A cabalist casts psychic spells drawn from the Upon reaching 5th level, and at every third cabalist
cabalist spell list. He can cast any spell he knows without level thereafter (8th, 11th, and so on), a cabalist can learn
preparing it ahead of time. To learn or cast a spell, a a single new spell in place of one he already knows. In
cabalist must have an Intelligence score equal to at least effect, the cabalist loses the old spell in exchange for the
10 + the spell level. The Difficulty Class for a saving new one. The new spell’s level must be the same as that
throw against a cabalist’s spell equals 10 + the spell level of the spell being exchanged, and it must be at least 1
+ the cabalist’s Intelligence modifier. level lower than the highest-level cabalist spell he can
A cabalist can cast only a certain number of spells of cast. A cabalist can swap out only a single spell at any
each spell level per day. His base daily spell allotment is given level and must choose whether or not to swap the
given on Table: Cabalist. In addition, he receives bonus spell at the same time that he gains new spells known
spells per day if he has a high Intelligence score (see for the level.
the Ability Scores section in Chapter 1 of the Pathfinder Bindings (Su): Through secretive rites, the cabalist
Roleplaying Game Core Rulebook). has found the means to channel eldritch might through
A cabalist’s selection of spells is limited. A cabalist his very being. His body and mind are forever altered
begins play knowing four 0-level spells and two 1st- by this ritual, but such a power cannot be controlled
level spells of the cabalist’s choice. At each new cabalist all at once. Each of these potentials is called a binding.
level, he gains one or more new spells as indicated on The cabalist’s bindings grant him a +1 insight bonus to
Table: Cabalist Spells Known (Unlike spells per day, specific checks, which vary depending on the binding
the number of spells a cabalist knows is not affected by used. The bonus for both bindings increases to +2 at 7th
his Intelligence score. The numbers on Table: Cabalist level and to +3 at 13th level.

9
Classes Chapter I
Table: Cabalist Spells Known
Spells Known
RITUAL SPELL
Level 0 1st 2nd 3rd 4th 5th 6th The following ritual is used by the cabalist to perform
1st 4 2 — — — — — his ritual magic feature.
2nd 5 3 — — — — —
RITUAL SPELL
3rd 6 4 — — — — —
School as the spell; Level as the spell
4th 6 4 2 — — — — Targets as the spell
5th 6 4 3 — — — — Casting Time 10 minutes per level of the spell
6th 6 4 4 — — — — Components V, S, and possibly M/F (if the spell has
7th 6 5 4 2 — — — any material or focus costs)
8th 6 5 4 3 — — —
Skill Checks one or more Knowledge checks,
depending on the school and level of the spell, as
9th 6 5 4 4 — — —
follows: abjuration (arcana), conjuration (planes),
10th 6 5 5 4 2 — — divination (history), enchantment (dungeoneering),
11th 6 6 5 4 3 — — evocation (nature), illusion (local), necromancy
12th 6 6 5 4 4 — — (religion), or transmutation (engineering). You must
13th 6 6 5 5 4 2 — make one Knowledge check per level of the spell.
14th 6 6 6 5 4 3 — The DC of the checks is 15 + the spell’s level.
Range/Duration/Saving Throw/SR as the spell
15th 6 6 6 5 4 4 —
Backlash: Calling upon eldritch magic repeatedly is
16th 6 6 6 5 5 4 2
difficult. The DC of any further uses of this ritual
17th 6 6 6 6 5 4 3 increases by twice the spell’s level. This increase is
18th 6 6 6 6 5 4 4 cumulative, though it resets to its normal DC at the
19th 6 6 6 6 5 5 4 start of the day when you regain your spells.
20th 6 6 6 6 6 5 5 Failure: You take 2d6 damage per spell level and are
fatigued. If you are already fatigued, you become
exhausted.
Effect: The chosen spell is cast.
The cabalist can channel one of his bindings as a swift
action. Each binding provides a different benefit to the
cabalist, as follows:
• Formless Body: The bonus applies to the cabalist’s and master, which are further divided by the binding
weapon attack rolls and weapon damage rolls. type the insight applies to (formless body or opened mind).
• Opened Mind: The bonus applies to the cabalist’s AC, He only gains the effects of an insight while he is using
to concentration checks, and to caster level checks the matching binding for that insight.
made to overcome Spell Resistance. At first, the cabalist can only select lesser insights.
The effects of the binding last until he changes it as Upon reaching 8th level, he instead gains greater
a swift action, losing the benefit of his current binding insights, and at 14th level he learns master insights. An
and gaining the other one. He also loses the benefits of insight cannot be selected more than once.
his binding if he is ever rendered unconscious. Each time a cabalist gains his two insights for a
Knacks: A cabalist learns a number of knacks, or particular level, he must select one for each of his two
0-level psychic spells, as noted on Table: Cabalist bindings: one for formless body, and one for opened mind.
Spells Known under “Spells Known.” These spells are He can select a lower-level insight, if so desired. If an
cast like any other spell, but they do not consume any insight calls for a saving throw, the save DC is equal to
slots and may be used again. 10 + 1/2 the cabalist’s level + his Intelligence modifier.
Insights (Su): Starting at 2nd level, the cabalist Ritual Magic (Sp): Beginning at 3rd level, the
discovers methods to further channel the powers of the cabalist learns how to convert traditional magic into
unknown, gleaning insights from beyond to bind further more methodical–but risky–ritualistic incantations.
eldritch strength. The cabalist gains two insights at 2nd The cabalist learns a special occult ritual, as detailed in
level and every three levels thereafter, to a maximum of the Ritual Spell sidebar (for more details, see the Occult
twelve insights at 17th level. Rituals section in Chapter 5 of Pathfinder Roleplaying Game
Insights are separated into three levels: lesser, greater, Occult Adventures). Upon learning this ritual, the cabalist

10
Chapter I Classes
selects two spells of 1st-level or higher from the cabalist ritual spells for a different one of the same level.
spell list. These spells cannot have a casting time longer Spells added to the cabalist spell list by means of
than 1 minute. They do not have to be spells he knows, feats, magic items, racial abilities, and so on cannot be
but they must be of a level he is capable of casting. The selected for ritual magic.
cabalist can use his ritual to cast the selected spells at-will. Thaumaturgy (Ex): At 3rd level, a cabalist’s
For every three levels gained after 3rd, the cabalist can experience with occult magics makes him better at
select two more spells from the cabalist spell list to be understanding them. He gains a +1 bonus to any checks
castable in this manner, to a maximum of twelve spells to learn an occult ritual or skill checks made to perform
at 18th level. Additionally, whenever he gains a level in one (including his ritual magic ability). This bonus
the cabalist class, he can exchange one of his chosen increases by +1 for every three levels gained after 3rd, to
a maximum of +6 at 18th level.
Abnormal Recovery (Ex): At 4th level, the cabalist’s
body more quickly recovers from injury. He recovers
twice as many hit points and ability damage from resting
than normal. If he rests for a full day, he also recovers
1 point of ability drain from each of his drained ability
scores, if any.
Quicken Bindings (Su): At 7th level, the cabalist
may change bindings with barely a thought. He can enter
into a binding as a free action on his turn. He may still
only change bindings once per round.
Guarded Rituals (Ex): At 10th level, the cabalist’s
expertise allows him to cast rituals more safely. As long
as he is the primary caster of an occult ritual, all casters
in the ritual take half as much damage from any backlash
or failure effects, and they gain a +4 bonus to their
saving throws against the backlash or failure effects (if
they require a saving throw).
Aberrant Mind (Ex): Starting at 13th level, the
cabalist’s mind cannot be read nor his memories altered
unless he allows it. If a creature attempts to read his
thoughts without his permission, its mind is flooded
with paradoxical and maddening revelations. It must
make a Will save (DC 10 + 1/2 the cabalist’s level + his
Intelligence modifier) or be confused for 1d4 rounds.
Hastened Rituals (Ex): At 16th level, the cabalist
can swiftly perform ritual magic. As long as he is
the primary caster, he reduces the time it takes to
perform an occult ritual by half. For a typical ritual
(including his ritual magic ability) this means it
takes 5 minutes per level of the ritual instead of
10, while longer rituals take 30 minutes per level
instead of 1 hour per level. The time between
making skill checks to perform an occult ritual is
reduced by the same amount.
Master of Rites (Ex): Upon reaching 19th level,
a cabalist has become an authority of the occult. He
reduces the time it takes to learn a ritual by half. He
no longer requires secondary casters for any ritual he
performs, and if he chooses to include them (usually
to benefit from the ritual) he may make any number of
the secondary casters’ skill checks himself. Finally, he is
immune to the failure effects of any ritual he performs,
though secondary casters are still affected as normal.

11
Classes Chapter I
Eldritch Nexus (Su): At 20th level, the cabalist your base attack bonus to determine your CMD, and
unlocks true power, finally able to completely channel can also use your cabalist level in place of your base
the powers of the unknown, if only briefly. Once per attack bonus to determine your CMB when performing
day, he may enter into a special binding which grants a grapple maneuver. Your binding bonus applies to all
him the effects of both formless body and opened mind at combat maneuvers you attempt, not just those that are
the same time. Any insights he has that normally can considered weapon attacks.
only be used once per binding (such as dual realities)
can instead be used once per round without needing to HORRIBLE VISAGE
change bindings first. Level: Lesser; Binding: Formless Body
Once he enters into this binding, he cannot voluntarily Effect: Your body changes in disturbing ways. Add
leave it. This binding lasts for a number of minutes equal your binding bonus to Intimidate checks. If you use
to the cabalist’s Intelligence modifier (minimum 1), after Intimidate to successfully demoralize a creature within
which the cabalist is reduced to 1 hit point (if his current your reach, they provoke an attack of opportunity
hit points are higher than 1), staggered for 1 round, then from you. A creature can only provoke an attack of
exhausted. He cannot use eldritch nexus if he is already opportunity from you once per round in this way.
fatigued or exhausted, and the binding ends early if he
is knocked unconscious or killed (if ended early, he is INHUMAN PHYSIQUE
still staggered, exhausted, and reduced to 1 hit point, as Level: Lesser; Binding: Formless Body
mentioned above). Effect: Your binding makes you stronger than your
build would otherwise imply. Add twice your binding
INSIGHTS bonus to Strength checks and Strength-based skill
The following represent the insights available to cabalists. checks. For every point of your binding bonus, you
Each one is divided into three parts: level, binding, treat your Strength score as if it were +4 higher for the
and effects. Insights are sorted first by their level, then purpose of determining your carrying capacity and how
binding type, then finally by their name. much you can lift, drag, or carry.
Level: The power of the insight. An insight can be a
lesser, greater, or master insight. At first, the cabalist can RENDING STRIKES
only select lesser insights, but can select greater insights Level: Lesser; Binding: Formless Body
at 8th level and master insights at 14th level. Effect: A trace of eldritch corruption infuses your
Binding: The insight’s binding, which can be formless being, imparting its power onto your attacks. Whenever
body or opened mind. The cabalist must always have an you successfully strike with a weapon or natural attack,
equal number of insights for each of his two bindings. the target begins to bleed, taking damage each round
The cabalist only gains the benefit of the insight while equal to your binding bonus. This bleed damage stacks
he is in the matching binding. to a maximum equal to your cabalist level.
Effect: The benefit granted to the cabalist while he
is using the matching binding for that insight. Certain TWISTED FORM
insights can only be used once “per binding”. After Level: Lesser; Binding: Formless Body
using such an insight, he must first change to the other Effect: Your limbs mutate into hulking bludgeons,
binding, then change back into the matching binding masses of writhing tendrils, or some other unnatural
before that insight can be used again. form. You gain two slam attacks which deal 1d6 damage
on a hit (1d4 if you are Small). These are considered
FACELESS primary natural attacks.
Level: Lesser; Binding: Formless Body
Effect: Upon entering the formless body binding, you UNNATURAL AGILITY
can change your appearance into someone else. You Level: Lesser; Binding: Formless Body
can transform into any Small or Medium humanoid Effect: Your base speed is increased by 5 feet, plus an
creature (similar to an alter self spell), but your statistics additional 5 feet per point of your binding bonus.
and abilities do not change. The transformation lasts as
long as you remain in the binding. WELCOME THE PAIN
Level: Lesser; Binding: Formless Body
FLEXILE LIMBS Effect: When you enter into the formless body binding,
Level: Lesser; Binding: Formless Body you gain temporary hit points equal to half your cabalist
Effect: Your limbs can contort and stretch level. These temporary hit points last until you leave the
abnormally. You can use your cabalist level in place of formless body binding or until depleted.

12
Chapter I Classes
DISTORTED PSYCHE PSYCHIC FLARE
Level: Lesser; Binding: Opened Mind Level: Lesser; Binding: Opened Mind
Effect: The twisted workings of your mind lash out Effect: While in your opened mind binding, you can
at attempts for control. When another creature uses a unleash a blast of psychic energy onto a creature within
mind-affecting spell or ability against you (whether you close range (25 ft. + 5 ft./2 levels). This is a standard
make any required saving throw or not), that creature action that provokes attacks of opportunity. Make a
must attempt a Will save or become staggered for ranged touch attack to hit the target creature. On a hit,
1 round. Mind-affecting abilities that you willingly they take damage equal to 1d6 per two cabalist levels
allow to affect you do not trigger this ability. This is a plus your Intelligence modifier. This damage ignores
mind-affecting effect, and creatures that are immune damage reduction. This is a mind-affecting pain effect.
to confusion are also immune to the effects of your
distorted psyche. SENSE WEAKNESS
Level: Lesser; Binding: Opened Mind
DUAL REALITIES Effect: As a standard action, you can peer through a
Level: Lesser; Binding: Opened Mind creature’s form to see the underlying weakness within.
Effect: Your mind is open to multiple causalities, Make a single attack with a weapon you are wielding.
letting you subtly alter the results of actions taken. Once For this attack, you ignore any concealment less than
per binding when an opponent makes a successful attack total concealment, and if you hit you deal an additional
roll against you, you can use an immediate action to 1d6 precision damage per two cabalist levels (max 10d6).
force them to reroll the attack. You must do so before You can use this attack once per binding.
the damage of the attack is rolled, and they must use the
new result, even if it is worse. UNCANNY AWARENESS
Level: Lesser; Binding: Opened Mind
FORBIDDEN KNOWLEDGE Effect: A voice within your mind occasionally
Level: Lesser; Binding: Opened Mind forewarns you of dangers. Add your binding bonus to
Effect: Touching the incomprehensible minds Reflex saves and initiative checks.
beyond the stars has given you knowledge of dark
secrets. Add your binding bonus to Intelligence checks ABERRANT IMMUNITY
and Intelligence-based skill checks. You can make all Level: Greater; Binding: Formless Body
Intelligence-based skill checks untrained. Effect: Your alien anatomy grants you resilience to
ailments and afflictions. You become immune to poison
METHOD TO MADNESS and disease while in the formless body binding. If you
Level: Lesser; Binding: Opened Mind were affected by a poison or disease prior to entering
Effect: Whenever a creature within 30 feet of you the binding, those effects are suspended so long as you
(including yourself) rolls to randomly determine their remain in the formless body binding, but returns once you
action when confused or insane, they must roll twice exit the binding (time spent in formless body counts against
and you get to choose the result they take. While you their duration).
are confused (for any reason), you can add your binding
bonus to your attack rolls and damage rolls, and if ABHORRENT TRANSFORMATION
the result of your confusion roll is “attack the nearest Level: Greater; Binding: Formless Body
creature”, you can select which creature to attack if Effect: Once per binding as a standard action, you
more than one creature is equally close to you. As a swift can cause your physique to shift and distort in terrible
action or a move action, you can voluntarily confuse ways. This allows you to make an Intimidate check to
yourself, as the spell confusion. You can end confusion demoralize any creature within 30 feet that can see your
you impart on yourself with this insight at any time as abhorrent transformation.
an immediate action, but not confusion inflicted on you
in any other way. ANOMALOUS STRUCTURE
Level: Greater; Binding: Formless Body
OPENED EYES Effect: Your internal structure morphs unpredictably,
Level: Lesser; Binding: Opened Mind shielding you from otherwise grievous injury. You have
Effect: You gain darkvision to a range of 30 feet times a 50% chance of negating critical hits and sneak attacks.
your binding bonus. If you already have darkvision, its This does not stack with other effects that reduce the
range is increased by this amount, instead. Add your chance of being struck by a critical hit, such as the
binding bonus to Perception checks you make. fortification armor property.

13
Classes Chapter I
ERRATIC MOTION -2 penalty to their saving throw against the effect. This
Level: Greater; Binding: Formless Body can only affect a particular creature once per round. This
Effect: You twitch and slide eerily around, as a is a mind-affecting pain effect.
puppet on a string. Once per binding, you can move up
to half your base speed as a swift action. This movement MENTAL LINK
provokes attacks of opportunity as normal. Level: Greater; Binding: Opened Mind
Effect: You force your way into the minds of other
FLENSING GRASP creatures. You can communicate telepathically with
Level: Greater; Binding: Formless Body creatures within 30 feet of you as long as that creature
Effect: Your limbs grow writhing tendrils and understands language.
needling suckers that grasp onto foes. Your unarmed
strikes and slam attacks (if you have them) gain the PSYCHIC LEECH
constrict and grab special abilities. Your constrict ability Level: Greater; Binding: Opened Mind
deals the same damage as your slam or unarmed strike, Effect: With every spell, you siphon away a portion of
whichever is higher. your foes’ will, allowing your magic to grow in strength.
Each time a creature fails a saving throw against your
FUSION OF FLESH cabalist spells, you gain a +1 insight bonus to the caster
Level: Greater; Binding: Formless Body level of all cabalist spells you cast. Apply the bonus
Effect: Your body stitches itself together, allowing to caster level only after the spell resolves. This bonus
you to move despite grievous injury. You are no longer stacks to a maximum of your binding bonus, and it lasts
disabled when at 0 hit points are lower, and do not fall for 1 minute or until you leave the opened mind binding,
unconscious when below 0 hit points. While at 0 or whichever comes first.
fewer hit points, you gain fast healing equal to twice your
binding bonus. STRANGE GEOMETRIES
Level: Greater; Binding: Opened Mind
MUTABLE FORM Effect: You realize that perspective is but an illusion
Level: Greater; Binding: Formless Body forced upon you by lesser minds. You can view from any
Effect: Your limbs elongate abnormally, increasing space within 30 feet of you at the same time. Essentially,
your reach by 5 feet. you can treat yourself as standing in any space within 30
feet for the purpose of determining what you can see,
TERRIBLE WOUNDS including for effects requiring line of sight. This does
Level: Greater; Binding: Formless Body not, however, grant you line of effect to whatever you
Effect: Your inhuman strength allows you to strike see. This can allow you to see around corners, behind a
with deadly effect. Double the critical range of weapon barricade, further through obscuring mist, or even through
attacks and natural attacks you make. This does not stack walls. You must be at least passively aware of the location
with other effects that increase critical range, such as the you wish to see (for example, you could use this to see
Improved Critical feat or keen weapon property. on the opposite side of a door, but not the opposite side
of a secret door that you don’t know exists). This only
ALIEN THOUGHT affects vision, not any other senses.
Level: Greater; Binding: Opened Mind
Effect: You view the world with a bizarre, emotionless TERRIBLE REVELATIONS
logic. Any cabalist spells you cast are treated as affected Level: Greater; Binding: Opened Mind
by the Logical SpellOA metamagic feat without increasing Effect: You speak words of madness that overwhelm
their level or casting time. the minds of nearby creatures. As a standard action,
you can speak these terrible revelations, causing any
CEREBRAL AGONY number of creatures of your choice within 30 feet of
Level: Greater; Binding: Opened Mind you to become confused for 1 round. A successful
Effect: Injury inflicted upon you creates a psychic Will save negates the effect. If you are babbling due
disturbance within the attacker, deterring further attacks. to confusion or a similar effect, you can use this insight
When another creature within 30 feet of you deals as part of babbling incoherently (even though you
damage to you, they must make a Will save or take 1d8 normally wouldn’t be able to take actions). If you do,
damage per point of your binding bonus. If the creature the creatures are confused for 1d4 rounds on a failed
that attacked you did so due to confusion or a similar save and staggered for 1 round on a successful save. A
insanity, the damage inflicted is doubled and they take a creature can be subjected to this effect multiple times,

14
Chapter I Classes
but once they succeed on their saving throw they cannot or natural attack, the target takes your choice of either
be affected again for 24 hours. This is a mind-affecting, 1d3 Strength damage or 1d3 Dexterity damage. If the
language-dependent, compulsion effect. weapon you use has a x3 critical multiplier, the ability
damage increases to 1d4, and if the weapon has a x4
THINGS TO COME multiplier or higher, it instead increases to 1d6.
Level: Greater; Binding: Opened Mind
Effect: Omens come to you instinctively, warning IMPOSSIBLE STRENGTH
you of threats. You gain both the uncanny dodge and Level: Master; Binding: Formless Body
improved uncanny dodge class features, as a rogue equal Effect: A surge of aberrant power flings your enemy
to your cabalist level. like a child’s plaything. Once per binding as a standard
action, you can make a combat maneuver check against a
WORDS FROM BEYOND foe within your reach, adding double your binding bonus
Level: Greater; Binding: Opened Mind to the check. If the combat maneuver check succeeds,
Effect: Whispers speaking of grand revelations grant the target takes damage as if you hit it with a weapon
you insight when needed most. Once per binding as a you are wielding or a natural attack, it is knocked flying
swift action before rolling an attack roll or skill check, 10 feet in a direction of your choice, and it falls prone.
you can choose to roll twice and take the better result. You can only push the opponent in a straight line, and it
can’t move closer to you than the square it started in. If
BIZARRE ANATOMY an obstacle prevents the completion of the opponent’s
Level: Master; Binding: Formless Body move, the opponent and the obstacle each take 1d6
Effect: Your body flows around strikes to reduce points of damage, and the opponent is knocked prone
injury, granting you DR 5/–. in the space adjacent to the obstacle.

DEVOURER TRANSCENDENT FLESH


Level: Master; Binding: Formless Body Level: Master; Binding: Formless Body
Effect: Innumerable mouths grow across your body, Effect: Physical debilitations no longer limit you. You
hungry for sustenance. When you succeed on a weapon ignore any penalties imparted by ability score damage
attack and deal at least 1 point of damage, you recover or drain while in the formless body binding, as well as any
hit points equal to your binding bonus. If the damage magical penalties to your ability scores such as from
dealt was due to a grapple check or the constrict ability, ray of enfeeblement. This does not make you immune to
the amount recovered increases to half your cabalist ability damage or drain, just the penalties associated with
level. You cannot recover more hit points than the them (including any penalties imparted by having ability
amount of damage you dealt with the attack, nor can damage or drain equal to or greater than the associated
you recover more hit points than the attacked creature ability score).
had remaining. You can only leech hit points from living
creatures, and striking a creature that is immune to bleed UNEARTHLY PRESENCE
effects prevents this ability. Level: Master; Binding: Formless Body
Effect: Merely witnessing your form is enough
EVEN DEATH MAY DIE to instill terror. You gain the unnatural aura universal
Level: Master; Binding: Formless Body monster ability to a range of 30 feet. Hostile creatures
Effect: You endure injuries that you should logically within 30 feet of you that are suffering from a fear effect
have no means to survive. When you would be killed by have the penalties from fear increased by 1 and apply that
any effect (such as by loss of hit points or a death effect), penalty to their AC, in addition to the normal effects.
you negate that effect and are instead left at 1 hit point,
as long as you had at least 1 hit point before the effect WHAT LURKS BENEATH
took place. Once this effect occurs, you immediately exit Level: Master; Binding: Formless Body
your binding and cannot re-enter either formless body or Effect: Your outward appearance is merely a mask
opened mind until you recover at least half (50%) of your for something far worse. You count as no creature type
hit points. while in the formless body binding: divination effects that
detect specific creature types or could determine your
GRUESOME INJURY type return no result. You may treat yourself as any
Level: Master; Binding: Formless Body creature type you desire if it would be beneficial to you
Effect: Your attacks wrack foes with debilitating (such as using a magic item that only works for particular
pain. Whenever you score a critical hit with a weapon races, or wanting to benefit from enlarge person if you’re

15
Classes Chapter I
normally not a humanoid). Any effects that only affect bonus to yourself; this ignores damage reduction and
specific types of creatures (such as the bane property, a cannot be reduced in any way. When you do, any number
ranger’s favored enemy, or hold person) fail on you unless of creatures within 30 feet of you of your choice take
you allow it. Additionally, you are immune to polymorph damage equal to the amount you took plus an additional
effects unless you allow them to affect you. 1d8 per point of your binding bonus and become
sickened for a number of rounds equal to your binding
BOUND TO THE ELDRITCH bonus. This damage is mental and ignores damage
Level: Master; Binding: Opened Mind reduction. A Will save negates the sickening effect and
Effect: Ancient magics infuse your being, preventing halves the damage. If you would injure yourself due to a
other magic from taking hold. You gain Spell Resistance confusion effect (by rolling to damage yourself with an
equal to 12 + your cabalist level. This Spell Resistance item in hand), you can use this ability automatically in
cannot be voluntarily lowered, though it is still removed place of that action, and the damage you inflict on other
upon exiting the opened mind binding. creatures is doubled. This is a mind-affecting pain effect.

FEEL MY PAIN FRACTURED EXISTENCE


Level: Master; Binding: Opened Mind Level: Master; Binding: Opened Mind
Effect: Pain you inflict on yourself resonates to Effect: Now aware of the multitudes of reality, you
those around you. As a standard action, you can attack can push yourself to exist outside of its boundaries.
yourself, inflicting damage equal to 1d8 + your Strength Attacks against you suffer a 20% miss chance. This is

16
Chapter I Classes
not considered concealment. Abilities that allow sight 0-Level Cabalist Spells: arcane mark, bleed, daze, detect
across multiple planes of existence or effects that block magic, detect poison, detect psychic significanceOA, fling*, ghost
planar travel (such as dimensional anchor) can negate this sound, grave wordsOA, guidance, know direction, light, lullaby,
miss chance. message, read magic, snuff*, stabilize, telekinetic projectileOA,
touch of fatigue
FUTURES FORETOLD 1st-Level Cabalist Spells: alarm, alter musical
Level: Master; Binding: Opened Mind instrumentACG, ant haulUC, anticipate perilUM, aphasiaUI,
Effect: You have a sense of trials to come. You can auditory hallucinationUI, bane, beguiling giftAPG, bungleUM,
always act in the surprise round and can choose your burst of adrenalineOA, burst of insightOA, cause fear, charge
initiative result rather than rolling. objectOA, charm person, chill touch, command, compel hostilityUC,
comprehend languages, compulsive liarUI, confusion (lesser),
POWER OVERWHELMING cultural adaptationUI, cure light wounds, deathwatch, decompose
Level: Master; Binding: Opened Mind corpseUM, deja vuOA, demand offeringOA, detect aberrationAPG,
Effect: Your magic saps away the defenses of your detect chaos/evil/good/law, detect secret doors, detect the
enemies. Every time you cast a cabalist spell on a faithfulUI, diagnose disease, discern next of kinACG, disguise self,
creature (either targeting it or including it in the spell’s disguise weaponACG, doom, ear-piercing screamUM, empowering
area), it takes a -1 penalty to all saving throws. Apply this duality*, enlarge person, entropic shield, expeditious retreat, eyes
penalty before resolving the spell. The penalty stacks to of eventide*, fabricate disguiseUI, forbid actionUM, forced quietUM,
a maximum equal to your binding bonus and lasts for fumbletongueUM, grasping corpseHA, hidden illumination*, hide
1 hour, even if you leave the opened mind binding. You bruisesVC, hideous laughter, hobbleVC, hypnotism, inflict light
can choose not to inflict this penalty, if desired (such as wounds, illusion of calmUC, interrogationUM, keen sensesAPG,
when casting upon allies). lock gazeUC, long armACG, magic aura, memorize pageACG,
memory lapseAPG, mindlinkOA, murderous commandUM, negative
SEEK THE SENTIENT reactionUC, object readingOA, obscure object, obscure poisonUI,
Level: Master; Binding: Opened Mind obscuring mist, paranoiaOA, protection from chaos/evil/good/
Effect: The thoughts of creatures draw you in like a law, psychic readingOA, quintessenceOA, ray of enfeeblement,
moth to flame. You have blindsight to a range of 30 feet, ray of sickeningUM, reduce person, remove sicknessUM, restore
but only to detect sentient creatures. Mindless creatures corpse, sculpt corpse, shadow weaponUM, silent image, sleep, sow
are not detected with this sense. thoughtARG, summon horror I, summon monster I, telempathic
projectionOA, thought echoOA, touch of gracelessnessAPG, true strike,
THOUGHTSTEALER undetectable alignment, unseen servant, vanishAPG, ventriloquism,
Level: Master; Binding: Opened Mind vocal alterationUM, wizened appearanceUI, youthful appearanceUM
Effect: A single touch allows you to reach into the 2nd-Level Cabalist Spells: aboleth’s lungARG,
minds of your victims to draw out their thoughts. Once accelerate poisonAPG, adhesive bloodACG, afaid of the dark*,
per binding after successfully making a weapon attack alter self, analyze auraOA­, animate dead (lesser)UM, anonymous
against a creature, you can use a free action to force it interactionACG, ant haul (communal)UC, anticipate thoughts­OA,
to make a Will save. If it fails, it is stunned for 1 round, apport objectOA, audiovisual hallucinationUI, augury, aversionOA,
and you learn its surface thoughts as if by a detect thoughts babbleOA, blindness/deafness, blood biographyAPG, bloodbathHA,
spell. This is a mind-affecting effect. boneshakerHA, brow gasherUC, build trustUI, bear’s endurance, bull’s
strength, catatoniaOA, codespeakUI, confessAPG, contact entity IHA,
UNKNOWABLE covetous urgeVC, create treasure mapAPG, cure moderate wounds,
Level: Master; Binding: Opened Mind dark confinement*, dark whispersUI, darkness, darkvision, daze
Effect: Within your mind lies a paradox so monster, death knell, deflect blameUI, delay painUM, delay poison,
fundamental that it defies reason. You gain the constant detect magic (greater)UI, detect mindscapeOA, detect thoughts,
benefit of mind blank while in the opened mind binding. disfiguring touchUM, disguise otherUM, dress corpseUI, dust of
twilightAPG, enshroud thoughtsOA, enter imageAPG, enthrall, erase,
CABALIST SPELLS escape alarmVC, euphoric cloudACG, extreme flexibilityACG, false
A cabalist gains access to the following spells. While belief UI, false life, flickering lightsHA, focused scrutinyACG, fog cloud,
most of these spells are found in the Pathfinder Roleplaying fox’s cunning, gentle repose, haunting mistsUM, hidden presenceUI,
Game Core Rulebook, those with superscripts are from hidden speechAPG, hold person, hoodwinkVC, hypnotic pattern,
other Pathfinder Roleplaying Game material, as outlined impaling shade*, implant false readingOA, inflict moderate wounds,
in the introduction of this book. Those marked with an inflict painOA, instigate psychic duelOA, invisibility, knock, languid
asterisk (*) are new spells that are described in Chapter venomUI, locate object, mad hallucinationUM, mental blockOA,
IV of this book. minor image, misdirection, muffle soundACG, object possession

17
Classes Chapter I
(lesser)OA, oneiric horrorOA, outbreakVC, pernicious poisonUM, hallucinatory terrain, hand of the abyss*, hold monster, hunger for
phantasmal afflictionUI, phantasmal foe*, pilfering handUC, fleshHA, illusion of treachery (greater)UI, illusory wall, impossible
protection from chaos/evil/good/law (communal)UC, protective anglesHA, inflict critical wounds, decollateHA, invisibility (greater),
penumbraUM, psychic readingOA, qualmUC, quick changeHA, rage, locate creature, majestic imageUI, meticulous matchUI, mind probeOA,
remove paralysis, resist energy, restoration (lesser), scare, see mind swapOA, mindwipeOA, modify memory, monstrous physique
invisibility, sense fearHA, sense madnessHA, share memoryUM, shield IIUM, nondetection (communal)UC, object possessionOA, persistent
other, silence, silent tableACG, status, stricken heartACG, suggestion, vigorACG, pessimismHA, phantasmal asphixiationHA, phantasmal
summon horror II*, summon monster II, symbol of darkness*, killer, possessionOA, protection from energy (communal)UC, quieting
symbol of exsanguinationHA, tonguesUC, touch of idiocy, twilight weaponsUI, reduce person (mass), restoration, rigor mortisHA,
hazeACG, unadulterated loathingUM, voluminous vocabularyUI, scripted hallucinationUI, sending, sleepwalkAPG, sloughHA, solid fog,
whispering wind, withering duality* summon horror IV*, summon monster IV, symbol of blinding*,
3rd-Level Cabalist Spells: adjustable disguiseACG, symbol of sleep, telekinetic maneuverOA, telepathyOA, telepathic
age resistance (lesser)UM, animate dead, appearance of lifeHA, bond, thoughtsenseOA, torpid reanimationHA, treasure stitchingAPG,
apport animalOA, assume appearanceHA, aura alterationOA, aura wall of blindness/deafnessACG, vicarious viewUI, zone of silence
of the unremarkableUI, aura sightACG, bestow curse, borrow 5th-Level Cabalist Spells: aberrant anatomy II*, age
corruptionHA, chain gang*, clairaudience/clairvoyance, cognitive resistance (greater)­UM, blood tiesHA, break enchantment, charnel
blockOA, complex hallucinationUI, confusion, contact entity IIHA, houseHA, cloak of dreamsAPG, cloudkill, commune, compelling
contagion, contagious zealOA, coordinated effortAPG, countless rantHA, contagion (greater)UM, cure light wounds (mass), curse
eyesUM, crushing despair, cure serious wounds, cursed treasureVC, (major)UM, curse of the lightless*, deathwings*, dispel magic
darkvision (communal)UC, daylight, deep slumber, deeper (greater), dominate person, dream councilOA, dream scanOA,
darkness, delay poison (communal)UC­, demanding messageUI, embrace the deep*, entrap spiritOA, false vision, feeblemind, flesh
detect anxietiesUI, detect desiresUI, dispel magic, dreadscapeHA, wallHA, foe to friendAPG, foster hatredOA, glimpse of truthUI,
excruciating deformationUM, false futureUI, fear, fearsome inflict pain (mass)OA, inflict light wounds (mass), legend lore,
duplicateARG, flesh puppetHA, geas (lesser), horrific doublesHA, locate gateHA, mage’s decreeUI, mind fog, mirage arcana, mislead,
howling agonyUM, hypercognitionOA, illusion of treacheryUI, illusory monstrous physique IIIUM, nightmare, object possession (greater)OA,
script, inflict serious wounds, instant fakeUI, invisibility sphere, overwhelming poisonUI, pain strike (mass)APG, persistent image,
locate weaknessUC, mad sultan’s melodyHA, magic aura (greater)UI, phantasmal putrefecationHA, phobiaHA, polymorph, pox of
magic circle against chaos/evil/good/law, major image, malicious rumorsUI, prying eyes, psychic asylumOA, psychic surgeryOA,
spiteUM, mindlocked messengerACG, mindscape doorOA, monstrous remote viewingOA, repress memoryOA, retrocognitionOA, seeming,
physique IUM, neutralize poison, nixie’s lureARG, node of sleepwalking suggestionHA, song of discord, suggestion (mass),
blastingOA, nondetection, oneiric horror (greater)OA, pain strikeAPG, summon horror V*, summon monster V, symbol of fear, symbol
pierce disguiseACG, protection from energy, ray of exhaustion, of pain, symbol of persuasion, synapse overloadOA, synaptic
remove blindness/deafness, remove curse, remove disease, resist pulse (greater)OA, telekinesis, triggered hallucinationUI, undead
energy (communal)UC, retrocognitionOA, rigor mortisHA, riding anatomy IIUM, unfathomable duality*, unwilling shieldAPG, vile
possessionOA, sands of timeUM, screaming flamesHA, scrying, sealed dog transformationHA, void field*, void prison*, waves of fatigue,
lifeOA, secret page, seek thoughtsAPG, selective alarmUI, sensory withdraw afflictionOA, wither limbHA
deprivation*, shared technique*, speak with dead, symbol of 6th-Level Cabalist Spells: aberrant anatomy III*, banish
laughterACG, synaptic pulseOA, synaptic scrambleOA, synesthesiaOA, light*, banish shadows*, banishment, banshee blastACG, bear’s
summon horror III*, summon monster III, temporary graftHA, endurance (mass), bull’s strength (mass), charm monster (mass),
thaumaturgic circleOA, they knowUI, tongues (communal)UC, trade circle of death, contact entity IV HA, corrupting duality*, create
itemsUI, triggered suggestionACG, undead anatomy IUM, undetectable mindscape (greater)OA, create undead, cruel jauntHA, cure moderate
trapUI, vampiric touch, virulent miasmaVC, vision of hellUM, wall wounds (mass), curse of nightHA, decapitateHA, demanding message
of nauseaACG, water breathing, waves of bloodHA, witnessUM (mass)UI, dream travelOA, explode headOA, eyebite, false vision
4th-Level Cabalist Spells: aberrant anatomy I*, (greater)UI, fox’s cunning (mass), frightful aspectUC, geas/quest,
adjustable polymorphACG, age resistanceUM, amnesiaVC, assume harm, heal, inflict moderate wounds (mass), insanity, invisibility
appearance (greater)HA, black bomb*, black tentacles, charm (mass), monstrous physique IVUM, night terrorsHA, permanent
monster, charm person (mass)UI, command (greater), conditional hallucinationUI, permanent image, phantasmal polymoprh*,
curseUI, contact entity IIIHA, contact other plane, contingent venomUI, plague stormUM, plundered powerHA, possession (greater)­OA, primal
create mindscapeOA, cure critical wounds, curse of disgustUM, curse regressionOA, prognosticationUI, programmed image, project image,
of magic negationUM, curse of the outcastUI, darkvision (greater)UM, screen, scrying (greater), sealed life (greater)OA, sensory deprivation
daze (mass)UM, detect scrying, divination, dream, enervation, (greater)*, summon horror VI*, summon monster VI, symbol
enlarge person (mass), erase impressionsOA, expansive duality*, of insanity, symbol of stunning, symbol of weakness, synethesia
eyes of the voidACG, false life (greater)UM, feast on fearACG, flesh (mass)OA, true seeing, undead anatomy IIIUM, unshakable zealOA,
puppet hordeHA, forbid action (greater)UM, forgetful slumberARG, veil, vision, waves of exhaustion

18
Chapter I Classes
the normal arcane spell failure chance for arcane spells
ELEMENTER received from other classes.
Spells: An elementer casts arcane spells drawn from
the elementer spell list. An elementer must choose and
prepare her spells ahead of time.
Within the wide spheres of arcane magics, few can To learn, prepare, or cast a spell, the elementer must
match the spectacle–and raw power–of elemental magic. have an Intelligence score equal to at least 10 + the spell
Eldritch scholars, hermetic mystics, and pious theurges level. The Difficulty Class for a saving throw against an
alike are all likely to tap into the powers of the planes, elementer’s spell is 10 + the spell level + the elementer’s
but none are as focused in their mastery of evoking Intelligence modifier.
primal force as the elementer. Whether combining An elementer can cast only a certain number of spells
their arcane spells into more potent forms or reducing of each spell level per day. Her base daily spell allotment
them to their most basic components, elementers push is given on Table: Elementer. In addition, she receives
the powers of air, earth, fire, and water to their limits. bonus spells per day if she has a high Intelligence score
These masters of planar magics are not merely bookish (see the Ability Scores section in Chapter 1 of the
magicians, however: elementers can draw residual Pathfinder Roleplaying Game Core Rulebook).
energy into themselves, infusing their very being with An elementer may know any number of spells. She
roiling elemental might to combat the strongest of foes must choose and prepare her spells ahead of time by
on equal footing. getting 8 hours of sleep and spending 1 hour studying
Role: Elementers can compete with enlightened her spellbook. While studying, the elementer decides
spellcasters and tempered warriors both, but can only which spells to prepare.
direct their power to one of these ends at a time. Careful Spellbooks: An elementer must study her spellbook
consideration must be given to how the elementer will each day to prepare her spells. She cannot prepare any
engage her foes lest she find herself unable to use her spell not recorded in her spellbook except for read magic,
powers at critical moments. which all elementers can prepare from memory. An
Alignment: Any elementer begins play with a spellbook containing all
Hit Die: d8 0-level elementer spells plus three 1st-level elementer
Starting Age: Trained spells of her choice. The elementer also selects a number
Starting Wealth: 4d6 × 10 gp (average 140 gp). In of additional 1st-level elementer spells equal to her
addition, each character begins play with an outfit worth Intelligence modifier to add to her spellbook. At each
10 gp or less. new elementer level, she gains two new elementer spells
of any spell level or levels that she can cast (based on her
Class Skills new elementer level or depending on what elements she
The elementer’s class skills are Acrobatics (Dex), Climb has selected with her fusion class feature, see below) for
(Str), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), her spellbook. At any time, an elementer can also add
Knowledge (geography) (Int), Knowledge (nature) (Int), spells found in other spellbooks to her own (see Chapter
Knowledge (planes) (Int), Perception (Wis), Profession 9 of the Pathfinder Roleplaying Game Core Rulebook).
(Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and An elementer can learn spells from a wizard’s or
Use Magic Device (Cha). magus’s spellbook, just as a wizard or magus can from an
Skill Points Per Level: 4 + Int modifier. elementer’s spellbook. The spells learned must be on the
elementer spell list, as normal. An alchemist can learn
Class Features formulae from an elementer’s spellbook, if the spells are
All of the following are class features of the elementer. also on the alchemist formula list. An elementer cannot
Weapon and Armor Proficiency: An elementer is learn spells from an alchemist.
proficient with all simple weapons, plus the handaxe, Elemental Spells: Many spells on the elementer’s
glaive, greatsword, longbow, short sword, starknife, spell list are categorized under one of four elemental
trident, and warhammer. She is also proficient in light categories: air, earth, fire, or water. Spells in these four
armor and shields (except tower shields). An elementer categories are referred to as elemental spells. Many of
can cast elementer spells while wearing light armor the elementer’s class features, such as fusion and what
and using a shield without incurring the normal arcane spells contribute to her energy pool (see below), are
spell failure chance. Like any other arcane spellcaster, dependent on elemental spells. A spell can be listed
an elementer wearing medium or heavy armor incurs under more than one category. If a spell is not listed
a chance of spell failure if the spell in question has a under any of the four categories, that spell cannot be
somatic component. A multiclass elementer still incurs used with class features that require an elemental spell.

19
Classes Chapter I
Table: Elementer
Base
––—— Spells per Day ——–—
Attack Fort Ref Will
Level Bonus Save Save Save Special 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Aegis, Affinity, Cantrips, Energy Pool 3 1 — — — — —
2nd +1 +0 +3 +3 Evasion, Spell Twists 4 2 — — — — —
3rd +2 +1 +3 +3 Potency 4 3 — — — — —
4th +3 +1 +4 +4 Barrier 4 3 1 — — — —
5th +3 +1 +4 +4 Spell Twist 4 4 2 — — — —
6th +4 +2 +5 +5 Affinity (Moderate), Fusion 5 4 3 — — — —
7th +5 +2 +5 +5 Attunement (1/day) 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Spell Twist 5 4 4 2 — — —
9th +6/+1 +3 +6 +6 Absorption 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Fusion 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Affinity (Greater), Spell Twist 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Improved Evasion 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Attunement (2/day) 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Fusion, Spell Twist 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Greater Barrier 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Affinity (Maximum) 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Spell Twist 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Fusion 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Attunement (3/day) 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Spell Twist, Supremacy 5 5 5 5 5 5 5

Aegis (Su): All elementers learn a potent technique lesser affinity power from those listed and the end of the
to envelop themselves in elemental force, shaping it into class description. She gains the benefits of that affinity
a raiment of energy. This is known as creating an aegis, power while she is in her aegis form. The choice remains
and while powerful it is not without its limitations. until she prepares spells again, at which point she can
The elementer can enter into her aegis form as a swift choose a different affinity power.
action if she has at least one point in her energy pool (see Upon reaching 6th, 11th, and 16th levels, the elementer
below). Doing so costs 1 point from her energy pool. may also select a moderate, greater, and master affinity
While in her aegis form, she gains a +2 bonus on attack power, respectively. She chooses all of these powers
rolls, AC, and CMD, and her weapons count as magic when she prepares her spells each day. However, she
for the purpose of overcoming damage reduction. The does not automatically gain the benefit of these affinity
bonus increases by +1 at 5th level and every four levels powers while she is in her aegis form.
thereafter to a maximum of +6 at 17th level. In order to benefit from her moderate affinity power,
While in her aegis form, the elementer is unable to she must spend 2 points from her energy pool when
cast spells, use spell trigger or spell completion magic entering her aegis form and spend 2 points each round
items, or gain points in her energy pool. At the start of she maintains it, rather than 1 point as normal. To benefit
each of her turns while in aegis form, the elementer loses from her greater affinity power, the costs increase to 4
1 point from her energy pool. If she ever starts her turn points, while her master affinity power requires 6 points.
with 0 energy points her aegis form immediately ends. She gains the benefits of all powers of a lower tier when
She can also voluntarily exit aegis form as a free action she does so, and cannot change her per-round energy
at any time. Once she leaves aegis form (for any reason), cost until she exits and re-enters her aegis form. For
she cannot re-enter until the end of her next turn. example, if she decides to benefit from her greater
Affinity (Su): At 1st level, the elementer learns how affinity power, it costs her 4 energy points to enter and
to harness the elements to improve her aegis form. Each maintain the aegis form, and she gains the benefits of
day when she prepares her spells she selects a single her lesser, moderate, and greater affinity powers.

20
Chapter I Classes
Affinity powers are categorized into one of four gains an additional spell twist for every three levels
elements: air, earth, fire, or water. If she is currently obtained after 2nd, to a maximum of eight spell twists
benefiting from more than one power of the same at 20th level.
element, she gains additional effects depending on the Each spell twist has an associated elemental category
number she is currently benefiting from as listed in that (air, earth, fire, or water). To use a twist, she must sacrifice
power’s “synergy” entry. If an affinity power calls for a a prepared elementer spell of the specified elemental
saving throw, the DC is equal to 10 + 1/2 the elementer’s category that is 1st level or higher. The exception to this
level + her Intelligence modifier. are spell twists with the “All” category; such spell twists
Cantrips: Elementers can prepare a number of can be used by converting a spell of 1st level or higher
cantrips, or 0-level spells, each day, as noted on Table: from any of the four elemental categories and change
Elementer under “Spells per Day.” These spells are cast their function based on the element used.
like any other spell, but they are not expended when cast
and may be used again.
Energy Pool (Su): As an elementer casts her spells,
she retains a portion of their residual power, slowly
building it in a reservoir of planar energy. This energy
pool has a maximum equal to the elementer’s level + her
Intelligence modifier (minimum 1). She starts each day
with a number of points in the pool equal to half its
maximum, rounded down. Any points she had from the
previous day are lost. The elementer cannot gain points
in her energy pool while she is in her aegis form unless
explicitly stated otherwise. She can build energy points
in one of two ways:
Cast a Spell: Whenever the elementer casts an
elemental spell of 1st level or higher or uses a spell twist
(see below), she gains a number of points in her energy
pool equal to the spell’s level.
Conversion: The elementer can use a standard action
that does not provoke attacks of opportunity to sacrifice
any number of prepared elemental spells. The elementer
gains a number of points in her energy pool equal to half
the total spell levels of the spells she sacrificed,
rounded up. For example, if she sacrifices
a 1st level, 2nd level, and 4th level spell,
she would gain four energy points. She
cannot sacrifice cantrips in this manner.
Evasion (Ex): At 2nd level and
higher, an elementer can avoid even
magical and unusual attacks with great agility.
If she makes a successful Reflex saving throw
against an attack that normally deals half
damage on a successful save, she
instead takes no damage.
Evasion can be used only
if the elementer is wearing
light armor or no armor. A
helpless elementer does not
gain the benefit of evasion.
Spell Twist (Sp):
Beginning at 2nd level,
the elementer learns how to twist her spells into a
simpler yet effective form. She selects two spell twists
from the list at the end of the class description. She

21
Classes Chapter I
Table: Fusion The elementer must select a single elemental spell
Total Spell Levels Needed
category: air, earth, fire, or water. When preparing her
Spell Level to Prepare a Fused Spell spells, she may choose to fuse her spell slots to prepare
2nd 3 a spell from that elemental category that she has in her
spell book. To do so, she must combine a number of
3rd 4
spell slots whose total spell levels is greater than or equal
4th 5
to the value shown in Table: Fusion for the level of
5th 7 spell she wishes to prepare. For example, if she wishes
6th 9 to prepare lightning bolt (a 3rd level spell), she must give
7th 12 up a number of spell slots whose total levels is at least
8th 15 four or more. This could be any combination of spell
9th 18
slots, such as two 2nd level spell slots or four 1st level
slots. An elementer can only fuse a spell of a level
that she would normally be able to prepare (2nd level
Using a spell twist is a standard action that provokes spells when she gains this ability, 3rd level spells at 7th
attacks of opportunity unless otherwise stated. If a spell elementer level, and so on).
twist calls for a saving throw, the save DC is equal to Casting a fused spell counts as casting an elementer
10 + the sacrificed spell’s slot level + the elementer’s spell for all purposes, including applying feats such as
Intelligence modifier. Using a spell twist grants the Spell Focus or generating points for her energy pool. She
elementer points in her energy pool as if she had cast cannot apply metamagic feats to a spell prepared this way.
the sacrificed spell normally. Unlike spells, the elementer When the elementer reaches 10th, 14th, and 18th
can use spell twists while she is in her aegis form, though levels, she selects an additional elemental category that
she does not gain energy points for doing so, as normal. she can prepare spells from using fusion. Alternatively,
If she uses a spell twist by sacrificing a spell prepared she can select a category she had previously selected
in a higher-level slot than normal (whether by simply to enhance the level of spell she can fuse. If she does,
preparing in a higher level slot or by preparing the spell instead of being limited to spells she could normally
with metamagic feats), she calculates the DC and effects prepare, she can instead fuse spells from the chosen
of the spell twist using the level of slot the spell is elemental category whose level is up to half her
prepared in, rather than its original level. elementer level, rounded down, to a maximum of 9th
Potency (Ex): Upon reaching 3rd level, an elementer level spells when she reaches 18th level. She cannot
can infuse her arcane spells with further power. select the same element more than twice.
Whenever she casts an elemental spell or uses a spell When the elementer increases in level and gains her
twist that deals damage she deals an additional +1 two free spells for her spellbook (see Spellbooks, above),
damage per die rolled. she can choose to learn any elemental spell she could
Barrier (Su): Starting at 4th level, the elementer gains prepare with fusion, rather than just spells she could cast
an invisible shield of elemental force that protects her normally with her spell slots.
from energy attacks. She gains 10 “points” of energy Attunement (Ex): Starting at 7th level, an elementer
resistance in this barrier, which increases by 10 points gains the ability to adapt her aegis form to new threats. As
for every three elementer levels gained thereafter to a a free action, the elementer can exchange her currently
maximum of 60 points at 19th level. selected affinity powers for a new selection. She gains
When the elementer prepares her spells for the day, the effects of the new affinity powers while losing the
she must assign these points of resistance to either acid, old, including their synergy effects, if applicable. The
cold, electricity, or fire, and must do so in increments elementer can do this once per day, plus an additional
of 5. For example, a 7th level elementer has 20 points time per day upon reaching 13th and 19th levels, but
of resistance. She could assign all 20 to fire to have fire only once per round.
resistance 20, have acid resistance 10 and electricity Absorption (Su): At 9th level, the elementer can
resistance 10, or have resistance 5 for all four types. absorb some residual energy from elemental effects.
The elementer has the chosen resistances until she Absorption can be used whenever the elementer
prepares spells again, at which point she can redistribute is subjected to an effect that would deal acid, cold,
them as she chooses. electricity, or fire damage to her, but she completely
Fusion (Sp): Beginning at 6th level, an elementer negates the damage in some way (taking 0 damage from
learns how to combine magical energy into varied and the effect). Any method of damage negation, including
more powerful forms than she would normally be able energy resistance, protection from energy, or the evasion
to create. class feature all can trigger this effect.

22
Chapter I Classes
If she reduces the damage to zero, for every 20 RAZOR WIND
points of damage she negated she immediately gains Tier: Lesser; Element: Air
1 point in her energy pool. This functions even while Effect: Your strikes are infused with the power of the
the elementer is in her aegis form. An elementer cannot storm. Your weapon attacks deal +2 points of electricity
trigger absorption from a damaging effect that originates damage on a hit. This damage increases by +1 at 5th
from herself (spell, ability, item, or otherwise). level and every four levels thereafter to a maximum of
Improved Evasion (Ex): At 12th level, the +6 electricity damage. This damage is multiplied on a
elementer’s evasion improves. This ability works like critical hit and stacks with other sources of electricity
evasion, except that while the elementer still takes no damage, such as the shocking weapon property.
damage on a successful Reflex saving throw against Synergy: If you have at least two air powers active,
attacks, she henceforth takes only half damage on a increase the range increment of your ranged weapon
failed save. A helpless elementer does not gain the attacks (including throwing weapons) by 20 feet.
benefit of improved evasion. Additionally, when you attack with a melee weapon you
Greater Barrier (Su): At 15th level, the elementer’s can choose to unleash a razor wind instead of attacking
barrier grows in strength. If the elementer has at least 30 normally. A razor wind attack creates a shockwave of
points of resistance assigned to an energy type through air, effectively increasing your reach by 10 feet for that
her barrier class feature, she gains immunity to that attack. The razor wind carries all of the effects of your
damage type, instead. weapon attack (including magical properties), but always
Supremacy (Ex): At 20th level, the elementer deals slashing damage instead of the weapon’s normal
becomes a master of the four elements. Half of all type. This damage is considered magical for the purpose
acid, cold, electricity, or fire damage she deals ignores of overcoming damage reduction, but does not have the
any resistances or immunities. This does not bypass her material properties of the weapon you use. Enhancement
own resistances or immunities. Spells and spell twists she bonuses to the weapon can still allow you to overcome
use that deal slashing, bludgeoning, or piercing damage, damage reduction with the razor wind; for example, a
such as stone callAPG, ignore any damage reduction that is razor wind made with a +3 longsword will count as cold
not DR/– or DR/epic (excluding her own). iron and silver for the purpose of overcoming damage
reduction. You cannot use razor wind on attacks of
AFFINITY POWERS opportunity.
The following represent the available affinity powers an If you have three air powers active, the range on your
elementer can prepare. Each one is divided into four razor wind increases to 15 feet and the bonus range to
parts: tier, element, effect, and synergy. Rather than your ranged attacks increases to 30 feet. If you have four
being sorted alphabetically, affinity powers are sorted air powers active, the razor wind’s range becomes 20
first by tier then by element. feet, and the bonus to ranged attacks becomes 40 feet.
Tier: The strength of the affinity power. A power can
be a lesser, moderate, greater, or master affinity power. CRUSHING STONE
At first, the elementer can only prepare a single lesser Tier: Lesser; Element: Earth
power. When she reaches 6th level, she can also prepare Effect: Your strikes are infused with the weight of
a moderate power. At 11th level, she can prepare a earth. You gain a +2 bonus on weapon damage rolls.
greater power, and at 16th level she can prepare a master This bonus increases by +1 at 5th level and every four
power. Gaining the benefits of her moderate, greater, levels thereafter to a maximum of +6. Your weapon
and master affinity powers require the elementer to attacks are treated as slashing, bludgeoning, and/
spend additional energy points (see affinity powers in or piercing for the purpose of overcoming damage
the class description). reduction, whichever is more beneficial to you.
Element: The power’s element, which can be air, Synergy: If you have at least two earth powers active,
earth, fire, or water. Preparing multiple powers of the your weapon attacks are also considered both silver
same type can grant synergy effects (see below). and cold iron for the purpose of overcoming damage
Effect: The benefit granted to the elementer while reduction. If you have at least three earth powers
she is in aegis form and has paid the required energy active, your weapons are also considered adamantine,
cost for the power. and your attacks ignore up to 5 points of any kind of
Synergy: The synergy effect for a given affinity damage reduction, including DR/–. If you have four
power. Synergy powers are available if the elementer is earth powers active, your attacks ignore up to 10 points
currently benefiting from more than one affinity power of damage reduction, instead. This stacks with other
of the same element, and grows stronger the more active effects that let you ignore damage reduction such as the
affinity powers she has of that element. Penetrating Strike feat.

23
Classes Chapter I
SEARING HEAT EARTHEN STEP
Tier: Lesser; Element: Fire Tier: Moderate; Element: Earth
Effect: Your strikes are infused with the power of a Effect: You channel the elements to move through
raging inferno. Your weapon attacks deal +2 points of the ground, granting you a burrow speed of 30 feet.
fire damage on a hit. This damage increases by +1 at 5th Synergy: If you have at least two earth powers active,
level and every four levels thereafter to a maximum of you gain the earth glide universal monster ability. If
+6 fire damage. This damage is multiplied on a critical you have three earth powers active, your burrow speed
hit and stacks with other sources of fire damage, such as increases to 40 feet. If you have four earth powers active,
the flaming weapon property. your burrow speed increases to 60 feet.
Synergy: If you have at least two fire powers active,
you can create a burst of flame whenever you score a BLAZING STEP
critical hit with a weapon attack. This burst deals 1d6 fire Tier: Moderate; Element: Fire
damage to the target and to creatures within 5 feet of it Effect: Your steps burn with elemental fire, letting
(except you). Creatures that are not the primary target can you better grip onto surfaces. Your land speed increases
make a Reflex save to negate the damage. If your weapon by 20 feet.
has a x3 critical multiplier, the burst deals 2d6 damage; Synergy: If you have at least two fire powers active,
if the multiplier is x4 or higher, it deals 3d6 damage. you ignore difficult terrain. If you have three fire powers
If you have at least three fire powers active, the active, your speed bonus increases to 40 feet. If you have
damage increases to 1d10. If the weapon is a x3 weapon, four fire powers active, the bonus increases to 60 feet.
it deals 2d10, while a x4 multiplier or higher deals 3d10.
If you have four fire powers active, the radius of the WAVE STEP
burst increases to 10 feet. Tier: Moderate; Element: Water
Effect: You move as one with the water, gaining a
PIERCING COLD swim speed of 60 feet and a +8 racial bonus to Swim
Tier: Lesser; Element: Water checks. You can breathe underwater.
Effect: Your strikes are infused with freezing water. Synergy: If you have at least two water powers
Your weapon attacks deal +2 points of cold damage active, your weapon attacks suffer no penalty for being
on a hit. This damage increases by +1 at 5th level and underwater. If you have three water powers active, your
every four levels thereafter to a maximum of +6 cold swim speed increases to 90 feet. If you have four water
damage. This damage is multiplied on a critical hit and powers active, it increases to 120 feet.
stacks with other sources of cold damage, such as the
frost weapon property. CYCLONIC ARMOR
Synergy: If you have at least two water powers active, Tier: Greater; Element: Air
your successful weapon attacks leave a lingering chill on Effect: You are surrounded by a swirling vortex of
your foes. All of the struck creature’s energy resistances air, causing ranged weapon attacks against you to have a
(if any) are lowered by 5; this has no effect on energy 50% miss chance. Unusually large ranged attacks, siege
immunities. If you have three or more water powers weaponry, and attacks granted by spells are unaffected.
active, the target takes a -2 penalty to all saving throws. If Synergy: If you have at least two air powers active,
you have four water powers active, the energy resistance melee attacks against you suffer a 20% miss chance. If
penalty increases to 10. These effects last until the end you have at least three air powers active, ranged attacks
of your next turn and do not stack, even from another from spells, such as those granted by scorching ray, suffer
elementer. This synergy has no effect on objects. a 20% miss chance against you. If you have four air
powers active, unusually large ranged attacks and siege
WINDY STEP weaponry also suffer a 50% miss chance against you.
Tier: Moderate; Element: Air
Effect: You are lifted into the sky by powerful winds, TECTONIC ARMOR
granting you flight. You gain a fly speed of 30 feet with Tier: Greater; Element: Earth
good maneuverability. Effect: Your flesh hardens like stone, granting you
Synergy: If you have at least two air powers active, DR 5/bludgeoning.
you treat wind effects as two steps less severe. If you Synergy: If you have two earth powers active, the
have at least three air powers active, you treat wind damage reduction becomes DR 10/bludgeoning. If
effects as three steps less severe, instead, and increase you have three earth powers active, it becomes DR 10/
your fly speed to 40 feet. If you have four air powers adamantine. If you have four earth powers active, it
active, increase your fly speed to 60 feet. becomes DR 10/–.

24
Chapter I Classes
PYROCLASTIC ARMOR it (no save). Creatures that are not on the ground are
Tier: Greater; Element: Fire unaffected. You are unaffected by your own aura.
Effect: Your surround yourself with scorching Synergy: If you have at least two earth powers
flames. Creatures striking you with a non-reach melee active, creatures that enter or start their turn inside your
weapon or with their body take 1d6 fire damage. aura and are on the ground must make a Reflex save
Synergy: For each fire power you have active beyond or become flat-footed for 1 round and begin bleeding
the first, increase the damage attackers take by 1d6. If for 2d6 damage per round. The bleed damage does not
you have three or more fire powers active, this power stack. If you have at least three earth powers active, the
also affects attackers hitting you with reach weapons. damage creatures suffer for moving through the aura
increases to 1d8 per five feet moved. If you have four
OCEANIC ARMOR earth powers active, the maximum radius of the aura
Tier: Greater; Element: Water increases to 30 feet.
Effect: You envelop yourself with deflective waters.
You gain temporary hit points equal to twice your BURNING SUN
elementer level. These temporary hit points are lost first Tier: Master; Element: Fire
and are removed upon leaving aegis form. Effect: You gain an aura that burns with the fury
Synergy: If you have two water powers active, you of the sun. The aura has a maximum radius of 10 feet:
gain 5 temporary hit points at the start of each of your you can make its radius any multiple of 5 feet up to
turns. These stack with the temporary hit points granted this maximum and change it each time you enter aegis
by this power upon entering aegis form, up to twice your form. Creatures that enter or start their turn in this
elementer level. If you have at least three water powers aura take 2d6 fire damage and must make a Fortitude
active, this increases to 10 temporary hit points per save or become fatigued. This cannot cause a creature
round. If you have four water powers active, the initial that is already fatigued to become exhausted. You are
temporary hit points granted (and the maximum amount unaffected by your own aura.
you can stack to with this power) increases to triple your Synergy: If you have at least two fire powers active,
elementer level. creatures that are fatigued and fail their Fortitude save
become exhausted. If you have at least three fire powers
RAGING TEMPEST active, the damage of your aura increases to 4d6. If you
Tier: Master; Element: Air have four fire powers active, the maximum radius of the
Effect: You gain an aura that howls with a powerful aura increases to 20 feet.
storm. The aura has a maximum radius of 20 feet:
you can make its radius any multiple of 5 feet up to FROZEN SEAS
this maximum and change it each time you enter aegis Tier: Master; Element: Water
form. The howling winds drown out noise, effectively Effect: You gain an aura that brings the chilling
deafening creatures in the area (no save). Creatures that waters of the ocean depths. The aura has a maximum
enter or start their turn in this aura take 2d6 electricity radius of 10 feet: you can make its radius any multiple
damage and must make a Fortitude save or move at half of 5 feet up to this maximum and change it each time
speed for 1 round. You are unaffected by your own aura. you enter aegis form. The ground in this aura becomes
Synergy: If you have at least two air powers active, frozen with ice. Creatures treat this area as icy ground
creatures that fail their Fortitude saves are unable to and must make an Acrobatics check (DC equal to your
move closer to you for 1 round. If you have at least three affinity power DC) to move through the area at more
air powers active, the damage of your aura increases to than half speed. Failure causes it to fall prone at the start
4d6. If you have four air powers active, the maximum of its movement. The ground stays frozen as long as it
radius of the aura increases to 30 feet. is in your aura and for 1 round thereafter. Additionally,
creatures that enter or start their turn in this aura take
RUMBLING EARTH 2d6 cold damage (no save). You are unaffected by your
Tier: Master; Element: Earth own aura and the icy ground.
Effect: You gain an aura that churns and shakes the Synergy: If you have at least two water powers active,
earth. The aura has a maximum radius of 20 feet: you creatures that enter or start their turn inside your aura
can make its radius any multiple of 5 feet up to this must make a Fortitude save or be entangled for 1 round
maximum and change it each time you enter aegis form. (though they can still move). If you have at least three
The ground in the aura is treated as difficult terrain. water powers active, the damage of your aura increases
Additionally, creatures that move through this area to 4d6. If you have four water powers active, the
take 1d6 damage for every five feet they move through maximum radius of the aura increases to 20 feet.

25
Classes Chapter I
SPELL TWISTS halves the damage. The flames last a number of rounds
The following lists all available spell twists to an equal to your Intelligence modifier (minimum 1).
elementer. Elementers can select any spell twist from Boost: For every spell level above 1st, the damage
this list at 2nd level and every three levels thereafter. increases by 1d6 and you can create an additional 10-
Element: The spell twist’s element, which can be foot cube of flames. The cubes must all be adjacent to
air, earth, fire, or water, or “any”. The elementer must one another (with one needing to be adjacent to you).
sacrifice a prepared elemental spell of the matching
element to use the spell twist. In the case of an “any” DIVE
spell twist, she can use any elemental spell, and the spell Element: Water
twist’s effect changes depending on the element used. Effect: A powerful current backs your movement. As
Effect: The resulting effect of the spell twist. The a swift action, you gain a swim speed of 40 feet, a +8
effects listed here are for sacrificing a 1st level spell. bonus on Swim checks, and can breath underwater. If
Boost: If the elementer sacrifices an elemental spell you already have a swim speed, you increase it by 20 feet,
of a higher level than 1st, the spell twist gains more instead. This swim speed lasts for a number of rounds
power as described in this section. equal to your Intelligence modifier (minimum 1).
Boost: For every spell level above 1st, the swim speed
ASH (or bonus to a swim speed) increases by 10 feet, the
Element: Fire Swim bonus by +1, and the duration by 1 round. If the
Effect: You conjure scorching ash to blind your foes. slot used is at least 3rd level, you suffer no penalties for
A single creature within 30 feet of you must make a attacking while underwater. If the slot used is at least
Reflex save or be blinded for 1d4 rounds. 6th, you are unaffected by hazards from being deep
Boost: For every spell level above 1st, you can target underwater, such as pressure damage.
an additional creature. All targets must be within range.
DROWN
BARRICADE Element: Water
Element: Earth Effect: A surge of ocean water fills a creature’s lungs.
Effect: The earth rises at your command. This A single creature within 30 feet of you takes 2d6 nonlethal
functions similar to a wall of stone, except it has a range of damage and is staggered for 1 round. A Fortitude save
30 feet, and the stone is only 1 inch thick and occupies halves the damage and negates the staggering effect. A
a single 5-foot square. You cannot double the wall’s area creature that can breathe underwater or doesn’t need
by halving its thickness, as you normally could with wall to breathe at all is unaffected by this spell twist, as are
of stone. The wall must be on solid ground or near a creatures with no discernible anatomy to affect (such as
similar earthen surface (like a cavern wall). oozes or an air elemental).
Boost: For every spell above 1st, you can create an Boost: For every spell level above 1st, the damage
additional two 5-foot squares of stone and the thickness increases by 2d6. For every two spell levels above 1st,
of the stone increases by 1 inch (to a maximum depth of you can target an additional creature. All targets must be
six inches). The wall must be contiguous. within 30 feet of you.

BLAST ENCHANT
Element: Any Element: Any
Effect: You create a destructive ray of planar force. Effect: You infuse an ally with elemental energy.
You must succeed on a ranged touch attack against a Their weapon attacks deal an additional 1d6 damage,
target within 30 feet. On a hit, you deal 3d8 damage of with the damage type based on the element of spell
a type based on the element of spell used: acid (earth), used: acid (earth), cold (water), electricity (air), or fire
cold (water), electricity (air), or fire (fire). (fire). This damage is not multiplied on a critical hit and
Boost: For every spell level above 1st, the damage does not stack with other energy damage of the same
increases by 3d8 and the range increases by 10 feet. type the creature deals with its weapons attacks. You
must grant it to a single willing creature within 30 feet,
BLAZE and the benefit lasts for a number of rounds equal to
Element: Fire your Intelligence modifier (minimum 1).
Effect: You set the world ablaze. You create a single Boost: For every spell level above 1st, you can target
10-foot cube of fire, which must be created adjacent to an additional willing creature and the effect lasts an
your space. Creatures in the blaze take 1d6 points of fire additional round. For every three spell levels above 1st,
damage each round they are in the flames; a Reflex save the damage bonus increases by 1d6.

26
Chapter I Classes
FLICKER GALE
Element: Fire Element: Air
Effect: You quickly vanish and reappear a short Effect: Bellowing winds rush forth from you. The
distance away, your image flickering like fire. You winds fill a 10-foot radius burst around you, acting as
teleport up to 20 feet away. Creatures and combustible a strong wind (about 25 mph) directly away from you
objects within 5 feet of your destination take 2d6 fire for 1 round. This follows all of the normal rules for
damage. A Reflex save halves the damage taken. strong winds, including dispersing harmful gases, mists,
Boost: For every spell level above 1st, the maximum and vapors, penalizing ranged attacks, pushing creatures,
distance you can teleport increases by 20 feet, and the and so on.
damage increases by 2d6. Boost: For every spell level above 1st, you can
increase the radius of the burst by 10 feet. For every two
FLOOD spell levels above 1st, the strength of the winds increases
Element: Water by one category. If you use a 9th level spell to create
Effect: A sudden wave crashes in front of you. tornado-strength winds, creatures are still pushed away
The water fills a 15-foot cone directly in front of you rather than pulled inwards toward you.
with torrential water. Non-magical fires in the area are
extinguished immediately. Medium-sized (or smaller) HEAT
creatures and objects in the area are pushed back: make Element: Fire
a separate bull-rush attempt against each. You may Effect: A burst of sweltering heat emits from your
substitute your elementer level in place of your base hand in a 20-foot cone. Creatures in this area take 2d6
attack bonus and your Intelligence in place of your nonlethal fire damage and are fatigued. A Fortitude save
Strength bonus for these bull rush attempts, and the halves the damage and negates the fatigue effect. This
attempts do not provoke attacks of opportunity. Both cannot cause a fatigued creature to become exhausted.
the bull rush and the pushing of the objects can’t exceed Boost: For every spell level above 1st, the nonlethal
5 feet beyond the cone’s end. damage increases by 2d6. For every two slots above 1st,
Boost: For every spell level above 1st, the amount the range of the cone increases by 5 feet.
of water increases significantly. The range of the cone
increases by 5 feet, and you gain an additional +1 bonus HINDER
to your bull rush attempts. For every two spell levels Element: Any
above 1st, the maximum size of creatures and objects Effect: Elemental energies disrupt your opponent’s
you can push increases by one size category. casting. As an immediate action, you counter a spell that
appears in the same elemental category as the spell you
FREEZE used, or has one of the following descriptors based on
Element: Water the element of spell used: air (air, electricity, or sonic),
Effect: You conjure a powerful chill to encase a earth (acid, earth), fire (fire, light), or water (cold, water).
target. A single creature or object within 30 feet of you The countered spell must be 1st level or lower.
takes 2d6 cold damage; an affected creature is entangled Boost: For every spell level above 1st, the level of
for 1d4 rounds. A Fortitude save halves the damage and spell you can counter increases by 1.
negates the entangling effect.
Boost: For every spell level above 1st, the damage IGNITE
increases by 2d6. For every two spell levels above 1st, Element: Fire
you can target an additional creature or object. All Effect: You set the target alight. A target creature or
targets must be within 30 feet of you. object within 30 feet of you takes 2d6 fire damage and is
set on fire, taking 1d6 fire damage each round thereafter.
FUME A Reflex save halves the initial damage and negates the
Element: Earth burning effect. A creature or object set on fire can make
Effect: A gout of acidic earth sprays upon a target a Reflex save at the start of each turn, extinguishing the
within 30 feet. The target takes 2d6 acid damage; a flames on a successful save. Submersing or dousing the
creature struck is also sickened for 1 round. A Fortitude target with water will not stop the burning, but does
save halves the damage and negates the sickening effect. immediately grant a new save with a +4 bonus. The
Boost: For every spell level above 1st, the damage object or creature keeps this bonus on subsequent saves
increases by 2d6. For every two spell levels above 1st, so long as it remains sufficiently doused or submersed.
you can target an additional creature or object. All If not extinguished, the flames die out after a number of
targets must be within 30 feet of you. rounds equal to your Intelligence modifier (minimum 1).

27
Classes Chapter I
Boost: For every spell level above 1st, the initial SPIKE
damage increases by 2d6 and the burning damage Element: Earth
increases by 1d6. Effect: You conjure a piercing stone shard to impale
your enemies. You must succeed on a ranged attack
MIST against a creature or object within 30 feet. If you hit,
Element: Water the stone deals 3d6 piercing damage; this damage counts
Effect: Your body disperses into vapor as an as magical for the purpose of overcoming damage
immediate action, granting you total concealment (50% reduction. If you hit a creature, it begins bleeding for
miss chance). This does not prevent creatures from 1d6 damage each round.
targeting you. The effect ends after you are targeted by Boost: For every spell level above 1st, the initial
a single attack or effect (whether it hits or not) or at the damage increases by 3d6. For every two levels above 1st,
start of your turn, whichever comes first. the bleed damage increases by 1d6.
Boost: For every spell level above 1st, the concealment
lasts against an additional attack or effect. STATIC
Element: Air
QUAKE Effect: You surround a single willing creature within
Element: Earth 30 feet of you with a crackling aura of electricity. Any
Effect: The ground beneath your foe violently creature striking the target with a non-reach melee
shakes. A single creature within 30 feet takes 2d6 weapon, unarmed strike, or natural attack takes 1d6
bludgeoning damage and falls prone; this damage is electricity damage. The effect lasts for a number of
considered magical for the purpose of overcoming rounds equal to your Intelligence modifier (minimum 1).
damage reduction. A Reflex save halves the damage and Boost: For every spell level above 1st, the duration
negates the prone effect. Only creatures of Medium size increases by 1 round. For every two levels above 1st, the
or smaller are knocked prone on a failed save. damage increases by 1d6.
Boost: For every spell level above 1st, the damage
increases by 2d6. For every two spell levels above 1st, STONE
you can target an additional creature and the maximum Element: Earth
size of creature you can knock prone increases by one Effect: Your body turns to stone. As a swift action,
size category. you solidify into solid rock. While stone, you add your
Intelligence modifier to your Armor Class and CMD
SHOCK (minimum +1) and gain DR 2/adamantine. You cannot
Element: Air take any actions, move, or speak while turned to stone,
Effect: A lightning bolt strikes your target. A creature though you are not considered helpless. The effect lasts
or object within 30 feet takes 2d6 electricity damage; a until the start of your next turn.
creature struck is dazed and takes a -2 penalty to AC for Boost: For every spell level above 1st, increase the
1 round. A Reflex save halves the damage and negates bonus to your CMD by 2 and the damage reduction you
the daze effect, but not the AC penalty. gain by 1. For every two spell levels above 1st, increase
Boost: For every spell level above 1st, the damage your bonus to AC by 1, and you gain a stacking 25%
increases by 2d6 and the AC penalty increases by 1. chance to negate critical hits and sneak attacks while you
are stone.
SOAR
Element: Air THUNDER
Effect: The wind surges around you. As a swift Element: Air
action, you gain a fly speed of 40 feet with good Effect: A deafening burst of thunder erupts from
maneuverability for a number of rounds equal to your you. Creatures within 10 feet of you take 2d6 sonic
Intelligence modifier (minimum 1). If you already have damage and are deafened for 1 minute. A Fortitude save
a fly speed, you increase it by 20 feet, instead. When the halves the damage and negates the deafening effect.
effect ends, if you do not have a fly speed from another Boost: For every spell level above 1st, increase the
source, you fall slowly to the ground (as a fly spell). damage by 2d6. For every two levels above 1st, you can
Boost: For every spell level above 1st, the fly speed increase the radius of the burst by 10 feet.
(or bonus to a fly speed) increases by 10 feet and the
duration increases by 1 round. For every three spell WARD
levels above 1st, your maneuverability increases by one Element: Any
step (from average to good, then from good to perfect). Effect: You protect an ally from the elements. A

28
Chapter I Classes
willing creature within 30 feet takes half damage from touch*, resist energy, shock shieldUC, shocking grasp, windy
a single energy type for a number of rounds equal to escapeARG
your Intelligence modifier (minimum 1). This reduction Earth: corrosive touchUM, earthen shard*, energy missiles*,
is applied after energy resistance, protection from energy, expeditious excavationAPG, grease, magic stone, mighty fist of the
and other similar effects. The type of damage is based earthARG, mudballARG, prism touch*, resist energy, stone fistAPG,
on the element of spell used: acid (earth), cold (water), stone shieldARG, thunderstompACG
electricity (air), or fire (fire). Fire: burning hands, energy missiles*, flare burstAPG, prism
Boost: For every spell level above 1st, you can target touch*, produce flame, resist energy, sun metalUC, touch of
an additional ally. All targets must be in range and are combustionARG
protected against the same damage type. Water: energy missiles*, frostbite­UM, hydraulic pushAPG, icicle
daggerUM, marid’s masteryARG, obscuring mist, prism touch*, resist
WARP energy, snowballUW, touch of the seaAPG, wave shieldACG
Element: Any abjuring stepUC, abundant ammunitionUC, alter weapon*,
Effect: You infuse yourself with power as a swift animate rope, ant haulAPG, anticipate perilUM, blurred
action. The next damaging spell or spell twist you use movementACG, cloak of shadeAPG, comprehend languages, dancing
this turn deals +1 damage per die rolled. Additionally, lanternAPG, detect metals and ores*, endure elements, expeditious
you can change the damage of that spell or spell twist to retreat, featherstepAPG, floating disk, heightened awarenessACG,
a type based on the element of the spell you sacrificed: identify, jump, line in the sandACG, long armACG, longshotUC,
acid (earth), cold (water), electricity (air), or fire (fire). longstrider, mage armor, magic aura, magic missile, magic weapon,
You can only warp a spell of 1st level or lower or a spell monkey fishACG, reinforce armamentsUC, returning weaponUC,
twist created from sacrificing a 1st level elemental spell. shield, strong wingsARG, sunder breakerACG, sundering shardsACG,
Boost: For every spell level above 1st, you can warp a true strike, unerring weaponUC, unseen servant, warding weaponUC,
spell or spell twist one level higher. winter feathersARG

ELEMENTER SPELLS 2nd-Level Elementer Spells:


Elementers gain access to the following spells. While Air: aggressive thundercloudACG, air stepACG, defensive
most of these spells are found in the Pathfinder Roleplaying shockUM, elemental touchAPG, energy weapon*, glideAPG, gust of
Game Core Rulebook, those with superscripts are from wind, gusting sphereARG, levitate, prism bolt*, protection from
other Pathfinder Roleplaying Game material, as outlined energy, resist energy (communal)UC, steal breathARG, ward object*,
in the introduction of this book. Those marked with an whispering wind, with the windUW
asterisk (*) are new spells that are described in Chapter Earth: acid arrow, binding earthARG, clear terrain*, create
IV of this book. pit , elemental touchAPG, energy weapon*, groundswellARG,
APG

Each level of elementer spell has sections for air, molten orbACG, mud buddyARG, prism bolt*, protection from energy,
earth, fire, and water. Spells in these four categories are refine ore*, resist energy (communal)UC, shatter, soften earth and
considered “elemental spells” for the purpose of class stone, stone callAPG, stone discusAPG, tar ballUM, ward object*
features such as spell twists, fusion, and so on. A spell Fire: boiling bloodUM, burning gazeAPG, campfire wallAPG,
can be listed in more than one category. continual flame, elemental touchAPG, energy weapon*, fiery
An elementer can typically only prepare and cast spells shurikenUC, fire breathAPG, flame dash*, flaming sphere, fury of
of up to 6th level. She can prepare spells on her spell list the sunARG, heat metal, molten orbACG, prism bolt*, protection
that are above 6th level through the fusion class feature. from energy, pyrotechnics, resist energy (communal)UC, scorching
She still treats those spells as being on her spell list for all ray, spontaneous immolationUC, tar ballUM, ward object*
other purposes, such as when using magic items. Water: aboleth’s lungARG, buoyancyACG, chill metal,
cloudburst*, dousing rainVC, elemental touchAPG, energy weapon*,
0-Level Elementer Spells: fog cloud, frigid touchUM, frost fallUC, ice slickMC, icy trail*, prism
Air: message bolt*, protection from energy, resist energy (communal)UC, river
Earth: acid splash whipACG, slipstreamAPG, unshakable chillUM, ward object*, winter
Fire: flare, sparkAPG graspUW
Water: create water, freeze*, ray of frost ablative barrierUC, alter weight*, ant haul (communal)UC,
arcane mark, conjure tool*, dancing lights, detect magic, fling*, arcane lock, armament reservoir*, badger’s ferocityUM, blade
light, mage hand, mending, open/close, read magic, resistance spiral*, bull’s strength, cat’s grace, certain gripUC, clipped wings*,
detect magic (greater)UI, effortless armorUC, endure elements
1st-Level Elementer Spells: (communal)UC, elemental speechAPG, fox’s cunning, glitterdust,
Air: air bubbleUC, alter windsAPG, body capacitanceACG, energy imbue with elemental mightARG, invisibility, make whole, protection
missiles*, feather fall, forked lightning*, gentle breezeACG, prism from arrows, reinforce armaments (communal)UC, returning

29
Classes Chapter I
weapon (commnual)UC, rope trick, see invisibility, spider climb, Earth: acidic sprayUM, cave fangsUW, corrosive consumptionUM,
twisted spaceUC, versatile weaponAPG, ward object* elemental body II, hungry earthMC, hungry pitAPG, prism assault*,
stoneskin (communal)UC, transmute mud to rock, transmute rock
3rd-Level Elementer Spells: to mud, tremorsense (communal)*, wall of stone
Air: air breathingMC, air geyserACG, call lightning, cloak of Fire: damnation strideARG, elemental body II, fire snakeAPG,
windsAPG, draconic reservoirAPG, elemental auraAPG, fly, lightning geyserAPG, prism assault*, solar flare*, wildfire*
bolt, prism burst*, protection from energy (communal)UC, Water: cone of cold, control water, elemental body II, embrace
tailwindUW, wind wall the deep*, fluid form, geyserAPG, icy prisonUM, maelstrom*, prism
Earth: burrowUM, draconic reservoirAPG, earth tremorUW, assault*, tidal surgeUW
elemental auraAPG, hand of stone*, heart of the metalACG, meld alter weight (mass)*, banishment, contact other plane, expose
into stone, prism burst*, protection from energy (communal)UC, (greater)*, glimpse of truthUI, passwall, sending, telekinesis,
raging rubbleARG, shifting sandAPG, spiked pitAPG, stone shape, telepathic bond, teleport, tempering (greater)*, wall of force,
thunderstomp (greater)ACG weather shield (mass)*
Fire: ash stormUM, combustion*, draconic reservoirAPG,
elemental auraAPG, fire trailARG, fire trap, fireball, firestreamARG, 6th-Level Elementer Spells:
flame arrow, flash fireUW, heat wave*, prism burst*, protection Air: chain lightning, elemental body III, path of the windsARG,
from energy (communal)UC prism barrier*, siroccoAPG, stormblast*, wind walk
Water: aqueous orbAPG, cold snap*, cup of dustAPG, dessicate*, Earth: acid fog, binding earth (mass)ARG, elemental body III,
draconic reservoirAPG, elemental auraAPG, gaseous form, hydraulic flesh to stone, move earth, prism barrier*, rushing earth*, stone to
torrentAPG, prism burst*, protection from energy (communal)UC, flesh, tar poolUC, transmute metal to rock*, transmute rock to metal*
quench, sleet storm, tail currentUW, water breathing, water walk Fire: chains of fireARG, contagious flameAPG, elemental body
alter weapon (greater)*, arcane sight, blink, burst of speedUC, III, prism barrier*, siroccoAPG, tar pool­UC
control temperature*, daylight, dispel magic, expose*, featherstep Water: acid fog, cold ice strikeUM, elemental body III, freezing
(mass)APG, force hook chargeUM, force punchUM­, haste, invisibilitiy sphere, ice crystal teleportUM, prism barrier*, stormblast*
sphere, keen edge, locate weaknessUC, longstrider (greater)ACG, antimagic field, bull’s strength (mass), cat’s grace (mass),
magic weapon (greater), minor creation, protection from arrows dimensional bounceACG, dispel magic (greater), fox’s cunning
(communal)UC, slow, sundering shield*, tempering*, tongues, ward (mass), getawayAPG, phase door, planar adaptation (mass)APG,
of the seasonARG, weather shield* plane shift, spell turning, teleport (greater), true seeing, walk
through spaceUC
4th-Level Elementer Spells:
Air: absorbing inhalationARG, aggressive thundercloud 7th-Level Elementer Spells:
(greater)ACG, air walk, ball lightningAPG, cloud shapeARG, Air: control weather, elemental body IV, fly (mass)APG,
detonateAPG, dragon’s breathAPG, elemental body I, prism shield*, scouring windsUM, tempest hammer*
river of windAPG, shout Earth: caustic eruptionUM, elemental body IV, lava burst*,
Earth: acid pitAPG, calcific touchAPG, detonateAPG, dragon’s rampartAPG, scouring windsUM, statue, stone tell
breathAPG, earth glideARG, elemental body I, obsidian flowUC, pillar Fire: delayed blast fireball, elemental body IV, firebrandAPG,
of earth*, prism shield*, slowing mudACG, spike stones, stoneskin, lava burst*, rain of fire*
tremorsense*, vitriolic mistUM, volcanic stormUM Water: control weather, elemental body IV, ice bodyUM,
Fire: controlled fireballUI, curse of burning sleepACG, vortexAPG
detonateAPG, dragon’s breathAPG, elemental body I, fire shield,
firefallAPG, flaming sphere (greater)ACG, obsidian flowUC, prism 8th-Level Elementer Spells:
shield*, pyrotechnic eruptionHA­, scorching ash formARG, volcanic Air: lightning strike*, shout (greater), stormboltsAPG, whirlwind
stormUM, wall of fire Earth: battlement*, earthquake, repel metal or stone, wall
Water: creeping iceACG, control ice*, detonateAPG, downpour*, of lavaAPG
dragon’s breathAPG, elemental body I, ice storm, prism shield*, ride Fire: fire storm, incendiary cloud, wall of lavaAPG
the wavesUM, solid fog, wall of ice Water: horrid wilting, polar ray, seamantleAPG
conjuration foilUI, dimension door, dimensional anchor,
dismissal, invisibility (greater), life bubbleAPG, major creation, 9th-Level Elementer Spells:
planar adaptationAPG, secure shelter, tongues (communal)UC Air: ride the lightningUM, storm of vengeance, suffocation
(mass)APG, winds of vengeanceAPG
5th-Level Elementer Spells: Earth: clashing rocksAPG, eruption*, world waveAPG
Air: air walk (communal)UC, call lightning storm, control winds, Fire: eruption*, fiery bodyAPG, meteor swarm
elemental body II, fickle windsUM, lightning arcUM, living storm*, Water: icy prison (mass)UM­, polar midnightUM, storm of
overland flight, prism assault*, suffocationAPG, wind bladesARG vengeance, tsunamiAPG, world waveAPG

30
Chapter I Classes
their dominion, and their oath. The dominion represents
INVOKER what realm of nature the spirit hails from, such as Beasts
or the Sky. The oath describes the spirit’s relationship
with its dominion: for example, a Guardian devotes itself
to the protection of the dominion, whereas a Harbinger
Whether by an innate affinity for wild magic, a mystical brings forth its wrath upon foes. The dominion and oath
gift by some greater force, or by having a powerful of the invoker’s spirit companion must be chosen at 1st
strength of will, invokers find the spirits of the natural level and cannot be changed. The abilities granted to the
world drawn to them. In time, they invariably form a spirit companion from the chosen dominion and oath
covenant with one of these spirits, one who resonates are listed in their respective sections at the end of the
with the invoker’s soul and ideals. The two form an class description.
inseparable pair whose very essence is intertwined, The spirit companion has the same alignment as
becoming greater than the sum of their individual the invoker and can speak and understand all of his
strengths so that they may protect themselves and languages. No two spirit companions are identical in
that which they hold dear. As they grow in mutual appearance and are clearly mystical in origin, possessing
understanding and power, they draw further spirits to traits that are indicative of their dominions and oaths.
their cause, channeling the strength of the countless Most are humanoid or animalistic in shape, though more
voices of the wilds to take on any threat. exotic forms are known. The form of a spirit companion
Role: Invokers are as diverse as the spirits they bond has no impact on its abilities or statistics.
with, but they generally serve as mystical warriors while A spirit companion’s Hit Dice, saving throws, skills,
their spirit companions provide aid from afar. Their feats, and abilities are tied to the invoker’s class level and
ability to bond to different spirits allows them to adapt increase as the invoker gains levels. If a spirit companion
as needed to face down any challenges that would is ever slain, the invoker may spend 24 uninterrupted
threaten their homes. hours of meditation while in an environment relevant to
Alignment: Any the spirit’s dominion (for example, near a river or body
Hit Die: d10 of water for a Sea spirit) to draw forth the power of
Starting Age: Self-taught his dead companion and reform it, bringing the spirit
Starting Wealth: 4d6 × 10 gp (average 140 gp). In companion back to life with full hit points.
addition, each character begins play with an outfit worth Spirit Energy (Su): At 1st level, the invoker gains
10 gp or less. a pool of spiritual energy that he uses to channel the
powers of his spirits. This pool has a number of points
Class Skills equal to 1/2 the invoker’s level + his Charisma modifier
The invoker’s class skills are Acrobatics (Dex), Bluff (minimum 1), and refills at the start of the day after 8
(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), hours of rest. The invoker can spend points from the
Fly (Dex), Handle Animal (Cha), Intimidate (Cha), spirit energy pool to use the spirit powers of any spirit
Knowledge (geography) (Int), Knowledge (local) (Int), he has bound to him (see below), plus a select few other
Knowledge (nature) (Int), Perception (Wis), Profession class features. If he does not have the required number
(Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), of spirit points to activate a given spirit power or class
and Swim (Str). feature, it cannot be used.
Skill Points Per Level: 4 + Int modifier. Spirit (Su): At 1st level, an invoker is able to contact
minor spirits from the wilds. While not as strong as his
Class Features companion, these spirits each bestow new powers upon
All of the following are class features of the invoker. the invoker and his companion to aid them in their cause.
Weapon and Armor Proficiency: Invokers are The invoker selects two spirits to bond with at 1st level
proficient with all simple and martial weapons, and and gains an additional spirit at 3rd level and every three
with light armor, medium armor, and shields (except levels thereafter to a total of eight spirits at 18th level.
tower shields). Like the invoker’s companion, each of these spirits
Spirit Companion: Out of the multitude of spirits has both a dominion and oath describing its nature.
that the invoker contacts, he will eventually find a While the invoker can select spirits from any dominion
particularly strong spirit with whom he will form a or oath, one of the two spirits gained at 1st level must
lifelong bond. The invoker begins play with this spirit exactly match the dominion and oath of the invoker’s
companion already by his side. companion. For example, if the invoker’s companion is
Spirit companions come in innumerable forms, but an Acolyte of Beasts, the invoker must select Predator
are grouped together by the two aspects of their nature: Silently Hunts its Prey as one of his starting spirits.

31
Classes Chapter I
Table: Invoker
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Spirit Companion, Spirit Energy, Spirit
2nd +2 +3 +3 +0 Invoke (Lesser)
3rd +3 +3 +3 +1 Bonus Feat, Spirit
4th +4 +4 +4 +1 Mystic Bond
5th +5 +4 +4 +1 Dual Invocation (Lesser), Invoke (Intermediate)
6th +6/+1 +5 +5 +2 Spiritual Emissary, Spirit
7th +7/+2 +5 +5 +2 Avatar 1/day
8th +8/+3 +6 +6 +2 Dual Invocation (Intermediate)
9th +9/+4 +6 +6 +3 Bonus Feat, Spirit
10th +10/+5 +7 +7 +3 Answer the Call
11th +11/+6/+1 +7 +7 +3 Invoke (Greater)
12th +12/+7/+2 +8 +8 +4 Quickened Invocation, Spirit
13th +13/+8/+3 +8 +8 +4 Avatar 2/day
14th +14/+9/+4 +9 +9 +4 Dual Invocation (Greater)
15th +15/+10/+5 +9 +9 +5 Bonus Feat, Spirit
16th +16/+11/+6/+1 +10 +10 +5 Mental Bond
17th +17/+12/+7/+2 +10 +10 +5 Invoke (Grand)
18th +18/+13/+8/+3 +11 +11 +6 Spirit
19th +19/+14/+9/+4 +11 +11 +6 Avatar 3/day
20th +20/+15/+10/+5 +12 +12 +6 Dual Invocation (Grand), One of Many

Each spirit taken has a listed spirit power, which is a those spirits to gain primal strength, debilitating magics,
special ability granted to the invoker for bonding with or supernatural resilience. At the beginning of the
the spirit. The invoker knows the spirit powers of all day when the invoker regains his spirit energy, he may
spirits he has bonded with. Using a spirit power requires choose to invoke a spirit he has bonded to. Doing so
the invoker to spend one or more points of spirit takes 1 hour, and he may only invoke a spirit if that
energy; if he lacks the required spirit energy, he cannot spirit’s dominion or oath (or both) match the dominion
use that spirit power. Spirit powers are typically spell-like and/or oath of his spirit companion. For example, if the
or supernatural abilities and require a standard action to spirit companion is a Harbinger of the Sky, the invoker
use unless otherwise noted. If a spirit power calls for a could invoke any Harbinger spirit or any Sky spirit.
saving throw, the DC is equal to 10 + 1/2 the invoker’s An invoked spirit remains so until the invoker
level + his Charisma modifier. chooses to invoke again, and he may only have one spirit
Additionally, each spirit has a list of spells of 1st invoked at a time. So long as that spirit is invoked, the
through 4th level. When an invoker bonds with a spirit, invoker gains that spirit’s lesser invocation ability. As the
he immediately adds all of that spirit’s spells to the invoker increases in level, he progressively gains stronger
invoker spell list, if they weren’t already on it. His spirit invocation abilities, as shown on Table: Invoker as
companion does not automatically gain them as spells follows: lesser (2nd), intermediate (5th), greater (11th),
known and must learn them as normal. and grand (17th). The DC of any saving throws called
Other abilities granted by spirits–namely, invocation for in an invocation ability is equal to 10 + 1/2 the
powers–are only granted once the spirit has been invoker’s level + his Charisma modifier.
invoked (see below). The full list of spirits and their Bonus Feat: At 3rd level, and every six levels
abilities is listed after the class description. thereafter, the invoker receives a bonus feat in addition
Invoke (Su): At 2nd level, the invoker learns his to those gained from normal advancement. These bonus
signature ability: the power to invoke spirits. By doing feats must be selected from those listed as combat feats.
so, the invoker can channel even greater power from He must meet the prerequisites of these feats as normal.

32
Chapter I Classes
Mystic Bond (Su): At 4th level, the bond between actions, though it still uses its own statistics to do so
invoker and spirit companion extends to their physical (such as spell save DCs or concentration checks). As a
being. Whenever his companion takes enough damage free action once per round on the invoker’s turn, the
to reduce it to 0 hit points or lower, as a reaction to invoker can sacrifice any number of the companion’s
the damage, the invoker can sacrifice any number of spell slots. Upon doing so, he regains points in his
his hit points without using an action. Each hit point spirit energy pool equal to half the total level of spells
sacrificed in this way prevents 1 point of damage dealt sacrificed, rounded up. Any points in excess of the
to the companion. invoker’s spirit energy maximum are lost.
In addition, the spirit companion can cast supportive The invoker and spirit companion can communicate
magic on the invoker from a distance. The spirit mentally with each other while merged, and the spirit
companion can cast any spell with a range of “personal” companion can use the invoker’s senses to help guide
or “touch”, or a spell with a target of “You”, upon the him. When the invoker speaks, his voice is both his own
invoker from a range of close (25 ft. + 5 ft./2 levels). and that of his companion speaking in unison.
Doing so requires the companion to spend a full-round While the above effects are shared among all invokers,
action to cast the spell; if the casting time is already the true potential of the avatar ability is based upon the
longer than a full-round action, use the spell’s normal spirit companion’s dominion and oath. Both the oath
casting time, instead. The spell must be able to target a and dominion of the companion grant additional effects
creature and be appropriate for the invoker’s type. to the avatar form, as listed in their entries. The invoker
Dual Invocation (Su): Starting at 5th level, the also takes on traits that signify the dominion and oath,
invoker learns the power to invoke two spirits at once. such as fiery hair, grass and flowers growing around his
This follows the same restrictions as his first invocation, every step, flesh that looks like quartz, or some other
but the levels he gains the secondary spirit’s invocation exotic, magical effect related to his spirit companion.
bonuses are delayed, listed on Table: Invoker as follows: These traits manifest differently for each invoker, but
lesser (5th), intermediate (8th), greater (14th), and grand are always harmless and have little gameplay effect.
(20th). The invoker has to invoke two separate spirits, and Avatar lasts for a number of minutes equal to the
must designate which of the two spirits is the primary invoker’s Charisma modifier (minimum 1), until the
spirit and which is the secondary (and thus determining invoker ends it early (a swift action), or until the invoker
when he gets that spirit’s invocation abilities) at the time is slain, whichever happens first, at which point the spirit
of him invoking, and cannot change the chosen order companion emerges in the nearest open space. If the
until he invokes again. invoker is killed, his spirit companion is ejected at 0 hit
Spiritual Emissary (Su): Beginning at 6th level, points and staggered. The invoker can use his avatar
the invoker is able to invoke multiple times throughout once per day, plus an additional time per day at 13th and
the day. Doing so requires spending 1 point of spirit 19th levels.
energy for each spirit he is invoking and takes 1 hour Answer the Call (Su): At 10th level, an invoker can
of uninterrupted concentration: the first invocation use his spiritual energy to bring a slain spirit companion
he performs at the start of the day does not require back to life. This functions as raise dead, but it may only
spending spirit energy, as normal. If he is interrupted, be used to target his spirit companion or the companion
the spirit energy is wasted and he must try again. At the of another invoker. Using this power takes 10 minutes,
end of the hour, the invoker can exchange the selected removes all remaining points from his spirit energy pool,
spirit(s) with a different one of his spirits following the and can only be done once per week.
normal guidelines, gaining the newly-invoked spirit’s At 16th level, this ability functions as resurrection
abilities while losing the old ones. instead, but otherwise acts as described above.
Avatar (Su): At 7th level, the invoker and his Quickened Invocation (Su): Beginning at 12th
spirit companion can merge their forms together, level, the invoker can commune with spirits more rapidly.
achieving strength greater than the two could alone. It now only takes him 10 minutes to invoke, whether
As a full-round action, the invoker can touch his spirit that be his free invocation at the start of the day or an
companion and draw it into himself; this also merges the additional invocation performed through the spiritual
spirit companion’s gear (if any), similar to a polymorph emissary class feature.
effect. While merged, the spirit companion cannot be The invoker can spend 2 spirit energy points to replace
targeted or harmed, and any effects and spells upon the one of his currently invoked spirits with a different spirit
spirit companion are suspended until the companion as a swift action. He can also use this to swap which of
separates from the invoker. his two invoked spirits are the primary spirit and which
For the duration of the avatar, the spirit companion is the secondary spirit. He may do this any number of
can cast spells through the invoker using the invoker’s times per day, but no more than once per minute.

33
Classes Chapter I
Mental Bond (Su): At 16th level, the invoker and of any spirit, not just the ones he has selected. Using a
his spirit companion may communicate telepathically power for a spirit he does not already have costs twice
as long as they remain within range of the spirit the amount of spirit energy required.
companion’s link (see the spirit companion rules after Additionally, when the invoker uses quickened
the class description). invocation to replace his invoked spirits he can replace
One of Many (Su): At 20th level, the invoker is both of his spirits with the same action. It costs him
accepted among the spirits of the wild and can call upon 1 spirit energy per spirit he replaces, rather than 2. He
them as needed. The invoker can use the spirit power can use quickened invocation as frequently as he wants
without needing to wait for one minute between uses.

SPIRIT COMPANIONS
A spirit companion’s abilities are determined by the
invoker’s level and by the combination of its oath and
dominion. The base statistics are outlined in Table:
Spirit Companions. Spirit companions are treated as
fey for determining what spells affect them.
Class Level: This is the character’s invoker level.
HD: This is the total number of six-sided (d6) Hit
Dice the companion possesses, each of which
is modified by the companion’s Constitution, as
normal.
BAB: This is the spirit companion’s base attack
bonus. A spirit companion’s base attack bonus is
equal to half its Hit Dice.
Fort/Ref/Will: These are the spirit
companion’s base saving throw bonuses. As a fey,
the companion has good Reflex and Will saves.
Skills: This lists the spirit companion’s total skill
ranks. A companion can assign skill ranks to any skill.
The values shown in Table: Spirit Companion are the
base value, assuming the companion has an Intelligence
score of 10. Companions with Intelligence scores
above the base value modify these totals as normal
(a spirit companion receives a number of skill
ranks equal to 6 + its Intelligence modifier
per HD). A companion cannot have more
ranks in a skill than it has Hit Dice.
Feats: This is the total number of
feats possessed by a spirit companion.
Companions can select any feat that they
qualify for.
Natural Armor Bonus: The number noted here
is the spirit companion’s natural armor
bonus. The spirit cannot wear any
armor, as it interferes with the
invoker’s link with the companion.
Dex/Wis Bonus: Add this
bonus to the spirit companion’s
Dexterity and Wisdom scores.
Special: This includes a number of
abilities gained by all spirit companions
as they increase in power. Each of these
bonuses is described below.
Link (Su): As part of the covenant formed

34
Chapter I Classes
Table: Spirit Companions
Natural
— Spells per Day —
Class Armor Dex/Wis
Level HD BAB Fort Ref Will Skills Feats Bonus Bonus Special 1st 2nd 3rd 4th
1st 2 +1 +0 +3 +3 12 1 +0 +0 Link, Low-Light Vision,
— — — —
Orisons, Spirit Blast
2nd 3 +1 +1 +3 +3 18 1 +1 +1 — — — — —
3rd 3 +1 +1 +3 +3 18 2 +1 +1 — — — — —
4th 4 +2 +1 +4 +4 24 2 +1 +1 Ability score increase 1 — — —
5th 5 +2 +1 +4 +4 30 2 +3 +2 Invoked Magic 1 — — —
6th 6 +3 +2 +5 +5 36 3 +3 +2 Devotion 1 — — —
7th 6 +3 +2 +5 +5 36 3 +4 +3 — 1 1 — —
8th 7 +3 +2 +5 +5 42 3 +4 +3 — 1 1 — —
9th 8 +4 +2 +6 +6 48 4 +4 +3 Ability score increase 2 1 — —
10th 9 +4 +3 +6 +6 54 4 +6 +4 — 2 1 1 —
11th 9 +4 +3 +6 +6 54 5 +6 +4 — 2 1 1 —
12th 10 +5 +3 +7 +7 60 5 +8 +5 — 2 2 1 —
13th 11 +5 +3 +7 +7 66 5 +8 +5 — 3 2 1 1
14th 12 +6 +4 +8 +8 72 6 +8 +5 Ability score increase 3 2 1 1
15th 12 +6 +4 +8 +8 72 6 +9 +6 — 3 2 2 1
16th 13 +6 +4 +8 +8 78 6 +9 +6 — 3 3 2 1
17th 14 +7 +4 +9 +9 84 7 +10 +7 — 4 3 2 1
18th 15 +7 +5 +9 +9 92 7 +10 +7 — 4 3 2 2
19th 15 +7 +5 +9 +9 92 8 +10 +7 — 4 3 3 2
20th 16 +8 +5 +10 +10 98 8 +12 +8 Ability score increase 4 4 3 2

between invoker and spirit, the spirit companion binds The strength of a companion’s magic is directly tied
its life force to the invoker. If the companion is ever to the strength of the invoker. The spirit’s caster level
more than 100 feet away from the invoker, it is sickened for casting invoker spells is equal to the invoker’s class
(no save) and must make a concentration check to cast level, rather than its Hit Dice. It otherwise uses its own
any spell or lose it. The DC of this check is equal to 20 feats and statistics for determining the effectiveness of
+ the spell’s level. invoker spells it casts.
If the spirit is ever more than 1000 feet away from A spirit can cast only a certain number of spells of
the invoker or if the invoker is killed, the spirit becomes each level per day. Its base daily spell allotment is given
nauseated and no longer heals naturally from resting. on Table: Spirit Companions. In addition, it receives
For every 24 hours that pass while the invoker is dead bonus spells per day if it has a high Wisdom score (see
or the spirit is outside of the link’s range, its takes 1d4 the Ability Scores section in Chapter 1 of the Pathfinder
points of Constitution damage. The sicken, nausea, and Roleplaying Game Core Rulebook).
Constitution-damaging effects caused by exceeding the The spirit’s selection of spells is limited. At 1st level,
link’s range bypass any immunity to those effects that a spirit knows two 0-level spells of its choice. At each
may be possessed by the companion. new level, the spirit learns one or more new spells, as
Low-Light Vision (Ex): The spirit companion can see indicated on Table: Companion Spells Known. Unlike
twice as far as humans in conditions of dim light. its spells per day, the number of spells a spirit knows is
Spellcasting: A spirit companion can cast a small not affected by its Wisdom score; the numbers on the
number of divine spells drawn from the invoker spell table are fixed. At 5th level and every 3 levels thereafter,
list. To learn or cast a spell, a spirit must have a Wisdom a spirit can learn a single new spell in place of one it
score equal to at least 10 + the spell’s level. It can cast already knows. The new spell’s level must be the same
any spell it knows without preparing it ahead of time. as that of the spell being exchanged, and it must choose
The saving throw DC against a spirit’s spell is equal to 10 whether to swap the spell at the same time it gains new
+ the spell level + the spirit’s Wisdom modifier. spells known for the level.

35
Classes Chapter I
Orisons: Spirit companions learn a number of orisons, Table: Companion Spells Known
or 0-level spells, as noted on Table: Companion Spells Spells Known
Known. These spells are cast like any other spell, but
Level 0 1st 2nd 3rd 4th
they are not expended when cast and may be used again.
1st 2 — — — —
Spirit Blast (Sp): A spirit companion is able to unleash
a concentrated bolt of natural energies. 2nd 3 — — — —
As a standard action, the spirit can fire a spirit blast at 3rd 4 — — — —
a single target within close range (25 ft. + 5 ft./2 levels, 4th 4 2 — — —
using the spirit’s caster level) as a ranged touch attack. 5th 5 3 — — —
On a hit, the blast deals damage equal to 1d6 per two 6th 5 4 — — —
Hit Dice possessed by the spirit + the spirit’s Wisdom
7th 6 4 2 — —
modifier. The type of damage the blast deals is based
on the spirit’s dominion, and damage caused by a spirit 8th 6 4 3 — —
blast is always considered magical for the purpose of 9th 6 5 4 — —
overcoming damage reduction. 10th 6 5 4 2 —
The spirit blast counts as a weapon for the purpose 11th 6 5 4 3 —
of feats such as Weapon Focus, though it cannot be used 12th 6 6 5 4 —
with feats that cannot be applied to touch attacks (such
13th 6 6 5 4 2
as Deadly Aim) nor can the spirit use a spirit blast in
14th 6 6 5 4 3
conjunction with Vital Strike feats. The companion is
never considered to be wielding the blast and does not 15th 6 6 6 5 4
threaten with it. As a spell-like ability, Spell Resistance 16th 6 6 6 5 4
applies against the spirit blast. 17th 6 6 6 5 4
Ability Score Increase (Ex): The spirit companion adds 18th 6 6 6 6 5
+1 to one of its ability scores. 19th 6 6 6 6 5
Invoked Magic (Ex): The companion gains extra
20th 6 6 6 6 5
flexibility with its magic from the invoker. The spirit
has one spell slot per day of each spell level it can cast,
not including orisons. It can use these slots to cast spells
from the list of spells given by the invoker’s currently
invoked spirits, even if it doesn’t know the spell. It can (Wis), Perform (Cha), Sense Motive (Wis), Stealth (Dex),
enhance these spells using any metamagic feat that it Survival (Wis), Swim (Str), and Use Magic Device (Cha).
knows, using up a higher-level spell slot as required by
the feat and increasing the time to cast the spell. Dominions
Devotion (Ex): A spirit companion gains a +4 morale Each spirit hails from a specific dominion of nature.
bonus on Will saves against enchantment spells and The dominion of the companion is chosen when it first
effects. bonds with the invoker and cannot be changed.
The dominion of a spirit companion determines
Spirit Companion Statistics a handful of its abilities as well as its general theme.
All spirit companions have the same base statistics. While some descriptions and examples are given for
Modifications to these statistics are granted by the a spirit’s appearance, the spirit is not limited to these
spirit’s dominion and oath. aesthetics as written. As the invoker gains levels, the
spirit companion gains improved abilities as described
Spirit Companion below. The dominion also determines the damage type
Starting Statistics: Type fey; Size Medium; Speed 20 of the companion’s spirit blast as well as a number of
ft.; AC +2 natural armor; Ability Scores Str 7, Dex 13, bonuses to the invoker’s avatar class feature.
Con 14, Int 10, Wis 14, Cha 11.
Beasts
Spirit Companion Skills The dominion of Beasts is wherever animal wildlife can
The following are class skills for the spirit companion: be found uncontained by civilization, be it the green
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft wilderness or deep in the ocean, and includes both
(Int), Diplomacy (Cha), Disguise (Cha), Escape Artist predator and prey alike. They are the most likely spirits
(Dex), Fly (Dex), Handle Animal (Cha), Knowledge to appear as animal-like in shape, and if not will almost
(geography) (Int), Knowledge (nature) (Int), Perception always have some amount of bestial traits.

36
Chapter I Classes
Spirit Blast: The blast conjures spectral imagery of Avatar: The invoker becomes one with stone. He
fangs and claws to tear at the foe (slashing). gains a burrow speed of 30 feet and tremorsense out to
Spirit Abilities: At 1st level, the spirit gains a 20-foot 30 feet. He also gains acid resistance 10.
increase to its base speed. At 13th level, his burrow speed and tremorsense
At 7th level, the spirit gains the scent ability. range both increase to 60 feet, and his acid resistance
Avatar: The invoker becomes an avatar of the hunt. increases to 20.
His land speed increases by 20 feet. He also gains At 19th level, he gains the earth glide universal
the scent ability and immunity to disease effects both monster ability and becomes immune to acid damage.
magical and supernatural in origin.
At 13th level, his speed increases by an additional 10 Sea
feet and he becomes immune to bleeding effects and The dominion of the Sea encompasses all bodies of
fear effects. water. Oceans are where the strongest spirits reside, but
At 19th level, his speed increases again by 10 feet. He rivers, lakes, and even swamps can contain spirits of the
gains the lifesense ability, allowing him to detect living Sea. They take on traits of oceanic life, such as webbed
creatures within 60 feet. feet and slick scales, or may even appear as water itself,
forming as a translucent humanoid whose skin flows
Heavens and ripples like a calm stream.
The dominion of the heavens rises above all others. The Spirit Blast: The blast creates a jet of icy water from
most powerful of the spirits of Heaven reside within the depths of the ocean (cold).
the suns and moons of each world, guiding mortals Spirit Abilities: At 1st level, the spirit gains a swim
through day and night under the watch of the auspicious speed of 30 feet, which also grants it a +8 racial bonus
stars. Heavens spirits tend to be regal in appearance, to Swim checks. The spirit can breathe underwater.
shimmering with the faint hues of a starry night. At 7th level, the spirit gains darkvision with a range
Spirit Blast: The blast creates an intensely bright of 60 feet. While underwater it can feel subtle currents
beam of solar energy to incinerate enemies (fire). around it, gaining blindsight to 30 feet against other
Spirit Abilities: At 1st level, the spirit can teleport creatures in the same body of water.
up to 10 feet as a move action. It must have line of sight Avatar: The invoker is enlightened by the depths.
and line of effect to its destination. He gains a swim speed of 60 feet and can breathe
At 7th level, the spirit gains blindsight to 10 feet. underwater. He also gains darkvision to 120 feet and
Avatar: The invoker takes on the glorious aspects of cold resistance 10.
the heavens. He can teleport up to 20 feet as a move At 13th level, he can feel the subtle currents of water
action. He must have line of sight and effect to his around him, gaining blindsight 60 feet against creatures
destination. He also gains blindsight out to 20 feet and that are in the same body of water as him. His cold
fire resistance 10. resistance increases to 20.
At 13th level, the maximum distance of his At 19th level, he is no longer affected by the pressure
teleportation increases to 30 feet and his fire resistance or chilling depths of even the deepest oceans, and his
increases to 20. He no longer needs line of sight or swim speed increases to 90 feet. He becomes immune
effect to his teleportation destination. to cold damage.
At 19th level, the maximum distance of his
teleportation increases to 40 feet and his blindsight Sky
increases to 30 feet. He becomes immune to fire damage. The Sky is a vast dominion, encompassing both the
gentle breeze and the ferocious storm. Its spirits are
Land often capricious, soaring over the land before diving
Any stone can be home to a Land spirit, but mountains, down to join the winds rustling the leaves. These spirits
deserts, and fiery volcanoes house the mightiest of these typically embody the most prominent elements of the
long-lived entities, standing strong to support the other sky, such as hair that billows like clouds and a voice that
dominions that walk its surface. Land spirits frequently sounds like thunder.
have earthen traits, such as rough, pebbled skin, eyes Spirit Blast: The blast unleashes a concentrated jolt
that shine like gemstones, and so on. of lightning upon the foe (electricity).
Spirit Blast: The blast hurls stone and sand at the foe Spirit Abilities: At 1st level, the spirit gains a fly
to crush them (bludgeoning). speed of 20 feet with good maneuverability.
Spirit Abilities: At 1st level, the spirit gains a burrow At 7th level, the spirit gains blindsense to 20 feet.
speed of 20 feet. Avatar: The invoker becomes a master of the
At 7th level, the spirit gains tremorsense to 20 feet. storm. He gains a fly speed of 40 feet with good

37
Classes Chapter I
maneuverability. He also gains blindsense to 30 feet and Spirit Abilities: At 4th level, the spirit gains an
electricity resistance 10. additional 0th-level and 1st-level spell known.
At 13th level, his fly speed increases to 60 feet with At 10th level, it gains an additional 2nd-level spell
good maneuverability, his blindsense increases to 60 known. In addition, the spirit gains two spell slots
feet, and his electricity resistance increases to 20. per spell level of 1st or higher it can cast for using its
At 19th level, his fly speed increases to 80 feet with invoked magic ability, instead of one slot per level.
perfect maneuverability and he becomes immune to At 16th level, it gains an additional 3rd-level and 4th-
electricity damage. level spell known.
Avatar: The invoker can channel powerful magics.
Wilds When the spirit companion casts spells through invoker,
Tranquil groves, dense jungles, and ancient forests hide it gains a +2 bonus on concentration checks and on
the eldest of these plant-like beings, but even a grassy caster level checks to overcome Spell Resistance, as well
field can find itself home to a Wilds spirit. Spirits of the as a +1 bonus to the spell’s save DC (if it has one). The
Wilds take on the traits of their surroundings, having bonuses to caster level checks and concentration checks
skin like bark, tangled vines for hands, and blossoming increase to +3 at 13th level and to +4 at 19th level, while
flowers for hair. the increase to spell DCs increases to +2 at 19th level.
Spirit Blast: The blast sends sharp nettles and thorns Additionally, the invoker gains a +1 bonus to AC,
to sting the enemy (piercing). attack rolls, weapon damage rolls, and saving throws.
Spirit Abilities: At 1st level, the spirit gains woodland These bonuses increase to +2 at 19th level.
stride, as the druid class feature of the same name.
At 7th level, the spirit gains greensight to 60 feet. Guardian
Avatar: The invoker embodies the tranquility of The Guardian is a protector, standing as the final line
the forest. The invoker gains woodland stride, as the against intrusion. These defensively-minded spirits aim
druid class feature of the same name, as well as the to protect those that cannot protect themselves and are
Mystic StrideUM feat without meeting its prerequisites. steadfast in their dedication to their dominion.
Additionally, he gains greensight out to 60 feet and Spirit Abilities: At 4th level, the spirit gains +2 hit
immunity to poison effects. points per Hit Dice it possesses and gains an additional
At 13th level, magical roots emerge from his feet to +2 hit points whenever it gains a Hit Dice. It also gains
bind him to surfaces, allowing him to walk on steep a +2 bonus to its natural armor. The armor bonus
inclines, walls, or even ceilings at his full speed without increases by +1 at 10th and 16th levels.
penalty. He becomes immune to sleep effects both Avatar: The invoker becomes a stalwart protector
magical and mundane in origin. of nature. He gains a +2 bonus to AC, saving throws,
At 19th level, his greensight now allows him to see and to his CMD. These bonuses increase to +3 at 13th
through any sort of wood and plant matter as if it were level and to +4 at 19th level. His current and maximum
transparent glass. He also becomes immune to paralysis hit points increase by twice his invoker level; when the
and stunning effects. avatar form ends, any hit points in excess of his normal
maximum are lost.
Oaths Additionally, the invoker gains a +1 bonus to attack
Where the dominion shows a spirit’s origin, the oath rolls and weapon damage rolls. These bonuses increase
shows its relationship with that dominion. Much like the to +2 at 19th level.
dominion, the oath is chosen when a spirit companion
first bonds with the invoker and cannot be changed. Harbinger
Oaths grant a few abilities to a spirit companion; Harbingers embody the wrath of their dominions,
however, where the dominion focuses on the spirit’s bringing it down upon trespassers. These powerful
theme, the oath focuses on how the spirit engages spirits rain destruction upon outsiders to teach the harsh
its enemies. Similarly, the oath improves the combat lesson that nature is to be left alone.
capabilities of the invoker’s avatar class feature. Spirit Abilities: At 4th level, the spirit deals +1
damage per die rolled with its spirit blast. It gains a +2
Acolyte bonus to attack rolls (including with spells). The bonus
An Acolyte spirit is one that channels the energies of to attack rolls increases by +1 at 10th and 16th levels.
their dominion, putting emphasis on their spellcasting Avatar: The invoker becomes an avatar of nature’s
above all else. They use their mystical powers to ward fury. He gains a +2 bonus on attack rolls and weapon
off the unwary and hinder those that would encroach damage rolls. These bonuses increase to +3 at 13th level
on their dominion. and to +4 at 19th level.

38
Chapter I Classes
Additionally, the invoker gains a +1 bonus to AC that would otherwise be unaffected (due to having
and saving throws. These bonuses increase to +2 upon immunity to fear, being mindless, being immune to
reaching 19th level. mind-affecting effects, and so on), the target is still
shaken for a number of rounds equal to your Charisma
SPIRITS modifier or the duration of the original effect, whichever
The following eighteen spirits are those most commonly is shorter, regardless of immunities. They are still
contacted by invokers, though others may exist. While entitled to a saving throw if the original effect allowed
an invoker can bond with any spirit, he may only invoke one, preventing this ability if they succeed.
a spirit whose listed type matches the dominion or oath
of his spirit companion (or both). Alpha Protects the Weary Pack
Spirits are not listed alphabetically; instead, they are When faced with peril, the pack turns to the Alpha for
grouped first by dominion then by oath. guidance. The Alpha fights to protect, standing strong
The DC to save against spirit powers or invocations through deadly onslaughts so the pack may yet live.
is equal to 10 + 1/2 the invoker’s level + his Charisma Type: Guardian of Beasts
modifier, unless otherwise noted. Spirit Power: An invoker that’s bonded with this
spirit can use the following spirit power.
Predator Silently Hunts its Prey Alpha’s Challenge (Su): When you hit a foe with a
The Predator is a spirit of the hunt, preferring to stay weapon attack, you can spend 1 spirit energy as a free
hidden from foes while instilling in them the primal fear action to challenge that foe. The challenged foe takes
of what lurks in the shadows. a -2 penalty to attack rolls against anyone except for
Type: Acolyte of Beasts you. This penalty increases by -2 at 5th, 11th, and 17th
Spirit Power: An invoker that’s bonded with this levels. The challenge lasts for a number of rounds equal
spirit can use the following spirit power. to 1 + your Charisma modifier (minimum 1). Multiple
Hunt (Su): You can spend 1 spirit energy as a swift challenges on a creature do not stack. You can only use
action to turn yourself or your spirit companion this once per round.
invisible, as an invisibility spell. If you spend 2 points, this Spells: 1st—compel hostilityUC, remove fear; 2nd—alpha
affects both of you simultaneously. The invisibility lasts instinctUW, heroism; 3rd—dominate animal, persistent vigorUC;
until the end of your next turn. 4th—aspect of the wolf APG, mage’s faithful hound.
Spells: 1st—pass without trace, sense fearHA; 2nd— Invocations: An invoker that invokes this spirit gains
invisibility, silence; 3rd—fear, nondetection; 4th—find quarryUC, the following bonuses.
invisibility (greater). Fight On (Ex, Lesser): You gain Diehard as a bonus
Invocations: An invoker that invokes this spirit gains feat, even if you don’t meet the prerequisites. You do not
the following bonuses. die until your negative hit points exceeds double your
Fearsome Hunter (Ex, Lesser): You add half your Constitution score.
invoker level to Intimidate checks. If you beat the DC to Cornered Beast (Ex, Intermediate): When you have less
demoralize a target by 10 or more, the target must make than half of your hit points remaining, you gain a +1
a Will save or be frightened for 1 round in addition to morale bonus to attack rolls and AC. This bonus increases
the normal effects of your intimidation. by +1 when you gain this spirit’s greater invocation and
Fight or Flight (Ex, Intermediate): Whenever you deal grand invocation. If your current hit points are 0 or less,
damage with a weapona attack to a creature denied its double the bonus you gain from this invocation.
Dexterity bonus to AC, you can make an Intimidate Unshakable Challenge (Ex, Greater): You can now use
check to demoralize it as a free action. your alpha’s challenge spirit power any number of times
Call of the Hunt (Ex, Greater): As a standard action, each round. When an enemy attacks an ally you can see,
you can emit a fearsome howl, screech, or similar sound, you can spend 1 spirit energy as an immediate action
letting you make an Intimidate check to demoralize any to move up to your speed towards that ally. If you end
number of creatures within 30 feet that heard your cry. your movement adjacent to the ally and within range of
Additionally, your hunt spirit power now lasts for 1 that attack, you become the target of the attack, instead,
minute, and it only costs 1 spirit energy to affect both and the attacker is immediately affected by your alpha’s
you and your spirit companion (instead of 2 energy). challenge power.
While you or your companion are invisible (for any Tenacity (Ex, Grand): When you have less than half of
reason), you cannot be detected by scent, blindsense, or your hit points remaining, you gain fast healing 5. If your
blindsight and make no sound unless you desire to do so. current hit points are 0 or less, you take half damage
Apex Predator (Ex, Grand): If you or your spirit from all sources, are not disabled, and are immune to all
companion attempt to apply a fear effect to a creature harmful mind-affecting effects.

39
Classes Chapter I
Savage Beasts Bare their Fangs your Charisma modifier (minimum 1). A successful Will
The Savage is a spirit of untamed primal fury. Aggressive save negates the fascination and reduces the dazzling
and wild, it tears at anything that threatens it, leaving a effect to just 1 round. A creature with Hit Dice greater
bloody trail as evidence of its frenzy. than your invoker level automatically succeeds on their
Type: Harbinger of Beasts Will save. This is a mind-affecting pattern effect.
Spirit Power: An invoker that’s bonded with this Spells: 1st—color spray, faerie fire; 2nd—guiding starAPG,
spirit can use the following spirit power. hypnotic pattern; 3rd—loathsome veilUM, rainbow pattern;
Rampage (Su): When you take a full-attack action, you 4th—break enchantment, wandering star motesAPG.
can spend points from your spirit energy pool as a swift Invocations: An invoker that invokes this spirit gains
action to make an additional attack at your highest base the following bonuses.
attack bonus. If you are only attacking with natural Distracting Lights (Su, Lesser): Creatures that save against
weapons and/or unarmed strikes, this costs 1 point; your starlight power are dazzled for an additional round
otherwise, it costs 2 points. for each invocation you have from this spirit. Creatures
Spells: 1st—bristleAPG, keen sensesAPG; 2nd—pouncing dazzled by you or your spirit companion must succeed
furyUW, primordial fang*; 3rd—bloody clawsAPG, stench of on a concentration check to cast spells (DC equal to
preyACG; 4th—atavismUM, moonstruckAPG. your spirit power DC + the spell’s level) or lose the spell.
Invocations: An invoker that invokes this spirit gains Aurora (Su, Intermediate): Increase the penalties applied
the following bonuses. by dazzling effects imparted by you or your spirit
Sharpened Claws (Ex, Lesser): You gain two claw attacks, companion to -2. Each creature affected by your starlight
which are both primary natural attacks. They deal 1d6 spirit power or your spirit’s enchantment or illusion
points of damage for a Medium creature (1d4 if you spells treats their total number of Hit Dice as being 2
are Small). lower for determining the effects of those abilities. This
Rip and Tear (Ex, Intermediate): You gain a bite attack, lowering of effective Hit Dice increases by 1 when you
which is a primary natural attack that deals 1d8 points of gain this spirit’s greater and grand invocations.
damage (1d6 if you are Small). Additionally, when you Brilliant Colors (Su, Greater): Increase the range of your
successfully hit with a weapon attack or natural attack, starlight spirit power to 60 feet. Dazzles applied by you
the target begins bleeding for 1d8 damage per round. or your spirit companion also apply their penalty to
The damage increases to 2d6 damage when you gain this saving throws, in addition to dazzle’s other effects. When
spirit’s greater invocation and to 2d8 when you gain its fascination applied by you or your spirit companion
grand invocation. The bleed effect does not stack. ends, affected creatures must make a Will save or be
Bloody Rage (Ex, Greater): If you would deal bleed overwhelmed by the lights, staggering them for 1 round.
damage to a creature that is already bleeding, you instead This is a mind-affecting pattern effect.
immediately inflict damage to the target equal to half The Stars Above (Su, Grand): Your and your
the bleed damage you would have inflicted (minimum 1). companion’s attacks against creatures fascinated by your
This damage ignores damage reduction. Whenever you starlight power do not automatically end the fascination.
use your rampage spirit power, you can move up to half Instead, fascinated creatures can make a Will save to
your speed as a free action before making the attacks. break the effect; they can make this save only once per
Aggravated Wounds (Ex, Grand): Bleeding you inflict turn. Violence against other creatures by you or your
now affects creatures that would normally be immune companion never breaks the fascination applied by your
to bleed effects. starlight power. Other creatures’ attacks allow saves
or end the fascinate automatically as normal. This is a
Stars Dance Across Heaven mind-affecting compulsion effect.
The innumerable Stars are enigmatic entities, often
venerated for their guidance throughout life. Those that Moon Watches the World Beneath
encounter these spirits are left in awe of their grace, The tranquil spirits of the Moon serve as protectors of
entranced by the ever-shifting lights of the night sky. the night. Their pale radiance comforts those in need,
Type: Acolyte of the Heavens serving as a beacon to guide the weary through their
Spirit Power: An invoker that’s bonded with this darkest hour.
spirit can use the following spirit power. Type: Guardian of the Heavens
Starlight (Sp): A brief glimmer of entrancing starlight Spirit Power: An invoker that’s bonded with this
appears at a point within 30 feet of you, affecting spirit can use the following spirit power.
creatures within a 10-foot-radius burst centered on that Lunar Shroud (Su): As a swift action, you can spend 1
point. Any creature in the area is fascinated and dazzled spirit energy to coat yourself in a shroud of moonlight.
for a number of rounds equal to your invoker level + You gain energy resistance 5 to either acid, cold,

40
Chapter I Classes
electricity, fire, or sonic damage, chosen upon using this Their power is vast and unrelenting, channeling the
ability. This resistance increases to 10 at 5th level, 15 at might of dawn to reduce opposition to cinders.
11th level, and 20 at 17th level. The shroud lasts for a Type: Harbinger of the Heavens
number of rounds equal to your invoker level + your Spirit Power: An invoker that’s bonded with this
Charisma modifier and does not stack. spirit can use the following spirit power.
Spells: 1st—alarm, restful sleepAPG; 2nd—darkness, see Blade of the Sun (Su): As a swift action, you can spend
invisibility; 3rd—protection from energy, remove curse; 4th— 1 spirit energy to enchant your weapons with flames
lunar prophecy*, moonblast*. for a number of rounds equal to 1 + your Charisma
Invocations: An invoker that invokes this spirit gains modifier (minimum 1). During that time, your weapon
the following bonuses. attacks and natural attacks deal 1d4 extra points of fire
Moon’s Glow (Su, Lesser): You gain low-light vision. damage. This damage is multiplied on a critical hit and
While your lunar shroud spirit power is active, you shed stacks with other fire damage dealt by the weapon. The
pale moonlight in a 10-foot radius around you, creating damage increases to 1d6 at 5th level, 1d8 at 11th level,
dim light. You are treated as having the benefits of and 1d10 at 17th level.
the Blind-Fight feat against foes within the area of the Spells: 1st—burning hands, flare burstAPG; 2nd—endure
moon’s glow. Treat this as a 2nd-level light effect for elements (communal)UC, heat metal; 3rd—daylight, fireball;
the purpose of interacting with darkness effects: if a 4th—solar flare*, sunbeam.
higher-level darkness effect overlaps the area of your Invocations: An invoker that invokes this spirit gains
moon’s glow, the glow is suppressed but your lunar the following bonuses.
shroud remains. The effective light level increases by Flashing Blade (Ex, Lesser): For every invocation you
1 when you gain this spirit’s intermediate, greater, and have from this spirit (including this one), you gain
grand invocations. a +1 bonus on attack rolls made as part of an attack
Lunar Phase (Su, Intermediate): Upon activating your of opportunity and can make one additional attack of
lunar shroud, you can enter into one of two lunar phases: opportunity per round. These additional attacks of
Full Moon, and New Moon. If you choose Full Moon, opportunity stack with those provided by the Combat
your allies within the light created by your moon’s glow Reflexes feat.
lesser invocation gain the same energy resistance you Eye of the Sun (Ex and Su, Intermediate): You gain
gain from your lunar shroud. If you choose New Moon, Combat PatrolAPG as a bonus feat, even if you don’t meet
enemies within the light created by your moon’s glow are the prerequisites (this is an extraordinary ability). While
dazzled (no save). Sightless creatures are unaffected by you are under the effects of your blade of the sun spirit
the dazzling effect. You can change between Full Moon power, you can make attacks of opportunity against
or New Moon phases as a move action while your lunar any foe within your threatened area, even if they aren’t
shroud lasts. within your reach (as often the case when using Combat
Beautiful Radiance (Su, Greater): You now gain the PatrolAPG). When doing so, you strike with a blade of
effects of Improved Blind FightAPG against foes within pure solar fire to attack from afar: the damage of your
the light of your moon’s glow lesser invocation, and weapon is replaced by fire damage, instead of its normal
the radiance of the moon’s glow increases to 20 feet. type. Other properties of the weapon are applied to this
When you activate your lunar shroud spirit power, you attack as if it were a normal weapon attack.
can select two different energy types to gain resistance Glory of Dawn (Su, Greater): Your weapon attacks gain
against instead of just one. the solar* property while under the effects of your blade
Alluring Glow (Su, Grand): Enemies that enter into or of the sun spirit power (this applies even to ranged
start their turn within the light of your moon’s glow weaponry, and ranged attacks can apply its effects). The
lesser invocation are entranced by the moon and must first time each round a creature is struck by you while
make a Will save. If you are currently in Full Moon you are affected by blade of the sun, the target must
phase, creatures that fail their saving throw cannot move make a Reflex save or catch fire for 1d4 rounds, taking
any closer to you for 1 round. If you are in New Moon double the damage of your blade of the sun each round
phase, creatures that fail their saving throw cannot move at the start of their turn. The creature can make another
any further away from you for 1 round, instead. This is a Reflex save to extinguish the flames at the start of each
mind-affecting compulsion effect. Sightless creatures are of its turns. This burning effect does not stack.
unaffected by the alluring glow. Prominence (Su, Grand): Half of all fire damage dealt by
you and your spirit companion comes from the might
Sun Burns with Glorious Heat of the sun itself, ignoring fire resistance and immunities
Often the most powerful and ancient spirits of any world, (except for resistance or immunity possessed by yourself
the Sun’s warmth is a cornerstone of nature’s splendor. or your spirit companion).

41
Classes Chapter I
Blinding Sands Scour the Desert Mountains Stand Through The Ages
The Sands are a collective of spirits that inhabit arid Counted among the oldest of spirits, the Mountains
deserts. They blow stinging sand across the dunes, are stalwart guardians. They hold steadfast against any
condemning the unprepared to wander lost forever. threat, unmoved by even the fiercest of assaults.
Type: Acolyte of the Land Type: Guardian of the Land
Spirit Power: An invoker that’s bonded with this Spirit Power: An invoker that’s bonded with this
spirit can use the following spirit power. spirit can use the following spirit power.
Sand Squall (Sp): You conjure a vortex of sand by Earthen Shield (Su): When you or an ally within 30 feet
spending 1 point from your spirit energy pool. The of you are subjected to an attack or an effect that allows
squall can be created on any point on the ground within a Reflex save, you can spend 1 point of spirit energy as
60 feet of you, and is a 5-foot-radius cylinder that is an immediate action to grant cover against that effect
twice as high as its radius. Creatures inside the squall (+4 to AC, +2 to Reflex saves). After blocking a single
when it is created must make a Fortitude save or be attack or effect, the shield crumbles to dust.
blinded for 1 round. For 1 round thereafter the squall Spells: 1st—earthen shard*, stunning barrierACG; 2nd—
lingers, imposing a -4 penalty on Perception checks to kinetic reveberationUC, stone callAPG; 3rd—hand of stone*, meld
those within. The sand squall’s duration is increased by into stone; 4th—stoneskin, wall of stone.
1 round and its radius by 5 feet upon reaching 5th, 11th, Invocations: An invoker that invokes this spirit gains
and 17th levels, though the blinding effect only occurs the following bonuses.
once when the squall is created. You can only have one Grounded Defense (Ex, Lesser): You gain a +1 bonus to
sand squall at a time; using this power again ends any your AC and your CMD. The AC bonus increases to +2
previous squalls you’ve created. You are immune to the when you gain this spirit’s greater invocation, whereas
effects of your sand squall (as well as any improvements the CMD bonus increases by +1 when you gain this
to this power gained from invoking this spirit). spirit’s intermediate, greater, and grand invocations. If
Spells: 1st—ray of enfeeblement, silent image; 2nd— you start and end your turn in the same space, these
glitterdust, soften earth and stone; 3rd—shifting sandAPG, bonuses double until the end of your next turn.
mirageUW; 4th—persistent image, scouring windsUM. Stand Strong (Ex, Intermediate): If you start and end
Invocations: An invoker that invokes this spirit gains your turn in the same space, you cannot be forcibly
the following bonuses. moved from that space until the end of your next turn
Shifting Dunes (Ex, Lesser): You and your companion except by mind-affecting or teleportation effects. When
are unaffected by difficult terrain. The area within your you gain this spirit’s grand invocation, this benefit also
sand squall is considered difficult terrain while it lasts. prevents mind-affecting and teleportation effects from
Swirling Sands (Ex, Intermediate): Creatures within your moving you from your space.
sand squall treat any enemies they attack as though they Unyielding Stone (Ex, Greater): You gain Pin Down
had concealment; blinded creatures still have the normal as a bonus feat without meeting its prerequisites. You
penalties. You can now move the sand squall as a move can now take a 5-foot step each round without losing
action up to 30 feet in any direction. If you are inside the bonuses granted to you for starting and ending your turn
squall when you do so you can move with it as part of in the same space. Additionally, your earthen shield spirit
this action, though if you do both the squall’s movement power now blocks any number of attacks and effects,
and your own cannot exceed your speed. only crumbling away at the end of the current turn.
Sandstorm (Ex, Greater): The Perception penalties Eternal Protector (Ex, Grand): You have a 50% chance
from the sand squall double to -8. Creatures that fail to ignore critical hits and sneak attacks. If you start and
their Fortitude save against the squall are blinded for end your turn in the same space, you are instead immune
1d3 rounds, instead of only 1. Creatures in the squall are to critical hits and sneak attacks until the end of your
denied their Dexterity bonus to AC unless they can see next turn.
through the sand, have tremorsense, or are unaffected
by sandstorms or similar inclement weather. Earth Trembles with Fire and Rage
Desert Wanderer (Ex, Grand): At the start of a creature’s The Earth is slow to anger, but when provoked its ire can
turn while they are inside the sand squall, that creature be felt by all, crushing trespassers with powerful quakes
must make a Reflex save. Failure means the creature is and destructive eruptions of flame and stone.
pulled 10 feet towards the squall’s center and cannot Type: Harbinger of the Land
move further away from the center this turn. The Spirit Power: An invoker that’s bonded with this
maximum distance for moving your squall is now 60 spirit can use the following spirit power.
feet, though if you move with it you still cannot exceed Tremor (Su): As a standard action, you can spend 1
your normal speed for the round. point of spirit energy to create a short-range quake. All

42
Chapter I Classes
creatures within 5 feet of you that are on the ground Crush (Ex, Intermediate): As a standard action, you can
must make a Reflex save or fall prone. The radius of the make a single attack with a melee weapon against an
tremor increases by 5 feet at 5th, 11th, and 17th levels opponent in your reach. If it hits and deals damage, the
to a maximum of 20 feet. You can make the tremor a creature must make a Reflex save or fall prone. If the
smaller radius, but it must be a multiple of 5 feet. target was denied their Dexterity bonus to AC or prone
Spells: 1st—expeditious excavationAPG, thunderstompACG; when you hit it, double the damage bonus you gain from
2nd—create pitAPG, tar ballUM; 3rd—earth tremorUW, spike aftershock. The attack granted by this invocation can be
stones; 4th—obsidian flowUC, volcanic stormUM. used in conjunction with Vital Strike, Improved Vital
Invocations: An invoker that invokes this spirit gains Strike, and Greater Vital Strike, should you have them.
the following bonuses. Volcanic Fury (Ex, Greater): You can no longer be
Aftershock (Ex, Lesser): You deal an additional 1d6 knocked prone, and your tremor spirit power is now a
damage with weapon attacks against foes that are move action for you (though it can only be used once
denied their Dexterity bonus to AC or are prone. This per round). When you use your tremor spirit power or
damage is the same type dealt by the weapon and is not your crush invocation ability, you can choose to make
multiplied on a critical hit. The damage increases by 1d6 them volcanic. Rather than knocking enemies prone on
when you gain this spirit’s intermediate, greater, and a failed Reflex save, they instead coat the target with
grand invocations. Additionally, whenever an enemy searing magma, causing them to take 3d6 fire damage
falls prone within your reach, they provoke an attack of each round. If you hit a target that is denied their
opportunity from you. Dexterity bonus to AC or a prone target with a volcanic

43
Classes Chapter I
crush, do not double the damage from aftershock. Maddening Depths (Su, Greater): The range of your
A creature that you coat with magma is rendered flat- call of the deep spirit power and the radius of your
footed from the cooling stone, even if it takes no fire murmuring aura both increase to 60 feet. Confused
damage from the effect. The magma coats the target for and similarly insane enemies within your aura take a -4
a number of rounds equal to your Charisma modifier penalty to their Will saves and are considered deafened to
(minimum 1), after which it crumbles and falls off. An everything except you (if desired). Whenever a confused
affected creature or an adjacent creature can use a full- creature in your aura rolls the “attack nearest creature”
round action to scrape the magma off or submerge or “deal damage to self ” result for its action, you can
themselves in water for 1 round to cool it enough to make the attack deal an additional 1d6 points of cold
crumble. This effect does not stack. damage. This damage is not multiplied on a critical hit.
Quaking Strikes (Ex, Grand): Your weapon attacks Siren’s Song (Su, Grand): As a full-round action you can
ignore the damage reduction and hardness of creatures sing to stupefy those within your aura with the allure of
that are denied their Dexterity bonus to AC or prone. the depths. Each creature of your choice within your
murmuring aura that can hear you must make a Will save
Depths Beckon with Silent Murmurs or be fascinated for as long as you continue to sing. You
The Depths embody the mysteries of the vast oceans. can continue singing as a full-round action each turn for
They call sweetly to those ashore, but those that listen up to 1 minute. When the fascination ends, an affected
may find that some mysteries are best left unanswered. creature must make another Will save or be confused for
Type: Acolyte of the Sea 1d4 rounds. A creature that makes its save against this
Spirit Power: An invoker that’s bonded with this ability is immune to its effect for 24 hours. Starting to
spirit can use the following spirit power. sing requires you to spend 2 points of spirit energy. This
Call of the Deep (Sp): You can spend 1 spirit energy to is a mind-affecting, sonic, compulsion effect.
pull at the mind of a creature within 30 feet. The target
must make a Will save or be confused for a number of Northern Waters Freeze Solid
rounds equal to 1/4 your invoker level + your Charisma In arctic seas, mighty glaciers form a barrier to would-
modifier (minimum 1). If a creature succeeds on their be explorers. The Northern Waters keep watch, protecting
saving throw against this power, they cannot be affected the oceans with a frigid embrace that chills to the bone.
again for 1 minute. This is a mind-affecting, sonic, Type: Guardian of the Sea
compulsion effect. Spirit Power: An invoker that’s bonded with this
Spells: 1st—auditory hallucinationUI, confusion (lesser); spirit can use the following spirit power.
2nd—babbleOA, suggestion; 3rd—confusion, water breathing; Glacial Ward (Su): By spending 1 spirit energy as a
4th—embrace the deep*, maelstrom*. move action, you can cover yourself in ice, gaining DR
Invocations: An invoker that invokes this spirit gains 1/– for a number of rounds equal to your invoker level
the following bonuses. + your Charisma modifier (minimum 1). The damage
Murmuring Aura (Su, Lesser): You radiate a subtle aura reduction increases by 1 at 5th level and every four
of madness that can only be perceived by the insane. This invoker levels thereafter. The ice can prevent a total
aura has a radius of 30 feet and only functions while you amount of damage equal to five times your invoker level
are conscious, not asleep or dead. Whenever a confused before breaking apart, ending the effect.
or similarly insane creature within this aura rolls the Spells: 1st—frostbiteUM, snowballUW; 2nd—icy trail*,
“babble incoherently” result for its action that turn, you winter graspUW; 3rd—cold snap*, sleet storm; 4th—creeping
can instead force them to move up to their speed in a iceACG, wall of ice.
direction you specify. This movement provokes attacks Invocations: An invoker that invokes this spirit gains
of opportunity as normal and can move them outside the following bonuses.
of the aura. The creature will attempt to take the safest Arctic Chill (Su, Lesser): You and your spirit companion
route possible while moving in that direction, avoiding are unaffected by cold temperatures, as an endure elements
any obvious hazards such as a pit or a wall of fire. spell. Double the damage reduction and total damage
Whispers of the Deep (Su, Intermediate): Add +10 to the prevention of your glacial ward spirit power.
result of any percentile rolls made within your aura for Frozen North (Su, Intermediate): While your glacial ward
determining the actions of a confused or similarly insane is active, you radiate freezing winds within 5 feet of you.
foe (treat a roll over 100 as 100). Whenever a confused Creatures that start their turn in or enter into this area
creature in your aura rolls the “attack nearest creature” take 1d6 nonlethal cold damage. Additionally, creatures
result for its action, you can choose the target of the that take cold damage from any of your spirit powers
attack if more than one creature is equally close to it. or invocations must make a Fortitude save or become
You cannot cause the creature to attack itself. fatigued. This cannot cause a creature that is already

44
Chapter I Classes
fatigued to become exhausted and can occur no more each other only imposes a -2 penalty for each subsequent
than once per round on a given creature. creature, rather than -4. Finally, whenever you bull rush a
Hypothermia (Su, Greater): Whenever your glacial ward creature, you can move along with them as a free action
reduces damage from a melee attack, the attacker takes rather than a move action. Your total movement in a
nonlethal cold damage equal to the damage the ward round from this ability cannot exceed your speed.
prevented. Additionally, your frozen north invocation Churning Waters (Su, Grand): You can spend 2 spirit
ability can now cause fatigued creatures to become energy points as a standard action to create a swirling
exhausted should they fail their saving throw and were vortex. The vortex has a radius of 20 feet around your
already fatigued. space. Non-magical fires are extinguished and loose
Deep Freeze (Ex, Grand): The radius of the winds from objects are strewn about randomly. You make a bull rush
your frozen north invocation increases to 10 feet, and attempt against each creature in the area. A successful
the damage increases to 2d6. Cold damage dealt by your bull rush using this ability deals double the damage
spirit powers and invocations ignores cold resistance and granted by your surging tides invocation, should you
immunity of creatures. choose to inflict it.

Waves Crash and Break The Shore Lightning Strikes, Thunder Roars
It’s said that the tides are a gentle reminder of the ocean’s Mysterious and powerful, Lightning spirits accompany
strength. Men would do well to heed their warning, lest other sky spirits in their travels. Their seemingly-random
the Waves crash upon them and reduce their ships and strikes are in truth methodical, using staggering bolts
homes to splinters. and cacophony to inspire awe in those that witness it.
Type: Harbinger of the Sea Type: Acolyte of the Sky
Spirit Power: An invoker that’s bonded with this Spirit Power: An invoker that’s bonded with this
spirit can use the following spirit power. spirit can use the following spirit power.
Crashing Wave (Su): When you hit an opponent with a Sky Strike (Su): You can cause your weapons to call
weapon attack, you can spend 1 spirit energy as a swift down lightning from above. By spending 1 spirit energy
action to make a bull rush attempt against the creature point, you can make a single weapon attack as a standard
you hit. You do not provoke attacks of opportunity for action. If the attack hits, it deals its normal damage
this bull rush attempt. You can use this even on a hit and causes a bolt of lightning to strike the target from
with a ranged weapon, but only if the target is within the above, dealing 1d8 electricity damage and staggering the
first range increment of the weapon you use. target for 1d4 rounds. A Reflex save halves the electricity
Spells: 1st—hydraulic pushAPG, wave shieldACG; 2nd— damage and negates the staggering effect. The electricity
slipstreamAPG, water walk; 3rd—aqueous orbAPG, hydraulic damage increases by 1d8 upon reaching 5th, 11th, and
torrentAPG; 4th—control water, tidal surgeUW. 17th levels.
Invocations: An invoker that invokes this spirit gains Spells: 1st—forked lightning*, shock shieldUC; 2nd—
the following bonuses. aggressive thundercloudACG, blindness/deafness; 3rd—discordant
Rushing Waters (Ex, Lesser): You take no penalties to blast­APG, lightning bolt; 4th—call lightning storm, litany of
attack rolls or damage with weapons while underwater. thunderUC.
Additionally, you gain a +2 bonus to combat maneuver Invocations: An invoker that invokes this spirit gains
checks. This bonus increases by +2 when you gain this the following bonuses.
spirit’s intermediate, greater, and grand invocations. Lightning Rod (Su, Lesser): Creatures you hit with your
Surging Tides (Su, Intermediate): Whenever you succeed sky strike spirit power take a -1 penalty to their AC
on a combat maneuver check, you can choose to deal and their Reflex saves. The penalty is applied after the
2d6 damage to that target. This increases by 1d6 when creature attempts its save against the sky strike, not
you gain this spirit’s greater and grand invocation power before. The penalty from this invocation increases by
and can only be inflicted on a given creature once per -1 upon gaining this spirit’s intermediate, greater, and
round. Additionally, you can perform maneuvers that grand invocation bonuses. The penalty lasts for 1 round
have a size limitation (such as bull rush or reposition) on or as long as the creature is staggered by the sky strike,
creatures up to two size categories larger than you. This whichever is longer.
increases to three size categories larger upon gaining this Strikes Twice (Su, Intermediate): If you use your sky
spirit’s greater invocation, and four size categories larger strike spirit power on a creature that is already staggered,
upon obtaining this spirit’s grand invocation. it is instead dazed for 1 round if it fails its Reflex save.
Ebb and Flow (Ex, Greater): When you bull rush a Additionally, your lightning rod invocation now also
creature, you can move them in any direction instead of lowers the target’s electricity resistance by 10 for its
only directly away from you. Bull rushing creatures into duration. This penalty increases to 20 upon gaining

45
Classes Chapter I
this spirit’s grand invocation. Electricity immunity is of lightning, taking 1d8 electricity damage. This cannot
unaffected by this ability. harm a particular creature more than once per round.
Thunderclap (Sp, Greater): Whenever you deal electricity The damage increases by 1d8 upon gaining this spirit’s
damage to a creature within 120 feet, you can use an greater and grand invocations.
immediate action to turn into a flash of lightning, Misty Step (Su, Greater): The miss chance of your
teleporting to an open location within 30 feet of them cloud armor spirit power (including the mist created by
that you can see. If you spend a spirit energy point spreading it) increases to 30%; this still counts as normal
when doing so, your teleportation is accompanied by concealment. Whenever you move or teleport more
a mighty thunderclap. Creatures within 10 feet of your than 10 feet in a round, you gain the effects of your
destination must make a Reflex save or be staggered for cloud armor spirit power until the end of your next turn.
1 round; creatures that are already staggered are instead Finally, as a move action you can teleport both yourself
dazed for 1 round on a failed saving throw. and a willing creature within 60 feet of you to swap
Perfect Storm (Sp, Grand): You can spend 2 spirit energy locations, but only if both of you are currently affected
points as a standard action to call down a fearsome by cloud armor (or within the area of mist created by
storm. The storm is created above a point you specify spreading cloud armor).
within 120 feet of you, affecting a cylinder with a 20- Hurricane (Sp, Grand): As a standard action, you can
foot radius, 60 feet high. You can target any number of spend 2 spirit energy points to create a dense storm cloud.
creatures within this area, affecting each as if it was hit by This acts as a fog cloud spell centered on you, affecting
your sky strike. You do not deal your weapon’s damage a 30-foot-radius spread, and lasting for a number of
to creatures struck this way, but instead deal double the rounds equal to half your invoker level + your Charisma
electricity damage that sky strike normally causes. modifier. It does not move with you. Allies within the
hurricane’s effect are treated as under the effect of your
Clouds Blanket Sky and Ground cloud armor spirit power and benefit from your fog
The Clouds are home for the multitude of other spirits sight invocation for the purpose of seeing through the
of the sky. It surrounds them with cooling shade and hurricane (but not any other effects). Effects that would
calming mists, obscuring them from threats that would disperse a fog cloud spell can also disperse the hurricane.
do them harm.
Type: Guardian of the Sky Tempests Herald a Coming Storm
Spirit Power: An invoker that’s bonded with this A mighty wind is a forewarning for the coming of
spirit can use the following spirit power. the Tempest. A powerful force of nature, its arrival and
Cloud Armor (Su): By spending 1 spirit point as a move departure are equally swift, its howling winds scarring
action, you can surround a creature you can see within the land and destroying homesteads in its wake.
60 feet with clouds for a number of rounds equal to Type: Harbinger of the Sky
your invoker level + your Charisma modifier (minimum Spirit Power: An invoker that’s bonded with this
1). The creature gains concealment, causing all attacks spirit can use the following spirit power.
against it to suffer a 20% miss chance. Its own attacks Thrashing Gale (Su): You can channel the power of
are unaffected. At any time, the creature can make the storms through your weapons to create a burst of
cloud armor spread as a move action. This creates a 10- destructive wind. You can spend 1 spirit energy point
foot radius spread of mist around the creature’s space, to make a single weapon attack as a standard action.
acting as obscuring mist for the remainder of the duration If the attack hits, compare the attack roll to the AC
but ending the effect of cloud armor upon the creature. of all creatures within 5 feet of the hit target (except
Spells: 1st—gentle breezeACG, obscuring mist; 2nd— you): on a hit, you deal damage to each as if you hit it
cloudburst*, fog cloud; 3rd—gaseous form, life bubbleAPG; 4th— with a single attack from the same weapon you used.
downpour*, solid fog. If the attack was a critical hit, only the original target is
Invocations: An invoker that invokes this spirit gains critically struck, not any of the surrounding creatures
the following bonuses. (a roll of natural 20 likewise is only an automatic hit on
Fog Sight (Ex, Lesser): You and your spirit companion the original target). Thrashing gale is treated as an area
can see through clouds, fog, mists, smoke and similar attack for the purpose of affecting creatures vulnerable
effects without penalty, be they natural or magical. to area attacks, such as a swarm (allowing both the initial
Storm Clouds (Su, Intermediate): You can now use your attack and the burst of air to damage swarms normally
cloud armor spirit power as a swift action. Whenever immune to weapon damage due to their size).
a foe within 60 feet of you misses an ally due to Spells: 1st—expeditious retreat, feather fall; 2nd—gust of
concealment granted by your spirit powers, invocations, wind, wind wall; 3rd—fickle windsUM, fly; 4th—control winds,
or your spirit companion’s spells, they are struck by a jolt weather shield (mass)*.

46
Chapter I Classes
Invocations: An invoker that invokes this spirit gains Spells: 1st—corrosive touchUM, ray of sickeningUM; 2nd—
the following bonuses. acid arrow, sickening entanglementACG; 3rd—poison, spore
Swift as the Wind (Ex, Lesser): For each invocation surge*; 4th—leeching spores*, toxic bloom*.
bonus you have from this spirit, you treat wind effects Invocations: An invoker that invokes this spirit gains
as one step less severe and gain a +10 bonus to all the following bonuses.
movement speeds you have (this does not grant you a Blighted Spores (Ex, Lesser): When you hit a foe with
speed you don’t already have). your caustic spores spirit power, it must make a Fortitude
Windstorm (Ex, Intermediate): Once per turn if you save or be sickened for the duration of the caustic spores
move or teleport at least 10 feet before making a (minimum 1 round).
weapon attack, your attack carries extra force, dealing Toxicity (Ex, Intermediate): You and your companion
an additional 2d6 damage. This damage is the same type become immune to the sickened condition. When a
as your weapon and is not multiplied on a critical hit. creature fails its saving throw against your blighted
The damage increases by 1d6 upon gaining this spirit’s spores invocation, it is also nauseated for 1 round.
greater and grand invocations. If this effect is used in Cycle of Decay (Su, Greater): You and your companion
conjunction with your thrashing gale spirit power, the are now immune to the nauseated condition. Whenever
bonus damage applies to all targets hit. a creature affected by your caustic spores is hit with a
Soaring Tempest (Su, Greater): The radius of your weapon attack, the spores leech some of its life force.
thrashing gale spirit power increases to 10 feet, and you The attack deals additional acid damage equal to your
can use the attack from thrashing gale in place of the Charisma modifier (minimum 0), and the attacker gains
attack made as part of a charge or as part of the Spring temporary hit points equal to your twice your Charisma
Attack or Shot on the Run feats. You can do so no more modifier (minimum 0); these temporary hit points do
than once per round. Whenever you move more than not stack. This effect also applies to the damage dealt by
10 feet in a round you can leave a wake of wind behind your caustic spores each round. It does not stack if the
you, functioning as a wind wall spell along the path you target is affected by more than one caustic spore effect.
traveled and lasting until the start of your next turn. Deadly Spores (Su, Grand): Penalties caused by the
Your own attacks and movement are not hindered by sickened condition inflicted by you or your spirit
this wind wall effect in any way. companion are increased to -3. If an enemy affected by
Fleeting Winds (Ex, Grand): You no longer provoke your caustic spores dies, you can spend 1 spirit energy
attacks of opportunity due to movement, and your as a free action to make it explode in a cloud of spores.
speed cannot be reduced (including difficult terrain). Each creature within 5 feet of the target must make
a Reflex save or be affected as if hit by your caustic
Vile Spores Poison the Unwary spores spirit power. If the dying creature was affected
The Spores inhabit every toxic fungus and sickeningly- by multiple caustic spores effects, the creatures caught in
sweet blossom within the wilds. Their colorful allure the burst are still only affected by a single caustic spore.
intoxicates careless intruders, slowly draining them of
life so that others may thrive. Trees Grow and Flourish Unbowed
Type: Acolyte of the Wilds Every dense wilds is a conclave of Trees spirits, whose
Spirit Power: An invoker that’s bonded with this multitude shields its inhabitants from the outside world.
spirit can use the following spirit power. They grow and stretch across the land to give life and
Caustic Spores (Sp): You can spend 1 spirit energy point shelter to those under their care.
as a standard action to conjure a mass of acidic plant and Type: Guardian of the Wilds
fungal spores, launching it at a foe to consume them. You Spirit Power: An invoker that’s bonded with this
must make a ranged touch attack to hit the foe within spirit can use the following spirit power.
120 feet. On a hit, it takes 1d6 acid damage. At 2nd level Oakflesh (Sp): You can spend 1 spirit energy point
and every four levels thereafter, the spores cling to the as a move action (but no more than once per round)
target for an additional round, dealing the same damage to surround a single creature within 60 feet with vital
again. At 4th level and every four levels thereafter, the energy. The creature gains temporary hit points equal
damage dealt each round increases by 1d6. If you use to your level + your Charisma modifier (minimum 1).
caustic spores on a creature already under its effects, the These temporary hit points last for a number of minutes
second caustic spore deals double its per-round damage equal to your Charisma modifier (minimum 1) and do
but only lasts for 1 round, regardless of its normal not stack.
duration. If you score a critical hit with caustic spores, Spells: 1st—goodberry, remove sicknessUM; 2nd—
only the damage on the first round is doubled. This barkskin, resinous skinUC; 3rd—arboreal hammerUM, verdant
attack is unaffected by Spell Resistance. surge*; 4th—liveoak, sturdy tree fortUW.

47
Classes Chapter I
Invocations: An invoker that invokes this spirit gains Spells: 1st—entangle, stinging thorn*; 2nd—spike growth,
the following bonuses. warp wood; 3rd—plant growth, thorny entanglementACG; 4th—
Living Shield (Su, Lesser): When you grant yourself or thorn bodyAPG, wall of thorns.
a creature temporary hit points, the target gains a +1 Invocations: An invoker that invokes this spirit gains
insight bonus to their AC and saving throws for 1 round. the following bonuses.
The bonus to AC increases by +1 when you gain this Twisted Thorns (Ex, Lesser): You gain a +1 bonus to
spirit’s intermediate, greater, and grand invocations, weapon damage rolls against creatures that are entangled
while the bonus to saving throws increases to +2 when for each invocation you have from this spirit. Creatures
you gain this spirit’s greater invocation. entangled within your mantle of growth power (whether
Verdant Protector (Su, Intermediate): Whenever a creature the entanglement was from the mantle or not) are
deals enough damage with a melee attack to an ally to anchored in place and cannot move.
reduce the temporary hit points you granted them (from Crushing Vines (Su, Intermediate): You can now use your
any effect) to zero, the attacker must make a Reflex save mantle of growth power as a move action, and its radius
or be entangled for 1 round. Additionally, when you roll increases to 10 feet. Creatures entangled inside your
initiative you and all allies within 30 feet of you gain mantle (whether the entanglement was from the mantle
temporary hit points equal to your invoker level. These or not) are crushed by the plant life, taking 2d6 damage
temporary hit points last for 1 minute and do not stack. each round at the start of your turn. This damage
Wide Canopy (Su, Greater): Temporary hit points you increases by 1d6 when you gain this spirit’s greater and
grant yourself from your spirit invocations and powers grand invocations.
now stack to a maximum of double your invoker level. Rampant Growth (Su, Greater): You can now use your
When you use your oakflesh power on another creature, mantle of growth as a swift action. When you score a
you gain temporary hit points equal to half the amount critical hit with a weapon against a creature, it is entangled
you granted to them, lasting for the same duration. for a number of rounds equal to your weapon’s critical
Flourish (Su, Grand): Each round at the start of your multiplier - 1. If it was already entangled, it is instead
turn you gain temporary hit points equal to half your sickened for a number of rounds equal to your weapon’s
invoker level. This effect does not trigger your living critical multiplier - 1. The duration of these effects do
shield invocation unless you had no temporary hit not stack with themselves.
points beforehand. You can spend 1 spirit energy as an Forbidden Wilds (Ex, Grand): Double the threat range
immediate action to transfer any amount of temporary of all weapon attacks you make against creatures inside
hit points from yourself to another willing creature your mantle of growth. If the creature is entangled
within 60 feet of you that you can see. inside your mantle of growth, this benefit extends to
all weapon attacks directed at them, not just your own.
Brambles Twist and Choke the Land Spell attacks are unaffected, and this benefit does not
Sharp thorns and tangled briars are signs that a Brambles stack with other effects that improve critical threat
spirit has made its home. They creep between mortar range, such as the Improved Critical feat.
and crack foundations to reclaim the wilds and entrap
any who dare otherwise. INVOKER SPELLS
Type: Harbinger of the Wilds An invoker’s spirit companion gains access to the
Spirit Power: An invoker that’s bonded with this following spells. While most of these spells are found
spirit can use the following spirit power. in the Pathfinder Roleplaying Game Core Rulebook, those
Mantle of Growth (Su): As a standard action, you can with superscripts are from other Pathfinder Roleplaying
spend 1 spirit energy to create an aura of twisting plant Game material as outlined in the introduction of
growth. The aura affects an area within 5 feet of you and this book. Those marked with an asterisk (*) are new
moves with you. Creatures that enter or start their turn spells that are described in Chapter IV of this book.
in the aura must make a Reflex save or become entangled Invokers themselves do not gain spellcasting and are
for 1 round. Entangled creatures are not rooted in place not able to activate magic items, scrolls, and so on from
and can still move. Moving next to a creature on your the invoker spell list without the use of the Use Magic
turn still causes them to make a saving throw as if they Device skill.
entered the area themselves, though a creature never has 0-Level Invoker Spells: create water, cultivate*, detect
to make a save against your mantle more than once per magic, detect poison, flare, freeze*, guidance, know direction, light,
round, regardless of circumstances. The mantle lasts purify food and drink, read magic, sparkAPG, stabilize, virtue
for a number of rounds equal to 1 + your Charisma 1st-Level Invoker Spells: air bubbleUC, alter windsAPG,
modifier (minimum 1). You can only have one mantle of animal messenger, ant haulAPG, aspect of the falconAPG, bristleAPG,
growth in effect at a time. call animalAPG, calm animals, charm animal, cloak of shadeAPG,

48
Chapter I Classes
cure light wounds, detect animals or plants, detect snares and
pits, detect the faithfulUI, diagnose disease, dominion’s shield*,
earthen shard*, echoUW, endure elements, entangle, expeditious
NIGHTBLADE
excavationAPG, eyes of eventide*, faerie fire, feather fall, feather
stepAPG, flare burstAPG, forked lightning*, gentle breezeACG,
goodberry, hidden illumination*, hidden springUW, jump, keen For some, darkness is not a hindrance, but a powerful
sensesAPG, magic fang, nature’s pathsVC, obscuring mist, pass ally. Quietly stepping between shadows, nightblades are
without trace, ray of sickeningUM, remove fear, remove sicknessUM, experts of stealth and subtlety, blending agile combat
restful sleepAPG, snowballUW, speak with animals, stinging thorn*, with potent magic to outwit and overwhelm their foes.
summon nature’s ally I, thunderstompACG, touch of the seaAPG, Nightblades excel at using shadow magic in innumerable
underbrush decoyUI, wave shieldACG ways, making them adaptable and unpredictable. The
2nd-Level Invoker Spells: aggressive thundercloudACG, powers of darkness are not easily learned, however;
alpha instinctUW, ant haul (communal)UC, aspect of the bearAPG, the near limitless possibilities of shadow magic are
barkskin, bear’s endurance, blindness/deafness, bull’s strength, instead divided into several teachings, each one as
cat’s grace, clear terrain*, climbing beanstalkACG, clipped wings*, wildly different as the last. From overwhelming fear to
cloudburst*, commanding whistle*, cure moderate wounds, delay convincing illusions, or from limitless creation to untold
poison, detect magic (greater)UI, dominion’s curse*, eagle’s splendor, entropic destruction, each nightblade’s powers grant
endure elements (communal)UC, eyes of eventide (communal)*, them the means to take on any challenge.
flaming sphere, fog cloud, forest friendUC, frost fallUC, glideAPG, Role: Nightblades, if nothing else, are flexible, capable
gust of wind, hold animal, hold person, ice slickMC, icy trail*, of adapting to situations as needed. Their skill with
primordial fang*, remove paralysis, reinvigorating windVC­, resist stealth, deception, and infiltration make all nightblades
energy, restoration (lesser), shield other, sickening entanglementACG, excellent scouts, spies, or assassins. Their chosen path
silence, slipstreamAPG, soften earth and stone, stone callAPG, speak allows a nightblade to excel in a certain area, making no
with plants, status, summon nature’s ally II, warp wood, water two nightblades identical.
walk, weather shield*, whispering wind, wilderness soldiersUC, Alignment: Any
wind wall, winter graspUW, wood shape Hit Die: d8
3rd-Level Invoker Spells: age resistance (lesser)UM, air Starting Age: Self-Taught
breathingMC, animal sense*, aqueous orbAPG, aspect of the stagAPG, Starting Wealth: 4d6 × 10 gp (average 140 gp). In
burst of nettlesUM, burrowUM, call lightning, cloak of windsAPG, addition, each character begins play with an outfit worth
coordinated effortAPG, cure serious wounds, daylight, delay poison 10 gp or less.
(communal)UC­, diminish plants, dispel magic, dominion’s wrath*,
entice fey (lesser)UI, feather step (mass)APG, hand of stone*, heat Class Skills
wave*, life bubbleAPG, magic fang (greater), mirageUW, nature’s The nightblade’s class skills are Acrobatics (Dex), Appraise
exileAPG, neutralize poison, nondetection, persistent vigorACG, (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
plant growth, protection from energy, poison, quench, remove (Cha), Disable Device (Dex), Disguise (Cha), Escape
blindness/deafness, remove curse, remove disease, resist energy Artist (Dex), Intimidate (Cha), Knowledge (arcana)
(communal)UC, ride the wavesUM, searing light, shifting sandAPG, (Int), Knowledge (local) (Int), Knowledge (planes),
signs of the landUW, sleet storm, soothing mudUW, spike stones, Linguistics (Int), Perception (Wis), Profession (Wis),
spore surge*, summon nature’s ally III, tailwindUW, tail currentUW, Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft
thorny entanglementACG, thunderstomp (greater)APG, tremorsense*, (Int), Stealth (Dex), and Use Magic Device (Cha).
verdant surge*, vigilant restUW, water breathing Skill Points Per Level: 6 + Int modifier.
4th-Level Invoker Spells: aggressive thundercloud
(greater)ACG, age resistanceUM, air walk, animal ambassadorUI, Class Features
animal growth, animal sense (communal)*, antiplant shell, aspect All of the following are class features of the nightblade.
of the wolf APG, break enchantment, call lightning storm, commune Weapon and Armor Proficiency: A nightblade is
with nature, control ice*, control light*, creeping iceACG, cure critical proficient with all simple weapons, plus the longsword,
wounds, death ward, dominion’s blessing*, downpour*, embrace rapier, scythe, short sword, shortbow, and spiked chain.
the deep*, entice feyUI, find quarryUC, flaming sphere (greater)ACG, They are proficient with light armor, but not with
forest’s senseUW, freedom of movement, grove of respiteAPG, hold shields. A nightblade can cast nightblade spells while
monster, maelstrom*, moonblast*, moonstruckAPG, nondetection wearing light armor without incurring the normal arcane
(communal)UC, pillar of earth*, protection from energy spell failure chance. Like other arcane spellcasters, a
(communal)UC, restoration, sending, sturdy tree fortUW, summon nightblade wearing medium or heavy armor or wielding
nature’s ally IV, symbiosis*, tidal surgeUW, toxic bloom*, tree a shield incurs a chance of arcane spell failure if the
stride, tremorsense (communal)*, weather shield (mass)* spell in question has somatic components. A multiclass

49
Classes Chapter I
Table: Nightblade
Base
––—— Spells per Day ——–—
Attack Fort Ref Will
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, Path Power 1/day, Path Technique 1 — — — — —
2nd +1 +0 +3 +3 Evasion, Shadow Surge 2 — — — — —
3rd +2 +1 +3 +3 Nightblade Art, Nighteye 3 — — — — —
4th +3 +1 +4 +4 Path Power 2/day 3 1 — — — —
5th +3 +1 +4 +4 Path Technique 4 2 — — — —
6th +4 +2 +5 +5 Nightblade Art 4 3 — — — —
7th +5 +2 +5 +5 Path Power 3/day 4 3 1 — — —
8th +6/+1 +2 +6 +6 Hide In Plain Sight, Twin Surge 4 4 2 — — —
9th +6/+1 +3 +6 +6 Nightblade Art, Shadow Shift 5 4 3 — — —
10th +7/+2 +3 +7 +7 Path Power 4/day, Path Technique 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Improved Evasion 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Nightblade Art, Umbral Magic 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Path Power 5/day 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 See In Darkness 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Nightblade Art, Path Technique 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Path Power 6/day 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Triple Surge 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Nightblade Art, Umbral Magic 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Path Power 7/day 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Path Technique 5 5 5 5 5 5

nightblade still incurs the normal arcane spell failure spell list, or they can be unusual spells that the nightblade
chance for arcane spells received from other classes. has gained some understanding of through study.
Spells: A nightblade casts arcane spells drawn from Upon reaching 5th level, and at every third nightblade
the nightblade spell list. She can cast any spell she knows level thereafter (8th, 11th, and so on), a nightblade can
without preparing it ahead of time. To learn or cast a choose to learn a new spell in place of one she already
spell, a nightblade must have a Charisma score equal to knows. In effect, the nightblade “loses” the old spell in
at least 10 + the spell level. The Difficulty Class for a exchange for the new one. The new spell’s level must
saving throw against a nightblade’s spell is 10 + the spell be the same as that of the spell being exchanged, and
level + the nightblade’s Charisma modifier. it must be at least one level lower than the highest-level
A nightblade can cast only a certain number of spells nightblade spell she can cast. A nightblade may swap out
of each spell level each day. Her base daily spell allotment only a single spell at any given level and must choose
is given on Table: Nightblade. In addition, she receives whether or not to swap the spell at the same time that
bonus spells per day if she has a high Charisma score she gains new spells known for the level.
(see the Ability Scores section in Chapter 1 of the A nightblade need not prepare her spells in advance.
Pathfinder Roleplaying Game Core Rulebook). She can cast any spell she knows at any time, assuming
A nightblade’s selection of spells is extremely limited. she has not used up her allotment of spells per day for
A nightblade begins play knowing four 0-level spells and the spell’s level.
two 1st-level spells of the nightblade’s choice. At each Cantrips: Nightblades learn a number of cantrips,
new nightblade level, she gains one or more new spells as or 0-level spells, as noted on Table: Nightblade Spells
indicated on Table: Nightblade Spells Known (Unlike Known under “Spells Known.” These spells are cast like
spells per day, the number of spells a nightblade knows any other spell, but they do not consume any slots and
is not affected by her Charisma score. The numbers on may be used again.
Table: Nightblade Spells Known are fixed.). These new Path: The teachings of shadow magic are complex
spells can be common spells chosen from the nightblade and diverse, but mastering all of its powers is nearly

50
Chapter I Classes
Table: Nightblade Spells Known if the nightblade is wearing light armor or no armor. A
Spells Known helpless nightblade does not gain the benefit of evasion.
Shadow Surge (Su): At 2nd level, the nightblade
Level 0 1st 2nd 3rd 4th 5th 6th gains the ability to create a condensed reserve of energy
1st 4 2 — — — — — from the Plane of Shadow. She can spend a standard
action that provokes attacks of opportunity to gain a
2nd 5 3 — — — — —
single shadow surge.
3rd 6 4 — — — — —
A shadow surge is an renewable resource that the
4th 6 4 2 — — — — nightblade can use to fuel her abilities. She cannot have
5th 6 4 3 — — — — more than one surge at a time, but there is otherwise no
6th 6 4 4 — — — — limitation on how many times a day the nightblade can
7th 6 5 4 2 — — — create or use shadow surges. The nightblade has these
8th 6 5 4 3 — — —
surges indefinitely until she uses them, though she loses
her surges if she is ever unconscious, asleep, or killed, or
9th 6 5 4 4 — — —
if she ever loses her shadow, such as from being turned
10th 6 5 5 4 2 — — into a vampire or due to a curse of the lightless* spell.
11th 6 6 5 4 3 — — The nightblade can expend a shadow surge as a
12th 6 6 5 4 4 — — free action when making a Stealth check to enshroud
13th 6 6 5 5 4 2 — herself in darkness, letting her roll twice and take the
14th 6 6 6 5 4 3 — better result. In addition, the nightblade gains a method
of expending her shadow surge based on her chosen
15th 6 6 6 5 4 4 —
nightblade path. This surge ability is described in the
16th 6 6 6 5 5 4 2
path’s entry. The nightblade can gain new ways to use
17th 6 6 6 6 5 4 3 shadow surges as she grows in skill, typically through
18th 6 6 6 6 5 4 4 gaining a nightblade art (see below).
19th 6 6 6 6 5 5 4 Nightblade Art: As a nightblade gains experience,
20th 6 6 6 6 6 5 5 she learns a number of techniques and powers that
enhance her combat skill and shadow magic. Starting at
3rd level, a nightblade gains one nightblade art. She gains
an additional nightblade art for every three levels of
impossible. Instead, nightblades focus on a particular nightblade attained after 3rd level. A nightblade cannot
aspect of shadow magic, greatly enhancing their select a particular art more than once. If a nightblade art
capabilities in that area. Each nightblade must choose calls for a saving throw, the DC is equal to 10 + 1/2 the
a path at 1st level, representing the specialization of her nightblade’s level + her Charisma modifier. A nightblade
shadow magic. Once chosen, it cannot be changed. can choose from any of the following nightblade arts or
A nightblade gains a technique for her path at 1st level, from any of the arts listed for her chosen path.
5th level, and every five levels thereafter. The techniques Beckoning Shadows (Su): As a standard action, the
a nightblade gains are described in her chosen path. nightblade can target a single creature within 60 feet and
Each path also has an associated path power, which the teleport it to another location within 60 feet she can see,
nightblade can use once per day. The nightblade can use following the same limitations as her shadow shift ability.
this power an additional time per day at 4th level and The destination must be on solid ground and cannot be
every three nightblade levels gained thereafter. a location that is by nature hazardous to the creature the
The nightblade’s path also grants her additional class nightblade is teleporting. A Will save negates the effect.
features, including an ability that utilizes shadow surges The distance the nightblade teleports a creature with
(see below) and more choices when selecting nightblade this art counts double against her total daily distance she
arts. These features are described in the path’s entry. can teleport with her shadow shift ability (which is spent
The DC to save against any path powers, techniques, even if the creature makes its save). The nightblade must
and so on is equal to 10 + 1/2 the nightblade’s level + be at least 15th level before selecting this art.
her Charisma modifier, unless otherwise noted. Casting Art (Ex): The nightblade gains a metamagic
Evasion (Ex): A nightblade of 2nd level can avoid feat as a bonus feat. When she casts a darkness, shadow,
even magical and unusual attacks with great agility. If she or shadowmorph spell that is affected by one or more
makes a successful Reflex saving throw against an attack metamagic feats that would raise its level, she reduces the
that normally deals half damage on a successful save, total level adjustment to that spell by 1. The nightblade
she instead takes no damage. Evasion can be used only must be at least 6th level before selecting this art.

51
Classes Chapter I
Cloak and Dagger (Ex): When attacking a creature she level, if she uses a full-round action to recover multiple
is flanking or that is denied their Dexterity bonus to shadow surges, she instead gains total concealment until
AC, the nightblade gains a +1 bonus on attack rolls and the end of her next turn. Both forms of concealment
weapon damage rolls. This bonus increases by +1 at 9th do not prevent enemies from targeting her, nor do they
and 15th levels. allow her to make Stealth checks to hide.
Combat Art (Ex): The nightblade gains a combat feat Dark Reality (Ex): A nightblade with this art can use
as a bonus feat. She may use her nightblade level in place real darkness to improve the potency of shadowstuff.
of her base attack bonus to qualify for the feat. When casting a shadow spell that replicates one or more
Condensed Shadows (Su): When the nightblade spends spells from a school of magic (such as shadow conjuration),
a standard action to recover her shadow surges, she creatures within dim light, darkness, or magical darkness
gains concealment until the end of her next turn. At 9th take a -4 penalty to their Will save to disbelieve the effect.
This penalty only applies to the initial save to disbelieve,
not any other saving throws the replicated spell might
have. The nightblade must be at least 15th level before
selecting this art.
Dark Resurgence (Su): The nightblade can quickly
recover her shadow powers. Once per day as a free
action (even when it’s not her turn), the nightblade can
gain all of her shadow surges back, up to her maximum
amount. The nightblade must be at least 6th level before
selecting this art.
Deaden Senses (Ex): A nightblade with this art is able
to hide even from those with extraordinary senses. She
can use Stealth to hide from creatures with blindsense
or blindsight as if they didn’t have that ability. At 15th
level, she can also hide from creatures with tremorsense.
The nightblade must be at least 6th level before selecting
this art.
Disguising Veil (Sp): The nightblade can spend 1
shadow surge to veil her appearance, as disguise self, using
her nightblade level as her caster level for the effect.
Dusk Strike (Su): By expending a shadow surge as a
swift action, the nightblade’s melee, ranged, or natural
weapon shifts partially into the Plane of Shadow,
bypassing a target’s defenses. The next weapon or natural
attack the nightblade makes resolves against touch AC,
rather than the target’s normal AC. If the nightblade
doesn’t make the attack before the start of her next
turn, the effect is wasted. The nightblade must be
at least 9th level before selecting this art.
Ebon Craft (Ex): The nightblade
gains an item creation feat of her choice
as a bonus feat. She must meet the prerequisites of this
feat as normal. Whenever she crafts a magic item (except
a potion, spell-trigger item, or spell-completion item)
she may utilize shadow magic to replicate some of the
required spells, letting her ignore one spell prerequisite
without increasing the creation DC. She can ignore an
additional spell prerequisite at 15th level. The nightblade
must be at least 6th level before selecting this art.
Fall of Night (Su): The nightblade can spend a shadow
surge as an immediate action when she confirms a
critical hit to flood her target with shadowy energy. The
nightblade can choose to either blind, stagger, or exhaust

52
Chapter I Classes
her target. The chosen effect lasts a number of rounds number of minutes per day equal to her nightblade level.
equal to the weapon’s critical multiplier, with a Fortitude This duration does not have to be consecutive, but must
save reducing the effect to only 1 round. The nightblade be spent in 1-minute increments. The nightblade must
must be at least 15th level before selecting this art. be at least 9th level before selecting this art.
Focused Cast (Su): The nightblade can expend a shadow Shadow Motion (Su): The nightblade can spend a
surge as a free action to take 10 on a concentration shadow surge as a swift action to bend the space she is
check, even if circumstances would normally prevent in by partially moving into the Plane of Shadow. Until
her from taking 10 on a check. the end of her turn, she gains a 30-foot increase to her
Ghostwalker (Su): By use of shadowstuff, the nightblade speed and can roll twice on any Acrobatics, Climb, or
can temporarily phase through matter as if she was only Swim checks she makes and take the better result.
partially real. She can spend 1 shadow surge as a swift Shadow Run (Su): While in darkness, the nightblade’s
action to turn quasi-real until the end of her turn. While legs become shadowy wisps that bend and flow around
in this state, she can move through the space of creatures the terrain. As long as she is in dim light, darkness, or
without penalty. She also move through objects, walls, or supernatural darkness, she ignores difficult terrain.
other surfaces that are up to 5 feet thick per nightblade Other penalties associated with moving over the terrain
level. In either case, she cannot end her turn inside of a (such as damage) still apply. At 9th level while in dim
creature or object. The nightblade must be at least 12th light, darkness, or supernatural darkness, she adds her
level before selecting this art. Charisma modifier to her CMD against attempts to trip,
Hidden Stride (Ex): The nightblade can move at full bull rush, reposition, or otherwise move her from her
speed while using the Stealth skill without penalty. When current space (minimum +0).
in dim light, the miss chance due to concealment against Shadow Transference (Su): The nightblade can
the nightblade increases to 50% (rather than 20%); this manipulate shadow magic effects after they have been
does not grant total concealment, it just increases the created, even those created by others. By expending
miss chance. a shadow surge as a swift action, she can adjust the
Mystic Shade (Su): The nightblade can use her shadow location or target of an ongoing spell with the darkness,
magic to emulate the abilities needed to activate wands, shadow, or shadowmorph descriptor or of the shadow
scrolls, and the like. She can expend a shadow surge as subschool. She can shift the spell to another valid target
a free action when making a Use Magic Device check to (if it is targeting a creature or object) or location (if it is
roll twice on the check and take the better result. targeting a specific point or area) within 30 feet of the
Penumbral Aegis (Ex): The nightblade can use original target/location. If the spell was cast by another
shadowstuff to redirect attacks that would bypass her creature, the original caster can make an opposed caster
defenses. She adds her Charisma modifier (minimum level check to prevent her from transferring the spell.
+0) as a bonus to her touch AC. This cannot make her The shadow surge is still spent, whether the transference
touch AC exceed her normal AC. The nightblade must was successful or not. Spell Resistance and saving throws
be at least 12th level before selecting this art. apply to the new target of the spell (if applicable). The
Shadow Cache (Sp): The nightblade can carve out a spell uses its original DC and caster level (regardless of
space in the Plane of Shadow to hide her belongings, its source), but caster level checks to overcome Spell
acting as the spell secret chest using the nightblade’s level Resistance always use the nightblade’s caster level. She
as her caster level. Unlike secret chest, the chest is made cannot use shadow transference on a spell with a range
of shadowstuff (meaning it does not cost anything) and of “personal”. The nightblade must be at least 9th level
lasts until the nightblade either dismisses the cache or is before selecting this art.
killed. Creating, hiding, and summoning the chest can Shifting Focus (Su): The nightblade can teleport an
be done at-will without a focus as a full-round action. extra 100 feet each day using her shadow shift ability.
Creatures cannot stay in the cache and are left behind The nightblade can also take other willing creatures that
when the chest is sent back to the Plane of Shadow. The are adjacent to her with her when she shadow shifts.
nightblade can only maintain one shadow cache. If she She must spend an equal amount of distance for each
dismisses the cache or is killed while it is on the Plane of creature brought along. The nightblade must be at least
Shadow, the items in the chest remain there and cannot 12th level before selecting this art.
be recalled by any means, even by creating another Void Sight (Sp): The nightblade can grant others the
shadow cache. A planar expedition to the Plane of ability to see in even the darkest of shadows. As a standard
Shadow can be made to find the chest. The nightblade action, the nightblade can grant willing creatures within
must be at least 9th level before selecting this art. 30 feet the benefits of both an eyes of the voidACG spell
Shadow Form (Sp): The nightblade can turn herself and a see invisibility spell, using the nightblade’s level as
into a natural shadow, as the spell tenebrous form*, for a her caster level for each effect. The nightblade can affect

53
Classes Chapter I
one willing creature per three nightblade levels she has, Umbral Magic (Su): At 12th level, the nightblade’s
to a maximum of 6 creatures. The nightblade can use shadow spells become more realistic. Any shadow
this ability once per day. The nightblade must be at least spell or nightblade ability she uses whose realness is
9th level before selecting this art. represented as a percentage, such as shadow conjuration or
Warp Strike (Su): The nightblade can shift her weapon the shadow energy path technique, is 20% more real.
into the Plane of Shadows, distorting the distance At 18th level, the realness of these effects increases by
between herself and her target. By expending a shadow an additional 20%. Other increases to the realness of
surge as a swift action, all of her melee weapon attacks shadow spells stack with these increases.
or natural attacks made during her turn have their reach See in Darkness (Su): At 14th level, a nightblade can
increased by 5 feet. At 9th level and 15th level, the range see perfectly in natural or magical darkness out to any
increases by an additional 5 feet. She may also perform distance.
this with a single melee touch attack made on her turn. Triple Surge (Su): A nightblade of 17th level or
Alternatively, she can spend her shadow surge as a swift higher can store up to three shadow surges at once. She
action to reduce the penalty on ranged attack rolls due can gain all three surges with a single full-round action
to distance by 2 until the end of her turn. At 9th level or can gain a single surge as a standard action.
and 15th level, the penalty is reduced by an additional 2.
Nighteye (Ex): At 3rd level, the nightblade gains NIGHTBLADE PATHS
Blind-Fight as a bonus feat. If she already has this The following six paths are those most commonly found
feat, she can choose any other feat she qualifies for. among nightblades, though some other paths may exist.
Additionally, she gains darkvision out to 30 feet. At 9th The DC to save against any path powers, techniques,
level, this distance increases to 60 feet. If the nightblade and so on is equal to 10 + 1/2 the nightblade’s level +
already has darkvision, its range is increased by these her Charisma modifier, unless otherwise noted.
amounts instead.
Hide in Plain Sight (Su): Starting at 8th level, a Path of the Bloodied Chain
nightblade can use the Stealth skill even while being Those who follow the Bloodied Chain learn to harness
observed. As long as she is within 10 feet of an area the primal fear of darkness, overwhelming and terrifying
of dim light, a nightblade can hide herself from view in their foes with shadows that make even the most
the open without anything to actually hide behind. She steadfast of warrior tremble in fear.
cannot, however, hide in her own shadow. Path Power: A nightblade that follows the Path of
Twin Surge (Su): A nightblade of 8th level or higher the Bloodied Chain gains the following path power.
can store up to two shadow surges at once. She can gain Umbral Shackles (Sp): You conjure an area of fearsome
both surges with a single full-round action that provokes shadows, entangling chains of darkness terrorizing those
attacks of opportunity or gain one surge as a standard within. Shadowy chains twist out from a point in space
action as normal. you designate within 60 feet in a 10-foot radius spread.
Shadow Shift (Su): At 9th level, the nightblade gains At 10th level and again at 16th level, the maximum radius
the ability to travel between shadows as if by means of a of umbral shackles increases by 10 feet. You can make
dimension door spell. The teleportation must begin and end the radius of the umbral shackles smaller than these
in an area with at least some dim light. The nightblade amounts, though the radius must be a multiple of 5 feet.
can shift 30 feet per level each day in this manner. This The umbral shackles lower the light level in the area
amount can be split among many shifts, but each one, no by one step (similar to a darkness spell). Treat this as a
matter how small, counts as a 10-foot increment. This darkness effect with an effective spell level as the highest-
ability functions as if casting a dimension door spell for level nightblade spell you can cast for the purpose of
the purpose of qualifying for and using feats such as interacting with light effects.
Dimensional AgilityUC. She cannot bring other creatures Creatures within the area move at half speed as the
along, except her familiar (if she has one), and only if chains pull at them (no save). In addition, creatures that
it is within arm’s reach. Bringing a familiar does not enter the area of your umbral shackles or start their turn
require additional uses of shadow shift. in the area must make a Will save or become shaken.
Improved Evasion (Ex): At 11th level, a nightblade’s This effect does not stack. At 7th level, creatures that are
evasion improves. This ability works like evasion, shaken that enter the area of the umbral shackles or start
except that while the nightblade still takes no damage their turn in the area must make a Will save or become
on a successful Reflex saving throw against attacks, she frightened. At 13th level, creatures that are frightened
henceforth takes only half damage on a failed save. that enter the area of the umbral shackles or start
A helpless nightblade does not gain the benefit of their turn in the area must make a Will save or become
improved evasion. panicked. The fear effects last as long as the creature

54
Chapter I Classes
remains in the area and for 1d4 rounds after they leave. your nightblade level. These rounds do not need to be
This is a mind-affecting fear effect. Creatures immune consecutive. This is a mind-affecting fear effect.
to fear are immune to both the movement penalty and Shadow of Dread (Su): At 20th level, you become terror
fear effects. You are immune to the effects of your own incarnate. You are immune to bleed effects and to effects
umbral shackles, aside from the darkness effect. with the pain or emotion descriptor unless you allow
Umbral shackles lasts a number of rounds equal to them to affect you. As long as there is a creature within
1/2 your nightblade level + your Charisma modifier 60 feet of you suffering from a fear effect, you gain fast
(minimum 1) and can be dismissed early as a standard healing 5. Once per day, you can cast weird as a spell-like
action. You can have multiple umbral shackles effects ability using your nightblade level as your caster level.
active at the same time; overlapping areas do not stack Nightblade Arts: A nightblade that follows the Path
nor cause any additional effects. of the Bloodied Chain can select from the following
Surge Ability: A nightblade of 2nd level that follows nightblade arts.
the Path of the Bloodied Chain gains the following Bloodied Chains (Su): The chains within the nightblade’s
ability to use with her shadow surge class feature. umbral shackles become wickedly barbed. Any creature
Haunting Rattle (Su): As a move action, you can inside takes 1d6 points of bleed damage each round; this
spend a shadow surge to create a phantom sound of damage does not stack. The bleeding persists even after
rattling chains. Any enemies within 30 feet of you that the creature leaves the area of umbral shackles, though
are currently shaken, frightened, or panicked hear this it can be stopped as normal. At 15th level, the damage
illusory sound (other creatures cannot hear it) and have increases to 2d6. A creature that is immune to fear is
the duration of those conditions increased by 1 round. immune to the bleed effect. The nightblade is immune
This is a mind-affecting fear effect. to this effect. The nightblade must be at least 9th level
Path Techniques: You become more adept at using before selecting this art.
shadow magic to sow terror on the battlefield. Dread Sense (Su): The nightblade gains the ability to
Frightening Display (Ex): At 1st level, you gain a bonus sense fear. She gains blindsight out to 40 feet, but it only
on Intimidate checks equal to half your nightblade level allows her to perceive creatures that are suffering from
(minimum +1). If you beat the DC to demoralize a a fear effect. The nightblade must be at least 9th level
target by 10 or more, the target must make a Will save before selecting this art.
or be frightened for 1 round in addition to the normal Nightmares Made Real (Su): The nightblade can manifest
effects of your intimidation. an image from their opponent’s darkest nightmares to
Aura of Fear (Su): At 5th level, you radiate a palpably overwhelm them with terror. When a creature within
daunting aura that causes all enemies within 10 feet to 30 feet fails a saving throw that causes it to become
take a -4 penalty on saving throws against fear effects. frightened or panicked, she can spend 1 shadow surge
Creatures that are normally immune to fear lose that as an immediate action to display the nightmare to that
immunity while within 10 feet of you. This allows you creature, stunning it for 1 round in addition to the fear
to inflict fear on a creature normally immune to fear effect. This is a mind-affecting phantasm and fear effect.
and/or emotion effects, but not one that has immunity Once a creature has been affected by this art, it cannot
to all mind-affecting effects, such as a construct. This be affected again for 24 hours. The nightblade must be
ability functions only while you remain conscious, not if at least 12th level before selecting this art.
you are unconscious or dead. Shroud of Chains (Sp): The nightblade can make the
Thrive on Fear (Ex): At 10th level, you become immune shadowy chains of her umbral shackles emerge from
to fear effects and gain a +2 bonus on saving throws herself to terrorize foes that draw near. The area of
against pain and emotion effects. As long as there is at the umbral shackles stays centered on her for the entire
least one creature within 60 feet of you that is suffering duration, even if she moves, but the maximum radius is
from a fear effect, you gain a +2 morale bonus to halved (max 15 feet). The nightblade can also adjust the
weapon attack and damage rolls. size of this shroud as a move action from as small as a
Eyes of Terror (Su): At 15th level, you gain a gaze attack 5-foot radius up to its maximum, though the radius must
with a range of 30 feet that incites pure terror in those be a multiple of 5 feet. The nightblade must be at least
that see it. A creature that is subjected to your gaze 15th level before selecting this art.
attack must make a Will save or be shaken and staggered Terrorizing Glare (Su): The nightblade can spend
for 1 round, overwhelmed with fear. A creature with Hit a shadow surge as a free action when making an
Dice less than half your nightblade level is frightened Intimidation check to darken her visage, letting her roll
and paralyzed for 1d4 rounds instead. Starting or ending twice and take the better result.
your gaze attack is a move action. You can use your Untold Horrors (Su): Creatures that fail their Will saves
gaze attack for a number of rounds per day equal to against the nightblade’s umbral shackles hear naught

55
Classes Chapter I
but the rattle of the chains, effectively deafening them barrier vanishes. At 10th level, the barrier lasts until the
as long as are shaken, frightened, or panicked by the start of your next turn, granting you cover against all
umbral shackles. attacks and spells used against you during that time.
Path Techniques: Your mastery over shadow
Path of the Darkened Fortress creation is unparalleled.
The Darkened Fortress focuses on creating solid Shadow Armament (Su): You can create a weapon made
structures, objects, and wards out of shadowstuff. out of shadowstuff in a free hand. Doing so is equivalent
Nightblades on this path easily adapt in combat as they to drawing a weapon, and feats or abilities that reduce
conjure whatever tool is needed for the current situation. the action required to draw a weapon (such as Quick
Path Power: A nightblade that follows the Path of Draw) apply to creating an armament. It must be a melee
the Darkened Fortress gains the following path power. weapon you are proficient with and appropriately sized
Guardian Shroud (Su): You can create a semi-real shield for you. The weapon disappears 1 round after it leaves
of arcane darkness to protect yourself and impede your hands and cannot be wielded by anyone else.
enemies. Conjuring the shroud is a standard action and Beginning at 3rd level, shadow armaments are created
has a maximum range of 60 feet. The shroud forms as with +1 enhancement bonus. For every five levels after
a spherical barrier with a maximum radius of 10 feet, 3rd, the enhancement of the weapon increases by 1, to a
increasing by 5 feet for every four nightblade levels total of +4 at 18th level. You can only have one shadow
gained after 1st. You can always make it smaller than armament in existence at a time. If you use the power
your allowed maximum, but its radius must be a multiple again, the previous armament vanishes.
of 5 feet. The shroud is approximately 1 foot thick. Armory of Night (Su): At 5th level, you gain the
A guardian shroud is made of translucent shadowstuff ability to enhance your equipment through tenebrous
that impedes attacks and spells. You and your allies shadowstuff. As a swift action, you can grant a weapon
within the shroud gain concealment (20% miss chance) you are holding a +1 enhancement bonus for 1 minute.
against all attacks unless the attacker has the ability to For every four levels beyond 5th, the weapon gains
see through magical darkness. Hostile spells cast upon another +1 enhancement bonus, to a maximum of +4
your allies inside the shroud likewise have a 20% chance at 17th level. These bonuses stack with existing weapon
of having no effect, as long as that effect allows Spell enhancements to a maximum of +5. A weapon can only
Resistance (treat this as if the spell failed to overcome be affected by one use of this ability at a time.
Spell Resistance). Alternatively, the enhancement bonus can be used to
While objects, attacks, and spells can be projected add any of the following weapon properties: blindstrike*,
through the barrier, creatures themselves cannot move frost, ghost touch, icy burst, keen, necrotic*, necrotic burst*,
through its edge. A creature attempting to move through ominous, returning, silencing, and wounding. Adding these
the shroud must make a Will save. Success allows them properties consumes an amount of bonus equal to the
to move through the shroud, and they do not have to property’s base price modifier. Duplicate abilities do
make further saving throws to pass through the shroud not stack. If the weapon is not magical, at least a +1
for the remainder of its duration. Failure means that enhancement bonus must be added before any other
creature is unable to cross the shroud’s edge that round, properties can be added.
but they may attempt again on their next turn. Creatures You can also use armory of night to enhance the
inside the shroud when it was created (both friend and weapons created by your shadow armament technique.
foe) automatically succeed on their save. In such a case, the bonuses apply to all weapons you
The shroud lasts a number of rounds equal to create with that technique for the next minute, instead
1/2 your nightblade level + your Charisma modifier of a specific weapon. Any bonuses that are incompatible
(minimum 1). You can only have one guardian shroud with a conjured weapon (such as applying keen to a
created at a time; creating a second one dismisses any created mace) do not apply their effects.
existing shroud you have. Bonuses granted by armory of night do not function
Surge Ability: A nightblade of 2nd level that follows if the weapon is wielded by anyone other than you. You
the Path of the Darkened Fortress gains the following can use this ability a number of times per day equal to
ability to use with her shadow surge class feature. your 1 + your Charisma modifier (minimum 1).
Shadow Barrier (Su): As an immediate action, you can Deflecting Veil (Su): At 10th level, you can reflexively
expend a shadow surge to manifest a solid blockade of cause shadows to coalesce about you, hardening to
darkness. The barrier grants you cover against the next deflect deadly blows. You have a 50% chance of ignoring
attack or spell used against you, giving you a +4 bonus any critical hit or sneak attack used against you.
to Armor Class and a +2 bonus on Reflex saving throws. Dark Citadel (Sp): At 15th level, you gain access
After a single attack is made, whether it hits or not, the to your own pocket dimension within the Plane of

56
Chapter I Classes
Shadow, forming as a private fortress for you and your fiery burst, flaming, shocking, shocking burst, and thundering
allies. This functions as a permanent create demiplaneUM to the list of bonuses she can apply with armory of
spell, using your nightblade level as your caster level. night. Additionally, she can now use armory of night on
You can choose the general features of the demiplane the weapons of another creature. Doing so requires a
as described in create demiplaneUM. Within the center of standard action instead of a swift action, but can target
the demiplane is a mighty fortress, as the “structure” an unattended weapon or a weapon wielded by a willing
option of the create demiplaneUM spell; the fortress can creature within 30 feet. A weapon enhanced in this
be any shape and layout you desire, but cannot exceed manner works for any creature, not just the nightblade.
half of the demiplane’s total space. The interior of the The nightblade must be at least 9th level before selecting
fortress is protected by powerful abjurations, as a guards this art.
and wards spell, using your nightblade level as your caster Phantom Strike (Su): Shadows stretch and morph
level. You decide what protections the guards and wards within the guardian shroud, allowing the nightblade to
spell provides (within the limitations of the spell), can attack in impossible ways. As long as she is within the
change what defenses are granted once every 24 hours, guardian shroud, she treats the entire area of the shroud
and can dismiss or reactivate the guards and wards as a full- as being within her reach and threatened area. This does
round action while you are in the demiplane. Twice per not allow her to threaten with a weapon that normally
day, you may teleport yourself and your allies to the dark does not threaten unless she has an ability that lets her
citadel or from the citadel to where you came from as if threaten with that weapon (such as a bow with the Snap
casting a plane shift spell. ShotUC feat) The nightblade must be at least 15th level
As it is in the Plane of Shadow, a creature cannot travel before selecting this art.
to your demiplane using etherealness or astral projection as Shadow Equipment (Su): The nightblade can spend a
with a normal demiplane, but it can be accessed via shadow surge as a standard action to create a quasi-real
a shadow walk or plane shift spell. The caster level (and object that weighs no more than 1 pound per nightblade
therefor size) of the demiplane and the fortress itself level. The created gear is not truly real; a creature affected
scales with your nightblade level (up to 200 10-ft. cubes by any equipment made by the nightblade is entitled to a
of space at 20th nightblade level for the entire plane, Will save to disbelieve the item, treating it as if it doesn’t
and up to 100 10-ft. cubes of space for the fortress); you exist. The equipment remains for 1 minute per nightblade
choose the form of the additional space as you gain it. level before fading away, although it disappears after one
The demiplane or the guards and wards effect within the round if it leaves the nightblade’s possession. Creating
plane return after 1 week if they are ever dispelled, but equipment to an exact specification might require a Craft
any items stored in the demiplane are lost if the whole skill check, subject to GM discretion. The shadowstuff
plane is dispelled. can replicate simple materials, such as wood, stone,
Shadow Raiment (Su): At 20th level, your control over glass, or metal, but it cannot contain any moving parts
shadow creation lets you shape a constant barrier of or alchemical components (such as alchemist’s fire). Any
darkness to defend yourself. You gain DR 5/– and created equipment is mundane, non-masterwork, and
immunity to sneak attacks and critical hits. In dim cannot be magically enhanced by any means.
light, darkness, or supernatural darkness, your damage Twilight Realm (Sp): The nightblade can spend 1 daily
reduction increases to DR 10/–. use of her guardian shroud path power to cast shadow
Nightblade Arts: A nightblade that follows the Path structure* as a spell-like ability. At 15th level, she can
of the Darkened Fortress can select from the following instead create the effects of a shadow terrain* spell in the
nightblade arts. same manner. In either case, she uses her nightblade
Antumbral Shield (Su): The edge of the nightblade’s level as her caster level, and the DC uses her path
guardian shroud further impedes attacks. Ranged attacks power’s DC instead of the normal DC for the effect.
made from outside the guardian shroud that target your Additionally, each section of the created structures has
allies inside the shroud have a 50% miss chance, instead hit points equal to 10 + 10 per three nightblade levels
of the normal 20%. This does not affect the chance for gained after 6th, instead of their normal hit points, and
spells to function (though it does affect the chance for hardness 5 + 5 per three levels gained after 6th instead
a ray to hit), and does not increase the concealment to of their normal hardness. The nightblade must be at
total concealment; it simply increases the miss chance. least 6th level before selecting this art.
The nightblade must be at least 12th level before Versatile Armament (Su): The nightblade gains new
selecting this art. ways to shape her shadow armament. This grants two
Dark Enchantment (Su): The enhancements for the new forms: dual weapons, and ranged weapons.
nightblade’s armory of night technique become more The nightblade can create two melee weapons she is
flexible. The nightblade adds corrosive, corrosive burst, proficient with, one in each hand, rather than just one.

57
Classes Chapter I
These do not have to be the same weapon. They must Path Techniques: The blending of shadow magic
be appropriately sized for the nightblade to wield. When and negative energy gives you mastery over death itself.
she creates two weapons, the enhancement bonus for Powered by Death (Su): When a creature within 30 feet
shadow armament is lowered by 1 (minimum +0), but of you is slain, you can absorb some of its life force as
both weapons receive the enhancement. a free action, gaining one of the following effects of
The nightblade can also create her armament in the your choice:
form of a ranged weapon she is proficient with. If the • +1 morale bonus on weapon attack and damage rolls
nightblade has the armory of night path technique, she until the end of your next turn. This increases by +1
adds the following to the list of properties she can grant at 5th level and every four nightblade levels gained
to weapons with that ability: designating (lesser), designating thereafter (max +5).
(greater), endless ammunition, and seeking. • +1 morale bonus to AC and saving throws until the
end of your next turn. This bonus increases by +1 at
Path of the Eternal Night 5th level and for every four nightblade levels gained
The Path of the Eternal Night teaches how to bring thereafter (max +5).
enemies to the final embrace of death. Nightblades on • +1 insight bonus on concentration checks and caster
this path utilize deathly energy and entropic effects to level checks to overcome spell resistance for 1 round.
drain foes of life to empower themselves. This increases by +1 at 5th level and every four
Path Power: A nightblade that follows the Path of nightblade levels after 1st (max +5)).
the Eternal Night gains the following path power. • Recover hit points equal to 1d6 + your nightblade
Corruption (Su): You create a swirling vortex of level (max +20).
negative energy around you, harming any that draw near. You can only absorb the life force of a significant foe
Starting a corruption is a swift action. The corruption (a creature whose number of Hit Dice is greater than or
manifests as shadowy energy that flows about you in a equal to half your level, minimum 1). You cannot absorb
10-foot radius, dealing 1d6 negative energy damage to the life force of a construct, nor a creature summoned
any creature that enters the area or starts their turn in through magic (such as summon monster). You may use
the area. A successful Fortitude save halves the damage. this ability no more than once per round.
Undead in the area are not healed by this negative energy, Necromantic Arcana (Ex): At 5th level, you can add a
but must instead make a Will save or flee as if panicked single necromancy spell from the cleric spell list or the
for 1d4 rounds. nightblade spell list to your list of spells known. This
The corruption always moves with you and stays spell must be of a level you are capable of casting. You
centered on your space. Creatures you move past take gain an additional spell known at 11th and 17th levels.
damage from your corruption as if they had entered the Mortal Attunement (Su): At 10th level, negative energy
area themselves. A single creature cannot be harmed by effects heal you as if you were undead. You gain a +4
corruption more than once per round, regardless of how bonus on saving throws against death effects and energy
many times a creature enters or exits your corruption. drain. You can see the condition of living and dead
You are immune to the effects of your own corruption; creatures, as if under the effects of a deathwatch spell.
other creatures in your space are affected as normal. Descent into Darkness (Su): At 15th level, you gain
The corruption lasts a number of rounds equal to an aura that draws creatures towards death. Creatures
1/2 your nightblade level + your Charisma modifier within 10 feet of you that are dying automatically fail any
(minimum 1) and can be dismissed early as a swift action. checks to stabilize and cannot benefit from the Diehard
You can only have one corruption in effect at a time. At feat unless they have more Hit Dice than your nightblade
5th level, and every four levels thereafter, the damage of level. A creature with fast healing or regeneration that
your corruption increases by 1d6, to a maximum of 5d6 enters into or starts their turn inside this aura must make
per round at 17th level. a Will save or have those abilities stop functioning for 1
Surge Ability: A nightblade of 2nd level that follows round. Additionally, any effect that restores hit points to
the Path of the Eternal Night gains the following ability a creature in the aura (other than you) has the amount
to use with her shadow surge class feature. restored reduced by half (50%); you gain the other half.
Entropic Grasp (Su): By spending a shadow surge as You have this aura only while you are conscious, not
a standard action, you can make a single touch attack if you are unconscious or dead, and can suppress or
against a creature to afflict it with entropic energies. For resume it as a free action.
the next round, anytime the target rolls a d20 it must roll Master of Death (Su): At 20th level, you become one
twice and take the less favorable result. Once a creature with death and entropy. You gain immunity to death
has been affected by entropic grasp, it cannot be affected effects, energy drain, sickened, nausea, fatigue, and
again for 24 hours. exhaustion. You can no longer be magically aged. Once

58
Chapter I Classes
per day, you may cast entropic storm* as a spell-like ability, corruption, though if it re-enters and exits the area
using your nightblade level as your caster level. this effect will apply again. A creature can still only be
Nightblade Arts: A nightblade that follows the harmed by corruption once per round. The nightblade
Path of the Eternal Night can select from the following must be at least 9th level before selecting this art.
nightblade arts. Grave Walker (Su): The nightblade gains the ability to
Corrupting Feast (Su): The nightblade’s corruption shift between dead or dying creatures, the energy of their
draws in the vitality of those that it harms. Each time death serving as a focal point for her shadow magic. The
her corruption damages a living creature, the nightblade nightblade can treat a corpse’s, a dying creature’s, or an
gains temporary hit points equal to the damage dealt. undead creature’s space and any squares adjacent to it as
These temporary hit points last for 1 minute and do not if it were in dim light for the purpose of teleporting with
stack with themselves. The nightblade must be at least her shadow shift ability. The nightblade must be at least
6th level before selecting this art. 12th level before selecting this art.
Grasp of Death (Su): The deathly energies of the Shadow of Death (Su): The nightblade can partially
nightblade’s corruption linger, harming creatures absorb the life force of a slain creature to fuel her shadow
even after they move away. A creature harmed by the magic. Whenever the nightblade uses her powered by
nightblade’s corruption that leaves the area must make death path technique, she can choose to gain a shadow
another save against the effect at the start of its turn, surge instead of gaining one of the other effects. This
as if it was still in the area of the corruption. This only surge does not count against her normal maximum of
occurs the first round the creature is outside of the surges she can have at once, but it must be spent within

59
Classes Chapter I
1 minute or it is lost. Table: Shadow Energy
Thread of Mortality (Su): Life and death are part of Nightblade Shadow Energy Total Spell Levels
the same fabric, and the nightblade can perceive the Level Spell Level Needed to Cast
connection between them. She gains lifesense to a range 10th 0 1
of 30 feet. The nightblade must be at least 15th level 10th 1 2
before selecting this art.
10th 2 3
Vile Corruption (Su): The nightblade’s corruption
makes creatures uneasy while they remain in its area. A 10th 3 4
creature that fails its saving throw against the nightblade’s 10th 4 5
corruption is sickened for 1d4 rounds. This duration 12th 5 7
does not stack. 14th 6 9
16th 7 12
Path of the Ravaging Void 18th 8 15
Nightblades that follow the Path of the Ravaging Void
20th 9 18
create powerful evocations out of shadowstuff. They
can replicate many forms of destructive power and
manipulate energy effects with ease.
Path Power: A nightblade that follows the Path of creature (as the slow spell) for 1 round.
the Ravaging Void gains the following path power. • Electricity: The spell creates a brilliant flash, blinding a
Elemental Shade (Su): You create an area of unstable creature for 1 round.
shadow magic, forcibly replacing energy effects with • Fire: Intense heat sets the creature on fire.
shadowstuff. As a move action, you designate a point A creature that is immune to the type of energy the
of space within 60 feet for your elemental shade to chosen effect is based on is immune to the added effect
surround. The shade emits out from that point in a (for example, a creature immune to electricity cannot
20-ft.-radius spread. Upon creating the elemental shade, be blinded by this ability). Each of these effects only
you choose an energy type from acid, cold, electricity, applies to a single target that is affected by the spell and
or fire. Any magical or supernatural source of energy is negated if the creature succeeds on its saving throw
that deals one of these types of damage is altered to the against the spell. If the spell has no saving throw, the
chosen energy type. creature gets a Will save to negate the effect (as they
You cannot change the energy type of an extraordinary disbelieve the shadowstuff), the DC being equal to the
ability or a mundane energy effect (such as a torch) using DC the spell would have if it had a saving throw. At 8th
elemental shade. If an effect lies only partially within the level and 16th level, the number of creatures you can
elemental shade, only the portions within the shade are affect with each use of this ability increases by 1 (max 3).
transformed. Elemental shade lasts a number of rounds Path Techniques: Your shadow magic grants you
equal to 1/2 your nightblade level + your Charisma incredible destructive power.
modifier (minimum 1) and can be dismissed as a swift Umbral Blast (Sp): You can unleash a chilling ray of
action. You can only have one elemental shade in effect darkness as a standard action. The bolt has a range of
at a time. If you use this ability again, any currently close (25 ft. + 5 ft./2 levels) and requires you to make
existing elemental shade immediately ends. At 7th level, a ranged touch attack to hit. On a hit, the shadowy
you can use elemental shade as a swift action. ray deals cold damage equal to 1d6 + your Charisma
Surge Ability: A nightblade of 2nd level that follows modifier, increasing by 1d6 per two nightblade levels
the Path of the Ravaging Void gains the following ability gained past 1st (max 10d6).
to use with her shadow surge class feature. Warding Shadows (Su): At 5th level, you gain a shadowy
Twisted Elements (Su): You infuse your elemental spells aura that protects you from energy attacks. Each day
with shadowstuff, granting additional effects typical of when you regain your spell slots, choose either acid,
a different energy type. When you cast a spell that deals cold, electricity, or fire. Your warding shadows grant you
acid, cold, electricity, or fire damage, you can enhance resistance 10 against that energy type. This increases to
the spell by spending 1 shadow surge as a swift action. resistance 20 at 10th level and to resistance 30 at 15th
One creature affected by the spell suffers an additional level. Allies within 10 feet of you gain energy resistance
effect, chosen from the following list. You must choose to the same energy type equal to half the resistance that
an effect based on an energy type that is different from you gain. You only grant resistance to your allies while
the type of energy damage the spell inflicts: you are conscious, not if you are unconscious or dead.
• Acid: Noxious fumes sicken the creature for 1 round. Shadow Energy (Sp): At 10th level, you can combine
• Cold: The spell carries an abnormal chill, slowing the unused spell slots with shadow energy to replicate

60
Chapter I Classes
evocation spells. By using this ability, you can cast any Abilities that reduce the effects a spell has on a successful
evocation spell on the sorcerer/wizard or nightblade save, such as evasion, improved evasion, or stalwart do
spell list that deals acid, cold, electricity, or fire damage, not function and provide no benefit against such spells.
as if using shadow evocation. To do so, you must give up a Nightblade Arts: A nightblade that follows the Path
number of spell slots whose total spell levels is greater of the Ravaging Void can select from the following
than or equal to the value shown in Table: Shadow nightblade arts.
Energy for the spell level you wish to replicate. For Destructive Shade (Su): Whenever the nightblade casts
example, if you want to replicate fireball (a 3rd level a spell that deals damage or uses her umbral blast path
spell), you would have to give up a number of spell slots technique, it deals +1 point of damage per die rolled.
whose total levels is at least four or more. This can be Disruptive Surge (Su): A brief fluctuation of shadow
any combination of spell slots, such as two 2nd level magic disrupts the spells of the nightblade’s enemies.
spell slots, one 4th level spell slot, or a 1st level spell slot Whenever a creature within 60 feet of the nightblade
and a 3rd level spell slot. casts a spell, she can spend 1 shadow surge as an
The created effects are only 20% real (as with shadow immediate action to force that creature to make a
evocation), though its realness is improved by the umbral concentration check (DC 15 + twice the spell’s level) or
magic class feature, if you have it. Any saving throws lose the spell. The nightblade must be at least 6th level
for the replicated spell (and the Will save to disbelieve before selecting this art.
it) use the normal DC for the replicated spell’s level, as Encroaching Darkness (Su): The nightblade’s elemental
opposed to the DC of shadow evocation. The replicated magics have improved range. Her elemental shade
spell gains the shadow descriptor, in addition to its increases in size to a 30 ft. radius, and can be created
normal descriptors. Casting a spell with this ability takes from any point in space within 120 feet. Additionally,
a full-round action, as opposed to the spell’s normal the range of her umbral blast path technique increases
casting time; if the spell has a longer casting time than to medium (100 ft. + 10 ft./level).
this, the spell requires its normal casting time. Enter the Void (Su): The nightblade’s elemental shade
At 10th level, you can replicate spells up to 4th level. creates a dark void in its center, drawing enemies
At 12th level, and every two levels thereafter, you can towards it. Creatures within the area of the nightblade’s
replicate spells of a level higher, up to 9th level spells at elemental shade have their movement speed cut in half
20th level, as shown on Table: Shadow Energy. (no save). An enemy within the area of the nightblade’s
Void Avatar (Sp): At 15th level, once per day you can elemental shade that tries to move away from the center
replace your entire being with roiling shadows. This must make a bull rush combat maneuver check against
functions as the spell fiery bodyAPG, using your nightblade a CMD of 10 + the nightblade’s level + her Charisma
level as your caster level, except as noted below. modifier, done as part of the move action. If it succeeds,
You and your equipment are immune to cold damage it can move as normal (though still at half speed). On a
and you are healed by cold instead of by fire. The other failed check, the creature’s move action is wasted and
resistances and immunities apply as normal. While you it does not move. If the creature fails by 10 or more,
do not take additional damage from cold effects (as with it is pulled 5 feet closer to the center of the elemental
fiery bodyAPG), you are affected by light-based spells such shade. The nightblade must be at least 15th level before
as sunburst as if you were an undead shadow. selecting this art.
Your unarmed attack deals cold damage instead of Exposing Void (Sp): The nightblade can expose a target
fire damage. You do not burn brightly or dazzle creatures to the void of darkness, making it more vulnerable.
as with fiery bodyAPG; instead, your shadowy form The nightblade can spend a shadow surge as a move
gives you a +10 competence bonus on Stealth checks action to make a single creature or object within 60 feet
made in dim light or darkness. Darkness, shadow, and gain vulnerability to either acid, cold, electricity, or fire
shadowmorph spells you cast (including spells cast with damage until the end of the nightblade’s next turn. A
your shadow energy ability) have their DCs increased by Fortitude save negates this effect. A creature or object
+1, instead of fire spells. You do not take damage nor that is immune to the selected energy type is unaffected
gain concealment when in water, but are staggered when by this ability. Whether the target makes its save or
in an area of bright light. not, it cannot be subjected to this effect again for 24
Inevitable Darkness (Su): At 20th level, your magic can hours. The nightblade must be at least 12th level before
pierce even the toughest defenses. Whenever you cast selecting this art.
an evocation spell or a shadow spell that replicates an Mutable Space (Su): The nightblade’s elemental shade
evocation spell, such as shadow evocation or your shadow makes her magics more malleable, letting her bend their
energy technique, you can roll twice to penetrate a shape to avoid allies. Whenever she casts an evocation
creature’s spell resistance and take the better result. spell, a shadow evocation spell, or spell with her shadow

61
Classes Chapter I
energy path technique, if that spell targets an area and Table: Distorting Shadows Effects
that area is within the elemental shade, the nightblade can d6/
select a number of spaces up to her Charisma modifier d8 Effect
to be excluded from the effect. The chosen spaces must 1 The shadows makes the creature feel uneasy,
be within the elemental shade’s area. The nightblade sickening it for 1 minute. This duration does not stack.
must be at least 9th level before selecting this art. 2 The shadows make the creature feel unusually tired,
causing it to be fatigued for 2d4 rounds. This effect
Path of the Twilight Veil does not stack, and is removed at the end of the
duration. At 10th level, the creature is exhausted for
The Path of the Twilight Veil is a secretive path that the duration instead.
uses shadow magic to distract, confuse, and deceive 3 The pattern assaults the creature’s senses, deafening
opponents. Nightblades on this path can vanish in the it for 2d4 rounds.
blink of an eye and create the most realistic of illusions. 4 The pattern flashes brightly, blinding the creature for
Path Power: A nightblade that follows the Path of 1 round.
the Twilight Veil gains the following path power. 5 The distracting patterns throw the creature off
Distorting Shadows (Sp): You create an area of shifting balance, staggering it for 1 round.
shadows, the darkness an ever-changing pattern of 6 The shadows confuse the creature for 1 round.
shapes and shades that assault the minds of those within. 7 The creature cannot focus, dazing it for 1 round.
As a standard action, you designate a point in space
8 The distortions are overwhelming, stunning the
within 60 feet to conjure your distorting shadows. The creature for 1 round.
distorting shadows swirl around that point in a 20-foot
radius spread, affecting any creatures within or entering
the area. Any creature that enters the area of your
distorting shadows or starts its turn within the area must Extended Illusions (Su): At 1st level, you may have any
make a Will save or be affected by the shadows, which illusion spell you cast with a duration of “concentration”
causes a random effect as shown on Table: Distorting last a number of additional rounds equal to 1/2 your
Shadows Effects. Each creature must make this save nightblade level after you stop concentrating (minimum
every round they remain in the area or suffer another +1 round).
randomly determined effect. Shadow of Doubt (Su): At 5th level, your illusions
The Hit Dice of the creature being affected determines and enchantments become exceptionally potent. Each
what effects can be applied to it. If the creature has Hit creature affected by your illusion or enchantment spells
Dice less than or equal to your nightblade level, roll 1d8 is treated as if its total number of Hit Dice were equal to
to determine what effect is applied to it from Table: its number of Hit Dice minus your Charisma modifier
Distorting Shadows Effects. If the creature has more (if positive) for determining their effects. This does not
Hit Dice than that, roll 1d6 to determine what effect is stack with similar effects that reduce a creature’s effective
applied to it from Table: Distorting Shadows Effects. Hit Dice, such as an oracle’s awesome display revelation.
You must roll separately for each creature affected. Mercurial Illusionist (Ex): At 10th level, whenever
Distorting shadows lasts for a number of rounds equal you come within 30 feet of an illusion effect that
to 1/2 your nightblade level + your Charisma modifier grants a saving throw to disbelieve if interacted with,
(minimum 1) and can be dismissed early as a standard you automatically gain a save to notice (as if you had
action. You can have multiple distorting shadows effects interacted with the effect). The GM should make this roll
active at the same time; overlapping areas do not stack in secret. Additionally, as long as you are concentrating
nor cause any additional effects. You are immune to the on an illusion, you can completely change its effects
effects of your distorting shadows. Sightless creatures within the limitation of the spell. For example, while
are unaffected by distorting shadows. This is a mind- concentrating on a major image you could change the
affecting pattern effect. image from displaying a rampaging demon into an image
Surge Ability: A nightblade of 2nd level that follows of a decrepit shack, rather than only moving the illusory
the Path of the Twilight Veil gains the following ability demon around as normal. If the illusion doesn’t require
to use with her shadow surge class feature. concentration, you can concentrate on it as a standard
Veil of Darkness (Sp): You can expend a shadow action to change its effects as described above.
surge as a move action to disappear for one round per Slip Away (Su): At 15th level, you can vanish without
nightblade level, as the spell invisibility. You cannot regain a trace, causing witnesses to forget you were even there.
shadow surges until the invisibility ends. Once per day as an immediate action, you can vanish
Path Techniques: Your shadowy illusions deceive from sight, as the spell greater invisibility. While invisible
even the strongest of minds. in this way, you cannot be detected by any means, and

62
Chapter I Classes
not even invisibility purge, see invisibility, and true seeing work against all creatures, even those that are sightless or
can reveal you. In addition, creatures within 100 feet immune to mind-affecting effects. Creatures that would
must make a Will save or forget that you were there. normally be immune to the distorting shadows always
This functions as modify memory, though it requires no roll a d6 to determine its effect, regardless of their
action on your part and can only make a creature forget Hit Dice. In this case, however, the shadows are even
about you (such as sounds you have made, having seen overwhelming to the nightblade; she is not immune to
you, conversations, and so forth). The DC of the modify distorting shadows made in this manner, and she cannot
memory effect is equal to 10 + 1/2 your nightblade level make other creatures immune to it with her shade
+ your Charisma modifier, as opposed to its normal inoculation art. The nightblade must be at least 15th
DC. You can only make a creature forget details and level before selecting this art.
events involving you that have occurred within the past Shade Inoculation (Su): The nightblade can make her
minute. You can affect a number of creatures up to your allies immune to the effects of her distorting shadows.
Charisma modifier. When she uses her distorting shadows ability, she can
Master of Shadows (Su): At 20th level, your mastery over designate a number of creatures up to her Charisma
illusions is complete. You can make one illusion spell modifier to be unaffected by the distorting shadows.
with a duration of “concentration” become permanent. Shrouded Casting (Su): The nightblade can use shadow
You can have no more than one illusion made permanent magic to hide the fact she is casting a spell. By spending
in this way at one time. If you designate another illusion a shadow surge as a swift action when casting a spell, the
as permanent, the previous permanent illusion ends. In nightblade can make a Sleight of Hand or Bluff check
addition, you permanently gain the benefits of true seeing. to hide her casting. Observers must make an opposed
You can suspend or reactivate this ability as a free action. Perception check (if the nightblade used Sleight of
Nightblade Arts: A nightblade that follows the Hand) or a Sense Motive check (if the nightblade used
Path of the Twilight Veil can select from the following Bluff) to realize she is casting a spell. Using this ability
nightblade arts. with a spell that has a clear effect and origin, such as a
Controlled Distortion (Su): The nightblade gains the burning hands spell, provides no benefit.
ability to control the patterns within her distorting
shadows. When determining the random effects of her Path of the Umbral Host
distorting shadows, she can choose to reroll that effect Nightblades on the Path of the Umbral Host transmute
once. She must do this before applying the effects of shadows into countless living creatures, overrunning
distorting shadows to that creature. The nightblade must their opponents with a legion of shades that distort and
be at least 9th level before selecting this art. fade within darkness.
Flickering Mind (Su): When the nightblade is subjected Path Power: A nightblade that follows the Path of
to a Will save, she can spend 1 shadow surge as an the Umbral Host gains the following path power.
immediate action to re-roll the saving throw, adding her Black Beast (Sp): You can animate your shadow into a
Charisma modifier (minimum +0) to the new roll. She monstrosity of darkness. Your shadow animates into a
must choose to re-roll the save after making her initial single creature, chosen from those available to summon
roll but before the result is revealed, and must take the monster I. The animated creature acts immediately after
second roll, even if it is worse. The nightblade must be your turn and obeys your commands. In addition, the
at least 12th level before selecting this art. black beast gains the shadow creature template (if they
Illusory Arcana (Ex): Further deceptive spells become would normally gain the celestial or fiendish template,
available to the nightblade. For every spell level of they gain the shadow creature template, instead). The
1st level or higher that the nightblade can cast with black beast uses your bonus to Stealth checks, if your
nightblade spell slots, she chooses a single illusion or bonus is higher. The black beast stays animated for a
enchantment spell from the nightblade or sorcerer/ number of minutes equal to your nightblade level.
wizard spell list. The chosen spells are added to her spell At 3rd level, you instead can choose a single creature
list (if they weren’t already on it) and to her list of spells from summon monster II. Every two levels thereafter,
known. Each time she gains another level of nightblade the level of summon monster created by your black beast
spell she can cast, she gains another spell known for that increases, eventually functioning as summon monster IX
new level in the same fashion. The nightblade must be at at 17th level. You can only animate a single creature
least 6th level before selecting this art. with each use of this power; using it again destroys the
Overwhelming Shade (Su): The nightblade can create current black beast. This is a shadowmorph effect.
an area of illusions so powerful that even the strongest Surge Ability: A nightblade of 2nd level that follows
of minds cannot resist it. By spending two of her daily the Path of the Umbral Host gains the following ability
uses of her distorting shadows path power, the shadows to use with her shadow surge class feature.

63
Classes Chapter I
Shadow Stitching (Sp): You use shadow magic to animate be done as a move action. The aura spreads out 20
an enemy’s shadow, restricting their motion. You can feet around yourself or your black beast (if you have
spend 1 shadow surge to force a target creature within 60 one summoned), chosen upon activating the aura. Any
feet to make a Will save. If they fail, their shadow wraps enemies within the aura have their shadows animate
around them to slow them down, reducing their speed into a shadowy copy of the creature. This animate
to 0 for a number of rounds equal to your Charisma shadow does not occupy space or attack the creature,
modifier (minimum 1). A successful save causes the but causes it to be considered flanked by all attackers
creature to only lose half of its speed, and only for 1 as long as it is within the aura. You can use this ability
round. Once a creature has been affected by this ability a number of rounds per day equal to your nightblade
(whether they save or not), then cannot be affected again level; these rounds do not have to be consecutive. This is
for 24 hours. This is a shadowmorph effect. a shadowmorph effect on each creature affected.
Path Techniques: You manipulate darkness to Shadowmind (Su): At 15th level, you can communicate
hinder opponents and create shadowy creatures. telepathically with your familiar, black beast, or any
Shadow Familiar (Su): At 1st level, you gain a familiar creature you summon, so long as they are within 1
as an arcane bond, using your nightblade level as your mile of you. This allows you to communicate and give
effective wizard level. Your nightblade levels stack orders to any creature you summon, even those that are
with any other class levels that grant a familiar when mindless or would not otherwise understand language.
determining the powers of your familiar. This does not Lord of Midnight (Su): At 20th level, shadowmorph
allow you to have both a bonded item and a familiar. spells and conjuration (summoning) spells you cast gain
Your familiar can meld with your shadow. Melding the benefit of Extend Spell without affecting their level
with your shadow or turning back to normal familiar or cast time. Whenever you summon a single creature
form is a move action for your familiar. When melded, with a conjuration (summoning) spell or with your black
the familiar does not count as a creature separate from beast path power, it gains the advanced template.
you. It continues to grant its special familiar ability while Nightblade Arts: A nightblade that follows the
melded, but otherwise has no abilities and can take no Path of the Umbral Host can select from the following
actions except to transform from shadow into creature. nightblade arts.
Dark Conjuror (Ex): At 5th level, any feats or abilities Amorphous Shade (Ex and Su): The nightblade gains
you have that would apply to creatures summoned by Improved Familiar as a bonus feat (this is an extraordinary
conjuration (summoning) spells (including Spell Focus ability). Once per day when she regains her spell slots,
or feats that apply specifically to creatures summoned by she can have her familiar transform into any valid form
summon monster or summon nature’s ally) also apply to shadow for Improved Familiar based on her nightblade level.
conjuration spells used to summon creatures as well as to Black Animus (Sp): When using her black beast path
your black beast path power. power, the nightblade may choose a creature from an
Whenever you cast summon monster from a nightblade equivalent-leveled spell of summon nature’s ally or summon
spell slot, you can choose to infuse it with shadowstuff horror*, rather than only choosing from summon monster.
as you cast it. Doing so makes the creature(s) only 20% She is treated as being able to cast summon nature’s ally for
real (as if cast by shadow conjuration) but lets you select the purpose of qualifying for feats, even if she doesn’t
from a creature list one level higher than normally have them as spells known.
allowed by the spell. For example, if you cast summon Dark Clutches (Sp): The nightblade’s shadow stitching
monster III in this way, you could summon one creature covers the target in murky, viscous shadowstuff,
from the 4th level list, 1d3 from the 3rd level list, or staggering the target for its duration. The nightblade
1d4+1 from the 2nd-level list or lower, and all creatures must be at least 9th level before selecting this art.
summoned are 20% real. The saving throw to realize a Formless Umbra (Su): Shadows animated by the
creature summoned this way is not real (as described nightblade can mutate into new forms. She can spend a
in shadow conjuration) is equal to the DC of the summon shadow surge as a standard action to transform a creature
monster spell, if it had one. she has summoned with her black beast path power or
Upon reaching 15th level, when turning a summon with a conjuration (summoning) spell into a different
monster spell quasi-real, as described above, you can select creature. She must select the creature’s new form from
from creature lists two levels higher instead of just one. the same level list of creature or lower that the original
Betrayal of Shadows (Su): At 10th level, you become creature came from. For example, if she summoned her
immune to shadowmorph effects unless you allow black beast as a bone devilB1 from the 7th-level list of
them to affect you. Additionally, you can manifest summon monster, she can turn it into any creature from a
an aura that animates your foes’ shadows into hostile 7th-level list or lower. She can only transform a particular
aggressors. Activating and suppressing this aura can creature a single time with this ability and its current hit

64
Chapter I Classes
points remain the same, though any hit points in excess alignment, vanishAPG, ventriloquism, vocal alterationUM, wizened
of its new maximum are lost. The nightblade must be at appearanceUI, youthful appearanceUM
least 15th level before selecting this art. 2nd-Level Nightblade Spells: accelerate poisonAPG,
Penumbra and Antumbra (Su): The nightblade can afraid of the dark*, air stepACG, aggressive thundercloudACG, alter
draw upon the Plane of Shadows to twist and replicate self, anonymous interactionACG, anticipate thoughts­OA, audiovisual
shadows with ease. She gains Flickering Shadows* as a hallucinationUI, blade spiral*, blindness/deafness, bloodbathHA,
bonus feat, even if she does not meet the prerequisites. blur, brow gasherUC, build trustUI, bull’s strength, cat’s grace,
If the nightblade uses a shadowmorph effect on herself cloudburst*, codespeakUI, conjure armor*, conjure weapon*, create
(such as black beast or the umbral defender* spell) while her treasure mapAPG, dark confinement*, dark whispersUI, darkness,
shadow familiar is merged with her shadow, the familiar darkvision, dead weight*, death knell, detect magic (greater),
can be fused with that shadowmorph effect. While detect thoughts, disguise otherUM, disrupt silenceUI, dress corpseUI,
the familiar is fused with a shadowmorph effect, that dusk ball*, dust of twilightAPG, eagle’s splendor, energy weapon*,
shadowmorph effect gains all special abilities provided enshroud thoughtsOA, enter imageAPG, escape alarmVC, euphoric
to the familiar (such as share spells, speak with master, or cloudACG, extreme flexibilityACG, eyes of eventide (communal)*,
improved evasion), where applicable. This only applies false belief UI, false life, flickering lightsHA, focused scrutinyACG, fog
special abilities, not any other statistics (such as increased cloud, frigid touchUM, frost fallUC, ghost whipOA, ghostly disguiseUM,
Intelligence or natural armor). The nightblade must be glideAPG, glitterdust, haunting mistsUM, hidden presenceUI, hidden
at least 6th level before selecting this art. speechAPG, hoodwinkVC, hypnotic pattern, icy trail*, impaling
The Lurking Beast (Su): The nightblade’s familiar and shade*, inflict painOA, invisibility, knock, know peerageUI,
any creature she summons with her black beast path languid venomUI, locate object, mask dweomer (communal)UC,
power gain her hide in plain sight ability. The nightblade minor image, mirror image, misdirection, mount (communal)UC,
must have the hide in plain sight class feature and be at muffle soundACG, night shield*, oneiric horrorOA, open bookUI,
least 12th level before selecting this art. outbreakVC, pernicious poisonUM, phantasmal afflictionUI,
phantasmal foe*, pilfering handUC, protective penumbraUM,
NIGHTBLADE SPELLS psychic readingOA, pulling chains*, quick changeHA, scare, see
Nightblades gain access to the following spells. While invisibility, sense fearHA, shadow anchorARG, shadow binding*,
most of these spells are found in the Pathfinder Roleplaying shadow clawsVC, shadow conjuration (lesser), shadow necromancy
Game Core Rulebook, those with superscripts are from (lesser)*, share memoryUM, shifted stepsUI, silence, silent tableACG,
other Pathfinder Roleplaying Game material, as outlined sound burst, spider climb, stricken heartACG, summon horror II*,
in the introduction of this book. Those marked with an summon monster II, tonguesUC, trickster shade*, twilight hazeACG,
asterisk (*) are new spells that are described in Chapter umbral berserker*, web, whip of spidersACG, whispering wind,
IV of this book. voluminous vocabularyUI
0-Level Nightblade Spells: arcane mark, bleed, conjure 3rd-Level Nightblade Spells: adjustable disguiseACG,
tool*, create caltrops*, detect magic, detect poison, freeze*, assume appearanceHA, aura of the unremarkableUI, bestow curse,
ghost sound, haunted fey aspectUC, light, message, open/close, binding chains*, blink, chain of perditionUC, clairaudience/
prestidigitation, ray of frost, read magic, shape shadows*, sift, clairvoyance, cold snap*, complex hallucinationUI, conjure carriageUI,
snuff*, sparkAPG, touch of fatigue contagion, cursed treasureVC, darkvision (communal)UC, daylight,
1st-Level Nightblade Spells: alarm, aphasiaUI, auditory deep slumber, deeper darkness, deflect blameUI, detect anxietiesUI,
hallucinationUI, barbed chainsHA, blendARG, blurred movementACG, detect desiresUI, dispel magic, displacement, dreadscapeHA, entropic
cause fear, chill touch, color spray, comprehend languages, corrosive burst*, false futureUI, fear, fearsome duplicateARG, flash of spikes*,
touchUM, cultural adaptationUI, detect secret doors, discern next of fly, ghost brandUI, gloomblind boltsARG, haste, horrific doublesHA,
kinACG, disguise self, disguise weaponACG, ear-piercing screamUM, howling agonyUM, hypercognitionOA, illusion of treacheryUI, illusory
erase, expeditious retreat, eyes of eventide*, fabricate disguiseUI, script, instant fakeUI, invisibility sphere, keen edge, lightning
feather fall, forced quietUM, forked lightning*, glue sealACG, grasp bolt, loathsome veilUM, magic aura (greater)UI, magic weapon
of darkness*, grease, handy grapnelUI, hide bruisesVC, hidden (greater), major image, nondetection, pain strikeAPG, penumbral
illumination*, hobbleVC, icicle daggerUM, identify, illusion of courier*, penumbral pit*, phantom driverUC, phantom steed, pierce
calmUC, interrogationUM, liberating commandUC, magic aura, disguiseACG, ray of exhaustion, sands of timeUM, scrying, secret
magic weapon, mask dweomerAPG, memorize pageACG, memory page, seek thoughtsAPG, selecting alarmUI, sensory deprivation*,
lapseAPG, mindlinkOA, mount, negative reactionUC, obscure object, shadow evocation (lesser)*, shadow structure*, shadow wound*,
obscure poisonUI, obscuring mist, open and shutUI, paranoiaOA, sleet storm, slow, stinking cloud, summon horror III*, summon
quintessenceOA, ray of enfeeblement, ray of sickeningUM, shadow monster III, tenebrous form*, tongues (communal)UC, trade itemsUI,
ammunition*, shadow stream*, shadow weaponUM, shocking twilight knifeAPG, umbral defender*, undetectable trapUI, vampiric
grasp, silent image, sleep, summon horror I*, summon monster touch, virulent miasmaVC, vision of hellUM, wall of darkness*,
I, touch of gracelessnessAPG, umbral assistant*, undetectable wall of nauseaACG, waves of bloodHA, witnessUM

65
Classes Chapter I
4th-Level Nightblade Spells: aggressive thundercloud
(greater)ACG, air walk, amnesiaVC, assume appearance (greater)HA,
ball lightningAPG, black bomb*, black tentacles, conditional curseUI,
SABOTEUR
contingent venomUI, control light*, creeping iceACG, darkvision
(greater)UM, detect scrying, dusk ball (greater)*, enervation,
eyes of the voidACG, false life (greater)UM, feast on fearACG, Even the smallest of actions can have far-reaching
hallucinatory terrain, hand of the abyss*, ice storm, illusion consequences. A hundred stones can build a fortress;
of treachery (greater)UI, illusory edge*, illusory strike*, illusory a single loose stone can send it crashing down. A
wall, illusory vestment*, impossible anglesHA, invisibility (greater), thousand blades can protect a king; a single blade can
leashed shacklesUM, locate creature, lockdown*, majestic imageUI, topple a nation. When subtlety of thought and action
meticulous matchUI, mind probeOA, mindwipeOA, modify memory, is necessary, a saboteur answers the call. Masters of
named bulletUC, negative image*, night armor*, nondetection deception and infiltration, saboteurs have all of the tools
(communal)UC, oneiric horror (greater)OA, penumbral informant*, necessary to gain entrance to the most well-defended
phantasmal asphixiationHA, phantasmal killer, phantom bastions and complete their mission. With specialized
chariotUC, phantom steed (communal)UC, quieting weaponsUI, tricks to suit their needs and a variety of magical traps at
rainbow pattern, rigor mortisHA, scripted hallucinationUI, sending, their disposal, a well-prepared saboteur can accomplish
shadow conjuration, shadow jauntVC, shadow necromancy*, any goal with none the wiser.
shadow projectionAPG, shadow stepUM, shadow touch*, shadowy Role: Saboteurs are masters of trickery and sabotage,
havenARG, shocking imageUC, simulacrum (lesser)UM, solid fog, bypassing sentries and wards with ease while placing
summon horror IV*, summon monster IV, treasure stitchingAPG, their own magical devices to trap unsuspecting foes.
umbral hunter*, wall of blindness/deafnessACG, wall of ice, A saboteur’s variety of skills and abilities lets them
vicarious viewUI, zone of silence improvise when needed, but a saboteur that properly
5th-Level Nightblade Spells: abyssal surge*, acidic prepares can be a truly dangerous combatant.
sprayUM, air walk (communal)UC, banish light*, banish shadows*, Alignment: Any
blood tiesHA, charnel houseHA, cloak of dreamsAPG, cloak of Hit Die: d8
shadowsVC, cloudkill, cone of cold, contagion (greater)UM, curse Starting Age: Self-taught
(major)UM, curse of the lightless*, damnation strideARG, deadly Starting Wealth: 4d6 × 10 gp (average 140 gp). In
eclipse*, deathwings*, dispel magic (greater), dream, false vision, addition, each character begins play with an outfit worth
glimpse of truthUI, icy prisonUM, inflict pain (mass)OA, mage’s 10 gp or less.
decreeUI, magic jar, mirage arcana, mislead, nightmare, overland
flight, overwhelming poisonUI, pain strike (mass)APG, persistent Class Skills
image, phantasmal putrefecationHA, phantasmal webAPG, phobiaHA, The saboteur’s class skills are Acrobatics (Dex), Appraise
possess objectUM, prying eyes, repress memoryOA, retrocognitionOA, (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
seeming, shadow bodyOA, shadow evocation, shadow gate*, shadow (Cha), Disable Device (Dex), Disguise (Cha), Escape
walk, sharp shadows*, suffocationAPG, summon horror V*, Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int),
summon monster V, thoughtsenseOA, triggered hallucinationUI, Knowledge (engineering) (Int), Knowledge (history)
umbral magician*, unwilling shieldAPG, vampiric shadow (Int), Knowledge (local) (Int), Knowledge (nobility) (Int),
shieldACG, void field*, void prison*, vorpal edge*, wall of darkness Linguistics (Int), Perception (Wis), Profession (Wis),
(greater)*, waves of fatigue, whip of centipedesACG Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft
6th-Level Nightblade Spells: acid fog, banshee blastACG, (Int), Stealth (Dex), and Use Magic Device (Cha).
bull’s strength (mass), cat’s grace (mass), chain lightning, circle of Skill Points Per Level: 6 + Int modifier.
clarityUM, circle of death, cold ice strikeUM, cruel jauntHA, curse
of nightHA, darkburst*, decapitateHA, dream councilOA, dream Class Features
scanOA, eagle’s splendor (mass), eyebite, false vision (greater)UI, All of the following are class features of the saboteur.
find the path, freezing sphere, lunar veilUM, invisibility (mass), Weapon and Armor Proficiency: Saboteurs are
legend lore, named bullet (greater)UC, night terrorsHA, permanent proficient with simple weapons, plus the hand crossbow,
hallucinationUI, permanent image, phantasmal polymorph*, net, rapier, sap, shortbow, short sword, and with all
phantasmal revengeAPG, plague stormUM, programmed image, firearms. They are proficient in light armors, but not
project image, scintillating pattern, scrying (greater), sensory with shields.
deprivation (greater)*, shadow binding (mass)*, shadow Saboteur Trap: Unlike most trapsmiths, a saboteur
puppeteer*, shadow space*, shadow terrain*, simulacrum, sonic can create complex, magically-enhanced traps with
formACG, stormblast*, summon horror VI*, summon monster minimal materials, imparting her own arcane power into
VI, telepathyOA, true seeing, umbral nightblade*, veil, waves of the trap to make a wide variety of effects. In many ways,
exhaustion, whip of antsACG saboteur traps behave like spells in trap form, and as

66
Chapter I Classes
Table: Saboteur
Base
––—— Traps per Day ——–—
Attack Fort Ref Will
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Marked Target, Trapfinding 1 — — — — —
2nd +1 +0 +3 +3 Evasion, Saboteur Trick 2 — — — — —
3rd +2 +1 +3 +3 Hidden Spotter 3 — — — — —
4th +3 +1 +4 +4 Saboteur Trick 3 1 — — — —
5th +3 +1 +4 +4 Swift Sabotage 4 2 — — — —
6th +4 +2 +5 +5 Saboteur Trick 4 3 — — — —
7th +5 +2 +5 +5 Improved Mark 4 3 1 — — —
8th +6/+1 +2 +6 +6 Saboteur Trick 4 4 2 — — —
9th +6/+1 +3 +6 +6 Ranged Setup 5 4 3 — — —
10th +7/+2 +3 +7 +7 Saboteur Trick 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Combined Arms 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Saboteur Trick 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Improved Evasion 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Saboteur Trick 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Greater Mark 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Saboteur Trick 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Expanded Arsenal 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Saboteur Trick 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Instant Sabotage 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Master’s Trick, Saboteur Trick 5 5 5 5 5 5

such their effects can be dispelled by effects like dispel she can create. A saboteur can utilize spell-trigger items
magic using the saboteur’s level as the caster level. if the spell appears on her assembly list, but not spell-
A saboteur can create only a certain number of traps completion items (unless she uses Use Magic Device to
of each level per day. Her base daily allotment of traps do so). A trap is “cast” by setting it—setting a trap is
is given on Table: Saboteur. In addition, she receives a standard action that provokes attacks of opportunity,
bonus traps per day if she has a high Intelligence score, and it must be placed in an open, adjacent square to the
in the same way a wizard receives bonus spells per day. saboteur. A trap fills a single 5-foot square and cannot
When a saboteur creates a trap, she assembles it with be placed in the same area as another saboteur trap or a
carefully-constructed gears, wires, and parts, imparting magical trap such as a glyph of warding, and once placed
it with magical power to create wondrous effects. Each cannot be moved. All saboteur traps are Type: Magical,
saboteur creates her traps differently; a trap made by Trigger: Location, and Reset: None. Once a trap is placed, it
one saboteur cannot be set or detonated remotely by remains set for 1 hour per caster level, after which it falls
another person, even another saboteur, though they can apart harmlessly. A saboteur can have a number of traps
be disarmed via Disable Device like a normal trap. A set equal to her Intelligence modifier; if she tries to set
trap, once created, remains usable for 1 day before the another trap when at this maximum, the oldest trap set
parts need to be repaired, so a saboteur must re-prepare deactivates harmlessly. When the saboteur would regain
her traps every day. Creating a trap takes 1 minute of her trap slots for the day, she does not regain the slots
work—most saboteurs prepare many traps at the start for any trap that is still set and active.
of the day or just before going on an adventure, but it’s When the trap is triggered, the spell comes into effect
not uncommon for a saboteur to keep some (or even all) on the creature that triggered it (even if that creature is
of her daily trap slots open so that she can prepare traps the saboteur herself). If the spell targets one or more
in the field as needed. creatures, the trap targets as many creatures within range
Although the saboteur doesn’t actually cast spells, she of the spell as possible, starting with the creature that
does have an assembly list that determines what traps triggered the trap and continuing to the next nearest

67
Classes Chapter I
creature, using the trap’s location as the point of origin include the creature that triggered the trap in its area of
and the saboteur’s bonuses for attack rolls. If the spell effect or as one of its targets (where applicable). If an
affects an area, it comes into effect centered on the trap’s effect has a duration of “concentration”, it can only be
location or originating from the trap’s space (in the case concentrated on if the saboteur has line of sight to the
of spells with a point of origin like burning hands), aimed trap’s effect; otherwise, it lasts as if “concentrated” on
to strike as many targets as possible with the trap’s effect, for 1 round + 1 round per five saboteur levels obtained,
even if the spell could normally only be centered on the up to its normal maximum duration. Any extra abilities
saboteur. Effects that require space to appear (such as the trap has that can be used by concentration or require
wall of ice) appear in the nearest available space within action on the saboteur’s part, such as moving a flaming
the spell’s range. If the saboteur sees the trap trigger, she sphere, cannot be used unless the saboteur can see the
can instead designate targets or aim the area of effect as effect and is within its normal range.
desired within the limitations of the trap’s effects, though In addition to her traps being triggered normally,
the effect still originates from the trap’s space and must the saboteur can use a move action once per round to
detonate a trap within 30 feet of her that she can see.
When detonating a trap this way, she does not have to
include herself as one of its targets or within in its area
of effect. She may disarm one of her traps within 5 feet
of her as a standard action with no check needed.
The saboteur uses her level as the caster level to
determine any effect based on caster level. Creating traps
consumes raw materials, but the cost of these materials
is insignificant—comparable to the valueless material
components of most spells. If a spell normally has a
costly material component, that component is expended
during the placing of that trap. Spells that normally have
a focus or divine focus requirement do not have a those
requirements when made as a saboteur trap. A saboteur
can prepare a trap of any assembly she knows. To learn
or use a trap, a saboteur must have an Intelligence score
equal to at least 10 + the trap’s level. The Difficulty
Class for a saving throw against a saboteur’s trap is 10
+ the trap level + the saboteur’s Intelligence modifier.
The Difficulty Class of Perception checks to locate a
saboteur trap or Disable Device checks to disable a
saboteur trap is equal to the trap’s save DC + 10.
A saboteur may know any number of assemblies.
She stores her assemblies in a special tome called an
assembly book. She must refer to this book whenever
she prepares a trap but not when she sets it. A saboteur
begins play with two 1st level assemblies of her choice,
plus a number of additional assemblies equal to her
Intelligence modifier. At each new saboteur level, she
gains two new assemblies of any level that she can create.
A saboteur can also add assemblies to her book just like a
wizard adds spells to his spellbook, using the same costs
and time requirements. A saboteur can study a wizard’s
spellbook to learn any assemblies that are equivalent to a
spell the spellbook contains. A wizard, however, cannot
learn spells from an assembly book. A saboteur does not
need to decipher arcane writings before copying them.
Marked Target (Ex): Saboteurs adapt as needed
based on the foes and obstacles they face. At 1st level,
a saboteur learns how to mark a creature she can see as
a move action. When she does, she gains a +1 bonus to

68
Chapter I Classes
attack rolls against that target. The bonus increases by including potions and scrolls (but not any other sort of
+1 at 5th level and every four saboteur levels thereafter. magic item). As a full-round action, she may retrieve
In addition, she chooses one of the following types an item she specifies at that time, deducting its value
of mark to apply to her target. She gains bonuses to from the allocated amount of cost. This item cannot
additional checks or statistics based on the type of mark weigh more than 10 pounds. When the total remaining
used. The bonus is equal to the bonus to her attack rolls cost reaches 0, she can retrieve no more items until
against the marked target: she restocks her equipment with 1 hour of work and
• Assassin’s Mark: The bonus applies to weapon damage spending an amount of gold to bring her total up to 50
rolls against the target. gp per class level. The saboteur must be at least 6th level
• Charlatan’s Mark: The bonus applies to Bluff, before selecting this trick.
Diplomacy, Intimidate, Sleight of Hand, and Stealth Ambush (Ex): During a surprise round, opponents
checks against the target and on Bluff and Disguise are always considered flat-footed against the saboteur,
checks to pass herself as the marked target. even if they have already acted. If the saboteur strikes an
• Duelist’s Mark: The bonus applies to her AC and CMD opponent with a weapon attack before they have acted
against attacks or maneuvers made by the target. in combat, the target remains flat-footed during the next
• Informant’s Mark: The bonus applies to Knowledge, round (though it can act), its place in the initiative order is
Sense Motive, Spellcraft, and Perception checks made reduced by the saboteur’s Intelligence bonus (minimum
against or concerning the marked target. 0), and she adds 1/2 her level to the damage roll. The
Once she has chosen which type of mark to apply penalty to initiative does not stack. The saboteur must
to her target, she cannot change it. The mark lasts until be at least 4th level before selecting this trick.
the target dies, the saboteur dismisses the mark (a swift Assassinate (Ex): The saboteur can kill foes that are
action), or for 24 hours, whichever comes first. She can unable to defend themselves. Assassinate can only be
choose to mark a dead creature (or leave her mark on used on a target marked with assassin’s mark. To attempt
a creature that dies, rather than having it automatically to assassinate a target, the saboteur must first study her
end); usually this is done to disguise herself as the target for 1 round as a standard action. On the following
deceased target with charlatan’s mark or to learn about round, if the saboteur strikes her target and it is denied
the target with informant’s mark. Once a target has been its Dexterity bonus to AC, the attack has the additional
marked, it cannot be marked again for 24 hours. The effect of possibly killing the target. This attempt
saboteur can only maintain one marked target at a time. automatically fails if the target recognizes the saboteur
Trapfinding (Ex): A saboteur adds 1/2 her level as an enemy. If the attack is successful, the target must
to Perception skill checks made to locate traps and to attempt a Fortitude saving throw. If the target fails this
Disable Device skill checks (minimum +1). A saboteur save, it dies; otherwise, the target takes the damage as
can use Disable Device to disarm magic traps. normal and is then immune to that saboteur’s assassinate
Evasion (Ex): At 2nd level and higher, a saboteur can ability for 24 hours. The saboteur must be at least 12th
avoid even magical and unusual attacks with great agility. level before selecting this trick.
If she makes a successful Reflex saving throw against an Beguiler’s Arcana (Sp): The saboteur learns a handful of
attack that normally deals half damage on a successful magical knacks. She learns four spells from the following
save, she instead takes no damage. Evasion can be used list: arcane mark, conjure tool*, dancing lights, daze, detect magic,
only if the saboteur is wearing light armor or no armor. ghost sound, light, lullaby, mage hand, mending, message, open/
A helpless saboteur does not gain the benefit of evasion. close, prestidigitation, read magic, siftAPG, sparkAPG, or unwitting
Saboteur Trick: Rather than learning a broad allyAPG. The saboteur can cast these spells at-will, using
spectrum of techniques as a fighter, or a plethora of her saboteur level as her caster level. The DC of these
magical abilities as a wizard, a saboteur learns a few spells is equal to 10 + her Intelligence bonus.
specialized tricks to better accomplish her goals. Starting Breaker (Ex): The saboteur gains Improved Sunder as
at 2nd level, a saboteur gains one saboteur trick. She a bonus feat, even if she doesn’t meet the prerequisites.
gains an additional trick for every two levels of saboteur When attacking an object or construct she ignores an
attained after 2nd level. A saboteur cannot select an amount of hardness or damage reduction equal to her
individual trick more than once. If a trick calls for a saving saboteur level.
throw, the save DC is equal to 10 + 1/2 the saboteur’s Certain Strike (Ex): When the saboteur attacks the
level + her Intelligence modifier, unless otherwise stated. target of her assassin’s mark and misses, she can use a
Always Prepared (Ex): A saboteur with this trick free action to reroll her attack roll once. She must use
always has what she needs. She may carry unspecified the second result, even if it is worse, and may only do so
equipment worth up to 50 gp per class level. This can be once per target in a 24 hour period. The saboteur must
any kind of gear that can reasonably fit into a backpack, be at least 6th level before selecting this trick.

69
Classes Chapter I
Charming Words (Sp): The saboteur is supernaturally Disguise Mastery (Ex): A saboteur with this trick can
compelling. By spending 1 minute conversing with the create a disguise in half the time normally required. In
target of her charlatan’s mark, the saboteur can affect it addition, any penalties from assuming a disguise of a
as by her choice of charm monster or suggestion (save DC different gender, race, age, or size are reduced by 1. This
equal to her saboteur trick save DC, instead of their reduction stacks. The saboteur must be at least 4th level
normal DC). This a language-dependent effect, and the before selecting this trick.
effect ends early if the saboteur’s mark is removed from Distraction (Ex): When the saboteur successfully hits
the creature. Whether it makes its save or not, it cannot the target of her charlatan’s mark with a weapon attack,
be affected again for 24 hours. The saboteur must be at she can cause it be distracted as a free action. The next
least 14th level before selecting this trick. time the target makes an ability check, attack roll, saving
Combat Insight (Ex): The saboteur gains a +1 insight throw, or skill check, it must roll twice and take the worse
bonus to saving throws against effects created by the result. A Will save negates the effect. If the target was
target of her informant’s mark, but only if she has denied their Dexterity bonus to AC when hit, this effect
identified the target with a Knowledge check. This applies to all rolls it makes until the end of the saboteur’s
bonus increases to +2 at 10th level and +3 at 16th level. next turn, instead, and a successful save reduces it to just
When she scores a critical hit with a weapon attack a single roll. Whether or not it saves, the creature cannot
against the target of her informant’s mark, she can re- be affected again for 24 hours. The saboteur must be at
roll a Knowledge check to identify the target, letting her least 4th level before selecting this trick.
possibly succeed on a previously failed check or gain Doppelganger’s Visage (Sp): After the saboteur has
additional information about her target. The saboteur marked a target with her charlatan’s mark, she can spend
must be at least 4th level before selecting this trick. a full-round action to take on the target’s persona, as if
Convincing Lies (Su): The saboteur’s falsehoods fool using both disguise self and vocal alterationUM to look and
even magical detection. The saboteur is warded against sound like the marked target. The effects last until the
magical means of detecting lies or forcing her to speak saboteur marks a different target, 24 hours have passed,
the truth, as if she was under the effect of a glibness spell or she dispels the visage (a free action). The saboteur
using her saboteur level as her caster level. Unlike the must be at least 8th level before selecting this trick.
normal glibness spell, she does not receive any bonuses to Duality (Su): A saboteur with this trick can literally be
her Bluff check from this ability. The saboteur must be in two places at once. As a swift action, she can split
at least 4th level before selecting this trick. herself into two individuals, as the spell bilocationOA. Her
Deadly Strikes (Ex): Whenever the saboteur confirms duplicate must appear within 30 feet, but otherwise the
a critical hit against the target of her assassin’s mark, if effect works as long as it remains within 500 feet of her.
the target has regeneration or fast healing, the creature The saboteur can use this ability a number of minutes
loses its regeneration and/or fast healing for a number per day equal to half her Intelligence bonus (minimum
of rounds equal to the critical multiplier of the weapon 1); this duration does not need to be consecutive, but
she used. Creatures whose regeneration always functions must be spent in 1-minute increments. The saboteur
are immune to this ability. The saboteur must be at least must be at least 16th level before selecting this trick.
16th level before selecting this trick. Duelist’s Parry (Ex): The saboteur can parry an
Debilitating Mark (Ex): The saboteur’s marked targets opponent’s strikes. When the target of her duelist’s mark
take a -1 penalty to saving throws against her traps and makes an attack roll against her (either in melee or at
to their Spell Resistance against her traps (including range) with a natural attack or manufactured weapon,
mechanical traps). The penalty increases to -2 at 10th she can use an attack of opportunity to parry the attack.
level and to -3 at 16th level. The saboteur must be at She makes an attack roll at her full base attack bonus; if
least 4th level before selecting this trick. her attack roll is equal to or higher than the attack roll of
Deep Wounds (Ex): When the saboteur strikes the target the opponent, the attack automatically misses. For each
of her assassin’s mark with a weapon attack, she inflicts size category that the attacking creature is larger than the
1 point of bleed damage. The bleed damage increases to saboteur, the saboteur takes a -2 penalty on her attack
2 bleed damage at 10th level and 3 bleed damage at 16th roll. The saboteur must declare the use of this ability
level. The bleed damage can stack, up to an amount of after the attack is announced, but before the roll is made.
bleed damage equal to the saboteur’s level. The saboteur She may only parry a single attack each round from each
must be at least 4th level before selecting this trick. of her marked targets. If she uses a ranged weapon to
Deft Steps (Ex): The saboteur no longer provokes parry, she can only parry a ranged attack. The saboteur
attacks of opportunity for movement from the target must be at least 4th level before selecting this trick.
of her duelist’s mark. The saboteur must be at least 14th Eldritch Insight (Sp): The saboteur lets nothing slip by
level before selecting this trick. her. She gains the benefits of greater arcane sight against

70
Chapter I Classes
the target of her informant’s mark and on items worn using the Spring Attack or Vital Strike feats, etc.), she
by the target or in her target’s possession. The saboteur can declare that attack as a focused strike. If it hits, she
must be at least 16th level before selecting this trick. deals an additional 3d6 damage. This damage is the same
Elude Divination (Sp): A saboteur with this trick is type as the weapon and is precision damage that is not
difficult to track with divination effects. She is affected multiplied on a critical hit. The damage increases by 1d6
by a constant nondetection spell (as if cast on herself), using for every two levels gained after 6th, to a maximum of
her saboteur level as her caster level. She can suspend or 10d6 damage at 20th level. Once she uses a focused strike,
resume this ability as a standard action; if it’s dispelled she cannot make any other attacks on her turn (except
she cannot resume it for 1 minute. The saboteur must be for attacks of opportunity), even if she has an ability
at least 12th level before selecting this trick. that would allow her to do so. If used when launching a
Enemy of my Enemy (Ex): The saboteur can sow discord trap with the ranged setup ability, the number of dice is
with simple words. Whenever the saboteur makes a reduced by half, rounded down (max 5d6). The saboteur
Diplomacy check to influence the attitude of a creature, must be at least 6th level before selecting this trick.
she can adjust its attitude by up to three steps, rather Forgetful Exchange (Sp): A saboteur with this trick can
than just two. In addition, she can use Diplomacy to cause her targets to forget ever speaking with her. As a
worsen a creature’s attitude towards another. This works swift action, she can force a creature within 30 feet to
just like influencing attitude, but in reverse; the DC of make a Will save. If the creature fails its saving throw,
the Diplomacy check is based on the target attitude she on a subsequent turn the saboteur can use another swift
wishes to shift the creature to (for example, making a action to cause the creature to forget all events that took
creature unfriendly towards another would require place since it failed its save, as if subjected to a modify
a Diplomacy check of 20 + the creature’s Charisma memory spell. The saboteur knows if the target fails its
modifier). The creature she is influencing must be able saving throw, but the target of the effect does not. The
to either see the second creature or know of the second target must remained marked the entire time. She can
creature to be influenced in this way. The saboteur must use this ability multiple times per day, but can only erase
be at least 4th level before selecting this trick. a total number of minutes of memory equal to her
Extended Setup (Ex): A saboteur with this trick can use saboteur level + her Intelligence modifier. This duration
her ranged setup class feature to throw a trap within 40 can be divided across multiple uses of the trick, but must
feet. Her traps no longer take a penalty to their DC for be spent in 1-minute increments. The saboteur must be
being placed with ranged setup. The saboteur must be at at least 12th level before selecting this trick.
least 10th level before selecting this trick. Glamered Arms (Su): All weapons and armor the
Feign Death (Ex): As an immediate action when the saboteur wields or carries are shrouded in illusion,
saboteur takes damage from any source, she can choose allowing the saboteur to change their appearance as if
to feign death. She falls to the ground prone, appearing they had the glamered special weapon or armor property.
as if dead to outside observers. She makes a Bluff check At 12th level, effects that would see through the glamered
with a +10 bonus to appear as dead to others, which property (such as true seeing) do not reveal her equipment’s
can be opposed by a Perception, Sense Motive, or Heal true form. The saboteur must be at least 6th level before
check to notice she is not actually deceased. She can selecting this trick.
maintain this appearance as long as she likes, though Heartseeker (Ex): The saboteur gains Vital Strike as a
hindrances such as the need to sleep or eat can hinder bonus feat. She can treat her saboteur level as her base
this check. Subsequent attempts to feign death against attack bonus for the purpose of qualifying for feats that
the same creatures cause a stacking -10 penalty to her have Vital Strike as a prerequisite. The saboteur must be
Bluff check per attempt. The saboteur must be at least at least 8th level before selecting this trick.
6th level before selecting this trick. Hide in Plain Sight (Su): A saboteur with this trick
Firearms Training (Ex): The saboteur gains a grit pool, can use the Stealth skill even while being observed. As
as the gunslinger ability. However, the saboteur uses long as she is within 10 feet of an area of dim light, a
her Intelligence modifier to determine the size of her saboteur can hide herself from view in the open without
grit pool (minimum 1). This grit pool does not stack anything to actually hide behind. She cannot, however,
with any other grit pool she may obtain (such as from hide in her own shadow. The saboteur must be at least
gunslinger); only the larger of the two pools can be used. 8th level before selecting this trick.
She also gains a 1st-level deed of her choice from the Illusory Retreat (Su): Whenever the saboteur takes the
gunslinger class. withdraw action, she turns invisible and leaves an illusory
Focused Strike (Ex): The saboteur can make singular, duplicate in her place, as the spell mislead. However, the
well-placed hits. Whenever she makes only a single invisibility provided only lasts 1 round, and the major
weapon attack on her turn (by taking the attack action, image created cannot be concentrated on. The save DC

71
Classes Chapter I
is equal to her trick DC, as opposed to the normal DC Magical Interference (Ex): The saboteur gains both
of mislead. The saboteur must be at least 8th level before Disruptive and Spellbreaker as bonus feats, even if she
selecting this trick. doesn’t meet their prerequisites. The saboteur must be at
Influence (Ex): A saboteur with this trick can easily least 10th level before selecting this trick.
persuade and deceive her targets. She can roll twice on a Masterful Sabotage (Ex): The saboteur is especially
Bluff, Diplomacy, Intimidate, Sleight of Hand, or Stealth proficient at disabling traps, even among other saboteurs.
check she made against the target of her charlatan’s Whenever she disarms a trap using Disable Device, she
mark, or roll twice on a Bluff or Disguise check she can bypass it even if her check did not exceed the DC
made to pass her self as her target, and take the better by 10 or more. If it is a magic trap that allows specific
result. She can only do this once per target she marks creatures to pass it without danger, she can modify
with her charlatan’s mark in a 24 hour period. which creatures it allows to pass, adding her allies and
Intercept (Ex): The saboteur can make an attack of restricting enemies if she desires. The saboteur must be
opportunity against the target of her duelist’s mark when at least 6th level before selecting this trick.
it moves into any square threatened by her, regardless Mobile Setup (Ex): Whenever the saboteur takes the
of whether that movement would normally provoke an withdraw action, she can also place a saboteur trap as
attack of opportunity. The saboteur must be at least 8th part of that action at any point during her movement.
level before selecting this trick. The saboteur must be at least 12th level before selecting
Into Thin Air (Sp): As a swift action, the saboteur can this trick.
vanish from sight, as the spell invisibility. This effect Nimble (Ex): Once per turn when the saboteur
can be used for a number of minutes each day equal successfully makes a weapon attack against the target of
to the saboteur’s level; this duration does not need her duelist’s mark, she may take a 5-foot step. She may
to be consecutive, but it must be spent in 1-minute do this even if she moved or took a 5-foot step this
increments. At 12th level, she can instead use this ability round, but her total movement in a round cannot exceed
to grant herself greater invisibility, but each round spent her base speed.
invisible in such a manner counts as 1 minute of this Nowhere to Hide (Su): So long as a saboteur with this
ability’s duration. The saboteur must be at least 4th level trick has marked a target with her informant’s mark,
before selecting this trick. she gains the benefit of locate creature against that target,
Intuitive Mark (Ex): A saboteur with this trick can using her saboteur level as her caster level. She also
mark a creature with her marked target class feature, gains blindsight out to 40 feet against the target of her
even if she has already done so that day. This doesn’t informant’s mark. The saboteur must be at least 12th
let her maintain more marks than her normal limit. She level before selecting this trick.
may do so once per day, plus an additional time each day Opportune Strikes (Ex): Whenever a target of the
for every two levels above 10th. The saboteur must be at saboteur’s duelist’s mark misses her with an attack, that
least 10th level before selecting this trick. target provokes an attack of opportunity from her. A
Lasting Traps (Ex): The saboteur’s traps have a more target can only provoke one attack per round from the
robust construction. When she places a saboteur trap, saboteur in this way. The saboteur must be at least 10th
she can have it remain set for up to 1 week, instead of level before selecting this trick.
only 1 hour per level. A trap set in this manner counts Piercing Strikes (Ex): When attacking the target of her
as three traps for the purpose of how many traps the assassin’s mark, the saboteur’s weapons are considered
saboteur can have placed at once. The saboteur must be magic, silver, and cold iron for the purpose of bypassing
at least 14th level before selecting this trick. damage reduction. At 12th level, her weapons are
Like a Book (Sp): The saboteur can quickly use magic considered one alignment type (chaotic, evil, good,
to gain insight over a creature. When she marks a target or lawful). She can change which alignment type her
with her informant’s mark, she can choose either detect weapons function as each time she marks a target, but
thoughts, discern next of kinACG or see alignmentUC. The the type chosen must match one axis of the saboteur’s
saboteur gains the benefits of that divination effect alignment. At 16th level, the saboteur ignores the first
against the target as long as it is marked. She does not 5 points of damage reduction possessed by the target
have to concentrate to maintain the effect. At 10th level, of her assassin’s mark, regardless of type. The saboteur
she adds detect anxietiesUI, detect desiresUI, and pierce disguiseUI must be at least 8th level before selecting this trick.
to the list of effects she can use. If the effect allows a Poison Adept (Ex): The saboteur can apply poison to
Will save, it uses the saboteur’s trick DC in place of its her weapon as a move action. She cannot accidentally
normal DC, and a successful save prevents that effect poison herself when applying poison to a weapon. This
from working on the target for 24 hours. The saboteur ability counts as the poison use class feature for the
must be at least 6th level to select this trick. purpose of meeting prerequisites.

72
Chapter I Classes
Poison Brewer (Ex): The saboteur can create poisons lower. These raw materials can only be used to construct
cheaply. When she gains this trick, she chooses one traps, either mundane or magical in nature, but cannot
ability score except for Constitution. Each day when she be used as material components for her saboteur trap
prepares her traps, she can use an alchemist’s lab to brew class feature. A saboteur can only salvage a mechanical
a number of poisons equal to her Intelligence modifier trap, not a magic device trap or a spell trap.
(minimum 1) at no cost. The poison’s effect is based on Secret Passage (Sp): A saboteur with this trick can use
which ability score she chose (Poison—injury; save Fort magic to enter secure areas. As a full-round action, she
DC equal to the saboteur’s trick DC; frequency 1/round can touch a wall to affect it as a passwall spell, using her
for 6 rounds; effect 1d3 damage to the chosen ability saboteur level as her caster level. She can use this ability
score; cure 1 save). These poisons last for only 24 hours a number of times per day equal to her Intelligence
before becoming inert. At 12th and 18th levels, she can bonus (minimum 1). At 16th level, she can use three of
select another ability score to damage with her poisons, her daily uses of this ability to instead create the effects
and the damage die increases by one step (to 1d4 at 12th of a phase door spell. The saboteur must be at least 10th
level, and to 1d6 at 18th level). She chooses which ability level before selecting this trick.
score from those available to her that a given poison Shifting Aura (Su): The saboteur can mask her true
damages when she creates it. The saboteur must be at alignment, even fooling magical senses. As a standard
least 6th level before selecting this trick. action, she can choose to detect as a specific alignment.
Poison Expert (Ex): The saboteur gains a bonus on Spells and effects that rely on her alignment (such as
Craft (alchemy) checks involving poisons equal to half detect good or a paladin’s smite evil) treat her as if she
her saboteur level; this does not stack with the bonus were the chosen alignment. This applies to benefits both
from the tinkerer saboteur trick. In addition, she can use helpful and harmful. The effect lasts until the saboteur
Craft (alchemy) to change the type of a poison. This dismisses it (a standard action). The saboteur must be at
requires 1 hour of work with an alchemist’s lab and least 14th level before selecting this trick.
a Craft (alchemy) skill check with a DC equal to the Skilled Maneuvers (Ex): The saboteur gains Combat
poison’s DC. If successful, the poison’s type changes to Expertise as a bonus feat, even if she doesn’t meet the
contact, ingested, inhaled, or injury. If the check fails, prerequisites. Additionally, she selects any two combat
the poison is ruined. The saboteur must be at least 4th maneuvers of her choice, such as steal or disarm. The
level before selecting this trick. saboteur can use her level in place of her base attack
Potent Toxins (Ex): Poisons created by the saboteur bonus for determining her CMB to use those maneuvers
are especially lethal against particular foes. When the and her CMD against those maneuvers.
saboteur takes this trick, she selects a single creature Sniper (Ex): The saboteur gains Precise Shot as a
type (and subtype, if she chooses humanoid or outsider) bonus feat, even if she doesn’t meet the prerequisites.
except for construct, similar to a ranger’s favored enemy. When she uses the Stealth skill to snipe, she only suffers
Poisons that the saboteur creates work against those a -10 penalty to Stealth, instead of -20.
creatures even if they would otherwise be immune to Spell Thief (Sp): A saboteur with this trick can steal
poison, ability damage, or effects that require a Fortitude magical effects. When she hits an opponent with a
save. The effects of the poison might still have no effect, weapon attack, as a free action she can siphon some of
depending on what she uses them for (such as trying to that target’s ongoing spell effects, as an arcana theft­UM spell.
inflict Constitution damage to an undead). She selects Alternatively, she can do this when attacking a magic
another creature type (and subtype, where applicable) item, transferring the magical effects of the item to her
for every four levels gained past 8th. The saboteur must own possessions as a siphon enhancement* spell. Both of
be at least 8th level before selecting this trick. these effects use her saboteur level as her caster level and
Quick Hands (Ex): The saboteur gains Quick Draw as her saboteur trick DC in place of the spell’s normal save
a bonus feat. She adds half her saboteur level on Sleight DC. She can do this once per day, plus an additional time
of Hand checks to hide a weapon, and drawing a hidden per day for every two levels beyond 12th. The saboteur
weapon becomes a swift action for her. This bonus to must be at least 12th level before selecting this trick.
Sleight of Hand checks does not stack with the bonus Spot Weakness (Ex): Whenever the saboteur makes
on Sleight of Hand checks provided by charlatan’s mark. only a single weapon attack on her turn against the
Salvage Trap (Ex): The saboteur can salvage traps for target of her informant’s mark (by taking the attack
use in construction of her own traps. Whenever she action, using the Spring Attack or Vital Strike feats, etc.),
successfully disarms a trap, she can spend 10 minutes she doubles the critical threat range of that attack. This
salvaging materials from it. She gains an amount of raw does not stack with other effects that improve critical
materials with a gold value equal to 200 gp x the trap’s threat range, such as Improved Critical. If the target is
CR or 20% of the trap’s construction cost, whichever is one she has identified with a Knowledge check, she adds

73
Classes Chapter I
her Intelligence bonus to her damage roll and rolls to Table: Combined Arms
confirm critical hits (minimum +0). The saboteur must Total Trap Levels Needed
be at least 8th level before selecting this trick. Trap Level to Create
Tinkerer (Ex): The saboteur gains a bonus on all Craft 2 3
checks equal to half her saboteur level, and the time it 3 4
takes for her to create or set mechanical traps is halved.
4 5
At 8th level, she no longer takes any penalty for using
improvised tools for Disable Device or Craft checks. 5 7
Trackless (Ex): The saboteur leaves no footprints or 6 9
scent, as if under the constant effect of a pass without trace
spell. In addition, the saboteur can move at full speed
while using the Stealth skill without penalty.
Underhanded Tactics (Ex): Whenever the saboteur hits Improved Mark (Ex): At 7th level, a saboteur’s
the target of her charlatan’s mark with a weapon attack, ability to mark a target improves. She can now maintain
she can strike it a vulnerable spot, sickening for 1 round. two marked targets at once, and marking a target can be
If the target was denied their Dexterity bonus to AC done as a swift action. She may now change which type
when struck, it is sickened for 1d3+1 rounds, instead. of marks are applied to her marked targets as a swift
This duration does not stack. The saboteur must be at action, but only once per marked target in a 24 hour
least 10th level before selecting this trick. period. She can change all of her marks with the same
Unreadable (Sp): The saboteur is an enigma to outside swift action.
divinations. She is treated as though under the effect Ranged Setup (Ex): At 9th level, a saboteur learns
of a mind blank spell, using her saboteur level as her how to set her traps from a distance. As part of the
caster level. She can suspend or resume this ability as a standard action to place a saboteur trap, she can throw
standard action; if it’s dispelled she cannot resume it for the trap with a free hand to setup the trap in a single
1 minute. The saboteur must be at least 16th level before unoccupied square within 20 feet. Alternatively, she can
selecting this trick. affix the trap to piece of ammunition (bolt, arrow, bullet,
Versatile Assembly (Ex): The saboteur gains a bonus etc.) or a thrown weapon, allowing her to set the trap
metaconstruction feat of her choice. At 10th level, from further away or use it as a direct attack. Drawing the
she can spontaneously apply the effects of her chosen trap, attaching the trap to the projectile, and firing it in
metaconstruction feat to saboteur traps she places. How this manner is a full-round action. The trapped projectile
many times per day she can do this is based on the level is fired or thrown in the normal manner. If fired at a
adjustment the metaconstruction feat has on her saboteur square, the trap is treated as if the saboteur had set the
traps: a feat with a +1 level adjustment can be used three trap in that square. If fired at a creature, the target takes
times per day, a feat with a +2 level adjustment can be damage from the ranged weapon and is treated as if it
used twice a day, and a feat with a +3 level adjustment had triggered the trap (saving throw applies).
can be used once per day. She cannot use this effect with A trap that is set with this ability (either thrown or
the Heighten Trap* metaconstruction feat. The saboteur affixed to a ranged weapon) has its saving throw DC
must be at least 4th level before selecting this trick. lowered by 2. A trap that is affixed to a ranged weapon
Hidden Spotter (Ex): At 3rd level, a saboteur and misses its target breaks apart harmlessly.
becomes skilled at spotting hidden alcoves and traps, Combined Arms (Ex): Beginning at 11th level, a
even passively. Whenever she passes within 10 feet of saboteur can combine the mechanical parts and magical
a trap, hidden passage, or secret door, she can attempt energy of her weaker traps to create more powerful traps.
an immediate Perception check to notice the trap or When preparing her traps, she can give up a number of
passage. This check should be made in secret by the GM. trap slots whose total trap levels is greater than or equal
Swift Sabotage (Ex): Starting at 5th level, a saboteur to the value shown in Table: Combined Arms to create
becomes adept at quickly disabling traps and other a trap of the level shown. For example, if she wants to
devices. It takes the saboteur half the normal time to create an ice storm trap (a 4th level trap), she would have
perform a Disable Device check (minimum 1 round). If to give up a number of trap slots whose total levels is at
she attempts to use Disable Device to open a lock that least five or more. This can be any combination of trap
would take a full-round action to open, she instead can slots, such as a 3rd level trap slot and a 2nd level trap
do so as a standard action. She can also trigger a trap slot, five 1st level trap slots, or some other combination.
she has placed within 30 feet of her as a swift action, She cannot give up a trap slot whose level is equal to
whether that trap is a saboteur trap or a mechanical trap or higher than the trap being created. She can only use
she has placed. combined arms to create a trap she is capable of making.

74
Chapter I Classes
Improved Evasion (Ex): At 13th level, a saboteur’s trap she has placed (both saboteur traps and mechanical
evasion improves. This ability works like evasion, traps) as long as she is within medium range of it (100
except that while the saboteur still takes no damage on ft. + 10 ft./level), and she no longer needs line of
a successful Reflex saving throw against attacks, she sight to do so. A number of times per day equal to her
henceforth takes only half damage on a failed save. A Intelligence modifier, the saboteur can construct and
helpless saboteur does not gain the benefit of improved prepare a trap in an open trap slot she has as a full-
evasion. round action. She can apply metaconstruction feats to
Greater Mark (Ex): Starting at 15th level, a saboteur’s these traps when she does so. Finally, once per day she
mark becomes especially potent. She can maintain three can create one ultimate trap. She must take 1 minute to
marked targets and can mark all targets with a single create the trap, and can place it and detonate it as any
swift action. Instead of keeping multiple marked targets, other saboteur trap. This ultimate trap can be of one
she can instead mark a target with two different marks. of the following effects, chosen when the trap is made:
She cannot have any other marked targets while she does mass hold monster, mass icy prisonUM, meteor swarm, polar
so. The attack bonus from her two marks do not stack. midnightUM, power word kill, or weird. She uses her saboteur
Expanded Arsenal (Ex): At 17th level, a saboteur level as her caster level for these effects. She cannot use
doubles the number of saboteur traps she can have the aforementioned ability to create traps as a full-round
placed at once, allowing her to maintain a number of action to create her ultimate trap.
traps equal to twice her Intelligence bonus (minimum 2). Masterful Infiltration (Ex and Su): The saboteur can
Instant Sabotage (Ex): At 19th level, the saboteur bypass any sorts of defenses and barricades with ease.
can complete any Disable Device check that would take She no longer triggers traps for any reason, even magic
1 round or longer in a single standard action. When traps and symbol spells, unless she allows them to. At-will
using Disable Device to open a lock that would take a as a swift action, the saboteur can pass through walls.
full-round action to open, she can instead do so as a Until the end of her turn, she can pass through a wall or
swift action. She can also trigger a trap she has placed other surface that is up to 5 feet thick per level as if she
within 30 feet of her as a free action, whether that trap were incorporeal. She must exit the solid material by the
is a saboteur trap or a mechanical trap. She can still only end of her turn. In addition, once per day as a standard
trigger one trap each round in this manner. action she may bypass any barrier; this functions as an
Master’s Trick: At 20th level, the saboteur learns ethereal jaunt spell, using her saboteur level as her caster
her signature, a special trick that sets her skill far apart level. When under the effect of this ethereal jaunt, she
from a less experienced saboteur. She gains one of the and her equipment can bypass any effect that would
following master’s tricks of her choice. The master’s normally block ethereal creatures, such as a wall of force,
trick is an exceptionally powerful ability, the sort of skill and is not affected by harmful abjuration effects such
spoken of in tales of legendary thieves and agents. as prismatic sphere. In addition, while ethereal she and
Impossible to Catch (Ex and Su): The saboteur becomes any equipment she uses can be treated as ethereal or
unstoppable. She is constantly treated as if under material, whichever is more beneficial to her (allowing
the effect of a freedom of movement spell (this is an her to use ethereal thieves’ tools to pick a material lock,
extraordinary ability and cannot be dispelled). Once per grabbing a material weapon with her hands and attacking
day as a free action while she is subjected to an effect an ethereal creature, and so on).
that would hinder her in any way, she can break out of Supreme Mark (Ex): A saboteur with this trick is
the bonds that hold her. This removes any harmful or a master of selecting her targets, and knows exactly
hindering conditions and spells from her, so long as it how to strike her targets for maximum effectiveness.
can be removed by freedom, wish, break enchantment, remove She can now mark her targets as a free action, and can
curse, heal, or greater dispel magic. This does not restore change what kind of mark she has applied to a target
hit point damage, only hindering conditions and spell any number of times (though she can still only mark a
effects. She needs to make no check to do this; the given target once in a 24 hour period). In addition, upon
effects are simply removed. She can use this ability even successfully attacking her marked target, she can choose
when subjected to an affect that would normally prevent to inflict a debilitating effect upon the target. The type
her from taking actions, such as from being petrified or of effect she can apply to her target is based on what
subjected to dominate person. kind of mark she has placed on the target:
Legendary Trapsmith (Ex): A saboteur with this trick • Assassin’s Mark: Slain instantly or reduced immediately
can create or disarm exceptionally powerful traps, and to -1 hit points (saboteur’s choice). Fortitude negates.
can do so with uncanny speed. She can take 20 on any • Charlatan’s Mark: Rendered permanently confused, as
Disable Device checks without increasing the time it an insanity spell, or put to sleep for 1 hour (saboteur’s
takes for her to make the check. She can trigger any choice). These are mind-affecting effects. Will negates.

75
Classes Chapter I
• Duelist’s Mark: Paralyzed for 2d6 rounds. Fortitude frost fallUC, ghoul touchAPG, glitterdust, gust of wind, haunting
negates. mistsUM, hold person, hypnotic pattern, ice slickMC, inflict painOA,
• Informant’s Mark: Permanently blinded and deafened. impaling shade*, mad hallucinationUM, minor image, molten
Will negates. orbACG, oneiric horrorOA, oppressive boredomUM, paranoiaOA,
The DC of all of these effects is equal to the pulling chains*, qualmUC, scare, scorching ray, selective alarmUI,
saboteur’s trick DC. Once a creature has been the target shadow anchorARG, shadow binding*, shatter, silence, spontaneous
of this attack, regardless of whether or not the save is immolationUC, sound burst, steal voiceUM, stealth extension*,
made or what kind of effect was used, that creature is stone callAPG, stricken heartACG, touch of idiocy, twilight hazeACG,
immune to this trick for 24 hours. unshakable chillUM, web, winter graspUW
Ultimate Sabotage (Sp): The saboteur can dismantle 3rd-Level Saboteur Traps: air geyserACG, aqueous orbAPG,
anything, even magical effects, with ease. Once per round ash stormAPG, audivisual hallucinationUI, aversionOA, bestow curse,
when she successfully attacks an object or creature, she binding chains*, cold snap*, combustion*, confusion, daylight, deep
may target the object or creature struck with either a slumber, deeper darkness, dispel magic, earth tremor­UW, eldritch
breakAPG or dispel magic effect, using her saboteur level as feverUM, expose*, fear, fireball, flashfireUW, force punchUM, heat
her caster level. In addition, once per day she may create wave*, howling agonyUM, hydraulic torrentAPG, isolateMC, lightning
a burst of magical energy that disrupts magic and objects bolt, loathsome veilUM, major image, needle storm*, observation
around her. This functions as mage’s disjunction, using extension*, overwhelming griefUM, pain strikeAPG, pellet blastUC,
her saboteur level as her caster level. Any unattended phantasmal afflictionUI, raging rubbleARG, ray of exhaustion,
mundane object within the spell’s area and any magic sands of timeUM, shifting sandAPG, silver dartsACG, sleet storm,
item that fails its Will save against the effect lose half slow, smug narcissismUM, spiked pitAPG, stinking cloud, swarm of
their hit points and gain the broken condition (this effect fangsMC, synaptic scrambleOA, synesthesiaOA, terrible remorseUM,
happens once, when the ability is used). This does not thunderstomp (greater)ACG, virulent miasmaVC, vision of hellUM,
affect any items in the saboteur’s possession, nor does it wall of nauseaACG, waves of bloodHA, wind wall
function on artifacts or similarly unique items. The DC 4th-Level Saboteur Traps: acid pitAPG, aggressive
of both the mage’s disjunction and the breakAPG effect use thundercloud (greater)ACG, amnesiaVC, black tentacles, complex
the saboteur’s trick DC, as opposed to their normal DC. hallucinationUI, confuse constructs*, contagion, creeping iceACG,
curse of disgustUM, curse of magic negationUM, daze (mass)UM,
SABOTEUR ASSEMBLIES dimensional anchor, dreadscapeHA, dusk ball (greater)*, enervation,
Saboteurs gain access to the following assemblies, from flaming sphere (greater)ACG, grasping steel*, hold monster,
which they can create a variety of traps. While most of ice storm, impact*, malicious spiteUM, mindwipeOA, obsidian
these are spells found in the Pathfinder Roleplaying Game flowUC, oneiric horror (greater)OA, pessimismHA, phantasmal
Core Rulebook, those with superscripts are from other asphixiationHA, phantasmal killer, rainbow pattern, resilient
Pathfinder Roleplaying Game material, as outlined in sphere, shout, solid fog, spellcrash (lesser)ACG, synapse overloadOA,
the introduction of this book. Those marked with an teleporting extension*, touch of slimeUM, true formAPG, vicarious
asterisk (*) are new spells that are described in Chapter viewUI, volcanic stormUM, wall of ice, wall of fire, web cloudARG
IV of this book. 5th-Level Saboteur Traps: acidic sprayUM, baleful
1st-Level Saboteur Traps: alarm, aphasiaUI, auditory polymorph, cloudkill, cone of cold, contagion (greater)UM, corrosive
hallucinationUI, barbed chainsHA, bungleUM, burning hands, cause consumptionUM, curse (major)UM, deadly eclipse*, dismissal, dispel
fear, color spray, confusion (lesser), corrosive touchUM, discerning magic (greater), envious urgeUM, expose (greater)*, feeblemind, fire
extension*, ear-piercing screamUM, energy missiles*, expeditious snakeAPG, geyserAPG, hungry pitAPG, icy prisonUM, iron maiden*,
excavationAPG, faerie fire, flare burstAPG, forked lightning*, glue lightning arcUM, maelstrom*, mind fog, pain strike (mass)APG,
sealACG, grasp of darkness*, grease, hideous laughter, hobble­VC, persistent image, phantasmal putrefecationHA, phantasmal webAPG,
hydraulic pushAPG, invisibility alarmACG, magic missile, memory serenityUM, scripted hallucinationUI, sloughHA, solar flare*, sonic
lapseAPG, mudballAPG, murderous commandUM, obscuring mist, ray thrustUM, sprawling extension*, suffocationAPG, tidal surgeUW,
of enfeeblement, ray of sickeningUM, reduce person, shadow stream*, void field*, void prison*, vortex of steel*, wall of force, wall of
shocking grasp, shrapnel burst*, silent image, sleep, snowballUW, soundUM, waves of fatigue, wind bladesARG
stumble gapAPG, thunderstompACG, touch of combustionARG, touch 6th-Level Saboteur Traps: acid fog, antimagic field,
of gracelessnessAPG, unprepared combatantUM, web boltARG banishment, banshee blastACG, bladed ground*, chain lightning,
2nd-Level Saboteur Traps: absurdityHA, acid arrow, chains of fireARG, circle of death, dimensional lock, disintegrate,
aggressive thundercloudACG, babbleOA, blindness/deafness, flesh to stone, forcecage, freezing sphere, hold person (mass), insanity,
boneshakerHA, clipped wings*, cloudburst*, covetous urgeVC, create phobia­HA, plague stormUM, resetting extension*, resonating wordUC,
pitAPG, darkness, daze monster, dead weight*, disfiguring touchUM, shadow binding (mass)*, siroccoUM, spellcrashACG, stormblast*,
dusk ball*, dust of twilightAPG, escape alarmVC, euphoric cloudACG, synesthesia (mass)OA, tar poolUC, triggered hallucinationUI, wall of
flaming sphere, flickering lightsHA, fog cloud, frigid touchUM, iron, waves of exhaustion, wither limbHA

76
Chapter I Classes
SHAPER The shaper’s quintessence pool has a maximum
amount equal to twice her shaper level + her Intelligence
modifier (minimum 1), refreshing at the start of each day
after gaining 8 hours of rest. Quintessence is primarily
used to fuel her void ability, though the shaper can learn
Beneath the expanses of the multiverse lies an infinite new methods of utilizing her quintessence through her
realm of nothingness. A vast gulf of entropy, all planes distortion feature (see below).
are connected to and shaped by the null space between Shaper’s Insight (Ex): A shaper can add half her
realms, a place defined not by its existence but lack level to Knowledge (arcana), Knowledge (planes), and
thereof. Reaching into this boundary between creation Spellcraft checks she makes (minimum +1) and can
and destruction is usually beyond mortal ability, but it make such checks untrained.
is possible to breach it. Whether born from a desire to Void (Su): All shapers learn to disrupt the planar
mold the world as they see fit, planar experimentation structure around them, exposing it to the entropic
gone awry, or even an otherworldly presence within energies of the void to draw in nearby foes and drain
their soul, a rare few can grasp the darkness between their strength.
worlds. Called shapers, these warriors manipulate the The shaper can spend 1 point of quintessence as a
void to control the battlefield, unleashing planar force move action to open the void. She must spend 1 point
that consumes all that would stand in their way. of quintessence at the start of each turn the void is
Role: A shaper is an arcane warrior that uses reality- open: the void remains in effect until closed as a free
bending magic to hinder their foes and protect their action on the shaper’s turn or if the shaper starts her
allies. They work best in the thick of a fight, unleashing turn with no quintessence remaining, whichever comes
entropic distortions to ravage opponents while warping first. The void also closes early if the shaper is knocked
space to defend themselves. unconscious or killed.
Alignment: Any The void pulls at the space within 10 feet of the
Hit Die: d10 shaper; she can make the radius of her void smaller than
Starting Age: Trained this, but the radius must be an increment of 5 feet. The
Starting Wealth: 5d6 × 10 gp (average 175 gp). In area of the void moves with her as she does, affecting
addition, each character begins play with an outfit worth any creatures that enter into the area.
10 gp or less. Any creature within the void’s area takes a -1 penalty
to attack rolls as the void disrupts space, interfering with
Class Skills attacks. The planar disruption can even consume magic:
The shaper’s class skills are Acrobatics (Dex), Climb (Str), creatures in the area take a -1 penalty on concentration
Craft (Int), Escape Artist (Dex), Fly (Dex), Intimidate checks and must make a concentration check to cast
(Cha), Knowledge (arcana) (Int), Knowledge (planes) (DC 10 + the shaper’s level + her Intelligence modifier)
(Int), Perception (Wis), Profession (Wis), Spellcraft or lose the spell as the void drains the magic of its
(Int), Stealth (Dex), and Use Magic Device (Cha). potency. Treat this as if casting defensively; a creature
Skill Points Per Level: 4 + Int modifier. that is already casting defensively doesn’t need to make a
second check, but uses either the normal concentration
Class Features DC or the one for the shaper’s void, whichever is higher.
All of the following are class features of the shaper. The penalty to attack rolls and concentration checks
Weapon and Armor Proficiency: Shapers are increases to -2 at 7th level and to -3 at 15th level. The
proficient with all simple and martial weapons, with shaper is immune to the effects of her own void unless
all types of armor (heavy, medium, and light), and otherwise specified, but not the void of another shaper.
with shields (except tower shields). A shaper can cast The penalties applied from multiple shapers’ voids do
shaper spells while wearing armor and using a shield not stack (apply only the highest penalty).
without incurring the normal arcane spell failure chance. Distortion: Starting at 2nd level, the shaper gains
A multiclass shaper still incurs the normal arcane further control over the base quintessence of reality,
spell failure chance for arcane spells received from unlocking new powers and infusing her body with null
other classes. energies. The shaper gains one distortion of her choice,
Quintessence (Su): A shaper has power over the plus an additional distortion every two levels gained
void, the null-space between planes that all of existence thereafter, to a total of nine distortions at 18th level.
rests upon. Controlling the quintessence of the void The shaper must meet the requirements of a distortion
allows her to reshape reality to her whims, molding both she selects, if any, and cannot select the same distortion
arcane energies and disruptive surges of entropy. more than once. If a distortion calls for a saving throw,

77
Classes Chapter I
Table: Shaper
Base
— Spells per Day —
Attack Fort Ref Will
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Quintessence, Shaper’s Insight, Void — — — —
2nd +2 +3 +0 +3 Distortion, Eldritch Sight — — — —
3rd +3 +3 +1 +3 Entropic Guard — — — —
4th +4 +4 +1 +4 Arcane Warrior, Distortion 0 — — —
5th +5 +4 +1 +4 Bonus Feat 1 — — —
6th +6/+1 +5 +2 +5 Distortion 1 — — —
7th +7/+2 +5 +2 +5 Improved Void 1 0 — —
8th +8/+3 +6 +2 +6 Distortion 1 1 — —
9th +9/+4 +6 +3 +6 Instability 2 1 — —
10th +10/+5 +7 +3 +7 Distortion 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Bonus Feat 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Distortion 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Improved Eldritch Sight 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Distortion 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Greater Void 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Distortion 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Bonus Feat 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Distortion 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Improved Instability 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 True Shaper 4 4 3 3

the save DC is equal to 10 + 1/2 the shaper’s level + her Anchoring (Su): The shaper can manipulate gravity to
Intelligence modifier, unless otherwise noted. Certain anchor herself. She can move along any incline, wall, or
distortions can modify the effects of the shaper’s ceiling as easily as walking on the ground. The shaper
void ability and are marked with an asterisk (*); these must be at least 8th level before selecting this distortion.
distortions do not stack. Only one such distortion can Arcana Drain* (Su): The shaper’s void drains magical
be applied to the void, chosen upon opening the void. reserves from creatures. Any creature capable of casting
Adaptation (Su): Whenever the shaper is not on her spells that enters into or starts its turn within the area
native plane, she gains the benefit of planar adaptationAPG. of the shaper’s void must make a Will save or lose a
She can share this effect with any number of allies of prepared spell or spell slot of 3rd level or lower, similar
her choice, but the creature(s) must remain within 30 to the effects of lesser spellcrash­ACG (though only lasting
feet of her to gain the benefits. The shaper must be at that single round). For every two levels gained after 10th,
least 10th level before selecting this distortion. the maximum level of spell lost increases by 1, up to 7th
Adumbral Void* (Su): The shaper’s void consumes level spells at shaper level 18th. The shaper must be at
light. While the void is opened, the area of the void has least 10th level before selecting this distortion.
its light level lowered by one step, as a darkness spell. Arcane Harrier (Ex): The shaper gains Disruptive as
At 10th level, this functions as deeper darkness, instead. a bonus feat, even if she doesn’t meet the prerequisites.
The shaper can see through darkness created in this She may treat her shaper level as her fighter level for
manner. This effect is treated as a 2nd-level darkness meeting the prerequisites of feats, but only if those
effect for the purpose of interacting with light effects, feats have Disruptive or Spellbreaker as one of their
with the effective darkness level increasing by 1 for every prerequisites. The shaper must be at least 6th level
four shaper levels gained after 4th. If this distortion is before selecting this distortion.
dispelled by a light effect, the shaper cannot use it again Arcane Weakening* (Su): The void drains foes’ resilience
for 1 minute. The shaper must be at least 4th level before towards magic. Creatures apply the void’s penalty to
selecting this distortion. their Will saves in addition to its normal effects.

78
Chapter I Classes
Blink Charge (Su): When making a charge, the shaper attacks of opportunity she can make each round when
can spend 1 quintessence point to bend space around using Combat Reflexes.
herself, letting her phase through obstacles and strike Clinging Shadows (Su): A cloying mass of darkness
with immense force. For that charge action, she ignores clouds the vision of the shaper’s enemies, making them
difficult terrain and can move through the space of other blind to anyone else. When the shaper hits an enemy
creatures without penalty. If she makes a successful with a weapon attack, she can spend 1 quintessence as
weapon attack or bull rush at the end of the charge, an immediate action to cloud their vision with a mass
her target takes an additional 1d6 force damage, plus an of shadows. The target treats all other creatures except
additional 1d6 force damage for every four levels gained for the shaper as if they had concealment (20% miss
after 4th; this damage can only be applied once per use chance) for a number of rounds equal to the shaper’s
of this distortion. The shaper must be at least 4th level
before selecting this distortion.
Breach (Su): By spending 1 quintessence as a move
action, the shaper can open a small rift in space that she
can reach through with her hands. The rift appears at a
location of her choice within 30 feet of her and lasts a
number of rounds equal to her shaper level, though it
closes early if she moves from her current location or
pulls her hands back out of the rift (a free action). By
reaching through the rift, she can perform any action
she could logically do with her hands as if she were in
that space, such as attacking with a weapon, grabbing
objects, or delivering a touch attack. While her hands are
in the rift, she threatens the area around the exit point
(as if standing in that space), but not the area next to her.
Her hands use her normal AC if someone tries to attack
her arms while she is reaching through the rift. This is a
teleportation effect. The shaper must be at least 6th level
before selecting this distortion.
Breathless (Su): The shaper no longer needs to
breathe, allowing her to survive underwater or in airless
environments. This negates effects that rely on
inhalation (such as inhaled poisons or suffocationUM)
or those that rely on scent (such as stinking cloud).
The shaper must be at least 8th level before
selecting this distortion.
Call of the Void (Sp): The shaper can spend 1
quintessence as a standard action to bend space
around a creature within 30 feet. The creature must
make a Will save: if it fails, it is teleported to the
nearest open space adjacent to the shaper. This is a
teleportation effect. The shaper must be at least 8th level
before selecting this distortion.
Cancel (Su): The shaper can consume magic as it’s
being cast. She must identify the spell being cast as
normal. If she successfully does so, the shaper can
attempt to counter the spell as an immediate action and
by expending an amount of quintessence equal to half
the level of the spell being cast, rounded up (minimum
1). The shaper must still attempt a dispel check: treat this
as if using dispel magic to counter the effect.
Celerity (Ex): The shaper gains Combat Reflexes as a
bonus feat. She can use her Intelligence modifier in place
of her Dexterity modifier to determine the number of

79
Classes Chapter I
Intelligence modifier (minimum 1). A successful Reflex selecting this distortion.
save reduces the duration to 1 round. The ability to see Empty Shell (Su): The shaper gains Diehard as a bonus
through supernatural darkness negates this effect, but feat, even if she doesn’t meet the prerequisites. While
true seeing does not. The shaper must be at least 4th level she is below 0 hit points but still conscious, she can
before selecting this distortion. spend 1 quintessence as a free action at the start of her
Condense (Ex): The shaper can reflexively manipulate turn to act as if not disabled for 1 round and does not
her own mass. She gains a +2 bonus to her CMB and lose hit points for taking actions while doing so.
CMD. This bonus increases by +1 at 8th and 16th levels. Essence Harvest (Su): The shaper’s attacks can drain life
Consumption* (Su): Vital energy and life force are from struck opponents. Whenever the shaper scores a
consumed by the void. Whenever a creature within critical hit with a weapon attack, she recovers hit points
the area of the void would be subjected to an effect equal to 1d6 times the weapon’s critical hit multiplier.
that recovers hit points (including healing magic, fast This cannot restore more hit points than the creature
healing, or regeneration), the target only receives half had remaining, nor restore more hit points than the
of that healing and the shaper receives the other half. If shaper dealt with the attack. The shaper must be at least
a creature in the area has a form of regeneration that is 12th level before selecting this distortion.
stopped by a specific damage type (like fire or acid), that Fade (Su): Whenever the shaper would take damage
regeneration does not prevent the creature from being from any source, she can spend 1 quintessence as an
slain, so long as it is within the void’s area at the time immediate action to partially replace herself with
of death. The shaper must be at least 14th level before intangible shadows, reducing the damage she takes by
selecting this distortion. an amount equal to her shaper level. This only affects hit
Death Affinity (Ex): Entropy suffuses the shaper with point damage, not any other effects that accompany the
life just as easily as positive energy. The shaper is healed attack (including ability damage or drain).
by negative energy instead of harmed by it (as if she Fold Space (Su): The shaper can spend 1 quintessence
were undead), but she only recovers half the usual point as a move action to teleport a distance up to twice
amount. She is still healed by positive energy as normal. her base movement speed. The shaper must be at least
The shaper must be at least 6th level before selecting 4th level before selecting this distortion.
this distortion. Frozen Time (Ex): Time is no longer a hindrance to
Death Field* (Su): A wave of destruction emits from the shaper. She stops aging and her maximum lifespan
the void with every pulse. Creatures that start their turn is doubled. Age bonuses still accrue, and any penalties
within the shaper’s void or enter into the area of the already in place remain. She also becomes immune to
void on their turn take 1d8 negative energy damage. A aging effects and harmful time-based effects like slow or
Fortitude save halves the damage taken. This negative temporal stasis, subject to GM discretion. The shaper must
energy does not heal undead. The damage increases to be at least 12th level before selecting this distortion.
2d8 at 7th level and to 4d8 at 15th level. The shaper Genesis (Sp): The shaper learns to make temporary
must be at least 4th level before selecting this distortion. fixtures within the underlying void, letting her create her
Decaying Bolt (Sp): The shaper can manifest a ray of own extraplanar realms. She can spend 8 quintessence
decay to harm creatures from afar. As a standard action, to cast lesser create demiplaneUM as a spell-like ability using
the shaper can spend 1 quintessence to fire this ray at its normal casting time. She does not require a focus
a single creature within close range (25 ft. + 5 ft./2 to do so. Additionally, she may spend 6 quintessence
levels). She must make a ranged touch attack to hit. On a to cast plane shift as a spell-like ability, but only to move
successful hit, the shaper deals negative energy damage willing creatures to and from demiplanes she has created
equal to 1d6 per two levels + her Intelligence modifier. with this distortion. At 16th level, she can spend 12
This ray cannot heal undead. quintessence points to cast create demiplaneUM, instead. At
Devouring Aegis (Sp): Murky darkness and draining 20th level, she can spend 16 quintessence points to cast
entropy surround the shaper. She can spend 2 greater create demiplaneUM. The shaper must be at least 12th
quintessence as a swift action to gain the effects of level before selecting this distortion.
vampiric shadow shieldACG for a number of rounds equal to Gloom Shield (Su): A barrier of semi-solid darkness
her Intelligence modifier (minimum 1). The shaper must forms around a creature to shield it from injury. The
be at least 10th level before selecting this distortion. shaper can spend 1 quintessence as a standard action to
Drift (Su): The shaper manipulates gravity to fall more grant a single willing creature within 30 feet temporary
slowly, as if under the constant effect of a glideAPG spell. hit points equal to twice her level. The temporary hit
At 8th level, the shaper can spend 1 quintessence as a points do not stack and last for a number of minutes
move action to grant herself a fly speed (as the fly spell) equal to the shaper’s Intelligence modifier (minimum 1)
for 1 minute. The shaper must be at least 4th level before before dissipating.

80
Chapter I Classes
Grasping Void* (Su): Space distorts around the shaper, Mold Spell (Ex): Reshaping prepared incantations is
pulling creatures ever closer. When a creature enters into not so different from reshaping the void. The shaper
or starts its turn within the area of the shaper’s void, selects one spell of each level (1st through 4th) from the
they must make a bull rush attempt against the shaper’s shaper spell list. The shaper can spontaneously convert
CMD. Success allows them to move normally, but failure her prepared shaper spells into the selected spells, similar
means they cannot move further away from the shaper to a cleric spontaneously casting cure spells. The shaper
that round. Failing by 10 or more also causes the creature must be at least 4th level before selecting this distortion.
to be pulled 5 feet closer to the shaper. The shaper must Null Sight (Ex): The shaper gains see in darkness, as
be at least 12th level before selecting this distortion. the universal monster ability, letting her see in magical
Greater Eldritch Sight (Su): The shaper’s eldritch sight darkness to any distance. The shaper must be at least
immediately improves, granting her the effects of arcane 14th level before selecting this distortion.
sight (as the improved eldritch sight ability). When she Nullify (Sp): A shaper with this distortion can strip away
reaches 13th level, she can use arcane sight to concentrate magical effects. She can spend 2 quintessence points to
on a creature as a move action, instead of a standard cast dispel magic as a spell-like ability. Upon reaching 16th
action. When she reaches 16th level, her eldritch sight level, she can spend 4 quintessence to cast greater dispel
improves to act as greater arcane sight with a range of 30 magic, instead. This counts as casting dispel magic for the
feet. The shaper must have the eldritch sight ability and purpose of benefiting from and qualifying for abilities,
be at least 8th level before selecting this distortion. feats, or magic items that enhance dispel magic, such as
Inured to Death (Ex): Closeness to oblivion imparts the Dispel SynergyUC. The shaper must be at least 6th level
shaper with resistance to decay, granting her immunity before selecting this distortion.
to death effects and energy drain. The shaper must be at Phase Weapon (Su): The shaper can spend 1
least 10th level before selecting this distortion. quintessence point as a swift action to shroud a weapon
Lightweight (Ex): The shaper manipulates gravity to she’s wielding with force, allowing it to strike across
ease her own burdens. Her carrying capacity is tripled. planes. The weapon gains the ghost touch property and
At 8th level, she treats any armor she is wearing as one deals an additional 1 point of force damage on a hit. The
category lighter for the purpose of determining her force damage increases by 1 for every four shaper levels
movement speed. gained after 4th and is not multiplied on a critical hit.
Maddening Darkness* (Su): Creatures within the shaper’s Both effects last for a number of minutes equal to the
void are exposed to the horrible revelations that exist at shaper’s Intellgence modifier (minimum 1). The shaper
the very edges of reality. Any creature that enters into must be at least 4th level before selecting this distortion.
or starts their turn within the shaper’s void must make a Planar Maneuver (Su): The shaper warps space to
Will save or be confused for 1 round and take 1d4 points disorient her opponents from a distance. She can spend
of Charisma damage. A creature reduced to 0 Charisma 1 quintessence as a swift action to activate this effect. For
is driven insane (as an insanity spell). The shaper must be a number of rounds equal to her Intelligence modifier
at least 16th level before selecting this distortion. (minimum 1), she can perform trip, bull rush, disarm,
Master of Destruction (Su): A shaper with this ability steal, or reposition maneuvers from up to close range
gains control over one of the most infamous forms of (25 ft. + 5 ft./2 levels). If she steals from or disarms a
destruction: the sphere of annihilation. A shaper with this foe, she can spend 1 additional quintessence as a free
ability is immune to the effects of a sphere of annihilation action to cause the stolen item or disarmed weapon to
(including any gear she is wearing) and gains a +10 fly to her. If she has a free hand she can catch the taken
bonus on checks to control the sphere. Additionally, the item; if not, the item lands in her space. The shaper must
shaper can temporarily manifest an effect similar to the be at least 4th level before selecting this distortion.
sphere of annihilation; though weaker, it contains much Quicken (Sp): The shaper can spend 2 quintessence
of the same destructive power. Doing so is a full-round points as a swift action to accelerate her own movement,
action and takes 6 quintessence to use. The sphere acting as a haste spell but targeting only herself. The
briefly appears in a location the shaper can see within effect lasts a number of rounds equal to the shaper’s
60 feet: any creature or object sharing its space takes 10 Intelligence modifier (minimum 1). The shaper must be
damage per shaper level. A Fortitude save reduces the at least 8th level before selecting this distortion.
damage to 10d6. If reduced to 0 hit points, the object or Reality Anchor (Sp): The shaper can force an area back
creature is sucked into the sphere and utterly destroyed. to its natural state. The shaper can spend 4 quintessence
The sphere lasts only until the end of the shaper’s turn to form a reality anchor within close range (25 ft. + 5
before imploding on itself, after which she cannot use ft./2 levels). The anchor has a radius of 15 feet and
this ability again for 1 hour. The shaper must be at least functions as an antimagic field. The anchor is immobile
16th level before selecting this distortion. and lasts for a number of minutes equal to the shaper’s

81
Classes Chapter I
Intelligence modifier (minimum 1) before ending and Shadowsight (Ex): The shaper’s vision can pierce
can be dismissed as a free action on her turn. The through shadows, granting her darkvision to a range of
shaper must maintain line of sight to the anchor to keep 60 feet. If she already has darkvision, it is extended by
it in place: failure to do so ends the effect immediately. this amount, instead.
The shaper can only have one reality anchor in effect Shockwave (Su): By spending 2 quintessence points as a
at a time. The shaper must be at least 14th level before full-round action, the shaper can ripple the void nearby
selecting this distortion. to send out a concussive shockwave. Each creature
Riftstrike* (Su): The void condenses space around the within a 20-foot-radius burst around the shaper takes
shaper to let her attack foes with ease. While the shaper’s 1d8 force damage per two shaper levels and is knocked
void is open and it is her turn, her reach increases to prone. A Reflex save halves the damage and negates
cover the same area as the void. This only applies to the prone effect. The shaper must be at least 10th level
attacks made during the shaper’s turn, and does not before selecting this distortion.
apply to attacks of opportunity she makes (nor does Spatial Mastery (Ex): The shaper becomes more adept
it increase her threatened area). The shaper must be at at magics that manipulate space. She gains Dimensional
least 6th level before selecting this distortion. AgilityUC as a bonus feat, even if she doesn’t meet the
Second Sense (Ex): A shaper with this ability gains a prerequisites. She becomes immune to teleportation
limited ability to peer forward through time to sense effects unless she allows them to affect her. Any
threats. Whenever she rolls for initiative, she can roll teleportation effect she creates (including distortions like
twice and use either result. fold space) have their range doubled, and any teleportation

82
Chapter I Classes
spells she uses always arrive on-target. The shaper must a standard action to anchor herself within time. When
be at least 10th level before selecting this distortion. she does, she records her current location and condition,
Spatial Rip (Su): The shaper brings her weapon down, including current hit points and any ongoing conditions
unleashing a blast of disruptive force from its edge. and effects, both beneficial and harmful (including spell
Doing so is a standard action that requires spending 1 effects, poisons or disease, ability damage, fatigue/
point of quintessence. The spatial rip allows the shaper sicken/other conditions, and so on). As a standard
to strike all creatures in 30-foot-line with a weapon she is action within the next minute, the shaper can revert
wielding: she makes a separate melee attack against each herself to this point, restoring her to the same condition
foe, dealing damage on a hit as if she struck with her and location she was in upon initially using this ability.
weapon. However, the weapon’s normal damage type While this reverts her physically and spatially, it does
is replaced by force damage. Any additional damage to not restore any used items, charges, spell slots used,
the weapon, such as from the flaming property, deal their quintessence, or other daily resources she might have.
normal damage. At 8th and 16th levels, the spatial rip Once the shaper reverts herself, the strain put on her
deals an additional 1d8 force damage; this damage is not body staggers her for 1 round and prevents her from
multiplied on a critical hit. The shaper must be at least spending any more quintessence (for any reason) for 1
4th level before selecting this distortion. minute. The shaper must be at least 16th level before
Spell Deflection (Sp): A temporary rift within the fabric selecting this distortion.
of magic allows the shaper to repel harmful spells. The Time Dilation* (Su): The void minutely slows down
shaper can spend 1 or more quintessence points as an time within its area, impairing foes’ ability to evade. The
immediate action to reflect a spell back at its caster. void’s penalty also applies to Reflex saves in addition to
This functions as spell turning, but only if the targeted its other effects.
spell is of a level equal to or lower than the number Void Empowerment (Su): The shaper can absorb residual
of points expended. If insufficient points are expended, energy from the void the strengthen her attacks. While
the shaper instead gains an insight bonus on any saving the shaper’s void is open, she can spend 1 quintessence
throws allowed by the spell equal to half number of as a free action to gain a +1 competence bonus to attack
quintessence points spent (minimum +1). The shaper rolls until the start of her next turn. Upon reaching 8th
must be at least 16th level before selecting this distortion. level, the bonus increases to +2. When she reaches 16th
Split Time (Su): The shaper can briefly rewind an event, level, the bonus increases to +3.
giving her a second chance at success. Whenever the Warp Spell (Ex): The shaper can utilize planar
shaper rolls an attack roll or saving throw, she can spend quintessence to distort her own spells. Whenever she
1 quintessence point as an immediate action to reroll it. casts a spell, she can spend quintessence to affect it with
She must do so before the result is revealed and must her choice of either the Extend Spell or Reach Spell
take the second result, even if it is worse. The shaper metamagic feats without increasing its level or casting
must be at least 6th level before selecting this distortion. time. Doing so requires her to spend quintessence equal
Stasis (Sp): A shaper with this power can throw a to half the spell’s level, rounded up (minimum 1). She
creature outside of the flow of time. The shaper must can only apply one effect to a given spell and must follow
spend 4 quintessence and choose a creature or object the usual rules for those metamagic feats. The shaper
within 30 feet. The target must make a Will save or must be at least 8th level before selecting this effect.
vanish completely for a number of rounds equal to Warp Weapon (Su): As long as the shaper has at least
the shaper’s Intelligence modifier (minimum 1). For one point in her quintessence pool, she can have any
the duration, it is undetectable by magic, including weapon she throws immediately teleport back to her
divinations: it essentially does not exist. Any effects hand after the attack resolves, allowing her to attack with
(positive or negative) on the creature do not have their it again in the same turn. She can spend 1 quintessence
durations progress while the creature is in stasis. At the as a swift action to increase the range increment of her
end of the duration, the creature or object reappears throwing weapons by 20 feet for 1 minute. The shaper
unharmed in the space it last occupied (or the nearest must be at least 6th level before selecting this distortion.
possible space, if the original space is now occupied Waste Away* (Su): The void accelerates the passage of
or hazardous). Once an object or creature has been time, if only temporarily, causing creatures to age. Any
subjected to stasis, it cannot be affected again for 24 creature that enters into or starts their turn within the
hours. The shaper must be at least 14th level before area of the void must make a Fortitude save or be aged
selecting this distortion. to the next age category, similar to a sands of timeUM spell.
Temporal Reversion (Su): A shaper with this ability can An undead or construct does not gain a save, and instead
manipulate the passage of time for herself, reverting to takes damage as outlined in sands of timeUM. They must
an earlier state. The shaper can spend 4 quintessence as repeat this save each round, the age effect stacking up

83
Classes Chapter I
to old age. At 15th level, the aging effect can stack up to alchemist can learn formulae from a shaper’s spellbook,
venerable. The aging effect on living creatures ends after if the spells are also on the alchemist spell list. A shaper
10 minutes. This has no effect on objects, only creatures. cannot learn spells from an alchemist.
The shaper must be at least 8th level before selecting Arcane Warrior (Ex): At 4th level, a shaper can use a
this distortion. hand holding a shield or weapon she is wielding to fulfill
Eldritch Sight (Su): Also at 2nd level, the shaper’s the somatic components of shaper spells she casts. She
understanding of the fundamentals of reality allows her must be proficient with the weapon or shield to do so.
to perceive magical and supernatural alterations around Bonus Feat: At 5th level, and every six levels
her. She has the constant effect of detect magic, as the thereafter, the shaper receives a bonus feat in addition to
spell, though it does not require concentration and has those gained from normal advancement. These bonus
a range of 30 feet. She can suppress or reactivate this feats must be selected from those listed as combat feats.
ability as a free action. She must meet the prerequisites of these feats as normal.
Entropic Guard (Su): Starting at 3rd level, the Improved Void (Su): At 7th level, the shaper’s void
shaper can add her Intelligence modifier (minimum +0) grows in strength. She may now open the void as a swift
to her touch AC. This cannot cause her touch AC to action, and the maximum radius of the void increases
exceed her normal AC. to 15 feet. Creatures in the area of the void have their
Spellcasting: Beginning at 4th level, a shaper gains movement speeds reduced by half, to a minimum speed
the ability to cast a small number of arcane spells, which of 5 feet.
are drawn from the shaper spell list. A shaper must Instability (Ex): Starting at 9th level, the shaper’s
choose and prepare her spells in advance. magics fluctuate with unpredictable entropy, making
To prepare or cast a spell, a shaper must have an them more difficult to suppress by traditional means.
Intelligence score equal to at least 10 + the spell level. She adds her Intelligence modifier to the DC to counter,
The Difficulty Class for a saving throw against a shaper’s dispel, or remove her shaper spells or spell-like abilities
spell is 10 + the spell level + the shaper’s Intelligence (such as by dispel magic or break enchantment).
modifier. Improved Eldritch Sight (Su): At 13th level,
Like other spellcasters, a shaper can cast only a certain the shaper’s eldritch sight improves. She now has the
number of spells of each spell level per day. Her base constant benefit of arcane sight to a range of 30 feet. She
daily spell allotment is given on Table: Shaper. In can suppress or reactivate this ability as a free action.
addition, she receives bonus spells per day if she has Greater Void (Su): At 15th level, the shaper’s void
a high Intelligence score (see the Ability Scores section becomes even more potent. The maximum radius of the
in Chapter 1 of the Pathfinder Roleplaying Game Core void increases to 20 feet. Additionally, the pull of the
Rulebook). When Table: Shaper indicates that the shaper void prevents even extra-dimensional forms of escape,
gets 0 spells per day of a given spell level, she gains only affecting the area of the void as a dimensional lock spell.
the bonus spells she would be entitled to based on her Improved Instability (Ex): At 19th level, a shaper’s
Intelligence score for that spell level. void, distortions, and spells are unaffected by antimagic
A shaper may know any number of spells. She must fields, dead magic areas, and similar effects. They can be
choose and prepare her spells ahead of time by getting countered or dispelled, as usual (such as by dispel magic).
8 hours of sleep and spending 1 hour studying her True Shaper (Su): At 20th level, the shaper has
spellbook. While studying, the shaper decides which become a master of the void, able to bend reality to her
spells to prepare. whims. At the start of each day when the shaper regains
Spellbooks: A shaper must study her spellbook each her quintessence, she may select any combination of two
day to prepare her spells. She cannot prepare any spell distortions. These distortions can be ones she already
not recorded in her spellbook. Upon reaching 4th level, knows, but if so they must be distortions that require
the shaper gains a spellbook containing three 1st-level spending quintessence to use.
shaper spells of her choice. The shaper also selects a If she selects a distortion she didn’t already know, she
number of additional 1st-level shaper spells equal to her gains it as an additional distortion known for the next 24
Intelligence modifier to add to her spellbook. At each hours, losing access to it once she regains quintessence
new shaper level, she gains two new shaper spells of any the next day (at which point she can choose it again).
spell level or levels that she can cast (based on her new If she selects a distortion she already knows that
shaper level) for her spellbook. At any time, a shaper can requires spending quintessence, she reduces the cost by
also add spells found in other spellbooks to her own. half (rounded down), to a minimum of 0. If this reduces
A shaper can learn spells from a wizard’s spellbook, the cost to zero, she can use that distortion at-will so
just as a wizard can from a shaper’s spellbook. The spells long as she has at least 1 quintessence remaining. This
learned must be on the shaper spell list, as normal. An benefit lasts until the shaper regains quintessence the

84
Chapter I Classes
following day, at which point she loses the benefit unless chaos/evil/good/law (communal)UC, protective penumbra­UM,
she selects it again with this ability. quick changeHA, reinforce armaments (communal)UC, reloading
handsUC, resist energy, returning weapon (communal)UC, rope
SHAPER SPELLS trick, see invisibility, share languageAPG, share memoryUM, shatter,
A shaper gains access to the following spells. While most silence, silent tableACG, spider climb, squeezeARG, steal breathARG,
of these spells are found in the Pathfinder Roleplaying Game steal voiceUM, stricken heartACG, temporal collapse*, time
Core Rulebook, those with superscripts are from other shudderACG, twisted spaceUC, unshakable chillUM, ward object*,
Pathfinder Roleplaying Game material as outlined in the warding weaponUC, weaken structure*, whispering wind
introduction of this book. 3rd-Level Shaper Spells: age resistance (lesser)UM, air
1st-Level Shaper Spells: abjuring stepUC, abundant breathingMC, alter weapon (greater)*, analyze construction*,
ammunitionUC, air bubbleUC, alarm, alchemical tinkeringARG, arcane sight, assume appearanceHA, aura sightACG, bestow curse,
alter weapon*, animate rope, ant haulAPG, anticipate perilUM, blink, burst of speedUC­, clairaudience/clairvoyance, cold snap*,
blurred movementACG, body capacitanceACG, bouncy bodyMC, break, confusion, conjuration foilUI, contingent actionACG, countless
bungleUM, chill touch, color spray, comprehend languages, conjure eyesUM, curse of magic negationUM, dancing steel*, darkvision
tool*, dancing lanternAPG, death knell, decompose corpseUM, deja (communal)UC, daylight, deeper darkness, detect scrying, dimension
vuOA, desperate weaponUI, detect magic, detect secret doors, detect door, dimensional anchor, dispel magic, disrupt silenceUI,
undead, ear-piercing screamUM, endothermic touchMC, endure distracting cacophonyUM, eldritch feverUM, entropic burst*, entropic
elements, enlarge person, entropic shield, erase, expeditious retreat, collapse*, expose*, false life (greater)UM, force punchUM, fly, gentle
eyes of eventide*, feather fall, flare burstAPG, fling*, floating disk, repose, glimpse of truthUI, haste, healing thiefUC, heart of the
forced quietUM, forked lightning*, glue sealACG, grasp of darkness*, metalACG, hostile levitationUC, howling agonyUM, inflict serious
gravity bowAPG, grease, handy grapnelUI, heigtened awarenessACG, wounds, invisiblility sphere, keen edge, life bubbleAPG, lightning
hidden illumination*, hobbleVC, hold portal, identify, inflict light bolt, loathsome veilUM, locate creature, locate weaknessUC, mad
wounds, invisibility alarmACG, jump, jury-rigUC, lead bladesAPG, sultan’s melodyHA, magic circle against chaos/evil/good/law,
liberating commandUC, line in the sandACG, lock gaze­UC, long magic aura (greater)UI, magic weapon (greater), minor creation,
armACG, longshotUC, mage armor, magic aura, magic missile, magic pierce disguiseACG, planar adaptationAPG, protection from energy,
weapon, memorize pageACG, memory lapseAPG, mindlinkOA, mirror ray of exhaustion, remove curse, resist energy (communal)UC,
polishACG, mirror strikeUC, protection from chaos/evil/good/law, sands of timeUM, scrying, selective alarmUI, sending, share language
quintessenceOA, ray of enfeeblement, ray of sickeningUM, read (communal)UC, shrink item, slow, spider climb (communal)UC,
magic, recharge innate magicARG, reduce person, refine improvised spiked pitAPG, stunning barrier (greater)ACG, sundering shield*,
weaponACG, reinforce armamentsUC, repair undeadACG, restore tempering*, thaumaturgic circleOA, thunderstomp (greater)ACG,
corpseUM, returning weaponUC, scatter*, sculpt corpseAPG, see tiny hut, tongues, twilight knifeAPG, vampiric touch, versatile
alignmentUC, shield, shock shieldUC, shocking grasp, snowballUW, weaponAPG, vicarious viewUI, voluminous vocabularyUI, wall of
snuff*, spatial collapse*, squire’s aid*, stumble gapAPG, stunning darkness*, water breathing
barrierACG, sunder breakerACG, sundering shardsACG, theft 4th-Level Shaper Spells: age resistanceUM, alter weight
wardARG, thunderstompACG, touch of gracelessnessAPG, true strike, (mass)*, antilife shell, arcana theftUM, arcane eye, assume
unerring weaponUC, unprepared combatant­UM­, unseen servant, appearance (greater)HA, ball lightningAPG, banish seemingAPG,
vanishAPG, wizened appearanceUI, youthful appearanceUM black bomb*, black tentancles, blade burst*, break enchantment,
2nd-Level Shaper Spells: ablative barrierUC, adhesive condensed etherOA, contact other plane, contingent scrollACG,
bloodACG, air stepACG, alter self, alter weapon*, anchoring chains*, darkvision (greater)UM, deadman’s contingencyUI, death ward,
ant haul (communal)UC, apport objectOA, arcane lock, armament dismissal, dusk ball (greater)*, eldritch collapse*, enchantment
reservoir*, arrow eruptionAPG, augury, backlash*, blade spiral*, foilACG, enervation, expose (greater)*, eyes of the voidACG, freedom
badger’s ferocityUM, blindness/deafness, bear’s endurance, blood of movement, ghostbane dirge (mass)APG, globe of invulnerability
armorACG, buoyancyACG, bull’s strength, certain gripUC, codespeakUI, (lesser), hand of the abyss*, hold monster, hostile juxtapositionUC,
conjure armor*, conjure weapon*, create pitAPG, cushioning hungry pitAPG, inflict critical wounds, invisibility (greater), leashed
bandsUM, darkness, darkvision, defensive shockUM, detect magic shacklesUM, major creation, pain strike (mass)APG, passwall,
(greater)UI, disfiguring touchUM, dress corpseUI, dusk ball*, dust planar adaptation (mass)APG, plane shift, protection from energy
of twlightAPG, endure elements (communal)UC, effortless armorUC, (communal)UC, quicksilver*, rainbow pattern, reconstruct*,
elemental speechAPG, escape alarmVC, extreme flexibilityACG, eyes resilient sphere, repel projectiles*, secure shelter, sending, shout,
of eventide (communal)*, false life, festerAPG, flickering lightsHA, siphon enhancement*, spell immunity, spell resistance, stoneskin,
frost fallUC, fox’s cunning, gentle repose, ghostbane dirgeAPG, glide, suffocation, trace teleportUI, telekinetic chargeUC, telekinetic
glitterdust, hold person, hypnotic pattern, inflict moderate wounds, maneuverOA, teleport, tempering (greater)*, tongues (communal)UC,
invisibility, kinetic reverberationUC, knock, levitate, life pactACG, true formAPG, true seeing, void field*, void prison*, vorpal edge*,
locate object, magic mouth, make whole, mirror hideawayACG, wall of blindness/deafnessACG, wall of darkness (greater)*, wall
misdirection, pain strikeAPG, pilfering handUC, protection from of force, wandering star motesAPG

85
Classes Chapter I
VANGUARD without preparing it ahead of time. To learn or cast a
spell, a vanguard must have a Charisma score equal to
at least 10 + the spell level. The Difficulty Class for a
saving throw against a vanguard’s spell is 10 + the spell
level + the vanguard’s Charisma modifier.
Allies are one of the most valuable assets to have on any A vanguard can cast only a certain number of spells
battlefield. While most would-be adventurers and gallant of each spell level each day. His base daily spell allotment
heroes must seek out comrades, the few choose instead is given on Table: Vanguard. In addition, he receives
to make one. Sometimes accidentally, sometimes with bonus spells per day if he has a high Charisma score (see
intent, a person may find within themselves the spark the Ability Scores section in Chapter 1 of the Pathfinder
of creation, animating their constructed companions Roleplaying Game Core Rulebook).
almost instinctively. These creators, known as vanguards, A vanguard’s selection of spells is extremely limited.
form a close bond with their companion, their magical A vanguard begins play knowing four 0-level spells and
essence fueling and empowering the construct. This two 1st-level spells of the vanguard’s choice. At each
bond is not one of master and servant, however; new vanguard level, he gains one or more new spells as
vanguards and companions fight as equals, supporting indicated on Table: Vanguard Spells Known (Unlike
each other and their allies against all odds. spells per day, the number of spells a vanguard knows
Role: Vanguards provide both magical power and is not affected by his Charisma score. The numbers on
physical strength, standing alongside their allies in the Table: Vanguard Spells Known are fixed.). These new
thick of battle. The magic they cast is best served to spells can be common spells chosen from the vanguard
support and enhance the strength of the group, using spell list, or they can be unusual spells that the vanguard
both traditional spell and mystical resonances of power has gained some understanding of through study.
from their companions to achieve victory. Upon reaching 5th level, and at every third vanguard
Alignment: Any level thereafter (8th, 11th, and so on), a vanguard can
Hit Die: d8 choose to learn a new spell in place of one he already
Starting Age: Self-taught knows. In effect, the vanguard “loses” the old spell in
Starting Wealth: 5d6 × 10 gp (average 175 gp). In exchange for the new one. The new spell’s level must
addition, each character begins play with an outfit worth be the same as that of the spell being exchanged, and
10 gp or less. it must be at least one level lower than the highest-level
vanguard spell he can cast. A vanguard may swap out
Class Skills only a single spell at any given level and must choose
The vanguard’s class skills are Appraise (Int), Climb whether or not to swap the spell at the same time that he
(Str), Craft (Int), Disable Device (Dex), Heal (Wis), gains new spells known for the level.
Intimidate (Cha), Knowledge (arcana) (Int), Knowledge A vanguard need not prepare his spells in advance.
(engineering) (Int), Perception (Wis), Profession (Wis), He can cast any spell he knows at any time, assuming he
Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). has not used up his allotment of spells per day for the
Skill Points Per Level: 4 + Int modifier. spell’s level.
Cantrips: Vanguards learn a number of cantrips,
Class Features or 0-level spells, as noted on Table: Vanguard Spells
All of the following are class features of the vanguard. Known under “Spells Known.” These spells are cast like
Weapon and Armor Proficiency: A vanguard is any other spell, but they do not consume any slots and
proficient with all simple and martial weapons, and may be used again.
with all firearms. Vanguards are also proficient with Construct Companion: A vanguard begins play
light armor, medium armor, and shields (except tower with the ability to craft a powerful, magically-animated
shields). A vanguard can cast vanguard spells while construct companion. A construct companion has the
wearing light armor or medium armor and using a shield same alignment as the vanguard that creates it and can
without incurring the normal arcane spell failure chance. speak and understand all of his languages. Construct
Like any other arcane spellcaster, a vanguard wearing companions are treated as constructs under the
heavy armor incurs a chance of arcane spell failure if the vanguard’s control, though unlike most constructs, the
spell in question has a somatic component. A multiclass companion is intelligent and capable of independent
vanguard still incurs the normal arcane spell failure thought and action.
chance for arcane spells received from other classes. The construct companion’s general appearance is up
Spells: A vanguard casts arcane spells drawn from to the vanguard, though it is always in the form of a
the vanguard spell list. He can cast any spell he knows medium humanoid shape. The construct companion’s

86
Chapter I Classes
Table: Vanguard
Base
––—— Spells per Day ——–—
Attack Fort Ref Will
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Cantrips, Construct Companion, 1 — — — — —
Augmentation, Resonance
2nd +1 +3 +0 +3 Imbue, Intuitive Construction 2 — — — — —
3rd +2 +3 +1 +3 Bonus Feat, Shared Tactics 3 — — — — —
4th +3 +4 +1 +4 Augmentation 3 1 — — — —
5th +3 +4 +1 +4 Vanguard Arcana 4 2 — — — —
6th +4 +5 +2 +5 Bonus Feat 4 3 — — — —
7th +5 +5 +2 +5 Augmentation 4 3 1 — — —
8th +6/+1 +6 +2 +6 Repurpose 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bonus Feat 5 4 3 — — —
10th +7/+2 +7 +3 +7 Augmentation 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Improved Imbue 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bonus Feat 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Augmentation 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Rapid Construction 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bonus Feat 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Augmentation 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Greater Imbue 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bonus Feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Augmentation 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Perfect Resonance 5 5 5 5 5 5

Hit Dice, saving throws, skills, feats, and abilities are tied and physical power to his companion, customizing
to the vanguard’s class level and increase as the vanguard its capabilities to his liking. At 1st level, the vanguard
gains levels. A vanguard begins play with his construct grants his companion the mending touch augmentation
companion already constructed. and one other augmentation of his choice, which are
The construct companion does not heal naturally. found at the end of the class description. At 4th level,
He can spend 8 hours repairing the construct to heal and every three vanguard levels thereafter, the vanguard
it for 1d6 hit points of damage, plus an additional 1d6 selects another augmentation to apply to his companion.
hit points for every two vanguard levels past 1st (max A vanguard cannot select an augmentation more than
10d6). If it is ever reduced to 0 hit points, the construct once, unless otherwise stated.
companion breaks and stops functioning (though it Resonance (Su): The vanguard’s augmentations
isn’t completely destroyed). The vanguard must spend do not only serve to enhance the strengths of his
24 hours repairing a broken construct companion to fix companion. The vanguard has the ability to create a
it, after which it is restored to its full function and hit secondary, more powerful effect by causing a resonance
points. If the construct companion is ever completely between the construct’s augmentations and the
annihilated (such as by a disintegrate spell) or is irretrievably vanguard’s innate magical power. Causing a resonance
lost, the vanguard can spend 1 week crafting a new is a standard action that does not provoke attacks of
construct companion to replace his old one. The new opportunity. The types of resonance the vanguard can
construct companion must have the same augmentation create are based on the augmentations he has bestowed
abilities as the old one (see below). A vanguard cannot upon his construct companion; each resonance effect
have more than one construct companion at a time. is listed under its corresponding augmentation. He may
Augmentation: As a vanguard grows in skill, he only cause one resonance at a time, regardless of how
gains new ways to improve the abilities of his construct many resonance effects he can use. If he wishes to
companion. Referred to as augmentations, these use a different resonance, he must dismiss the current
abilities allow the vanguard to bind additional magical resonance (a free action) before creating a new one.

87
Classes Chapter I
Table: Vanguard Spells Known part of a sunder attempt, subject to GM discretion. If
Spells Known the spell requires an attack roll or has a specific target, it
discharges onto the target struck with no further attack
Level 0 1st 2nd 3rd 4th 5th 6th roll needed. The discharged spell cannot critically hit,
1st 4 2 — — — — — even if it normally could. If the spell targets an area or
creatures in an area (such as a fireball spell or a slow spell),
2nd 5 3 — — — — —
the spell’s area is centered on the target, even if the spell
3rd 6 4 — — — — —
could normally be centered only on the caster. If a spell
4th 6 4 2 — — — — is imbued onto a piece of ammunition and the attack
5th 6 4 3 — — — — misses, the spell is lost. Spells imbued onto melee and
6th 6 4 4 — — — — thrown weapons last until they are triggered. An imbued
7th 6 5 4 2 — — — spell only functions on weapons that are wielded by the
8th 6 5 4 3 — — —
vanguard or his construct companion. A spell can only
be imbued into a weapon if it has a casting time of 1
9th 6 5 4 4 — — —
full-round action or less.
10th 6 5 5 4 2 — — Personal Imbue: The vanguard can imbue a spell
11th 6 6 5 4 3 — — onto either himself or his construct companion. This
12th 6 6 5 4 4 — — functions more as a typical contingency effect, where the
13th 6 6 5 5 4 2 — spell comes into effect on the vanguard or his companion
14th 6 6 6 5 4 3 — under a specified condition. However, it is not limited to
spells that only affect the recipient of the imbued spell.
15th 6 6 6 5 4 4 —
If the spell is normally delivered by touch or targets a
16th 6 6 6 5 5 4 2
creature, it comes into effect upon the recipient of the
17th 6 6 6 6 5 4 3 imbued spell. If the spell targets an area or creatures
18th 6 6 6 6 5 4 4 in an area (such as haste or mass bull’s strength), it comes
19th 6 6 6 6 5 5 4 into effect centered on the recipient of the imbued spell,
20th 6 6 6 6 6 5 5 with the recipient being one of its targets (if any).
A spell can only be imbued if it targets one or more
creatures or objects or affects an area. Imbuing a spell
takes at least 10 minutes, though it may take longer if
The vanguard can create resonances a number of times the imbued spell has a longer casting time, as described
each day equal to 1/2 his vanguard level + his Charisma in contingency. A vanguard can only have one spell imbued
modifier (minimum 1). at a time, and it must be a spell of 2nd level or lower
At 7th level, creating a resonance can be done as a from the vanguard spell list. Imbuing a spell uses up a
move action, instead of a standard action. At 13th level, vanguard spell slot as if the imbued spell had been cast
it can be done as a swift action. normally. If the imbued spell is not triggered within 24
Resonances rely on the arcane connection between hours or before the vanguard regains his spells each day,
the vanguard and construct companion to function; if the imbue discharges harmlessly.
the construct companion is shut down or destroyed, the Intuitive Construction (Ex): Starting at 2nd level, a
vanguard cannot use any resonances. vanguard’s intuition gives him a bonus on Craft, Disable
Imbue (Sp): At 2nd level, a vanguard learns how Device, and Knowledge (engineering) checks equal to
to imbue his spells onto himself or his construct 1/2 his vanguard level. He also receives this bonus on
companion, binding the magic into a piece of equipment, Spellcraft checks made to create or identify a magic item.
a weapon, or even the construct’s body to be triggered Bonus Feat: At 3rd level, and every three vanguard
later under a specific condition. This functions similarly levels thereafter, a vanguard receives a bonus feat.
to using a contingency spell, though the forms of spells These feats must be chosen from those listed as either
that can be used and how they trigger are more flexible. teamwork feats or item creation feats. He must meet the
There are two ways a vanguard can imbue a spell: prerequisites of these feats as normal.
Weapon Imbue: The vanguard can imbue a spell on Shared Tactics (Ex): At 3rd level, the vanguard’s
to a melee weapon, a thrown weapon, or a piece of link with his companion allows it to better understand
ammunition. The imbued spell triggers when the his tactics. The companion automatically qualifies for
weapon or ammunition hits a creature or object. A more any teamwork feats the vanguard has, even if it doesn’t
specific trigger can be made, such as only discharging meet the prerequisites. It must still learn those teamwork
when striking an outsider or when striking an object as feats, as normal.

88
Chapter I Classes
Vanguard Arcana (Ex): At 5th level, the vanguard between the vanguard and his companion, or any
gains access to a limited selection of spells to use with combination therein. However, a single action or attack
his imbue ability. The vanguard can select a single spell can only trigger one imbued spell at a time, even if both
from the sorcerer/wizard or vanguard spell list and add imbued spells have the same triggering condition. If
it to his list of spells known. This must be a spell that multiple imbued spells would trigger simultaneously, the
he is capable of casting. He may only cast this spell in vanguard determines which of the two spells trigger.
conjunction with his imbue ability; he may not cast the Rapid Construction (Ex): At 14th level, a vanguard
spell otherwise. At 11th and 17th levels, he learns an learns how to craft items at a rapid pace. He uses the
additional spell to use with his imbue ability. 1/10 gp value of mundane items to determine how
Repurpose (Ex): At 8th level, the vanguard learns much time it takes to craft them, and he requires only
how to reconfigure the magical powers bestowed upon half the normal amount of time to create magical
his construct companion. By spending 8 hours altering items. In addition, it takes him only 1 hour to repair his
the magic used to animate his companion, he can companion or to change its abilities with repurpose,
exchange one of his augmentations for his companion 4 hours to restore a construct companion reduced to
with a different one. The new augmentation must be 0 hit points, or 24 hours to create a replacement for a
one he could have qualified for when he gained the completely destroyed or lost companion.
exchanged augmentation; for example, if he removes Greater Imbue (Sp): At 17th level, the vanguard’s
the augmentation he gained at 7th level, he can replace imbue becomes even more powerful. The vanguard can
it with any augmentation with a level requirement of 7th now maintain up to three imbued spells at once. One of
level or lower. these imbues can be of a spell up to 6th level, one can
Improved Imbue (Sp): At 11th level, the vanguard be up to 4th level, and the third can only be of a spell up
can imbue more powerful magic. The vanguard can now to 2nd level. The spells can be divided between different
maintain up to two imbued spells at once. One of these weapons, between the vanguard and his companion,
imbues can be of a spell up to 4th level, the other can or any combination therein. A single action or attack
only be of a spell up to 2nd level. The spells can be
divided between different weapons,

89
Classes Chapter I
can still only trigger one imbued spell at a time, even if Primary Ability Bonus: Add this bonus to the
multiple spells have the same triggering condition. construct companion’s two primary ability scores. These
Perfect Resonance (Su): At 20th level, a vanguard’s are determined by the companion’s base form.
magical resonance with his construct companion reaches Special: This includes a number of abilities gained
new heights of power. Each day when the vanguard by all construct companions as they increase in power.
regains spells, he can choose a single augmentation Each of these bonuses is described below.
his companion has. The vanguard gains the benefit of Companion Traits (Ex): A construct companion is not
that augmentation for the entire day. Whenever he uses built nor animated as a typical construct. It is powered
the resonance ability for that augmentation, he and his by the vanguard’s innate power and intuition rather than
companion gain the benefit of a battlemind linkUC spell for careful design, and as such has different abilities from
a number of rounds equal to the vanguard’s Charisma a normal construct. A construct companion has all
modifier (minimum 1). traits and immunities a normal construct has, except as
noted here. Construct companions are not immune to
CONSTRUCT COMPANIONS mind-affecting effects, including charms, compulsions,
A construct companion’s abilities are determined by the phantasms, patterns, and morale effects. A construct
vanguard’s level and by the augmentations selected by companion has an Intelligence score and gains feats
the vanguard. The base statistics are outlines in Table: and skill points as appropriate for its level, as shown in
Construct Companions. Each construct companion Table: Construct Companions, and has class skills. A
has a chosen form that modifies these base statistics. companion has the same weapon proficiencies as the
Construct companions are treated as constructs for vanguard and can use shields (except tower shields).
determining what spells affect them. Integrated Equipment (Ex): A construct companion can
Class Level: This is the character’s vanguard level. have its weapons or shield integrated into its body, rather
HD: This is the total number of 10-sided (d10) than having to hold and stow them as a normal piece of
Hit Dice the companion possesses. As the construct equipment. Any manufactured weapon or shield that is
companion has no Constitution score, it does not get of appropriate size for the construct companion can be
any bonus hit points from its Constitution modifier integrated. Integrating equipment takes 1 hour of work
(treat its Constitution as 10 for determining its hit by the vanguard. After doing so, the item is built directly
points). However, as a Medium-sized construct, it gains into the construct’s form. It can bring forth the weapon
20 additional hit points due to its size. or shield and store it back in its body as if drawing it
BAB: This is the construct companion’s base attack normally, including reductions in time from feats such as
bonus. A construct companion’s base attack bonus is Quick Draw. When stored, the equipment is inside the
equal to its Hit Dice. Construct companions do not gain companion’s body and cannot be seen, and its magic aura
additional attacks using their natural weapons for having (if any) cannot be found with spells such as detect magic
a high base attack bonus, though they do gain additional unless the spell can penetrate through the construct’s
attacks when using manufactured weapons, as normal. metallic body. When it draws an integrated weapon or
Saving Throws: This is the construct’s base saving shield, it replaces the hand(s) necessary to wield the item,
throw bonuses. As a construct, the companion has no at which point it can be used as if wielded normally.
good saving throws. An integrated weapon or shield cannot be disarmed or
Skills: This lists the construct companion’s total skill stolen, as it’s attached directly to the construct’s body,
ranks. A companion can assign skill ranks to any skill. The though it can be sundered or attacked as normal.
values shown in Table: Construct Companion are the A construct companion can have up to three pieces
base value, assuming the companion has an Intelligence of integrated equipment at once. If the companion
score of 10. Companions with Intelligence scores above has an integrated ranged weapon, the vanguard can
the base value modify these totals as normal (a construct integrate ammunition along with it. Up to 50 pieces of
companion receives a number of skill ranks equal to 2 + ammunition can be integrated with each ranged weapon.
its Intelligence modifier per HD). A companion cannot Reloading an integrated weapon is no faster than
have more ranks in a skill than it has Hit Dice. reloading the weapon as normal, and can be reduced
Feats: This is the total number of feats possessed by by feats and abilities such as Rapid Reload possessed by
a construct companion. Companions can select any feat the companion. Integrating more ammunition takes 10
that they qualify for. minutes of work by the vanguard.
Armor Bonus: The number noted here is the Once a piece of equipment is integrated, it cannot
construct companion’s base armor bonus. The be removed intact. Removing integrated equipment
construct cannot wear any armor, as it interferes with involves either destroying the equipment (though sunder
the vanguard’s link with the companion. checks and the like) or spending 1 hour removing the

90
Chapter I Classes
Table: Construct Companions
Primary
Class Saving Armor Ability
Level HD BAB Throws Skills Feats Bonus Bonus Special
1st 1 +1 +0 2 1 +0 +0 Companion Traits, Integrated Equipment, Link,
Share Spells
2nd 2 +2 +0 4 1 +2 +1 —
3rd 3 +3 +1 6 2 +2 +1 —
4th 3 +3 +1 6 2 +2 +1 —
5th 4 +4 +1 8 2 +4 +2 Ability score increase
6th 5 +5 +1 10 3 +4 +2 Devotion
7th 6 +6 +2 12 3 +6 +3 —
8th 6 +6 +2 12 3 +6 +3 —
9th 7 +7 +2 14 4 +6 +3 —
10th 8 +8 +2 16 4 +8 +4 Ability score increase
11th 9 +9 +3 18 5 +8 +4 —
12th 9 +9 +3 18 5 +10 +5 Greater Link
13th 10 +10 +3 20 5 +10 +5 —
14th 11 +11 +3 22 6 +10 +5 —
15th 12 +12 +4 24 6 +12 +6 Ability score increase
16th 12 +12 +4 24 6 +12 +6 —
17th 13 +13 +4 26 7 +14 +7 —
18th 14 +14 +4 28 7 +14 +7 —
19th 15 +15 +5 30 8 +14 +7 —
20th 15 +15 +5 30 8 +16 +8 —

item, the process of which gives it the broken condition link to his companion. As a result, the vanguard and his
but leaves it intact enough to be repaired via make whole companion share magic item slots. For example, if the
or similar magic. Removing a ranged weapon requires vanguard is wearing a ring, the companion can wear no
removing its integrated ammunition, if any. more than one ring. If there is a conflict, the item worn
Link (Ex): A construct companion is not made nor by the vanguard remains active while the item worn by
controlled as a normal construct; it is instead tied to the construct become dormant. Magic weapons do not
the vanguard’s own magical essence, and as such the interfere with the vanguard’s link with his companion.
vanguard shares a special link with his companion. Despite being animated by magic, the construct does
The vanguard can communicate empathically with not shut down in an antimagic field, though some of its
the companion, but cannot see through its eyes. other abilities may be negated.
Because of the link’s limited nature, only general Share Spells (Ex): The vanguard may cast a spell with a
emotions can be shared. The vanguard has the same target of “you” on his construct companion (as a spell
connection to an item or place that the companion does. with a range of touch) instead of on himself. A vanguard
However, such a link has its drawbacks. As the may cast spells on his companion even if the spells
companion is powered by the vanguard’s magic essence, normally do not affect creatures of the companion’s
the construct cannot move more than 100 feet away type (construct). Spells cast in this way must come from
from the vanguard at any time. If it does, the construct the vanguard spell list.
companion immediately shuts down, rendering it This ability does not allow the companion to share
helpless and unable to act. The vanguard must be able abilities that are not spells, even if they function like spells.
to exercise mental control to keep the companion Ability Score Increase (Ex): The construct companion
functioning. If the vanguard is ever unconscious, asleep, adds +1 to one of its ability scores.
killed, stunned, or confused, the companion cannot act Devotion (Ex): A construct companion gains a +4
and is considered helpless. morale bonus on Will saves against enchantment spells
In addition, magic items interfere with the vanguard’s and effects.

91
Classes Chapter I
Greater Link (Ex): The construct’s link with the AUGMENTATIONS
vanguard improves. The companion can now move The following represent the available augmentations a
up to 200 feet away without any penalty. If it moves vanguard can learn. Each one is divided into three parts:
further than 200 feet away, but less than 500 feet away, prerequisites, effect, and resonance.
the companion is staggered. If it moves more than 500 Prerequisites: A vanguard must meet all prerequisites
feet away, the companion shuts down and is considered in order to learn an augmentation. Typically, this is
helpless. In addition, the construct companion can simply a level requirement, though other requirements
still act normally whenever the vanguard is stunned or may be listed. If the prerequisite lists an ability score
confused, though it still cannot act if the vanguard is requirement, it is referring to the construct companion’s
unconscious, asleep, or killed. ability scores, not the vanguard’s ability scores.
Effect: The benefits listed under the augmentation’s
Construct Companion Skills effect always apply to the construct companion so long
The following are class skills for a construct companion: as the vanguard has learned that augmentation. Some
Craft (Int), Disable Device (Dex), Knowledge require action on part of the construct to be used, while
(engineering) (Int), and Perception (Wis). A construct’s others are always active.
base form grants four additional class skills, as listed in Resonance: Each augmentation lists a resonance
the form’s entry. In addition, any construct companion effect. The effects listed here are only triggered when
that gains a fly speed receives Fly (Dex) as a class skill, the vanguard causes a resonance (see the vanguard
regardless of what level it obtains its fly speed. class description). A vanguard can only use one of his
available resonances at a time.
Base Forms A vanguard cannot select an augmentation more than
Each construct companion has one of three base once, unless otherwise stated.
forms that determines its starting speed, AC, skills, and
ability scores (including its primary ability scores). The ABILITY AUGMENTATION (EX)
companion also gains two slam attacks that deal 1d4 Prerequisites: Level 7
damage, regardless of its form. They are primary natural Effect: The companion becomes stronger, faster, or
attacks, meaning they use the construct’s full base attack more intelligent. Choose a single ability score (except
bonus. Each slam attack require a free hand for the for Constitution). That ability score increases by +2. At
construct to make the attack. A construct companion 16th level, the bonus increases by an additional +2. This
is always Medium sized and typically humanoid in shape augmentation can be chosen multiple times. Each time it
(two arms, two legs, head, and torso). The appearance is, it must be applied to a different ability score.
of the companion is otherwise left to the vanguard to Resonance: The strength of the construct resonates
decide and has no impact on its abilities. with those nearby. All allies within 30 feet of the
construct companion receive a +2 enhancement bonus
Combat Form to the same ability score that was chosen with this
Starting Statistics: Speed 30 ft.; AC +4 armor bonus; augmentation. At 16th level, the enhancement bonus
Base Ability Scores Str 16, Dex 13, Con –, Int 8, Wis increases to +4. The resonance lasts for 1 minute.
12, Cha 10; Primary Ability Scores Strength, Dexterity;
Skills Climb (Str), Intimidate (Cha), Sense Motive (Wis), ABLATIVE SHIELDING (SU)
and Swim (Str). Prerequisites: Level 10
Effect: A magical barrier of force surrounds the
Eldritch Form construct companion, mitigating incoming damage. The
Starting Statistics: Speed 20 ft.; AC No bonus; Base barrier grants the construct companion temporary hit
Ability Scores Str 8, Dex 13, Con –, Int 10, Wis 12, Cha points equal to twice its total Hit Dice. As long as the
16; Primary Ability Scores Dexterity, Charisma, Skills barrier has at least 1 temporary hit point remaining, the
Knowledge (arcana) (Int), Knowledge (planes) (Int), barrier restores 5 temporary hit points each round, back
Spellcraft (Int), and Use Magic Device (Cha). up to the its normal maximum. If the barrier is ever
reduced to 0 hit points, it breaks and does not regain
Scouting Form hit points for 1 minute, after which it is restored to 1
Starting Statistics: Speed 40 ft.; AC +2 armor bonus; hit point.
Primary Ability Scores Str 10, Dex 16, Con –, Int Resonance: The barrier supercharges and can affect
13, Wis 12, Cha 8; Primary Ability Scores Dexterity, multiple allies. The temporary hit points of the barrier
Intelligence; Skills Acrobatics (Dex), Bluff (Cha), are restored to triple its normal maximum. The barrier
Stealth (Dex), Survival (Wis). protects nearby allies; if an attack would harm an ally

92
Chapter I Classes
Table: Combat Rig COMBAT RIG (EX)
Vanguard Level Slam Damage Prerequisites: Level 4, Strength 12
4th–7th 1d6
Effect: The companion is rebuilt to strike with more
impact. Its slam damage increases to 1d6. The slam
8th–11th 1d8
damage continues to scale as it grows in level, as shown
12th–15th 1d10 on Table: Combat Rig Damage.
16th–19th 2d6 Resonance: The companion springs into action,
20th 2d8 letting it use an immediate action to make a single weapon
attack or natural attack. This attack gains a +1 morale
bonus to its attack and damage rolls, plus an additional
+1 for every three levels past 4th. The resonance ends
within 30 feet of the companion, half of the damage after the attack is made.
is redirected to the construct’s barrier instead. The
resonance lasts for either 1 minute or until the barrier DETECTION FIELD (SU)
runs out of hit points. This resonance cannot be used if Prerequisites: Level 13, Intelligence 18
the ablative shielding is already at 0 hit points. Once the Effect: An aura of magic detection surrounds the
resonance ends, any temporary hit points in the barrier companion, granting it blindsense out to 30 feet.
over its normal maximum are lost. Resonance: The aura latches onto creatures nearby,
making hiding impossible. Each creature within 30 feet
ARMOR EMPOWERMENT (SU) has any invisibility removed (similar to invisibility purge)
Prerequisites: Level 4 and cannot turn invisible as long as the resonance lasts.
Effect: The construct companion’s body becomes Additionally, the construct companion gains the benefits
magically enhanced, as if it were enchanted armor. The of locate creature on all affected targets as long as the
companion’s AC increases by +1. This bonus increases resonance lasts. This resonance lasts for 10 minutes.
by +1 for every four levels past 4th, to a total of +5 at
20th level. DISRUPTION FIELD (SU)
Resonance: A field of energy hardens the armor of Prerequisites: Level 10
nearby allies, increasing the AC bonus of the armor they Effect: The construct emits a short-range field that
are wearing by +2. This bonus increases by +1 at 10th disrupts magical energy. Creatures attempting to cast
and 16th levels. This benefit lasts for 1 minute. Clothing a spell while threatened by the companion take a -4
counts as armor with an AC of 0 for the purpose of penalty to all concentration checks.
this ability. Resonance: The disruption field grows larger and
more potent, but only briefly. Any creature within 30
COMBAT ANALYSIS (SU) feet that attempts to cast a spell (including the vanguard
Prerequisites: Level 7, Intelligence 14 or the construct companion) must make a concentration
Effect: The construct companion’s vision is enhanced check (DC 10 + the companion’s Hit Dice + the level
via divination magic to better assess opponents. The of the spell) or lose the spell. This resonance lasts for
companion gains a competence bonus on Knowledge only 1 round.
checks to identify a creature equal to 1 + half its Hit
Dice and can make such checks untrained. ELDRITCH BOOST (SP)
Resonance: The construct fully divines the Prerequisites: Charisma 10
weaknesses of a creature within 60 feet of it that it can Effect: The companion gains the ability to cast a
see. If the construct previously failed to identify (or small number of low-level spells. Choose any three
has not yet identified) that creature with a Knowledge 0-level spells from the vanguard spell list. The construct
check, it makes one immediately to identify the creature. companion can cast these spells at-will. The caster level
If it identifies the target (or already had identified the for these spells is equal to the companion’s Hit Dice,
target previously), the construct learns the target’s and the save DC for these spells is equal to 10 + the
lowest saving throw, what damage type bypasses its companion’s Charisma modifier.
damage reduction (if any), and any vulnerabilities it has Resonance: The companion emits an energy that
(including general vulnerabilities to damage types or boosts magic. Allies within 30 feet receive a +1 bonus
specific vulnerabilities, such as a wight’sB1 weakness to on concentration checks and to caster level checks to
raise dead). The resonance lasts only as long as it takes to overcome Spell Resistance. This bonus increases by +1
make the Knowledge check, but any learned information at 7th level and every six levels thereafter, to a maximum
is retained afterwards. of +4 at 19th level. This resonance lasts for 1 minute.

93
Classes Chapter I
ELDRITCH CASTER (SP) Resonance: The companion creates a field that
Prerequisites: Charisma 11, Level 4 greatly strengthens the magic of allies. Upon creating
Effect: The companion gains the ability to cast a the resonance, the vanguard must choose one of the
small number of spells. Choose a single 1st-level spell following metamagic effects: Enlarge Spell, Extend Spell,
from the vanguard spell list. The construct companion Piercing SpellUM, Silent Spell, or Still Spell. Spells cast by
can cast the chosen spell once per day. For every three allies within 30 feet of the companion are affected by
vanguard levels past 4th, the construct can choose an the chosen metamagic without increasing their level or
additional spell from the vanguard spell list to cast once casting time. This resonance lasts for 1 round.
each day. It can instead choose a spell it already knows
to gain an additional casting of that spell each day. The ENERGY DISCHARGE (SU)
caster level for these spells is equal to the companion’s Prerequisites: None
Hit Dice, and the save DC for these spells is equal to 11 Effect: The companion can create bolts of arcane
+ the companion’s Charisma modifier. energy to attack foes. The vanguard must select either
Resonance: The companion’s magical expertise acid, cold, electricity, or fire. As a standard action, the
resonates to allies, making them more able to resist companion can fire a bolt at a single target within close
magic. All allies within 30 feet of the companion gain range (25 ft. + 5 ft./2 levels, using the vanguard’s level)
a +2 insight bonus on saving throws against spells and as a ranged touch attack. On a hit, the bolt deals damage
spell-like abilities. This bonus increases by +1 at 10th of the chosen type equal to 1d6 + 1 + the companion’s
and 16th levels. The resonance lasts for 1 minute. Charisma modifier. The damage increases by 1d6 + 1
when it gains for every two Hit Dice it has above 1st
ELDRITCH MIGHT (SP) (2d6 + 2 at 3 HD, 3d6 + 3 at 5 HD, and so on). Energy
Prerequisites: Eldritch Caster, Level 7, Charisma 14 discharge counts as a weapon attack for the purpose of
Effect: The companion gains the ability to cast abilities and augmentations. It also counts as a weapon
more potent magic. Choose a 2nd-level spell from the for feats such as Weapon Focus, though the companion
vanguard spell list. The construct companion can cast cannot use energy discharge in conjunction with Vital
this spell once per day. For every four vanguard levels Strike feats. The companion is never considered to be
past 7th, the construct can choose an additional spell wielding the energy discharge and does not threaten
from the vanguard spell list to cast once each day. It with it. This augmentation can be chosen more than
can instead choose a spell it already knows to gain an once. Each time it is selected, the companion can use an
additional casting of that spell each day. The caster level additional energy type.
for these spells is equal to the companion’s Hit Dice, Resonance: The companion discharges a large
and the save DC for these spells is equal to 12 + the amount of energy towards the vanguard. The vanguard
companion’s Charisma modifier. and his companion must be within 60 feet of each
Resonance: The companion emits a field of power other and have line of effect to each other to use this
that strengthens nearby magic. The DC of any spells cast resonance. When used, a blast of energy is fired towards
by allies within 30 feet of the companion increases by the vanguard in a 5-foot line, harming all creatures
+1; this includes the DC of spell-like abilities cast by the caught in a line connecting both the vanguard and his
construct companion from the eldritch boost, eldritch companion. Each creature caught in the area takes
caster, eldritch might, and eldritch power augmentations. damage as if hit by the companion’s energy discharge
This increases by an additional +1 at 15th level. The attack. A Reflex save halves the damage (DC 10 + 1/2
resonance lasts for only 1 round. the companion’s Hit Dice + its Charisma modifier). The
resonance ends once the damage is dealt.
ELDRITCH POWER (SP)
Prerequisites: Eldritch Might, Level 13, Charisma 18 ENERGY SHIELDING (EX)
Effect: The companion gains the ability to cast Prerequisites: None
powerful magic. Choose a 3rd-level spell from the Effect: The companion is shielded from harmful
vanguard spell list. The construct companion can cast energies. The vanguard must choose from acid, cold,
this spell once per day. At 18th level, the construct can electricity, or fire. The companion gains resistance 5
choose an additional spell from the vanguard spell list against that energy type. This resistance increases by 5 at
to cast once each day. It can instead choose a spell it 5th level and every five vanguard levels thereafter. This
already knows to gain an additional casting of that spell augmentation can be chosen more than once. Each time
each day. The caster level for these spells is equal to the it is gained, it must be applied to a different energy type.
companion’s Hit Dice, and the save DC for these spells Resonance: The companion dampens energy effects
is equal to 13 + the companion’s Charisma modifier. nearby. Effects within 30 feet of the companion that

94
Chapter I Classes
deal damage of the chosen type have their damage Resonance: Allies within 30 feet have their weapons
reduced by half (50%), rounded down. This resonance enhanced, doubling the critical threat range of their
lasts for 1 minute. attacks. This does not stack with other effects that
increase the critical threat range of a weapon, such as
ENERGY STRIKE (SU) Improved Critical. This resonance lasts for 1 minute.
Prerequisites: Level 7
Effect: The companion’s strikes are augmented with MENDING TOUCH (SP)
energy. The vanguard must choose one of the following Prerequisites: None (automatically gained at 1st level)
weapon properties: corrosive, flaming, frost, or shock. The Effect: The companion can touch an object to
companion’s natural attacks and weapon attacks are restore its hit points. This functions as mending, though it
treated as having that weapon property. At 15th level, restores 1d6 hit points, plus an additional 1d6 hit points
the corrosive, flaming, frost, and shock abilities improve to for every three Hit Dice possessed by the companion
be corrosive burst, flaming burst, icy burst, and shocking burst, (max 6d6). The companion can use this three times per
respectively. This augmentation can be chosen multiple day, plus an additional time for every three Hit Dice it
times. Each time it is chosen, a different property must obtains (max 8 uses per day). This cannot be used to
be selected. The companion can only apply one of the repair damage done to a construct (including itself), nor
properties available to it to an individual attack. can it restore a destroyed magic item.
Resonance: The energy attack spreads to nearby Resonance: Restorative energy washes over the
allies. Natural attacks and weapon attacks made by allies companion’s frame, healing it for 1d6 hit points of
within 30 feet are treated as having the same weapon damage, plus an additional 1d6 hit points for every two
property granted to the companion. This resonance lasts vanguard levels past 1st (max 10d6). The resonance ends
for 1 minute. once the companion is healed. Mending touch does not
function if the companion is already at 0 hit points.
EXTRADIMENSIONAL ARSENAL (SU)
Prerequisites: Level 4 MENTAL LINK (SU)
Effect: The companion gains an extradimensional Prerequisites: Level 10, Intelligence 16
storage space within its body. This functions as a bag of Effect: The companion forms a magical link between
holding type I. The companion can draw items from the itself and the vanguard, allowing them to communicate
space as a move action. It can allow others to reach into telepathically. This functions out to any range, including
the space to retrieve an item, though doing so is a full- through walls, so long as the companion is not shut
round action for the other creature. At 11th level, it is down.
instead treated a bag of holding type II. If the companion Resonance: The mental link expands to allies within
is shut down or broken, the items within the arsenal are 30 feet, letting them communicate as a telepathic bond spell.
not destroyed but cannot be retrieved until the construct They do not need to remain within 30 feet to continue
is functional again; if the companion is ever annihilated communicating. The resonance lasts for 10 minutes per
or replaced, items left in the arsenal are lost forever. vanguard level.
Resonance: The vanguard can retrieve or store any
item within the extradimensional arsenal. By using this MUNITIONS GENERATION (SP)
resonance, the vanguard can teleport a single item to or Prerequisites: Level 4
from the arsenal weighing no more than 10 pounds per Effect: The companion can spontaneously replicate
vanguard level, as if by means of a teleport object spell. ammunition provided to it. As long as the companion
An object teleported out of the arsenal appears in the has at least 1 piece of ammunition integrated into it,
vanguard’s hands or in the nearest open space (vanguard’s the companion can generate more ammunition, as if
choice). The vanguard must have line of effect to his benefiting from an abundant ammunitionUC spell. While
companion to use this resonance. The resonance ends this can duplicate magic ammunition, it does not copy
once the item is teleported. the ammunition’s magical properties (only its material
properties, if any).
HEAVY IMPACT (EX) Resonance: Allies within 30 feet generate their own
Prerequisites: Level 7, Strength 14 ammunition, enhancing their ammunition containers by
Effect: The companion strikes with lethal force. an abundant ammunitionUC spell. The resonance lasts for
Double the critical threat range of its weapon and 1 minute.
natural attacks. This does not stack with other effects
that increase the critical threat range of a weapon, such POWERFUL CONSTRUCTION (EX)
as Improved Critical. Prerequisites: Strength 10

95
Classes Chapter I
Effect: The companion has a heavy frame, letting Resonance: The companion shares its knowledge
it carry and lift more. Its carrying capacity is doubled with nearby allies. All allies within 30 feet of the
(including how much it can lift, drag, or carry). The companion (including the companion itself) gain a +2
companion’s increased bulk also grants it a +1 bonus to bonus on checks made with a particular skill. This bonus
its CMB and CMD. This bonus increases by +1 at 7th, increases to +3 at 7th level, +4 at 13th level, and +5 at
13th, and 19th levels. 19th level. The skill must be one that was selected for
Resonance: The companion’s build grows massively this augmentation. The resonance lasts for 10 minutes.
in scale. This causes the companion to grow one size
category (as enlarge person, but affecting a construct). This TERRAIN ADAPTATION (EX)
resonance lasts for 1 minute per vanguard level. Prerequisites: Level 10
Effect: The companion gains a new form of
REINFORCEMENT (EX) movement. The vanguard chooses one of the following
Prerequisites: Level 13, Strength 18 movement types: fly 30 feet (average), climb 50 feet,
Effect: The companion’s frame is hardened with swim 60 feet, or +30 feet to ground speed.
heavy, magically-enhanced plating, doubling its weight Resonance: The companion grants its form of
and granting it DR 5/adamantine. At 19th level, this movement to a nearby ally. A single ally within 60 feet
increases to DR 10/adamantine. gains the chosen form of movement. At 10th, 13th,
Resonance: A magical barrier protects a select few 16th, and 19th levels, it can grant the movement form
allies nearby. One ally within 30 feet gains the benefit to an additional ally. The resonance lasts for 10 minutes.
of a stoneskin spell, using the companion’s Hit Dice
as its caster level. The ally must remain within 30 feet WEAPON EMPOWERMENT (SU)
to benefit from the effect. An additional ally can be Prerequisites: None
targeted at 16th and 19th levels. The resonance ends Effect: The companion’s weapons are filled with
after 1 minute, though it ends on an individual once it magical energy. All natural attacks and weapon attacks
has prevented enough damage (as outlined in stoneskin). made by the companion are treated as magic for the
purpose of bypassing damage reduction. At 7th level,
TACTICAL REPOSITION (SU) the weapons are treated as silver and cold iron, and at
Prerequisites: Level 13 16th level they are treated as adamantine.
Effect: The companion can rapidly teleport itself. As Resonance: The construct companion empowers the
a move action, the companion can teleport a distance weapons of nearby allies. All allies within 30 feet gain
equal to half its base speed. a +1 competence bonus to weapon attack and damage
Resonance: The vanguard and the companion can rolls. This bonus increases by +1 at 7th level and every
teleport to each other or change places. This functions six levels thereafter, to a maximum of +4 at 19th level.
as a dimension door spell. The vanguard can teleport to The resonance lasts for 1 minute.
his companion or the companion can teleport to the
vanguard; they must arrive as close as possible to the VANGUARD SPELLS
other. The vanguard and his companion can choose to Vanguards gain access to the following spells. While
swap places, instead: they must occupy the same space most of these spells are found in the Pathfinder Roleplaying
the other was just in, or as close as possible if not able. Game Core Rulebook, those with superscripts are from
If the companion is out of range of the dimension door other Pathfinder Roleplaying Game material, as outlined
effect, the resonance is wasted. The resonance ends in the introduction of this book. Those marked with an
once the teleportation completes. asterisk (*) are new spells that are described in Chapter
IV of this book.
TECHNICAL KNOWLEDGE (EX) 0-Level Vanguard Spells: acid splash, arcane mark,
Prerequisites: Intelligence 10 conjure tool*, create caltrops*, create water, detect magic, flare,
Effect: The companion gains additional knowledge. fling*, know direction, light, mage hand, mending, message, open/
The vanguard selects any two skills. Those skills become close, read magic, resistance, sparkAPG, stabilize
class skills for the companion, if they weren’t already. In 1st-Level Vanguard Spells: abundant ammunitionUC,
addition, the companion gains a number of skill ranks abjuring stepUC, adhesive spittleACG, air bubbleUC, alarm, alchemical
in those skills equal to its Hit Dice; this cannot grant tinkeringARG, alter weapon*, animate rope, ant haulUC, anticipate
it more ranks than it has Hit Dice. This augmentation perilUM, blade lashACG, body capacitanceACG, breakAPG, bungleUM,
can be gained multiple times. Each time it is gained, the burning hands, compel hostilityUC, comprehend languages, corrosive
companion gets two more skills to treat as class skills touchUM, crafter’s curseAPG, crafter’s fortuneAPG, cure light wounds,
along with skill ranks in those skills equal to its Hit Dice. damp powderUC, dancing lanternAPG, desperate weaponUI, detect

96
Chapter I Classes
metals and ore*, detect secret doors, disguise weaponACG, endure fire trailARG, fireball, firestreamARG, flame arrow, flash fireUC, flash
elements, enlarge person, erase, expeditious retreat, fabricate of spikes*, force punchUM, haste, heart of the metalACG, heroism,
bulletsUC, feather fall, flare burstAPG, floating disk, forked lightning*, hostile levitationUC, illusory script, improve trapARG, keen edge,
glue sealACG, gravity bowAPG, grease, handy grapnelUI, hastening lightning bolt, locate weaknessUC, magic aura (greater)UI, magic
discharge*, heightened awarenessACG, hobbleVC, hold portal, vestment, magic weapon (greater), magnetic grasp*, needle storm*,
identify, illusion of calmUC, invisibility alarmACG, iron beardARG, nondetection, pack empathyUI, pellet blastUC, phantom driverUC,
jump, jury-rigUC, lead bladesAPG, liberating commandUC, line in the phantom steed, protection from arrows (communal)UC, protection
sandACG, long armACG, longshotUC, mage armor, magic aura, magic from energy, ray of exhaustion, rejuvenating discharge*, remove
missile, magic weapon, mirror polishACG, mirror strikeUC, mount, curse, replicate (lesser)*, resist energy (communal)UC, sand tableVC,
obscure object, peacebondUC, quintessenceOA, ray of enfeeblement, sands of timeUM, selective alarmUI, share language (communal)UC,
ray of sickeningUM, reduce person, refine improvised weaponACG, shared technique*, shield of fortification (greater)ACG, shrink
reinforce armamentsUC, remove fear, returning weaponUC, scatter*, item, silver dartsACG, slow, stunning barrier (greater)ACG, summon
shield, shield of fortificationACG, shock shieldUC, shocking grasp, clockwork spy*, sundering shield*, tempering*, thunderstomp
shrapnel burst*, squire’s aid*, stone fistAPG, stunning barrierACG, (greater)ACG, tiny hut, tongues, trade itemsUI, vigilant restUW,
sunder breakerACG, sundering shardsACG, theft wardARG, voluminous vocabularyUI
thunderstompACG, touch of combustionARG, true strike, unerring 4th-Level Vanguard Spells: alter weight (mass)*, animate
weaponUC, unprepared combatantUM, unseen servant, warding armor (greater)*, arcane eye, ball lightningAPG, battlemind linkUM,
weaponUC, weaken powderUC blade burst*, conjure siege weapon (lesser)*, controlled fireballUI,
2nd-Level Vanguard Spells: ablative barrierUC, acid cure critical wounds, detect scrying, detonateAPG, dimension
arrow, alter weight*, ant haul (communal)UC, apport objectOA, door, enlarge person (mass), fire shield, firefallAPG, flaming
arcane lock, armament reservoir*, arrow eruptionAPG, backlash*, sphere (greater)ACG, forceful discharge*, freedom of movement,
badger’s ferocityUM, bear’s endurance, bestow insightARG, bestow grasping steel*, impact*, locate creature, lockdown*, magic siege
weapon proficiencyUC, blade spiral*, blinding discharge*, engine (greater)UC, minor creation, mirror transportACG, named
brow gasherUC, bull’s strength, bullet shieldUC, bullet wardACG, bulletUC, nondetection (communal)UC, obsidian flowUC, peacebond
buoyancyACG, burning gazeAPG, campfire wallAPG, cat’s grace, (greater)UI, phantom steed (communal)UC, protection from
chill metal, conjure armor*, conjure barricade*, conjure weapon*, energy (communal)UC, quicksilver*, reduce person (mass), repel
continual flame, cure moderate wounds, cushioning bandsUM, projectiles*, resilient sphere, resilient reservoirARG, rusting grasp,
dead weight*, death from belowARG, defensive shockUM, delay secure shelter, scrying, shared technique (communal)*, siphon
painUM, destabilize powderUC, detect magic (greater)UI, eagle’s enhancement*, soothe constructUM, stoneskin, telekinetic chargeUC,
splendor, effortless armorUC, enable function*, endure elements telekinetic maneuverOA, tongues (communal)UC, vitriolic mistUM,
(communal)UC, energy weapon*, escape alarmVC, escaping wardARG, wall of fire, war training*, wreath of bladesUC
fiery shurikenUC, find traps, fire breathAPG, fists of steel*, flaming 5th-Level Vanguard Spells: acidic sprayUM, animate
sphereACG, fox’s cunning, glitterdust, heat metal, investigative objectsUC, break enchantment, conjure siege weapon*, cure light
mindACG, iron stakeUW, kinetic reverberationUC, knock, levitate, wounds (mass), destructive shatter*, dispel magic (greater), energy
locate object, magic mouth, magic siege engineUC, make whole, siege shotUC, fabricate, fire snakeAPG, full salvo*, iron maiden*,
masterwork transformationUM, mirror hideawayACG, misdirection, leashed shacklesUM, life bubbleAPG, lightning arcUM, mages’s
molten orbACG, mount (communal)UC, owl’s wisdom, pilfering decreeUI, major creation, protective discharge*, prying eyes, rapid
handUC, protection from arrowsUC, pulling chains*, pyrotechnics, repairUM, reconstruct*, replicate*, secret chest, sending, stoneskin
recoil fireUC, refine ore*, reinforce armaments (communal)UC, (communal)UC, summon sentries*, telekinesis, telepathic bond,
reloading handsUC, resist energy, restricting armor*, returning teleport, tempering*, transfer enhancement*, transmute metal
weapon (communal)UC, ricochet shotUC, rope trick, scorching ray, to stone*, transmute stone to metal*, unbreakable constructUM,
see invisibility, share languageAPG, shatter, shield companionACG, unmake*, vanguard’s call*, vorpal edge*, vortex of steel*, wall
shield other, silent tableACG, silk to steelUM, spikes*, spontaneous of force, wall of iron
immolationUC, stabilize powderUC, status, steadfast companion*, 6th-Level Vanguard Spells: analyze dweomer, arcane
steel sight*, tactical acumenUC, telekinetic assemblyUC, thunder cannonUC, battlement*, bear’s endurance (mass), bladed ground*,
fireUC, unchain companion*, versatile weaponAPG, ward object*, bull’s strength (mass), call constructUM, cat’s grace (mass), chain
weaken structure*, whispering wind lightning, chains of fireARG, cloud of corrosion*, conjure siege
3rd-Level Vanguard Spells: alter weapon (greater)*, weapon (greater)*, contagious flameAPG, control constructUM, cure
analyze construction*, anchoring chains*, animate armor*, moderate wounds (mass), disintegrate, eagle’s splendor (mass),
arcane sight, aversionOA, binding chains*, burst of speedUC, energy siege shot (greater)UC, field of blades*, find the path,
chain gang*, chain of perditionUC, clairaudience/clairvoyance, firebrandAPG, fox’s cunning (mass), getawayAPG, heroism (greater),
combustion*, confuse constructs*, conjure carriageUI, constructed heroes’ feast, iron body, iron guardian*, mark of the golem*,
anatomy*, coordinated effortAPG, create food and water, cure named bullet (greater)UC, owl’s wisdom (mass), repel metal or
serious wounds, dancing steel*, disable constructACG, dispel magic, stone, replicate (greater)*, static discharge*, teleport object

97
Classes Chapter I
heavy armor. Additionally, his armor’s Maximum
WARDEN Dexterity Bonus still applies (limiting how much of
his Wisdom modifier can be added to his AC), and the
bonus he receives to his AC from his Wisdom score
cannot exceed his warden level (+1 at 1st level, +2 at
Be it a virulent plague, encroaching civilization, or a 2nd level, and so on).
natural disaster, the harmony of the wilds is constantly Nature Lore (Ex): At 1st level, a warden gains a bonus
under threat. The natural world will often reach out on all Handle Animal, Knowledge (dungeoneering),
for aid: wizened hermits, agile hunters, and enigmatic Knowledge (geography), Knowledge (nature), and
shamans alike have all answered the call throughout the Survival checks equal to 1/2 his warden level (minimum
ages. Yet among them, few are as steadfast in their role as 1) and can make such checks untrained.
the warden. Both stalwart champion and contemplative Verdant Bonus (Su): A warden’s connection to
sage, a warden is a devoted guardian of the land and its the natural world is represented by his verdant bonus.
inhabitants. They immerse themselves in nature, acting A warden’s verdant bonus begins at +1 and increases
as protectors of the wild and receiving protection in by 1 at 4th level and every four warden levels obtained
turn. Wardens hear the whispering lore among the trees thereafter, as shown on Table: The Warden under
to unlock veiled secrets of life and regrowth, and when “Verdant Bonus”.
threatened channel the facets of the wilds itself, blessing As long as he is not wearing heavy armor, the warden
their allies and shielding them outsiders. receives a bonus to his AC and CMD equal to his
Role: Wardens are protectors, standing in the way verdant bonus. The warden’s verdant bonus is also used
of those that would harm nature. Their powerful wards to determine the strength of his ward, as well as the
serve as the cornerstone of defense for their allies, while effects of many of his facets (see below).
the magics they harness give them the means to heal, Ward (Su): A warden’s most powerful tool is his ward,
navigate, and master their environment. a mystical barrier of natural energy that protects those
Alignment: Any within and grants them the strength of the wilds. Creating
Hit Die: d10 a ward is a swift action that does not provoke attacks of
Starting Age: Trained opportunity. The ward is a spherical emanation with a
Starting Wealth: 5d6 × 10 gp (average 175 gp). In maximum radius of 10 feet; the warden can choose to
addition, each character begins play with an outfit worth manifest a ward with a radius of any multiple of 5 feet
10 gp or less. up to this maximum. The ward itself is faintly visible as a
translucent barrier: the ward does not hinder sight in any
Class Skills way (or block line of sight or effect), nor does it produce
The warden’s class skills are Climb (Str), Craft (Int), light. The ward must be placed at a location within close
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), range (25 ft. + 5 ft./2 levels) that the warden can see
Intimidate (Cha), Knowledge (dungeoneering) (Int), and has line of effect to. The ward is stationary, and can
Knowledge (geography) (Int), Knowledge (nature) (Int), only be “moved” by manifesting it again in a different
Perception (Wis), Profession (Wis), Ride (Dex), Sense location.
Motive (Wis), Survival (Wis), and Swim (Str). All allies inside the ward (including the warden) are
Skill Points Per Level: 4 + Int modifier. protected from extreme temperatures, as if under the
effects of an endure elements spell. Allies within the ward
Class Features are also shielded from harm, gaining an insight bonus
All of the following are class features of the warden. to their AC equal to the warden’s verdant bonus. The
Weapon and Armor Proficiency: Wardens are warden does not receive this bonus to his own AC, even
proficient with all simple and martial weapons, with from another warden, as he already has it inherently
light and medium armor, and with shields (except from the verdant bonus feature.
tower shields). A manifested ward lasts indefinitely so long as the
Insightful Defense (Ex): A warden’s awareness of warden remains within close range of the ward (25 ft.
his surroundings allows him to defend himself with + 5 ft./2 levels); if he moves outside of this range or if
focused perception rather than reflex. The warden he is slain, the ward dissipates immediately. He can also
may add his Wisdom modifier, instead of his Dexterity dismiss an active ward as a swift action. There is no limit
modifier, to his Armor Class and CMD. Any condition to the number of times each day a warden can manifest a
that would cause him to lose his Dexterity modifier to ward, but he may only have one ward placed at a time. If
his AC instead causes him to lose his Wisdom modifier he manifests a new ward, the previous one immediately
to his AC, and he cannot gain this bonus while wearing dissipates.

98
Chapter I Classes
Table: Warden
Base
Attack Fort Ref Will Verdant Facets
Level Bonus Save Save Save Special Bonus Prepared
1st +1 +2 +0 +2 Insightful Defense, Nature Lore, Verdant Bonus, Ward +1 —
2nd +2 +3 +0 +3 Bonus Feat, Remedy, Secret +1 —
3rd +3 +3 +1 +3 Facets, Immunity +1 2
4th +4 +4 +1 +4 Protector’s Sense +2 2
5th +5 +4 +1 +4 Secret +2 3
6th +6/+1 +5 +2 +5 Bonus Feat +2 3
7th +7/+2 +5 +2 +5 Natural Purity +2 4
8th +8/+3 +6 +2 +6 Secret +3 4
9th +9/+4 +6 +3 +6 Improved Ward +3 5
10th +10/+5 +7 +3 +7 Bonus Feat +3 5
11th +11/+6/+1 +7 +3 +7 Secret +3 6
12th +12/+7/+2 +8 +4 +8 Stalwart +4 6
13th +13/+8/+3 +8 +4 +8 Wild Step +4 7
14th +14/+9/+4 +9 +4 +9 Bonus Feat, Secret +4 7
15th +15/+10/+5 +9 +5 +9 Greater Ward +4 8
16th +16/+11/+6/+1 +10 +5 +10 Reverence +5 8
17th +17/+12/+7/+2 +10 +5 +10 Secret +5 9
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat +5 9
19th +19/+14/+9/+4 +11 +6 +11 Sentinel +5 9
20th +20/+15/+10/+5 +12 +6 +12 Eternal Guardian, Secret +6 9

Bonus Feat: At 2nd level, and every four levels gains a single secret from the list below. A secret cannot
thereafter, the warden receives a bonus feat in addition be selected more than once. If a secret calls for a saving
to those gained from normal advancement. These bonus throw, the DC is equal to 10 + 1/2 the warden’s level +
feats must be selected from those listed as combat feats. his Wisdom modifier unless otherwise noted.
He must meet the prerequisites of these feats as normal. Alleviate (Su): When the warden uses remedy on a
Remedy (Su): Also at 2nd level, a warden gains the creature, it is no longer sickened. At 8th level, it is no
ability to infuse living creatures (either himself or others) longer nauseated, as well.
with vital energy, rapidly healing them of injuries. As a Bond of Vitality (Su): An invisible thread of protection
standard action, the warden can use this power upon a allows a warden to intercept harm from his allies. As
single creature to grant it fast healing equal to half his a standard action, the warden can form a bond of
warden level for 1 minute. If the warden targets himself, vitality with a willing creature within 30 feet of himself.
he can use remedy as a swift action, instead. Remedy Whenever that creature takes damage, the amount it
can normally be used on any creature that is adjacent to takes is reduced by 1/4 the warden’s level. If the creature
the warden; however, if the creature is within a ward, is inside one of the warden’s wards, it is reduced by 1/2
remedy can instead target the creature from close range the warden’s level, instead. The warden takes all damage
(25 ft. + 5 ft./2 levels). A creature cannot benefit from prevented this way, and cannot reduce this redirected
more than one use of remedy at a time, even from a damage by any means. He can maintain a number of
different warden. bonds equal to his Wisdom modifier (minimum 1).
A warden can use this ability a number of times Bonds last until the warden is reduced to 0 hit points,
each day equal to 1/2 his warden level + his Wisdom the bonded creature dies, the distance between them
modifier (minimum 1). Remedy has no effect on undead exceeds medium range (100 ft. + 10 ft./level), or the
or constructs. warden ends it as an immediate action (the warden can
Secret: A warden’s devotion to nature is rewarded end one or several bonds at once with the same action).
with knowledge of its hidden mysteries. When he reaches The warden must be at least 5th level before learning
2nd level and every three warden levels thereafter, he this secret.

99
Classes Chapter I
Cleansing (Sp): The warden can spend a use of remedy He can use both diminish plants and plant growth at-will
to cast remove curse as a spell-like ability. This has the as spell-like abilities using his warden level as his caster
same range of his remedy class feature. The warden level. The warden must be at least 11th level before
must be at least 8th level before learning this secret. learning this secret.
Convalescence (Sp): The warden can spend 2 uses Eyes of the Wild (Sp): The warden can cast both commune
of remedy to cast restoration as a standard action and with nature and find the path (targeting himself only) at will
without material components, using the same range as as spell-like abilities, but must use their normal casting
his remedy class feature. He cannot use this to dispel a time. The warden must be at least 14th level before
permanent negative level. The warden must be at least learning this secret.
11th level before learning this secret. Forest Traveler (Sp): The warden can use tree stride as a
Cycle of Growth (Sp): The warden can bless plant life spell-like ability number of times per day equal to his
to spread wildly or prune it for their long-term health. Wisdom modifier (minimum 1), plus an additional use
per day when he reaches 14th and 20th levels. At 14th
level, he can use two uses of this ability to instead cast
transport via plants. The warden must be at least 8th level
before learning this secret.
Green Thumb (Ex): The warden gains Cultivate Magic
Plants­UW as a bonus feat without meeting its requirements
and can ignore the spell requirements in the creation of
magical plants. The warden must be at least 5th level
before learning this secret.
Grow Anew (Sp): The warden can spend 6 uses of
remedy to cast resurrection without material components,
using his warden level as his caster level. He must use its
normal casting time and range. The warden must be at
least 17th level before learning this secret.
Guardian’s Reflex (Ex): A warden with this secret can
more ably react to his opponents. He gains a +1 bonus
on attack and damage rolls made as part of an attack
of opportunity and can make an additional attack of
opportunity each round. These additional attacks stack
with those gained from the Combat Reflexes feat (if
he has it). At 8th, 14th, and 20th levels, the bonus to
attack and damage rolls and the number of attacks of
opportunity he can make increase by 1, to a total of a
+4 bonus and four additional attacks of opportunity
per round.
Guided Hand (Ex): A consistent assault can
fell even the toughest foes. Whenever the
warden takes the attack action to make
a single attack, he adds half his warden
level to the damage dealt. This damage
is the same type as the weapon used and
is multiplied on a critical hit. In addition, if
the warden uses the Vital Strike feat (or its
variants), he multiplies the additional damage
by the number of dice rolled by those feats:
twice for Vital Strike, three times for Improved Vital
Strike, or four times for Greater Vital Strike. The damage
increase for Vital Strike (and its variants) is applied
before factoring in critical hits. The warden must be at
least 5th level before learning this secret.
Hidden Trails (Ex): The warden gains woodland stride,
as the druid class feature of the same name, and does

100
Chapter I Classes
not leave a trail while traveling through natural terrains Natural Order (Sp): The warden can spend 2 uses of
(as pass without trace) unless he so desires. At 8th level, remedy to cast break enchantment as a standard action,
he may move at full speed through thorns, briars, using his warden level as his caster level for the effect.
and overgrown areas that are enchanted or magically This has the same range as his remedy class feature but
manipulated, including areas that would impart the only targets a single creature. The warden must be at
entangled condition, and his ability to leave no trail while least 14th level before learning this secret.
traveling may be extended to all of his allies, so long as Naturalize (Sp): The warden can spend 1 use of remedy
they remain within 30 feet of him while traveling. to cast dispel magic as a standard action, using his warden
Leyline Walker (Su): The warden’s wild step improves. level as his caster level for the effect. The warden must
If he uses his wild step to teleport into one of his own be at least 5th level before learning this secret.
wards (but not a ward from another warden), he can do Nature Arcana (Sp): The warden learns a small selection
so from any distance. Additionally, the warden can use of natural magics. Choose any four from the following
his wild step as a standard action to bring a single willing, list: create water, cultivate*, detect magic, detect poison, diagnose
adjacent creature along with him when he teleports. The diseaseUM, guidance, know direction, light, purify food and drink,
brought creature must end its teleportation adjacent to read magic, spark, and stabilize. The warden can cast these
the warden and inside the destination ward. The warden spells at-will using his warden level as his caster level. The
must be at least 14th level before learning this secret. DC of these spells is equal to 10 + his Wisdom modifier.
Like the Reed (Sp): The warden can bend and twist Additionally, a warden with this secret is treated as if he
wood. He can cast warp wood and wood shape as spell-like were a spellcaster with the druid spell list (and with a
abilities at-will using his warden level as his caster level caster level equal to his warden level) for the purpose of
and secret DC for the spell DC. The warden must be at activating spell trigger and spell completion items or for
least 5th level before learning this secret. meeting feat prerequisites that require the ability to cast
Monster Hunter (Ex): New threats must be known druid spells, such as Grasping StrikeACG.
before they can be properly dealt with. The warden adds Ocean’s Gift (Ex): The mysterious spirits of the ocean
half his level as a bonus to Knowledge checks made to bless the warden with a swim speed equal to his base
identify creatures and can make such checks untrained. speed (including a +8 racial bonus to Swim checks). This
This does not stack with the bonus from nature lore. also grants the warden the ability to breathe underwater.
Mountain’s Gift (Ex): The steadfast spirits of the The warden must be at least 5th level before learning
mountain bless the warden with a climb speed equal this secret.
to his base speed (including a +8 racial bonus to Climb Prevention (Su): An ounce of prevention is worth a
checks). The warden must be at least 5th level before pound of cure. The warden can spend 1 use of remedy
learning this secret. as a standard action to grant a creature 1d6 temporary
Mystic Blade (Su): The warden can call upon the hit points per two warden levels; this has the same range
myriad spirits of the wild to inhabit his weapon and as remedy. These temporary hit points last for 1 hour
give him strength. As a swift action, the warden can and do not stack. Once a creature has received this
grant a weapon he is holding a +1 enhancement bonus effect, they cannot receive it again for 1 hour from the
for 1 minute. For every three levels beyond 8th, the same warden.
weapon gains another +1 enhancement bonus, to a Renewal (Sp): The warden can spend a use of remedy to
maximum of +5 at 20th level. These bonuses stack cast remove blindness/deafness as a spell-like ability. This has
with existing weapon enhancements to a maximum of the same range of his remedy class feature. The warden
+5. Alternatively, the enhancement bonus can be used must be at least 8th level before learning this secret.
to add any of the following weapon properties: brutal*, Return to Nature (Su): The warden’s touch can undo
defending, flaming, flaming burst, frost, glacial*, guardian, icy artifice, making way for nature to reclaim it. The warden
burst, impact, lifesurge, limning, merciful, shock, and shocking can touch an object or construct as a standard action
burst. Adding these properties consumes an amount to inflict 1d6 damage per two warden levels (max 10d6)
of bonus equal to the property’s base price modifier. to the target. A Fortitude save by the touched object or
Duplicate abilities do not stack. If the weapon is not creature halves the damage dealt. Once an object or a
magical, at least a +1 enhancement bonus must be added construct is affected by this ability (whether it saves or
before any other properties can be added. Bonuses not) it cannot be targeted again for 24 hours.
granted by mystic blade do not function if the weapon Sacred Grove (Sp): A warden with this secret can conjure
is wielded by anyone other than the warden. He may an aspect of the hidden wellsprings where spirits rest.
use this ability a number of times per day equal to his The warden can cast grove of respiteAPG as a spell-like
Wisdom modifier (minimum 1). The warden must be at ability at-will. When he does, he can optionally create
least 8th level before learning this secret. a lodge for his allies, as a secure shelter spell, inside the

101
Classes Chapter I
grove’s area. Creating a sacred grove takes 10 minutes spell. Both effects can be suppressed and reactivated as
and uses the warden’s level as his caster level for all free actions.
effects. This can only be used outdoors, and he may only Wilderness Scholar (Ex): When rolling a skill that has a
have one sacred grove conjured at a time; using it again bonus from his nature lore ability, the warden can take
causes any existing grove to vanish. The warden must be 10 on the check, even if distractions would otherwise
at least 8th level before learning this secret. prevent him from taking 10. The warden must be at least
Shaman’s Cure (Sp): The warden may spend one use 5th level before learning this secret.
of his remedy ability to cast his choice of either remove Words of Wisdom (Ex): Whenever the warden uses the
disease or neutralize poison; both effects have the same aid another action to assist one of his allies, the bonus
range as his remedy class feature. Both use the warden’s he grants is increased by 1. The bonus increases by an
level as his caster level for their effects. The warden must additional 1 at 8th, 14th, and 20th levels.
be at least 5th level before learning this secret. Facets (Su): Beginning at 3rd level, the warden
Sharpened Senses (Ex): The warden’s senses hone like learns to call upon and embody the varied aspects of
that of a wild animal. He gains both low-light vision and natural environments. Referred to as facets, each of
the scent ability. these enigmatic forces act as the warden’s sword and
Thread of Life (Su): The glow of life becomes visible to shield, granting him the means to protect allies and
the warden. He gains lifesense, as the universal monster strike at those that would oppose them. Once per day,
rule, allowing him to notice and locate living creatures the warden may select a number of facets to prepare
within 30 feet as if he had blindsight. The warden must as shown on Table: Warden under “Facets Prepared”.
be at least 11th level before learning this secret. The full list of facets is located at the end of the class
Thrive in Nature (Ex and Sp): Wardens are well known description. These facets remain prepared indefinitely
for their ability to survive in any climate. A warden with until the warden chooses to prepare again.
this secret gains Endurance as a bonus feat and can Each facet comes in three levels: lesser, greater, and
cast detect snares and pits at-will as a spell-like ability. He grand. At first, the warden may only prepare lesser facets.
also gains a +4 bonus to saving throws against natural Upon reaching 9th level, he may prepare greater facets,
hazards and weather, including extreme temperatures. and upon reaching 15th level he may prepare grand
At 8th level, the warden takes half the damage from any facets. However, facets must be prepared in ascending
natural hazard or weather that could deal damage to him order of strength.
(such as nonlethal damage from severe cold, exposure to In order to prepare a facet, the warden must have
lava, or being struck by lightning during a storm). prepared all versions of that facet of a lower level. For
Veneration (Su): An air of mystical authority surrounds example, if the warden wants to prepare the River of Life
the warden, deterring even supernatural beings. The grand facet, he must also prepare both the lesser and
warden’s reverence ability now also functions against fey greater versions of River of Life. Each of these prepared
and magical beasts. The warden must be at least 17th facets counts separately (in the previous example,
level before learning this secret. preparing the lesser, greater, and grand versions of River
Verdant Sight (Su): The warden can see through of Life counts as three of the warden’s prepared facets
undergrowth, gaining the greensight universal monster for the day).
ability to a range of 60 feet. At 14th level, the warden The warden uses these facets to enhance his ward,
can even see through wood and other solid plant matter infusing it with new powers. Whenever he creates a
up to a number of feet equal to his warden level. The ward, the warden may select a single facet he has. The
warden must be at least 8th level to learn this secret. ward he creates gains additional benefits as described in
Vigilance (Ex): Natural energy sustains the warden. that facet’s entry. The effects of a facet are cumulative
His need to eat and sleep is reduced as if wearing a ring with its lower-level versions: applying a grand facet
of sustenance. At 8th level, the warden no longer needs to a ward, for example, also applies the effects of the
to sleep at all and becomes immune to magical sleep lesser and greater versions of that facet unless otherwise
effects. He must still get at least two consecutive hours specified. The warden may only apply one facet to his
of uninterrupted “rest” to actually gain the benefit of a ward, but may make a different selection each time he
night’s sleep, but this resting period can constitute light creates a ward. He can always choose to apply a lower-
activity such as keeping watch, reading, and so on, rather level version of a facet he has prepared. If the effects
than actual sleep. of a facet call for a saving throw, the Difficulty Class
Whispers Among the Trees (Su): The warden can for the save is equal to 10 + 1/2 the warden’s level + his
communicate with natural life. He is constantly under Wisdom modifier.
the effect of a speak with animals spell. At 8th level, he also Immunity (Ex): At 3rd level, the warden becomes
benefits from the constant effect of a speak with plants immune to diseases, including both magical and

102
Chapter I Classes
supernatural diseases. compelled to do so. Creatures of these types with
Protector’s Sense (Ex): Starting at 4th level, a Intelligence 3 or higher can make a Will save (DC 10 +
warden taps into his instinctual awareness of threats. The 1/2 the warden’s level + his Wisdom modifier) to negate
warden adds his Wisdom modifier to initiative checks in the effect for 24 hours. If the warden or his allies take
addition to his Dexterity modifier. He can always act in any hostile action towards the creature or its allies, it
the surprise round even if he fails to make a Perception becomes immune to this effect for 24 hours (even if
roll to notice a foe, but he is still considered flat-footed they failed their saving throw earlier).
until he takes an action. Sentinel (Ex): Starting at 19th level, a warden gains
Natural Purity (Ex): At 7th level, a warden becomes a near-prescient sense of possible threats. The warden
immune to poisons of any kind. treats his initiative roll as always being a natural 20 and
Improved Ward (Su): At 9th level, the warden’s he is never surprised.
ability to manifest wards improves. He can now manifest Eternal Guardian (Su): At 20th level, the warden
two separate wards, each with a maximum radius of 15 ascends, joining the guardian voices of nature to become
feet, which can be maintained so long as he remains one of its everlasting protectors. His type changes
within medium range (100 ft. + 10 ft./level). Each one to outsider, and he can count as either an outsider or
must be manifested with a separate swift action. If he his original type for the purpose of spells and effects
tries to manifest more than two wards, he chooses which (whichever is more beneficial to him).
of the current wards dissipates. He can apply a different Additionally, the warden stops aging. Age bonuses
facet to each ward he places. The areas of his wards still accrue, but he does not take any penalties for his
are unable to overlap: if he attempts to place a ward age, any age penalties he previously had are removed,
to overlap a ward he already has placed, the older ward and he does not die from old age. Even if he dies from
dissipates immediately. some other cause, he will spontaneously come back to
The warden can also determine how healthy creatures life (as a resurrection spell) 24 hours later at a point of his
within his wards are, as a status spell. This effect only choosing within 20 miles of the place he died. He must
applies to willing creatures, and the effect is removed if have visited the place he returns to life at least once.
a creature leaves the area of the ward.
Stalwart (Ex): At 12th level, a warden can use mental FACETS
and physical resiliency to avoid certain attacks. If he Facets are magical aspects of nature that wardens use
makes a Fortitude or Will saving throw against an attack to enhance their wards. The following represent the
that has a reduced effect on a successful save, he instead available facets that a warden can prepare each day. Each
avoids the effect entirely. This ability can only be used if facet has three separate levels: lesser, greater, and grand.
the warden is wearing light armor, medium armor, or no In order to prepare a facet, the warden must also prepare
armor. A helpless warden does not gain the benefit of all lower-level versions of that facet.
the stalwart ability.
Wild Step (Su): Starting at 13th level, the warden BONES OF THE EARTH
gains the ability to step across leylines to swiftly help You channel the facets of stone, becoming as steadfast
those within his ward. As a move action, the warden can as a mountain.
teleport a distance up to twice his normal movement Lesser: Allies inside the ward gain acid resistance
speed. This movement does not provoke attacks of equal to five times your verdant bonus.
opportunity. The ending location of this teleportation Greater: Allies inside the ward gain an insight bonus
must be an open location within the area of a ward he or to CMB equal to half your verdant bonus. Allies in the
another allied warden has manifested. ward cannot be moved from their space by anything
Greater Ward (Su): At 15th level, the warden gains short of mind-affecting effects or teleportation and
further strength for his wards. He can now manifest cannot be knocked prone unless they allow it.
three separate wards, each with a maximum radius of Grand: Allies inside the ward gain DR/adamantine
20 feet, which can be maintained so long as he remains equal to your verdant bonus.
within long range (400 ft. + 40 ft./level). As with
improved ward, he can apply a separate facet to each DAWN’S LIGHT
ward he places and the wards cannot overlap. Your ward embodies the brilliance of the sun, its rays
Reverence (Su): Upon reaching 16th level, the shining with gross incandescence.
creatures of the wild come to respect the warden’s Lesser: The area within the ward becomes bright light,
presence. Creatures of the animal, plant, or vermin while the lighting out to 20 feet beyond the ward’s edge
type of Intelligence 2 or less never attack the warden or increases by one step (darkness becomes dim light, dim
any of his allies within 20 feet of him unless magically light becomes normal light, and normal light becomes

103
Classes Chapter I
bright light). Treat this as a 2nd-level light spell for the bonus. The damage is considered magic for the purpose
purpose of interaction with spells and effects that create of overcoming damage reduction. Attackers hitting with
darkness. Additionally, small motes of sunlight surround reach weapons are unaffected.
creatures in the ward, affecting all within as a faerie fire Grand: The ward is surrounded by plant growth. The
spell. The faerie fire lasts as long as the creature remains area within 20 feet outside of the ward becomes difficult
in the ward and for 1d4 rounds thereafter. terrain. Creatures trying to enter the ward must make a
Greater: The ward now acts as a 4th-level light spell Reflex save or be entangled for 1d4 rounds (though they
for the purpose of interacting with darkness effects. The are not anchored and can still move).
area within 20 feet of the ward now sheds bright light,
with the light 20 feet beyond that raised by one step. The MIST OF THE VALLEY
interior of the ward reveals invisible foes, as an invisibility The ward is filled with a haunting mist, concealing allies
purge spell. Creatures outside the ward and within 20 feet while foes are lost within the fog.
are dazzled (no save). Any creature with light sensitivity Lesser: A thin mist shrouds your allies in the
or weakness to sunlight (such as a vampire or fungus) ward, granting them a 5% miss chance per point of
within bright light created by the ward must make a your verdant bonus. Treat this as concealment, and
Reflex save or be blinded for 1 round. They must repeat abilities that allow sight through fog or mist ignore this
this saving throw each round they remain in the area. concealment. Allies in the ward gain an insight bonus on
Grand: The ward now acts as a 6th-level spell for Stealth checks equal to your verdant bonus.
the purpose of interacting with darkness effects. Any Greater: Allies within the ward when it is created are
creature that tries to enter the ward must make a Reflex magically shrouded by the mist, turning them invisible
save or be blinded for 1 round. The area within the (as an invisibility spell). The invisibility lasts on a given
ward and within 20 feet outside of it counts as natural creature until it moves outside of the ward, until it
sunlight for the purpose of creatures that are harmed by attacks, or after 1 minute per warden level, whichever
direct sunlight. comes first. Once a creature’s invisibility is broken, it
cannot turn invisible again in this way for 1 hour.
EYE OF THE STORM Grand: The mist assaults the minds of foes that dare
You infuse your ward with the might of a hurricane, cross the threshold. Any enemy that crosses the ward’s
shielding your allies in the calm of its center. edge must make a Will save or be confused for 1d4
Lesser: Allies inside the ward gain electricity rounds. Once a creature succeeds on its saving throw,
resistance equal to five times your verdant bonus. it cannot be affected again for 24 hours. This is a mind-
Greater: The edge of your ward swirls with air, acting affecting compulsion effect.
as a wind wall effect except it is a sphere with the same
radius as your ward. It lasts indefinitely as long as the MOON’S GLOW
ward is manifested. Your ward radiates the moon’s pale light, bringing
Grand: Powerful winds surround the ward that comfort to allies while purging the unnatural.
selectively block attacks. The wind wall effect from the Lesser: Allies within the ward gain an insight bonus
ward’s greater version no longer blocks ranged attacks to their saving throws against curse effects equal to
made from inside the ward firing outwards (similar to your verdant bonus. Aberrations and creatures with the
a fickle windsAPG effect, but affecting an area instead of shapechanger subtype that enter into or start their turn
specific creatures). in the ward must make a Will save or be sickened for 1
round.
HEART OF THE WILDS Greater: Allies in the ward gain an insight bonus
You channel the facet of the deep wilderness, snaring to their saving throws equal to your verdant bonus
and choking unwary trespassers. against polymorph effects and against effects that would
Lesser: Whenever an ally inside the ward is hit by a cause confusion, insanity, feeblemind, and other forms of
melee attack, the attacker must make a Reflex save or madness.
be entangled for 1 round as vines and roots restrain it, Grand: Creatures inside the ward are reverted from
anchoring it in place. An attacker needs to only make their unnatural states. Each creature that enters or
this save once per round, regardless of the number of starts their turn in the ward must make a Will save or
attacks it makes. be affected by true formAPG, as the spell, using the save
Greater: Spectral thorns and brambles protect DC of your ward for the effect. A creature that makes
creatures in the ward. Each time an ally inside the ward is its save is immune to this effect for 24 hours, even if
hit by a melee attack, the attacker is stung by the thorns, you make another ward. Aberrations and shapechangers
taking piercing damage equal to 1d6 + your verdant that fail the Will save against this facet’s lesser effect are

104
Chapter I Classes
nauseated for 1 round on a failed save and sickened for The area within 20 feet of the ward’s edge has its light
1 round on a successful one. level lowered by 1 step, and any creature that move within
20 feet of the ward or starts their turn within 20 feet of
RIVER OF LIFE it must make a Fortitude save or become fatigued; this
Your ward in infused with a current of living energy, cannot cause a fatigued creature to become exhausted.
protecting the health and well-being of those within. Any creature that tries to enter the ward is exhausted on
Lesser: Allies in the ward gain an insight bonus to a failed saving throw, instead of fatigued.
their saving throws against poison and disease equal to
your verdant bonus. They automatically stabilize when SPARK OF CREATION
they fall below 0 hit points. You channel a facet of creation, your ward becoming
Greater: Healing energies are increased inside the anathema to the unliving.
ward. Spells from the conjuration (healing) school have Lesser: Allies in the ward gain an insight bonus to
their caster level increased by half your verdant bonus their saving throws against effects that deal negative
+ 1. This same bonus applies to the effective class level energy damage equal to your verdant bonus. Undead
of abilities and effects that restore hit points or cure creatures that enter into or start their turn inside the
conditions, such as your remedy class feature or a cleric’s ward take positive energy damage each round equal to
channel energy. This bonus only applies to targets of 1d8 + twice your verdant bonus. A Will save halves the
these effects that are inside the ward and does not apply damage taken that round. Channel resistance applies to
if these effects are used to harm a creature. Additionally, this saving throw.
creatures inside the ward are protected from harsh Greater: Increase the damage dealt by this facet’s
conditions, as if affected by life bubbleAPG. The effect is lesser version by 1d8. Allies in the ward gain an insight
removed if they leave the ward. bonus to their saving throws against death effects and
Grand: Halve any ability damage, ability drain, energy drain equal to your verdant bonus.
or ability penalties (such as those caused by ray of Grand: Increase the damage dealt by this facet’s lesser
enfeeblement) inflicted on creatures inside the ward. Allied version by an additional 2d8 (for a total of 4d8). Undead
creatures inside the ward gain temporary hit points equal that fail their Will save against the lesser facet effect flee
to your verdant bonus each round. These temporary hit as if panicked for 1d4 rounds (as the Turn Undead feat).
points do not stack. An intelligent undead can make a new saving throw each
round to stop fleeing.
SILENCE OF MIDNIGHT
The ward takes on the aspects of darkness, enshrouding SUMMER’S HEAT
all within with the quiet of night. Your ward shimmers with intense heat: a comforting
Lesser: The light level within the ward drops one warmth for allies, a scalding fire to your foes.
step (bright light becomes normal light, normal light Lesser: Allies inside the ward gain cold resistance
becomes dim light, and dim light becomes darkness). equal to five times your verdant bonus.
Treat this as a 2nd-level darkness spell for the purpose Greater: Allies inside the ward deal an additional 1d6
of interaction with spells and effects that create light. fire damage with their weapon attacks. This stacks with
Additionally, creatures attempting to enter the ward other energy damage the weapon might deal and is not
must make a Fortitude save or become fatigued. This multiplied on a critical hit.
cannot cause a fatigued creature to become exhausted. Grand: The ward is wreathed in flames. The ward
Greater: The ward now acts as a 4th-level darkness acts as a wall of fire using your warden level as your
spell for the purpose of interacting with light effects. caster level, except as noted here. The “wall” takes on
Sound (and sonic effects) cannot cross the edge of the the spherical shape of the ward, sending forth waves of
ward. Each creature inside the ward when it is created heat outward in all directions. Creatures inside the ward
or enters into the ward must make a Will save or be are not affected; they can exit the ward safely without
silenced, as a silence spell but affecting only their space. being burned by the wall, but are thereafter affected by
This silence effect lasts as long as they remain within the waves of heat outside the ward and are damaged if
the ward and for 1d4 rounds thereafter. A creature that they cross the wall to re-enter the ward. The wall lasts as
succeeds on their saving throw cannot be silenced by the long as the ward is manifested. The flames do not harm
ward for 1 hour. objects or structures, nor natural vegetation and terrain.
Grand: The ward now acts as a 6th-level spell for the
purpose of interacting with light effects. The light within TRANQUIL AURORA
the ward drops by two steps (bright light becomes dim Your ward shifts with the colors of a beautiful night sky,
light, while normal light or darker becomes darkness). bringing peace to those that witness it.

105
Classes Chapter I
Lesser: Allies inside the ward gain an insight bonus
against fear, pattern, and emotion effects equal to your
verdant bonus.
FAVORED CLASS
Greater: The ward calms aggression. Enemies that
enter into the ward or start their turn inside the ward
must make a Will save or be unable to benefit from
OPTIONS
morale bonuses, including positive emotional effects like
a bard’s inspire courage or a barbarian’s rage. The effect
lasts as long as they stay within the ward; if they leave Instead of receiving an additional skill rank or hit point
and re-enter, they must save again. A creature that makes whenever a character gains a level, a character with one
its saving throw is immune to this effect for 24 hours, of the new classes in Chapter I as their favored class
even if you make another ward. This is a mind-affecting can choose a different benefit based on his or her race.
emotion effect. Racial favored class options were first introduced in the
Grand: The ward shimmers with entrancing lights. Pathfinder Roleplaying Game Advanced Players Guide.
Creatures within 20 feet outside of the ward must make
a Will save or be fascinated by the lights; the fascination CABALIST
lasts for a number of rounds equal to your warden level, Aasimar: Add +1/2 on caster level checks to
after which the creature must save again or be fascinated overcome the Spell Resistance of outsiders or
again. A fascinated creature is also affected as by a calm aberrations.
emotions spell as long as it remains fascinated. A creature Catfolk: Add 1 foot to the cabalist’s base speed while
that makes its saving throw or whose fascination is in the formless body binding. In combat, this has an effect
broken by hostility is immune to this effect for 24 hours, only for every five increases in speed. This stacks with
even if you make another ward. This is a mind-affecting, the bonus from the Unnatural Agility insight.
emotion, pattern effect. Additionally, all fear effects Changeling: Add one spell known from the cabalist
inside the ward and within 20 feet of it are suppressed: spell list. This spell must be at least one level below the
their duration continues, but has no effect. The fear highest spell level the cabalist can cast.
effect will take hold of the creature if it moves more Dhampir: Add +1/2 point of negative energy
than 20 feet away from the ward, provided the fear damage to spells that deal negative energy damage.
effect’s duration has not expired in the meantime. Drow: Add +1/3 to initiative checks while in the
opened mind binding.
WINTER’S CHILL Duergar: Add +1/6 bonus to AC while in the opened
You channel a facet of the coldest winter nights, its icy mind binding.
embrace freezing intruders to the bone. Dwarf: Gain a +1/4 bonus on saving throws against
Lesser: Allies inside the ward gain fire resistance possession effects and against compulsion effects.
equal to five times your verdant bonus. Elf: Add +1/6 bonus to concentration checks and to
Greater: Your allies’ weapons are coated in rime. caster level checks to overcome Spell Resistance while in
Each time an ally within the ward hits an opponent the opened mind binding.
with a weapon attack, its speed is reduced by 5 feet for Fetchling: Add +1 to either cold or electricity
1 round. Additional attacks stack the penalty but not the resistance while in the formless body binding. This stacks
duration. If a creature’s speed is reduced by half, it must with the fetchling’s inherent resistances, to a maximum
make a Fortitude save or have the movement penalty of 15 for either type.
replaced by a slow effect (as the spell) for 1 round. A Gillmen: Add one spell known from the cabalist
creature can only be subjected to this saving throw once spell list. This spell must be at least one level below the
per round. Creatures that are immune to cold damage highest spell level the cabalist can cast.
are immune to this facet’s effect. Gnome: Add 1/2 of an illusion spell from the
Grand: The ward crystallizes with piercing cold. sorcerer/wizard spell list that isn’t on the cabalist spell
Creatures attempting to enter the ward take 1d8 cold list to the cabalist’s list of spells known. The cabalist
damage per point of your verdant bonus and are treats this spell as if it were on the cabalist spell list at
then slowed (as the spell) for 1d4 rounds. A successful the same level as on the sorcerer/wizard list. This spell
Fortitude save halves the cold damage and negates the must be at least 1 level below the highest spell level the
slowing effect. Creatures that take no damage from the cabalist can cast.
cold are also unaffected by the slow effect. The cold does Goblin: Increase damage dealt with natural attacks
not harm objects or structures, nor natural vegetation and unarmed strikes by +1/4 point of damage while in
and terrain. the formless body binding.

106
Chapter I Classes
Grippli: Add +1/6 bonus to AC while in the opened
mind binding.
Half-Elf: When casting cabalist enchantment spells,
add 1/3 to the effective caster level, but only for the
purpose of determining duration.
Half-Orc: Add +1 on concentration checks to cast
cabalist spells.
Halfling: Add +1/6 bonus to AC while in the opened
mind binding.
Hobgoblin: Add +1/2 point of negative energy
damage to spells that deal negative energy damage.
Human: Add one spell known from the cabalist
spell list. This spell must be at least one level below the
highest spell level the cabalist can cast.
Ifrit: Add +1/2 to Intimidate checks and to
Knowledge (planes) checks.
Kitsune: Add 1/2 of an enchantment spell from the
sorcerer/wizard spell list that isn’t on the cabalist spell
list to the cabalist’s list of spells known. The cabalist
treats this spell as if it were on the cabalist spell list at
the same level as on the sorcerer/wizard list. This spell
must be at least 1 level below the highest spell level the
cabalist can cast.
Kobold: Increase damage dealt with natural attacks
and unarmed strikes by +1/4 point of damage while in
the formless body binding.
Merfolk: Add +1/3 of a new spell to the list of spells
the cabalist can cast with his ritual magic ability.
Nagaji: When casting cabalist transmutation spells,
add 1/3 to the effective caster level, but only for the
purpose of determining duration.
Orc: Add a +1/3 bonus on any skill check attempted
as a part of an occult ritual.
Oread: Add +1/2 bonus to Climb and Knowledge
(planes) checks.
Ratfolk: Add 1/2 to Sense Motive checks and
Knowledge (dungeoneering) checks to identify creatures.
Samsaran: Add +1/3 of a new spell to the list of Knowledge (planes) checks
spells the cabalist can cast with his ritual magic ability. Vanara: When casting cabalist divination spells, add
Strix: Add one spell known from the cabalist spell list. +1/2 to the effective caster level of the spell, but only to
This spell must be at least one level below the highest determine the spell’s range and its d% chance to provide
spell level the cabalist can cast. correct or meaningful information (such as with augury
Suli: Add +1/2 on Intimidate, Diplomacy, and Sense or divination).
Motive checks against outsiders or aberrations. Vishkanya: Add a +1/3 bonus on any skill check
Svirfneblin: Add one spell known from the cabalist attempted as a part of an occult ritual.
spell list. This spell must be at least one level below the Wayang: Add a +1/2 bonus on Stealth and Sleight of
highest spell level the cabalist can cast. Hand checks made while in dim light or darkness.
Sylph: Add +1/2 bonus to Acrobatics and Knowledge
(planes) checks. ELEMENTER
Tengu: Add +1/6 to damage rolls while in the formless Aasimar: The elementer gains 1/6 of an additional
body binding. daily use of her attunement ability.
Tiefling: Add a +1/2 bonus on Intimidate checks Catfolk: The elementer gains 1/6 of a spell twist.
and Knowledge (planes) checks. Changeling: Add one spell from the elementer spell
Undine: Add +1/2 bonus to Escape Artist and list to the elementer’s spellbook. This spell must be at

107
Classes Chapter I
least one level below the highest spell level the elementer the elementer’s barrier feature by 1. This only has an
can cast (accounting for her fusion class feature). effect for every five increases to the elementer’s barrier.
Dhampir: Increase the elementer’s maximum energy Svirfneblin: Increase the elementer’s racial Spell
pool by +1/2. Resistance by +1/4, but only against spells that deal
Drow: Add a +1 bonus on concentration checks to acid, cold, electricity, or fire damage.
cast elementer spells. Sylph: Add +1/2 damage to air elemental spells and
Duergar: Add +1/2 damage to earth elemental spells air spell twists.
and earth spell twists Tengu: The elementer gains 1/6 of a spell twist.
Dwarf: Increase the elementer’s maximum energy Tiefling: Add a +1 bonus on caster level checks
pool by +1/2. made to overcome the Spell Resistance of outsiders.
Elf: Add one spell from the elementer spell list to the Undine: Add +1/2 damage to water elemental spells
elementer’s spellbook. This spell must be at least one and water spell twists.
level below the highest spell level the elementer can cast Vanara: Increase the DC of one spell twist by +1/3
(accounting for her fusion class feature). (max +2 for any single spell twist).
Fetchling: Increase damage dealt with spell twists by Vishkanya: Increase the elementer’s maximum
+1/3 point. energy pool by +1/2.
Gillmen: Add 1 foot to the elementer’s swim speed. Wayang: The elementer gains 1/6 of an additional
In combat, this option has no effect unless the elementer daily use of her attunement ability.
has selected it five times (or another increment of five).
Gnome: Add a +1 bonus on concentration checks to INVOKER
cast elementer spells. Aasimar: Add +5 feet to the range of the spirit
Goblin: Add +1/2 damage to fire elemental spells companion’s link ability.
and fire spell twists. Catfolk: Add 1 foot to the spirit companion’s base
Grippli: The elementer gains 1/8 of a new fusion. speed and any movement type gained from its dominion.
Half-Elf: The elementer gains 1/6 of a spell twist. In combat, this option has no effect unless the invoker
Half-Orc: Increase the elementer’s maximum energy has selected it five times (or another increment of five).
pool by +1/2. Changeling: The invoker gains 1/6 of a new spirit.
Halfling: The elementer gains 1/6 of a spell twist. Dhampir: Add +1/2 to the damage dealt by the
Hobgoblin: While in aegis form, add +1/3 to attack spirit companion’s spirit blast ability.
rolls to confirm critical hits and +1/3 to the elementer’s Drow: Add 1 skill point or 1 hit point to the invoker’s
AC against critical hit confirmations (max +4 for both). spirit companion.
Human: Add one spell from the elementer spell list Duergar: Add 1/4 to the invoker’s spirit energy pool.
to the elementer’s spellbook. This spell must be at least Dwarf: Add +1/4 natural armor bonus to the AC of
one level below the highest spell level the elementer can the invoker’s spirit companion.
cast (accounting for her fusion class feature). Elf: The invoker gains 1/6 of a new spirit.
Ifrit: Add +1/2 damage to fire elemental spells and Fetchling: The invoker’s spirit companion gains
fire spell twists. resistance 1 against either cold or electricity. Each
Kitsune: The elementer gains 1/8 of a new fusion. time the invoker selects this reward, he increases his
Kobold: Increase the DC of one spell twist by +1/3 companion’s resistance to one of those energy types by
(max +2 for any single spell twist). 1 (maximum 10 for any one energy type).
Merfolk: Add +1/2 damage to water elemental spells Gillmen: Add 1 foot to the invoker’s swim speed. In
and water spell twists. combat, this option has no effect unless the monk has
Nagaji: The elementer gains 1/6 of an additional selected it five times (or another increment of five).
daily use of her attunement ability. Gnome: The invoker gains energy resistance 1 against
Orc: While in aegis form, add +1/3 to attack rolls acid, cold, electricity, or fire. Each time the invoker
to confirm critical hits and +1/3 to the elementer’s AC selects this reward, increase his resistance to one of
against critical hit confirmations (max +4 for both). these energy types by 1 (maximum 10 for any one type).
Oread: Add +1/2 damage to earth elemental spells Goblin: Add +1/2 to the damage dealt by the spirit
and earth spell twists. companion’s spirit blast ability.
Ratfolk: The elementer gains 1/6 of a spell twist. Grippli: Add +1/2 to the invoker’s spirit companion’s
Samsaran: The elementer gains 1/8 of a new fusion. concentration checks to cast spells.
Strix: Increase the elementer’s maximum energy pool Half-Elf: Add 1/4 to the invoker’s spirit energy pool.
by +1/2. Half-Orc: Add 1 foot to the spirit companion’s base
Suli: Increase the amount of resistance provided by speed and any movement type gained from its dominion.

108
Chapter I Classes
In combat, this has an effect only for every five increases when casting spells of the necromancy school.
to a particular speed. Drow: Add a +1/2 bonus on Stealth and Sleight of
Halfling: Add 1/4 to the invoker’s spirit energy pool. Hand checks made while in dim light or darkness.
Hobgoblin: Add a +1/2 bonus on Intimidate checks Duergar: Add +1/6 to the number of times per day
and Survival checks. the nightblade can use her path power.
Human: Add 1 skill point or 1 hit point to the Dwarf: Any objects or structures created by illusion
invoker’s spirit companion. spells of the shadow subschool by the nightblade have
Ifrit: Increase the invoker’s or the spirit companion’s their hardness increased by 1/2. If the spell’s realness
fire resistance by 1 (maximum 15). is measured in a percent (such as shadow conjuration), the
Kitsune: Increase the duration of the invoker’s avatar object or structure’s realness also increases by 1%.
ability by 2 rounds. Elf: Gain 1/6 of a new nightblade art.
Kobold: Add +1/4 natural armor bonus to the AC Fetchling: When the nightblade casts a shadow spell
of the invoker’s spirit companion. that deals a percentage of its damage or effect against
Merfolk: The invoker gains 1/6 of a new spirit. nonbelievers (such as shadow evocation), increase this
Nagaji: Increase the duration of the invoker’s avatar amount by 2% (to a maximum of 100%).
ability by 2 rounds. Gillmen: Add +1/2 to the nightblade’s level for the
Orc: Add +1/2 to the damage dealt by the spirit purpose of determining the effects of one nightblade art.
companion’s spirit blast ability. Gnome: When casting nightblade illusion spells, add
Oread: Increase the invoker’s or the spirit companion’s +1/3 to the effective caster level of the spell, but only to
acid resistance by 1 (maximum 15). determine the spell’s duration.
Ratfolk: Add +1 to the invoker’s spirit companion’s Goblin: Add one spell known from the nightblade
CMD when adjacent to the invoker. spell list. This spell must be at least one level below the
Samsaran: The invoker gains 1/6 of a new spirit. highest spell level the nightblade can cast.
Strix: Add 1 skill point or 1 hit point to the invoker’s Grippli: Gain 1/6 of a new nightblade art.
spirit companion. Half-Elf: Increase the total distance the nightblade
Suli: Add 1/4 to the invoker’s spirit energy pool. can use her shadow shift each day by 5 feet. This has no
Svirfneblin: Add +1/2 to the invoker’s spirit effect unless the nightblade has selected it at least twice
companion’s concentration checks to cast spells. (or another increment of 2).
Sylph: Increase the invoker’s or the spirit companion’s Half-Orcs: Add a +1 bonus on concentration checks
electricity resistance by 1 (maximum 15). made while casting nightblade spells.
Tengu: Add 1 skill point or 1 hit point to the invoker’s Halflings: Gain 1/6 of a new nightblade art.
spirit companion. Hobgoblin: Add a +1 bonus on concentration
Tiefling: Add +1/2 to the damage dealt by the spirit checks made to cast nightblade spells.
companion’s spirit blast ability. Human: Add one spell known from the nightblade
Undine: Increase the invoker’s or the spirit spell list. This spell must be at least one level below the
companion’s cold resistance by 1 (maximum 15). highest spell level the nightblade can cast.
Vanara: Increase the duration of the invoker’s avatar Ifrit: Add +1/2 to the nightblade’s level for the
ability by 2 rounds. purpose of determining the effects of one nightblade art.
Vishkanya: Add 1 foot to the spirit companion’s base Kitsune: Add +1/3 to damage rolls the nightblade
speed and any movement type gained from its dominion. makes with weapon attacks against an opponent that she
In combat, this option has no effect unless the invoker is flanking or that is denied its Dexterity bonus to AC.
has selected it five times (or another increment of five). Kobold: Add +1/2 to Survival checks to track and
Wayang: Add +5 feet to the range of the spirit Perception checks made in dim light or darkness.
companion’s link ability. Merfolk: Add one spell known from the nightblade
spell list. This spell must be at least one level below the
NIGHTBLADE highest spell level the nightblade can cast.
Aasimar: Add +1/2 to the nightblade’s level for the Nagaji: Add +1/6 to the number of times per day
purpose of determining the effects of one nightblade art. the nightblade can use her path power.
Catfolk: Increase the total distance the nightblade Orc: Add one spell known from the nightblade spell
can use her shadow shift each day by 5 feet. This has no list. This spell must be at least one level below the highest
effect unless the nightblade has selected it at least twice spell level the nightblade can cast.
(or another increment of 2). Oread: Increase the total distance the nightblade can
Changeling: Gain 1/6 of a new nightblade art. use her shadow shift each day by 5 feet. This has no
Dhampir: Add +1/4 to the nightblade’s caster level effect unless the nightblade has selected it at least twice

109
Classes Chapter I
(or another increment of 2). Grippli: Add +1/4 to the DC of poisons created by
Ratfolk: Add a +1/2 bonus on Escape Artist checks the saboteur.
and on Acrobatics checks to move through or into Half-Elf: Gain a +1/2 bonus on Bluff checks to
threatened areas or a creature’s space. feint and Diplomacy checks to gain information.
Samsaran: Gain 1/6 of a new nightblade art. Half-Orc: Gain a +1/2 bonus on Bluff checks to
Strix: Add +1/2 to Perception and Stealth checks pass secret messages, Sense Motive checks to discern
made in dim light or darkness. secret messages, and Linguistic checks to decipher
Suli: Gain 1/6 of a new nightblade art. unusual handwriting.
Svirfneblin: Add +1/2 point of damage to any illusion Halfling: Gain a +1/4 dodge bonus to AC against
spells of the shadow subschool cast by the nightblade. the target of the saboteur’s duelist’s mark (max +5).
Sylph: Add a +1/2 bonus on Stealth checks while Hobgoblin: Add +1/2 bonus to Craft (traps) and
motionless and on Perception checks. Knowledge (engineering) checks.
Tengu: Add +1/3 to damage rolls the nightblade Human: Add one trap assembly from the saboteur’s
makes with weapon attacks against an opponent that she list to the character’s assembly book. This assembly
is flanking or that is denied its Dexterity bonus to AC. must be at least one level lower than the highest-level
Tiefling: Add a +1/2 bonus on Intimidate checks assembly the saboteur can create.
and Knowledge (planes) checks to identify creatures. Ifrit: Deal +1/2 point of damage with traps that deal
Undine: Add a +1 bonus on concentration checks fire damage.
made while casting nightblade spells. Kitsune: Add a +1/2 bonus on Diplomacy and
Vanara: Add +1/2 to the nightblade’s level for the Intimidate checks to change a creature’s attitude.
purpose of determining the effects of one nightblade art. Kobold: Choose acid, cold, electricity, or fire damage.
Vishkanya: Increase the total distance the nightblade Add +1/2 point of the chosen energy damage to
can use her shadow shift each day by 5 feet. This has no saboteur traps set by the saboteur that deal the chosen
effect unless the nightblade has selected it at least twice energy damage.
(or another increment of 2). Merfolk: Add +1/2 bonus to Perform checks and
Wayang: Add +1/2 point of damage to any illusion Diplomacy checks.
spells of the shadow subschool cast by the nightblade. Nagaji: Add +1/4 to the DC of poisons created by
the saboteur.
SABOTEUR Orc: Add +10 minutes to the duration the saboteur’s
Aasimar: Add +1/2 to the saboteur’s level for the traps remain set before breaking.
purpose of determining the effects of one saboteur trick. Oread: Add a +1/2 bonus to Perception checks to
Catfolk: Add a +1/2 bonus on Bluff checks to feint spot natural hazards, pitfalls, and the like, and a +1/2
and Sleight of Hands checks to pickpocket. bonus to Knowledge (dungeoneering) checks.
Changeling: Add one trap assembly from the Ratfolk: When attacking her marked target, add
saboteur’s list to the character’s assembly book. This +1/4 to the saboteur’s swarming trait’s flanking bonus
assembly must be at least one level lower than the on attack rolls.
highest-level assembly the saboteur can create. Samsaran: Add +1/2 bonus to Knowledge checks
Dhampir: Add a +1/2 bonus on Stealth and Sleight to identify the target of the sabotuer’s informant’s mark.
of Hand checks made while in dim light or darkness. Strix: Add a +1/4 bonus to Perception checks
Drow: Add a +1/2 bonus on Intimidate checks to involving her marked target, Stealth checks to avoid
demoralize and on Bluff checks to pass secret messages. notice by her marked target, and on Survival checks to
Duergar: Add +1/4 to the saboteur’s CMD against track her marked target.
manuevers made by the target of her duelist’s mark. Suli: Add +1/2 to Diplomacy checks and Sense
Dwarf: Add a +1/2 bonus on Perception checks to Motive checks against the target of the saboteur’s
notice traps, hidden passages, and secret doors. charlatan’s mark.
Elf: Gain 1/6 of a new saboteur trick. Svirfneblin: Add a +1/2 bonus on Perception checks
Fetchling: Add a +1/2 bonus on Stealth and Sleight to notice traps, hidden passages, and secret doors.
of Hand checks made while in dim light or darkness. Sylph: Add a +1/2 bonus on Acrobatics checks and
Gillmen: Gain 1/6 of a new saboteur trick. a +1/2 bonus on Sense Motive checks.
Gnome: Add a +1 bonus on Disable Device and Use Tengu: Gain a +1/4 bonus on Disguise, Knowledge
Magic Device checks related to glyphs, symbols, scrolls, (local), and Perception checks.
and other magical writings. Tiefling: Add +1/4 to weapon damage rolls dealt to
Goblin: Deal +1/2 point of damage with traps that marked targets with the outsider type.
deal fire damage. Undine: Add +1/4 to the saboteur’s CMD against

110
Chapter I Classes
manuevers made by the target of her duelist’s mark. Orc: Choose any two combat maneuvers. Add +1/3
Vanara: Gain 1/6 of a new saboteur trick. to the shaper’s CMB when attempting these maneuvers
Vishkanya: Add +1/4 to the DC of poisons created (maximum bonus of +4).
by the saboteur. Oread: Add +1 to the shaper’s CMD when resisting
Wayang: Add a +1/4 bonus on Stealth checks and two combat maneuvers of the character’s choice.
on weapon damage rolls against flat-footed opponents. Ratfolk: Add +5 feet to the range of one distortion
that has a listed range. It cannot be one with a range of
SHAPER “touch” or one that alters the effects of the void.
Aasimar: Add +1/2 to the shaper’s level for the Samsaran: Increase the range of the shaper’s eldritch
purpose of determining the effects of one distortion. sight and improved eldritch sight by 5 feet (max +60
Catfolk: Add +1/2 to the bonus provided by the feet).
shaper’s insight class feature. Strix: Add 1/2 to the shaper’s quintessence pool.
Changeling: Gain 1/6 of a new distortion. Suli: Gain 1/6 of a new distortion.
Dhampir: Add +1/2 point of negative energy Svirfneblin: Increase the range of the shaper’s
damage to shaper spells and distortions that deal eldritch sight and improved eldritch sight by 5 feet (max
negative energy damage. +60 feet).
Drow: Choose any two combat maneuvers. Add +1/3 Sylph: Increase the touch AC bonus provided by the
to the shaper’s CMB when attempting these maneuvers shaper’s entropic guard by +1/3.
(maximum bonus of +4). Tengu: Choose any two combat maneuvers. Add
Duergar: Increase the range of both the shaper’s +1/3 to the shaper’s CMB when attempting these
eldritch sight and improved eldritch sight by 5 feet (max maneuvers (maximum bonus of +4).
+60 feet). Tiefling: Increase the touch AC bonus provided by
Dwarf: Add 1/3 to the effective caster level of shaper the shaper’s entropic guard by +1/3 (max +4).
abjuration spells, but only to determine duration. Undine: Add a +1 bonus on concentration checks
Elf: Add one spell from the shaper spell list to the made to cast shaper spells.
shaper’s spellbook. This spell must be at least one level Vanara: Add +1/2 to the shaper’s level for the
below the highest spell level the shaper can cast. purpose of determining the effects of one distortion.
Fetchling: Increase the range of both the shaper’s Vishkanya: Add +1 to the shaper’s CMD when
eldritch sight and improved eldritch sight by 5 feet (max resisting two combat maneuvers of the character’s
+60 feet). choice.
Gillmen: Add +1 to the shaper’s CMD when resisting Wayang: Add a +1/4 bonus to weapon damage rolls
two combat maneuvers of the character’s choice. that the shaper makes against opponents that are within
Gnome: Add a +1 bonus on concentration checks dim light or darkness.
made to cast shaper spells.
Goblin: Add 1/2 to the shaper’s quintessence pool. VANGUARD
Grippli: Increase the touch AC bonus provided by Aasimar: Add +1/2 to the vanguard’s level for the
the shaper’s entropic guard by +1/3. purpose of determining the effects of one resonance.
Half-Elf: Gain 1/6 of a new distortion. Catfolk: Gain 1/6 of a bonus teamwork feat.
Half-Orc: The shaper gains 1/2 point of DR/– Changeling: Add +1/2 to the vanguard’s level for the
against nonlethal damage (maximum DR 10/–). purpose of determining the effects of one resonance.
Halfling: Add 1/2 to the shaper’s quintessence pool. Dhampir: Add +1/4 to the damage dealt by the
Hobgoblin: Add a +1 bonus on concentration vanguard’s construct companion’s slam attacks.
checks made to cast shaper spells. Drow: Gain 1/6 of a bonus teamwork feat.
Human: Add one spell from the shaper spell list to Duergar: Add a +1/2 bonus on checks made to craft
the shaper’s spellbook. This spell must be at least one magic items.
level below the highest spell level the shaper can cast. Dwarf: Select one item creation feat known by the
Ifrit: Add +1/2 to the shaper’s level for the purpose vanguard. Whenever crafting an item using that feat, the
of determining the effects of one distortion. amount of progress made in an 8-hour period increases
Kitsune: Add 1/2 to the shaper’s quintessence pool. by 200 gp (50 gp if crafting while adventuring). This
Kobold: Add a +1 bonus on concentration checks does not reduce the cost of the item; it just increases the
made to cast shaper spells. rate at which the item is crafted.
Merfolk: Gain 1/6 of a new distortion. Elf: Add one spell known from the vanguard spell list.
Nagaji: Add +1 to the shaper’s CMD when resisting This spell must be at least one level below the highest
two combat maneuvers of the character’s choice. spell level the vanguard can cast.

111
Classes Chapter I
Fetchling: The vanguard’s construct companion Hobgoblin: Increase the number of resonances the
gains resistance 1 against either cold or electricity. Each vanguard can use each day by 1/3.
time the vanguard selects this reward, he increases his Human: Add one spell known from the vanguard
companion’s resistance to one of those energy types by spell list. This spell must be at least one level below the
1 (maximum 10 for any one energy type). highest spell level the vanguard can cast.
Gillmen: Increase the number of resonances the Ifrit: Increase the vanguard’s or the construct
vanguard can use each day by 1/3. companion’s fire resistance by 1 (maximum 15).
Gnome: Add +1 hit point or +1 skill point to the Kitsune: Increase the number of resonances the
vanguard’s construct companion. vanguard can use each day by 1/3.
Goblin: Add +1/4 to the damage dealt by the Kobold: Choose one of the construct companion’s
vanguard’s construct companion’s slam attacks. saving throws (Fortitude, Reflex, or Will). The
Grippli: Gain 1/6 of an additional spell for use with companion gains +1/2 resistance bonus to that saving
the vanguard arcana ability. throw (max +4 to any save).
Half-Elf: Add +5 feet to the range of the construct Merfolk: Add +1 hit point or +1 skill point to the
companion’s link and greater link abilities. vanguard’s construct companion.
Half-Orc: Add a +1 bonus on concentration checks Nagaji: Add 1 foot to the vanguard’s construct
to cast vanguard spells. companion’s base speed. In combat, this has an effect
Halfling: Add +1 hit point or +1 skill point to the only for every five increases to its speed.
vanguard’s construct companion. Orc: Add +1/4 to the damage dealt by the vanguard’s

112
Chapter I Classes
construct companion’s slam attacks. Gnome: Increase the warden’s effective level by +1/2
Oread: Increase the vanguard’s or the construct for the purpose of determining the maximum distance
companion’s acid resistance by 1 (maximum 15). he can maintain his wards and use remedy.
Ratfolk: Choose one of the construct companion’s Goblin: The warden gains fire resistance 1. Each
saving throws (Fortitude, Reflex, or Will). The time this is selected, increase the resistance by +1. This
companion gains +1/2 resistance bonus to that saving resistance stacks with the resistance from summer’s heat.
throw (max +4 to any save). Grippli: Add a +1 racial bonus on Swim skill checks.
Samsaran: Gain 1/6 of a bonus teamwork feat. When this bonus reaches +8, the warden gains a swim
Strix: Add +1 hit point or +1 skill point to the speed of 15 feet (this does not grant the warden another
vanguard’s construct companion. +8 racial bonus on Swim checks).
Suli: Increase the number of resonances the vanguard Half-Elf: The warden gains 1/6 of a new secret.
can use each day by 1/3. Half-Orc: The warden gains 1/2 point of DR/–
Svirfneblin: Add +5 feet to the range of the construct against nonlethal damage (maximum DR 10/–).
companion’s link and greater link abilities. Halfling: Add +1/3 to the number of times the
Sylph: Increase the vanguard’s or the construct warden can use remedy each day.
companion’s electricity resistance by 1 (maximum 15). Hobgoblin: Add +1 to the warden’s CMD when
Tengu: Add +1/4 to the damage dealt by the resisting two combat maneuvers of the character’s choice.
vanguard’s construct companion’s slam attacks. Human: The warden gains 1/6 of a new secret.
Tiefling: The vanguard’s construct companion gains Ifrit: Add +1/2 bonus to Intimidate and Knowledge
resistance 1 against either cold, electricity, or fire. Each (planes) checks.
time the vanguard selects this reward, he increases his Kitsune: The warden gains 1/6 of a new secret.
companion’s resistance to one of those energy types by Kobold: Increase the warden’s effective level by +1/2
1 (maximum 10 for any one energy type). for the purpose of determining the maximum distance
Undine: Increase the vanguard’s or the construct he can maintain his wards and use remedy.
companion’s cold resistance by 1 (maximum 15). Merfolk: The warden gains 1/6 of a new secret.
Vanara: Increase the number of resonances the Nagaji: Increase the saving throw bonus from the
vanguard can use each day by 1/3. resistance racial trait by +1/4 (max +3).
Vishkanya: Choose one of the construct Orc: Add +1 to the warden’s CMD when resisting
companion’s saving throws (Fortitude, Reflex, or Will). two combat maneuvers of the character’s choice.
The companion gains +1/2 resistance bonus to that Oread: Add +1/2 bonus to Climb and Knowledge
saving throw (max +4 to any save). (planes) checks.
Wayang: Gain 1/6 of a bonus teamwork feat. Ratfolk: Add +1/3 to the number of times the
warden can use remedy each day.
WARDEN Samsaran: Add +1/2 to Heal checks and Diplomacy
Aasimar: Add +1/2 to the warden’s level for the checks to influence attitude or make requests.
purpose of determining the effects of one secret. Strix: Add +1/4 to the attack roll bonus from the
Catfolk: Increase the warden’s effective level by +1/2 strix’s hatred racial trait.
for the purpose of determining the maximum distance Suli: Add +1 to the warden’s acid resistance, cold
he can maintain his wards and use remedy. resistance, electricity resistance, or fire resistance.
Changeling: The warden gains 1/6 of a new secret. Svirfneblin: Add +1/4 to the attack roll bonus from
Dhampir: Add +1/2 bonus to Stealth checks and to the svirfneblin’s hatred racial trait.
Survival checks to track aberrations and undead. Sylph: Add +1/2 bonus to Acrobatics and Knowledge
Drow: Increase the Maximum Dexterity Bonus of (planes) checks.
armor the warden wears by +1/4 (max +3) Tengu: The warden gains 1/6 of a new secret.
Duergar: Add +1/3 to the number of times the Tiefling: Add +1/3 to the number of times the
warden can use remedy each day. warden can use remedy each day.
Dwarf: Increase the number of facets the warden can Undine: Add a +1/2 bonus to Escape Artist and
prepare each day by 1/6. Knowledge (planes) checks.
Elf: Increase the Maximum Dexterity Bonus of Vanara: Add a +1/2 bonus on Acrobatics checks and
armor the warden wears by +1/4 (max +3). Handle Animal checks.
Fetchling: Add a +1 bonus on Knowledge (planes) Vishkanya: Add +1/3 to the number of times the
checks made to identify creatures. warden can use remedy each day.
Gillmen: Add +1 to the warden’s CMD when resisting Wayang: Add +1/2 to Stealth checks and to Survival
two combat maneuvers of the character’s choice. checks to track aberrations and undead.

113
Classes Chapter I
CHAPTER II
ARCHETYPES AND OPTIONS
The paths of magic can lead an adventurer down
unexpected roads. A warrior might learn they are able
to supernaturally morph their weapons, while a mage ALCHEMIST
discovers he can draw magical power from the earth.
Others may find themselves in contact with mysterious,
supernatural beings, be they benevolent spirits of nature Experimentation leads to discovery, as any alchemist
or heralds of a madness from beyond the stars. will tell you. Clever alchemists have found ways to use
Harnessing the myriad, esoteric forms of magic their concoctions to enhance their skills at artifice or in
is crucial to the Pathfinder Roleplaying Game and to combat. Others have distilled the essence of darkness
fantasy roleplaying at large. Not only should the gameplay or the primordial elements, modifying their physique to
elements be present to allow for such characters, but suit their needs.
the thematics presented should also give players the
opportunity to shape their character’s story in kind. METALLURGIST (ARCHETYPE)
A barbarian tribe may find strength in venerating the Alchemists are renowned for their powerful concoctions
darkness of night for its guidance and protection, while and their impressive effects on the body, both beneficial
an oracle is cursed by that same gloom, casting a pale and harmful. Some chose to forgo the study of poisons
shadow over their entire life. Both of these characters’ and venoms to instead create special tinctures that alter
should be shaped–both thematically and in gameplay–by the structure of inanimate objects, giving them more
their ties to these mysterious forces, and this section of flexibility in their approach.
Paths of Magic aims to give players the means to make Weapon and Armor Proficiency: The metallurgist
such characters a possibility. is proficient with all simple weapons, bombs, plus one
Presented in this chapter of Paths of Magic are martial weapon of his choice. This alters the alchemist’s
archetypes for the eight new classes presented in Chapter weapon proficiencies.
I: the cabalist, elementer, invoker, nightblade, saboteur, Salve I: At 2nd level, a metallurgist learns how to
shaper, vanguard, and warden. It also contains new create salves, a special form of extract that is applied to
options and archetypes for several existing classes in the an object, rather than imbibed. These salves are prepared
Pathfinder Roleplaying Game. These archetypes replace just as any alchemist extract and take a daily extract slot
certain features of these classes with new options to as normal. Using a salve requires the metallurgist to
give their class powers centered around the themes of pour the contents onto the target object; this effectively
shadows, artifice, and nature, whether augmenting their causes the spell to have a range of “touch”, regardless
existing natural abilities or changing the class’s theme of the effect’s original range. If the metallurgist has
entirely. Other classes instead gain more options to the infusion discovery, another character can pour the
choose from for their existing class features, such as new infused salve instead. Salves cannot be used on creatures.
combat styles for rangers, new bloodlines for bloodragers The following salves can be learned as 1st-level
and sorcerers, or new wild talents for kineticist. For full extracts: alchemical tinkeringARG, alter weapon*, animate rope,
details on how archetypes function, see Chapter 2 of the blade lashACG, breakAPG, grease, glue sealACG, jury-rigUC, magic
Pathfinder Roleplaying Game Advanced Player’s Guide. aura, magic weapon, mending, mirror polishACG, quintessenceOA,
refine improvised weaponACG, reinforce armamentsUC, sparkAPG,
unerring weaponUC. He only learns one of these salves
upon gaining this ability. Salves can be researched as
normal upon gaining a level or by copying them from a
formula book or spellbook. This ability replaces poison
use and the discovery at 2nd level.

114
Chapter II Archetypes and Options
Salve II: At 5th level, a metallurgist can learn the bullet (greater)UC, teleport object, transmute metal to stone*,
following salves as 2nd-level extracts: alter weight*, brow transmute stone to metal*. This ability replaces his 18th-level
gasherUC, chill metal, energy weapon*, heat metal, make whole, discovery.
masterwork transformationUM, mirror hideawayACG, refine ore*, Discoveries: The following discoveries complement
reinforce armaments (communal)UC, returning weaponUC, ricochet the metallurgist archetype: combine extracts, explosive
shotUC, rope trick, shatter, silk to steelUM, versatile weaponAPG, missile, grand mutagen, greater mutagen, infusion.
ward object*. This ability replaces poison resistance +4.
Salve III: At 8th level, a metallurgist can learn the DISCOVERIES
following salves as 3rd-level extracts: alter weapon (greater)*, The following discoveries can be taken by any alchemist
dancing steel*, heart of the metalACG, keen edge, magic vestment, who meets the prerequisites. Discoveries marked with a
magic weapon (greater), returning weapon (communal)UC, shrink dagger (†) are used to modify the alchemist’s bombs and
item, tempering*. This ability replaces poison resistance +6. do not stack—only one such discovery may be applied
Salve IV: At 10th level, a metallurgist can learn the to a single bomb.
following salves as 4th-level extracts: magic aura (greater)UI, Alter Simulacrum (Su): The alchemist gains the ability
instant fakeUI, mirror transportACG, named bulletUC, quicksilver*, to alter the physical appearance of any alchemical
rusting grasp. This ability replaces poison immunity. simulacrum he creates. This functions as a sculpt
Salve V: At 14th level, a metallurgist can learn the simulacrumUM spell. This process requires careful
following salves as 5th-level extracts: alter weight (mass)*, application, taking 10 minutes to complete and
fabricate, reconstruct*, tempering (greater)*, unmake*, vorpal alchemical components worth 50 gp. The simulacrum
edge*. This ability replaces persistent mutagen. cannot move and is considered helpless while being
Salve VI: At 18th level, a metallurgist can learn the altered in this manner. The alchemist must be at least
following salves as 6th-level extracts: disintegrate, named 10th level and have the alchemical simulacrum discovery
before selecting this discovery.
Animalistic Senses (Ex): The alchemist uses transmutive
chemicals to sharpen his sense of smell, granting him
the scent ability. If the alchemist is currently benefiting
from a feral mutagen, the range of his scent doubles.
Blending Body (Ex): The alchemist’s skin subtly alters
its shade based on the ambient light, letting him remain
better hidden in darkness. When in dim light, the miss
chance due to concealment increases to 50% (rather
than 20%); this does not grant total concealment, it just
increases the miss chance.
Bottled Assistant (Sp): The alchemist learns to create
an alchemical assistant to aid him on routine tasks of
alchemy and medicine. Creating a bottled assistant takes
10 minutes, and the alchemist can only have one bottled
assistant created or in use at a time. At any point as a
standard action, he may pour out the contents of the
bottle into an open space to grow his bottled assistant
nearly instantly; this functions as a phantom caretaker*
spell, using the alchemist’s level as his caster level. In
addition to its normal abilities, the assistant has a Craft
(alchemy) skill bonus equal to the alchemist’s skill bonus.
It can identify the properties of a magical potion using
Craft (alchemy) the same way the alchemist can, and can
create alchemical items using its skills (though it must
be given materials). It is treated as having both the Brew
Potion and Cooperative CraftingAPG feats in order to help
the alchemist create potions, but it cannot make use of
the Brew Potion feat on its own to make potions, only to
help the alchemist via the Cooperative CraftingAPG feat.
The alchemist must be at least 8th level before selecting
this discovery.

115
Archetypes and Options Chapter II
Darkness Bomb (Su)†: When the alchemist creates need to eat, and he only requires 2 hours of sleep to gain
a bomb, he can choose to have it create an area of the benefit of a full 8 hours of sleep. At 8th level, each
shadows when it detonates. The shadows function hour he spends in direct sunlight also cures 1 point of
as darkness, lowering the light level in an area equal to ability damage or drain from each of his ability scores.
twice the bomb’s splash radius for 1 round per level. A Potent Toxins (Ex): Poisons created by the alchemist
creature hit directly by the darkness bomb has its energy are especially lethal against particular foes. When the
sapped by the magical darkness, making it fatigued for alchemist learns this discovery, he selects a single creature
1 minute. This cannot cause a creature that is already type (and subtype, if he chooses humanoid or outsider)
fatigued to become exhausted. except for construct, similar to a ranger’s favored enemy.
Extinguishing Touch (Ex): The alchemist can create a Poisons that the alchemist creates work against those
fine black powder from his hand that extinguishes fires creatures even if they would otherwise be immune to
and small light sources. This essentially allows him to poison, ability damage, or effects that require a Fortitude
cast snuff* at will, but with a range of touch. Touching a save. Magical effects that negate poisons still apply.
small fire to extinguish it does not damage the alchemist. The effects of the poison might still have no effect,
Improved Iron Mutagen (Su): The alchemist’s iron depending on what he uses them for (such as trying to
mutagen further reinforces his hands. While benefiting inflict Constitution damage to an undead). He selects
from his mutagen, he is treated as if under the effects another creature type (and subtype, where applicable)
of a fists of steel* spell, lasting as long as the mutagen for every four levels gained past 8th. The alchemist
does. Additionally, the alchemist’s unarmed strikes must be at least 8th level before selecting this discovery.
are considered magical and cold iron for the purpose Shadowmeld Compound (Sp): The alchemist can create
of overcoming damage reduction. When he reaches an alchemical compound infused with shadowstuff that,
16th level, his unarmed attacks are also considered when coated on an object, melds it into darkness. Creating
adamantine. The alchemist must have the iron mutagen this compound takes 10 minutes, and the alchemist
discovery and must be at least 8th level before selecting can only create one shadowmeld compound every 24
this discovery. hours. He can only have one shadowmeld compound
Iron Mutagen (Su): An iron mutagen causes the in existence at a time; creating another renders any
alchemist’s arms to harden like steel. While benefiting previously made compound that has not yet been used
from his mutagen he is treated as having the Improved inert (a compound that has already been used and is still
Unarmed Strike feat (if he didn’t have it already), and in effect continues to function). The compound acts as
his unarmed attacks deal damage as a monk equal to his a shadow courier* spell, using the alchemist’s level as his
alchemist level - 3 (minimum 1st). An alchemist with this caster level, letting him hide an object within the shadow
discovery can take feats that have Improved Unarmed of a creature. The object must be on the shadow of
Strike as a prerequisite, but can only use those feats the recipient of the shadow courier* effect at the time of
while affected by his iron mutagen (unless he learns the applying the compound. The alchemist must be at least
Improved Unarmed Strike feat normally). 8th level before selecting this discovery.
Insulation (Ex): An alchemist with this discovery has Terror Bomb (Su)†: The alchemist can create a bomb
used reagents to insulate his body against temperature containing psychotropic chemicals that instill fear in
extremes. He gains the constant benefit of endure elements. those exposed to it. A creature hit directly by the bomb
Upon reaching 8th level, he gains fire resistance 5 and must make a Will save or become frightened for 2d4
cold resistance 5. The resistances both increase to 15 at rounds. A creature caught in the splash area must make
16th level. a Will save or be shaken for 1d4 rounds instead. This is a
Keen Sight (Ex): The alchemist makes alchemical mind-affecting fear effect. The alchemist must be at least
alterations to his eyes to greatly improve his visual 8th level before selecting this discovery.
perception. He gains low-light vision and darkvision 60 Umbral Bomb (Su)†: The alchemist’s bomb creates
feet. If the alchemist already has darkvision, its range is shadows as deeper darkness, lowering the light level in
increased by 30 feet instead. an area equal to twice the bomb’s splash radius for 1
Perfect Sight (Ex): The alchemist wards his vision with round per level. A creature hit directly by the umbral
alchemical protection, making him immune to both the bomb has its energy sapped by the magical darkness,
dazzle and blind conditions. The alchemist must have making it exhausted for 1 minute. Creatures caught in
the keen sight discovery and be at least 12th level before the blast radius that fail their Reflex save are fatigued for
selecting this discovery. 1 minute; this cannot make a creature already fatigued
Photosynthesis (Ex): The alchemist has integrated the become exhausted. An alchemist must have the darkness
qualities of plantlife into his body. As long as he spends bomb discovery and must be at least 8th level before
at least 1 hour per day in direct sunlight, he does not selecting this discovery.

116
Chapter II Archetypes and Options
additional 1d8 points of damage of the same type as
ANTIPALADIN the weapon used. This damage is not multiplied by the
critical hit, it is simply added to the final result.
At 20th level, the aura of shadows increases in size
out to a range of 60 feet. In addition, all of its penalties
WARRIOR OF DARKNESS (ARCHETYPE) increase. The penalty to AC and on attack rolls and
Antipaladins are no strangers to the corrupting powers damage rolls increases to -2. The amount of ability
of darkness. Some take this corruption a step further, damage dealt increases to 2d4. The energy resistance
eschewing their magical abilities to bask in the unholy penalty is increased to 20 from one energy type. Finally,
might of the void. critical hits deal an additional 2d8 damage.
Power of Corruption (Su): At 4th level, a warrior Darkest Shadows (Su): At 14th level, a warrior
of darkness learns to use the power of evil to hinder his of darkness can unleash a 30-foot burst of complete
opponents. This class feature replaces the antipaladin’s darkness as a standard action. Good creatures within
spells class feature. A warrior of darkness does not gain this burst take 1d6 points of damage for every two
any spells or spellcasting abilities, does not have a caster antipaladin levels and are blinded for 1 round. Good
level, and cannot use spell trigger or spell completion dragons, good outsiders, and good creatures with
magic items without the use of Use Magic Device. levels of cleric or paladin are blinded for 1d4 rounds
At 4th level, the warrior of darkness gains one on a failed save. A Reflex save halves this damage and
additional use of his touch of corruption ability per day. negates the blindness. The DC of this save is equal to
He gains one additional use of touch of corruption per 10 + 1/2 the warrior of darkness’s level + his Charisma
day for every four levels he attains beyond 4th. He can modifier. Evil creatures within this burst are healed 1d6
spend a use of his touch of corruption ability to call points of damage per two antipaladin levels and receive
upon the powers of darkness as a standard action. This a +2 profane bonus on ability checks, attack rolls, saving
causes an aura of shadows to emanate from the warrior throws, and skill checks for 1 round. A warrior of
of darkness in a 30-foot radius, lowering the light by one darkness can use this ability once per day at 14th level
level as a darkness spell. The warrior of darkness and his plus one additional time per day at 17th and 20th levels.
allies can see in this darkness as if they had darkvision (if This ability replaces aura of sin.
they do not already possess it). All enemies in this area
take a -1 penalty to AC and on attack rolls and damage CRUELTIES
rolls as long as they remain in the area of darkness. The following cruelties can be taken by any antipaladin
Positive energy effects in the area that restore hit points who meets the prerequisites.
heal half as many hit points as normal. Allies to the At 3rd level, the antipaladin can select from the
antipaladin are unaffected (though positive energy still following initial cruelty.
heals for less on them). This power lasts for 1 minute. • Injured: The target begins bleeding for 1 point of
At 8th level, the aura harms opponents near the damage per two levels of the antipaladin.
antipaladin, dealing 1d4 points of ability damage to a At 6th level, an antipaladin adds the following cruelty
single ability score of the antipaladin’s choice, chosen to the list of those that can be selected.
at the time of using this ability. A successful Fortitude • Screened: The target’s extraordinary senses are lost, as
save (DC 10 + 1/2 the warrior of darkness’s level + if the antipaladin has cast sensory deprivation*, using his
his Charisma modifier) negates the damage. A creature antipaladin level as his caster level.
need only save once against this effect for each time the At 9th level, an antipaladin adds the following cruelty
warrior of darkness uses this ability. to the list of those that can be selected.
At 12th level, the aura of shadows is treated as deeper • Wounded: The creature takes 1 point of Constitution
darkness. The warrior of darkness and his allies can see bleed. The antipaladin must have the injured cruelty
clearly in this darkness without penalty. In addition, before selecting this cruelty.
the shadows lower the energy resistance to one type At 12th level, an antipaladin adds the following
of energy of enemies in the area by 10, selected by the cruelties to the list of those that can be selected.
warrior of darkness when this power is activated. This • Clouded: The target’s supernatural and magical senses
has no effect on creatures that are immune to the energy are lost, as if the antipaladin has cast greater sensory
type chosen. deprivation*, using his antipaladin level as his caster
At 16th level, the shadows infuse the warrior of level. The antipaladin must have the screened cruelty
darkness and his allies with power, dealing additional before selecting this cruelty.
damage on critical hits. Critical hits made by the warrior • Confused: The target is confused for 1 round per three
of darkness and his allies within the area deal an levels of the antipaladin.

117
Archetypes and Options Chapter II
Totem (Su): An animist has learned a mystical
BARBARIAN technique to create spiritual totems out of natural power.
The animist can summon a single totem as a standard
action in an open space within close range (25 ft. + 5
ft./2 levels). At 7th level, she can summon a totem as
The wild rage of a barbarian is fueled by more than mere a move action instead of a standard action, and at 13th
emotion: it often is a spiritual state, the frenzy of battle level she can do so as a swift action. The animist can
connecting the barbarian to the world around them. maintain a totem for a number of rounds each day equal
Others discover a power deep within that flares as their to 4 + her Wisdom modifier. Each animist level gained
anger does, manifesting enigmatic powers drawn from after 1st lets her summon totems an additional 2 rounds
their ancestry. per day, and she can dismiss the totem as a free action.
The animist can only have one totem at a time.
ANIMIST (ARCHETYPE) The totem is a small object (about 2 feet in diameter
Most believe that the soul only exists in the living. The and 4 feet high) and must be placed on a horizontal
animist knows that this is a lie. An ancient tradition, surface. It is semi-solid and made of a mixture of magical
these ritualistic warriors summon mystical totems that power and wild energy: it has 10 hit points per level the
invite the innumerable wild souls of the world to turn animist has and hardness 5. Being semi-intangible, it can
the tide in battle. be destroyed through damage but cannot be moved, and
creatures can move through its space unimpeded. Once
a totem is dismissed, it cannot be summoned again for
a number of rounds equal to the number of rounds the
totem was summoned. If the totem is destroyed (and
not simply dismissed), she cannot summon another
totem for the previously described duration or for 1
minute, whichever is longer.
While the totem is summoned, it grants enhanced
power to the animist and her allies so long as they
remain within 30 feet of the totem. The totem grants a
+1 morale bonus to one of the following:
• Weapon attack rolls and damage rolls
• Armor class and saving throws
The bonus is chosen when the totem is summoned
and cannot be changed until the animist summons a new
totem. The bonus increases by +1 at 5th, 11th, and 17th
levels, to a maximum of +4.
Allies affected by an animist’s totem are treated
as under the effects of rage for the purpose of other
effects that mimic and/or do not stack with rage, such as
a barbarian’s rage, a skald’s raging song, or the rage spell.
This ability replaces rage. Abilities and effects that
grant additional rounds of rage, such as the Extra Rage
feat, instead grant additional rounds the animist can
summon her totem.
Totemic Powers: When selecting rage powers, the
animist can only select “totem” rage powers, such as
lesser spirit totemAPG or beast totemAPG. An animist is
not limited to only a single totem rage power set and can
learn any number of totem powers. She must otherwise
meet the requirements of these rage powers, as normal.
When she summons a totem, she can select a single
type of totem rage power she has. The animist and her
allies gain the benefits of that type of totem rage power
so long as they are within range of the totem’s effects.
She can choose a different set of totem powers to share

118
Chapter II Archetypes and Options
with allies each time she summons her totem. If the rage Forgeborn Blood (Su): While raging, the barbarian’s
power’s effects depend on the animist’s ability modifier attacks ignore an amount of hardness equal to her level,
(such as lesser spirit totemAPG), affected allies use the and her attacks ignore an equal amount of damage
animist’s ability modifier instead of their own for the reduction that is possessed by a construct. The barbarian
purposes of the effect. An animist never qualifies for must have the lesser forgeborn blood rage power and be
the Extra Rage PowerAPG feat. This alters rage powers. at least 6th level before selecting this rage power.
Spirit Sense (Sp): Starting at 3rd level, the animist Forgeborn Blood, Greater (Su): Once per day upon
can contact the spirits that exist in all of creation to entering her rage, the barbarian can take on the physical
guide her. She may cast her choice of either whispering traits of a construct, as a constructed anatomy* spell lasting
loreARG or detect snares and pits as a spell-like ability. She as long as she rages. The barbarian must have the
may do so once per day. forgeborn blood rage power and be at least 10th level
For every three levels she gains past 3rd, she gains an before selecting this rage power.
additional use of this ability, as well as new spells she can Forgeborn Blood, Lesser (Su): While raging, the barbarian
use, as follows: signs of the landUW (6th), speak with plants can deal slashing, bludgeoning, or piercing damage with
(9th), commune with nature (12th), find the path (15th) and any weapon they wield.
stone tell (18th). Lunar Totem (Su): While raging, the barbarian increases
She can use her daily uses of spirit sense to cast any her bite damage die type with her bite attack by one die
combination of the above spells that she has access to. type, and the bite deals x3 damage on a critical hit. She
All effects use her animist level for her caster level, and always adds her full strength bonus to her bite attack,
the DC of any saving throw is equal to 10 + the spell’s even when performing a full attack with other weapons.
level + her Wisdom modifier. She must use the spells’ When making a full attack with manufactured weapons
normal casting times. This replaces trap sense and the and her bite attack (and no other natural weapons), the
rage power gained at 4th level. penalty for using her bite decreases to -2. The barbarian
Spirit Guardian (Su): At 11th level, the animist’s must have the lesser lunar totem rage power and be at
totem can manifest its own life force, acting of its own least 6th level before selecting this rage power.
will. When summoned, the animist can choose to invoke Lunar Totem, Greater (Su): When raging, the barbarian
this power, causing the totem to act as a spiritual weapon gains a +4 bonus on saving throws against curses
spell in its space. The guardian must be given a target (as and DR/silver equal to half her barbarian level. The
described in spiritual weapon), but it may only move and barbarian must have the lunar totem rage power and be
attack foes within 30 feet of the totem’s space and will at least 10th level before selecting this rage power.
not pursue a target outside of this range. The animist Lunar Totem, Lesser (Su): While raging, the barbarian
uses her level for the caster level of this effect and it lasts gains a +1 insight bonus to AC and on saving throws
as long as the totem remains summoned. Each round against undead and creatures with the shapechanger
she has the spirit guardian summoned requires her to subtype. This bonus increases by +1 for each lunar
spend an additional round of her totem ability for the totem rage power the barbarian possesses, excluding this
day. This ability replaces greater rage. one. The barbarian must have a bite attack (either from
Hasten Spirits (Su): At 17th level, the animist can the animal fury rage power or some other source) and be
summon totems immediately without delay, regardless at least 4th level and to select this rage power.
of whether the totem was dismissed or destroyed. This Shadow Blood (Su): While raging, the barbarian,
replaces tireless rage. the barbarian can blend into shadows, granting her
Ancient Guardian (Su): At 20th level, the life force concealment (20% miss chance) against all attacks until
of the totem becomes indomitable. The spirit guardian she stops raging. The barbarian must have the lesser
now acts as spiritual ally, using the animist’s level for its shadow blood rage power and be at least 6th level before
caster level. The totem becomes impervious to damage, selecting this rage power.
and only effects that can specifically destroy a spiritual Shadow Blood, Greater (Su): While raging, the barbarian
ally can destroy the totem (whether the guardian is gains a +4 bonus on saving throws against illusion
summoned or not). This ability replaces mighty rage. and necromancy effects.. The barbarian must have the
shadow blood rage power and be at least 10th level
RAGE POWERS before selecting this rage power.
Any barbarian meeting the prerequisites can take the Shadow Blood, Lesser (Su): While raging, up to three
following new rage powers. Blood rage powers and times a day as a swift action, the barbarian can infuse her
totem powers grant powers in a theme. A barbarian attacks with chilling shadows for 1 round. During this
cannot select from more than one group of blood rage time, all of her melee attacks gain the frost magic weapon
powers or from more than one group of totem powers. special ability.

119
Archetypes and Options Chapter II
Shadow Totem (Su): Once per rage as a swift action, the
barbarian can take on a shadowy form until the end of
her turn. While in this form, she gains the incorporeal
BARD
subtype. She takes half damage from corporeal sources
as long as they are magic (and no damage from non-
magic weapons and objects). Likewise, any magical VOICE OF THE GRAVE (ARCHETYPE)
effects she creates deal only half damage to corporeal Many bards dedicate themselves not to extolling the
creatures. Her manufactured and natural weapons count living, but the deceased. These solemn performers speak
as ghost touch weapons while incorporeal in this manner. lamentations of the dead, learning from those that came
Spells and other effects that do not deal damage function before to help lingering spirits reach their eternal rest.
normally. She can pass through a wall or other surface Bardic Performance: A voice of the grave gains the
that is up to 5 feet thick per barbarian level while she is following types of bardic performance.
incorporeal. She must exit the solid material by the end Spirit’s Requiem (Su): A voice of the grave’s performance
of her turn. The barbarian must have the lesser shadow carries with it the knowledge and lessons of the fallen.
totem rage power and be at least 10th level before Upon gaining this ability, the voice of the grave chooses
selecting this rage power. a single medium spirit, such as champion or guardian.
Shadow Totem, Greater (Su): While raging, the barbarian When he performs the spirit’s requiem, all allies that can
gains the see in darkness ability. She is immune to perceive his performance gain that spirit’s spirit bonus.
blindness while raging. In addition, the Strength damage The bonus amount is always +1, increasing by +1 at
she deals on critical hits with her lesser shadow totem 5th level and every six bard levels gained thereafter,
increases to 1d6. The barbarian must have the shadow and is considered a competence bonus instead of a
totem rage power and be at least 12th level before spirit bonus. Upon reaching 9th and 15th levels, he can
selecting this rage power. choose an additional medium spirit to use with spirit’s
Shadow Totem, Lesser (Su): While raging, each time requiem. He only grants the spirit bonus from one of his
the barbarian confirms a critical hit her weapon surges spirits, chosen when he begins the performance. Spirit’s
with draining shadows. The target must succeed at a requiem uses audible components. This replaces inspire
Fortitude saving throw (DC = 10 + 1/2 the barbarian’s courage, inspire greatness, and inspire heroics.
level + her Constitution modifier) or take 1d4 Strength Soul Solid (Su): At 3rd level, a voice of the grave can
damage. This is a negative energy effect. The barbarian use performance to force an incorporeal creature to
must have darkvision of at least 60 feet either as a rage materialize. While he performs, the incorporeal creature
power or as a racial trait and be at least 6th level to select takes half damage (50%) from nonmagical attack forms
this rage power. and full damage from magic weapons, spells, spell-like
Stormborn Blood (Su): While raging, the barbarian gains effects, and supernatural effects. He can affect only a
electricity resistance 5 and sonic resistance 5 and she treats single creature at a time, plus an additional creature for
wind effects as being one step less severe. The barbarian every four levels gains past 3rd. Soul solid uses audible
must have the lesser stormborn blood rage power and components. This replaces inspire competence.
be at least 6th level before selecting this rage power. Soul Music (Su): A voice of the grave’s fascinate,
Stormborn Blood, Greater (Su): While raging, the suggestion and mass suggestion performances only
barbarian is surrounded by a whirling storm, causing function on undead, affecting them as if they were
ranged attacks against her to take a -2 penalty (treat this living creatures and not mindless. This alters fascinate,
as if attacking through strong winds). Creatures that suggestion, and mass suggestion.
start their turn within 10 feet of her or move within 10 Spirit Magic (Ex): At 2nd level, the voice of the grave
feet of her take 1d8 points of electricity damage. This can add two spells from the medium or spiritualist spell
damage also applies if she moves past a creature on list to his list of spells known. He may add an additional
her turn. A creature cannot be harmed by this ability two spells to his spells known from either spell list for
more than once per round, and she can suppress this every four levels gained past 2nd. This replaces versatile
ability for 1 round as a free action (though doing so also performance and jack of all trades.
removes the penalty to ranged attacks). The barbarian Resilient Soul (Su): At 2nd level, the voice of the
must have the stormborn rage power and be at least grave gains a +4 bonus on saving throws against haunts
10th level before selecting this rage power. and effects created by undead. This replaces well-versed.
Stormborn Blood, Lesser (Su): While raging, up to three Haunt Channeler (Su): At 5th level, the voice of
times per day as a swift action, the barbarian can infuse the grave gains the haunt channeler class feature, as the
her weapons with lightning. During this time, all of her medium ability of the same name and functioning as a
melee attacks gain the shock magic weapon special ability. medium of his level. This replaces lore master.

120
Chapter II Archetypes and Options
your bloodrager level + your Constitution modifier) to
BLOODRAGER avoid having the weapon crack and shatter, reducing it
to half hit points and giving it the broken condition. If
the weapon already has the broken condition, it instead
shatters into pieces and is completely destroyed.
A bloodrager’s inherited power manifests in any number One with the Forge (Su): At 20th level, your body becomes
of ways, ranging from otherworldly blight passed from more artificial than natural. You gain immunity to critical
their forefathers to mishaps with planar magic. Presented hits, sneak attacks, paralysis, and poison. You have these
below are three new bloodlines for bloodragers. benefits constantly, even when not bloodraging.

FORGEBORN BLOODLINE SHADOW BLOODLINE


Your bloodline has been imparted with the fires of Spirits from the shadow plane dally at times in the world
creation. Perhaps your ancestors were blessed by a god of light, and such as these lay with your ancestors once
of artifice, or you were exposed to the animating forces upon a time, imparting the mystery of shadowstuff into
used to power constructs. When you bloodrage, you feel your lineage. When you bloodrage, you feel the powers
this energy bind closer to your body, granting you the of darkness well up within you, bringing an unseen fury
strength and resilience of living steel. to the light of day.
Bonus Feats: Diehard, Great Fortitude, Improved Bonus Feats: Blind-Fight, Dodge, Great Fortitude,
Sunder, Iron Will, ProdigyUM, Quick Draw, Toughness Improved Initiative, Iron Will, Quick Draw, Stealthy
Bonus Spells: breakAPG (7th), anchoring chains* (10th), Bonus Spells: ray of enfeeblement (7th), invisibility
flash of spikes* (13th), wreath of bladesUC (16th). (10th), deeper darkness (13th), shadow stepUM (16th).
Bloodline Powers: While bloodraging, your outer Bloodline Powers: While bloodraging, your skin
appearance becomes more metallic, showing signs of turns pale and your eyes turn solid black as you gain the
your strange power. abilities of creatures that lurk in the shadows.
Shifting Blades (Su): At 1st level, you can deal slashing, Umbral Blades (Su): At 1st level, as a swift action up to
bludgeoning, or piercing damage with any weapons you three times per day you can infuse your weapons with
wield while bloodraging, rather than their normal type. chilling darkness. When you do, your melee attacks gain
At 12th level, while bloodraging you can use a free action the frost weapon special ability for 1 round. At 12th level,
once per round to change the shape of your weapons, as you can use this ability five times per day, and the effect
a greater alter weapon* spell. You weapons return to their is treated as icy burst.
normal shape when you stop raging. Shadow Infusion (Su): At 4th level, you are surrounded
Diamond Strikes (Su): At 4th level, your attacks ignore by flicking shadows while bloodraging, granting you
an amount of hardness equal to your bloodrager level, concealment (20% miss chance). Creatures that can see
and your attacks ignore an equal amount of damage through supernatural darkness ignore this concealment.
reduction that is possessed by a construct creature. Empty Soul (Su): At 8th level, you gain a +4 bonus on
Against non-construct creatures, you ignore 1 point of saving throws against illusion and necromancy effects.
damage reduction for every four bloodrager levels you You are always granted a saving throw against death
have, to a maximum of 5 points of damage reduction effects and energy drain even if they normally would
at 20th level. not allow one.
Forged Bloodrage (Su): At 8th level, upon entering Dweller in Darkness (Su): At 12th level, you gain the see
a bloodrage you can choose to gain the benefits of a in darkness ability, cold resistance 10, and are immune to
constructed anatomy* spell. This effect lasts for as long the blinded and dazzled conditions.
as you continue bloodraging, regardless of the spell’s Enveloping Shadows (Su): At 16th level, when entering
normal duration. a bloodrage you can choose to exude an aura of deep
Resilient Steel (Su): At 12th level, you gain a +4 bonus shadows. This aura is a 5-foot spread centered on you,
on saving throws against transmutation effects and have and lowers the light as a deeper darkness spell while also
a 50% chance of ignoring any sneak attack or critical hit entangling creatures for 1 round that begin or end their
used against you. Any weapons, shield, or armor you are turns within it. Treat this effect as a 4th-level darkness
using are treated as having the impervious special property. spell for the purpose of interacting with light effects.
Sundering Skin (Su): At 16th level, while bloodraging Dark Scion (Su): At 20th level, you become one with
you can shatter weapons that are used against you. As darkness. You gain immunity to cold, death effects, and
an immediate action when you are dealt damage by an energy drain. Ability drain and damage cannot lower you
attack with a manufactured weapon, you can force the to below 1 in any ability score. You have these effects
weapon’s wielder to make a Reflex save (DC 10 +1/2 constantly, even while not bloodraging.

121
Archetypes and Options Chapter II
STORMBORN BLOODLINE
You trace your heritage to fierce and proud spirits of
storm and sky, and living lightning sings in your veins.
CABALIST
When you bloodrage, you feel an untamed tempest
surge forth from within as you unleash the fury of a
raging squall. The esoteric powers of the unknown are enticing to
Bonus Feats: Dodge, Improved Initiative, Lightning all kinds. Much like the eldritch beings their strength is
Reflexes, Mobility, Quick Draw, Wind Stance drawn from, the abilities of the cabalist can manifest in
Bonus Spells: shock shieldUC (7th), resist energy (10th), new and unpredictable ways.
lightning bolt (13th), shout (16th).
Bloodline Powers: While bloodraging, your limbs ALIENIST (ARCHETYPE)
crackle with lightning and winds whip up around you as When a cabalist looks into the gulf between the stars,
your body is infused with the might of the storm. sometimes something looks back. The alienist calls upon
Thunder Blades (Su): At 1st level, as a swift action up to the things that lurk at the edges of reality, summoning
three times per day you can infuse your weapons with twisted aberrations to do their bidding.
lightning. When you do, your melee attacks gain the shock Outer Eidolon (Su): At 1st level, the alienist forms
weapon special ability for 1 round. At 12th level, you can a pact with a being from beyond the stars. He gains an
use this ability five times per day, and the effect is treated eidolon and the life link class feature, as an unchained
as shocking burst. summoner of his alienist level. However, the outer
Weathered (Su): At 4th level, you gain electricity eidolon does not have the same powers as true eidolon.
resistance 5 and sonic resistance 5, and you treat wind An outer eidolon must have a non-good subtype,
effects as being one step less severe. At 8th level, the such as protean or daemon. The outer eidolon does not
resistances both increase to 10 and you treat wind steps gain evolution points (just the evolutions from their base
as being two steps less severe. form and base evolutions from their subtype). The outer
Tempest Guard (Su): At 8th level, you emanate a whirling eidolon’s good saves are always Reflex and Will, and its
squall around you while raging, causing ranged attacks poor save is always Fortitude. It is considered both an
against you to take a -2 penalty (treat this as if attacking aberration and an outsider for the purpose of spells and
through strong winds). Creatures that start their turn effects. This replaces bindings and all insights.
within 10 feet of you or move within 10 feet of you Binder’s Arcana (Ex): At 3rd level, the alienist
take 1d8 points of electricity damage. This damage can add one spell of his choice from the unchained
also applies if you move past a creature on your turn. summoner spell list to his list of spells known. He gains
A creature cannot be harmed by this ability more than an additional spell of his choice for every three alienist
once per round, and you can suppress this ability for 1 levels gained thereafter, to a total of six spells known at
round as a free action (though doing so also removes the 18th level. This replaces ritual magic.
penalty against ranged attacks). At 12th level, the winds Alien Recovery (Su): At 4th level, the first time
increase to severe strength (imparting a -4 penalty) and each day that the alienist summons his outer eidolon, it
the damage increases to 2d6. recovers hit points equal to its Hit Dice + its Constitution
Stormrider (Su): At 12th level, you gain a fly speed modifier. It also heals 1 point of ability damage and
of 40 feet with good maneuverability. At 16th level, it drain to each of its ability scores (if any). This replaces
increases to 60 feet with perfect maneuverability. abnormal recovery.
Lightning Flash (Su): At 16th level, whenever you would A Call Beyond (Sp): Beginning at 7th level, as a
deal electricity damage, you can replace half of that standard action, an alienist can call his outer eidolon to
damage with sonic damage. Whenever you would take his side. This functions as the maker’s call unchained
a move action to move at least 10 feet, you can choose summoner ability, using his alienist level as his summoner
to transform into a bolt of lightning while you move. level. The alienist can use this ability once per day at
You move up to your speed when you do so, and any 7th level, plus one additional time per day for every four
creatures between you and your destination take damage levels beyond 7th. This replaces quicken bindings.
as if hit by your tempest guard. You do not provoke Maddening Presence (Su): Starting at 13th
attacks of opportunity for moving in this way. level, merely being near the outer eidolon can splinter
Heart of the Storm (Su): At 20th level, your body and the minds of foes, granting it the frightful presence
soul are forever one with the storm. You gain immunity evolution. This replaces alien thought.
to electricity damage, sonic damage, deafness, stunning, Twin Terror (Su): At 20th level, the alienist gains the
and wind effects. You have these benefits constantly, twin eidolon class feature, as a summoner equal to his
even when not bloodraging. alienist level. This replaces eldritch nexus.

122
Chapter II Archetypes and Options
ELDRITCH CONDUIT (ARCHETYPE) the conduit must choose for tainted soul to act as either
Most cabalists are unable to control their eldritch power formless body or opened mind for the purposes of those
all at once. The eldritch conduit takes a more hazardous effects, chosen upon entering into tainted soul. He may
approach, gaining great power but with greater risk. make a different choice each time. This alters bindings.
Tainted Soul (Su): At 1st level, the eldritch conduit Fused Insights (Su): An eldritch conduit does not
does not gain two separate bindings. Instead, he gains the gain insights at the same rate as a normal cabalist. He
tainted soul binding: a binding that combines the effects gains one insight at 2nd level plus an additional insight
of both opened mind and formless body at once. Entering of his choice every two levels gained thereafter, to a
into the tainted soul binding is a swift action. total of nine insights at 18th level. These insights can
The eldritch conduit can only stay in his tainted soul be ones that apply to either formless body or opened mind,
binding for a number of rounds each day equal to twice and they instead apply to tainted soul. He is not required
his cabalist level + his Intelligence modifier. He may end to have an equal number of insights between those that
this binding at any time as a free action, but once he does would apply to formless body and opened mind, as a normal
he takes a -2 penalty to attack rolls, armor class, saving cabalist does. Any insights that can be used “once per
throws, and skill checks for 1 minute. He cannot enter binding” can only be used once during the duration of
into his tainted soul binding again during that time. the conduit’s tainted soul binding, and cannot be used
When using a spell or magic item that changes effects again until he exits and re-enters it. This alters insights
depending on his binding (such as withering duality*), and replaces abnormal recovery and quicken bindings.

123
Archetypes and Options Chapter II
Unyielding Soul (Su): At 13th level, the eldritch • A climb speed equal to his base speed.
conduit’s tainted soul is less strenuous. The penalties • A swim speed equal to his base speed, plus the ability
imposed after exiting tainted soul now last for only 1 to breath underwater.
round, instead of 1 minute. This replaces aberrant mind. • Resistance equal to 5 + half his level to his choice of
Eldritch Mastery (Su): At 20th level, the eldritch either acid, cold, electricity, fire, or sonic damage.
conduit no longer takes penalties for ending his binding • Gain the compression monster ability.
and can re-enter tainted soul at any point. Each time he • Increase his reach by 5 feet.
enters into his tainted soul binding, he can replace one of • Change his appearance, as alter self, but without
his known insights with a different one of the same level changing his statistics.
(lesser, greater, or master). This replaces eldritch nexus. • Grow in size, as enlarge person.
• Shrink in size, as reduce person.
MUTATIONIST (ARCHETYPE) • Gain all-around vision.
Some cabalists fully join their bodies with aberrant • Gain two prehensile, arm-length tentacles. They can
life. Such mutationists can transform into hideous manipulate or hold items as well as the mutationist’s
monstrosities, their form constantly shifting and flowing arms can, but cannot be used to make attacks.
in alien and disturbing ways. Reactive Physique (Su): At 7th level, the mutationist
Weapon and Armor Proficiency: A mutationist is can spend 2 uses of his alter physique ability to activate
proficient only with simple weapons and light armor. a mutation as an immediate action. This ability replaces
Twisted Limbs (Su): At 1st level, the mutationist quicken bindings.
gets the constant benefit of the twisted form insight, even Aberrant Shape (Su): At 8th level, the mutationist
though he does not have any bindings. gains the ability to transform into a Small or Medium
At 5th level, his natural attacks (including those gained aberration and back again once per day. This ability
from polymorph effects) count as magic weapons and functions as aberrant anatomy I*, except as noted here.
are treated as silver and cold iron for the purpose of The effect lasts for 1 hour per mutationist level, or
overcoming damage reduction. At 11th level, the until he changes back. Changing form (to aberration or
damage of his slam attacks increases to 1d8 (1d6 if back) is a standard action and doesn’t provoke an attack
Small). At 17th level, his natural attacks (including those of opportunity. A mutationist can use this ability an
gained from polymorph effects) count as adamantine additional time per day at 10th level and every two levels
for the purpose of overcoming damage reduction. This thereafter, for a total of six times at 18th level. At 11th
replaces bindings and the insights gained at 5th level. level, a mutationist’s aberrant shape now functions as
Prescient Defense (Ex): At 2nd level, when wearing aberrant anatomy II*, allowing him to also take the form of
light or no armor and not using a shield, a mutationist a Large or Tiny aberration. At 17th level, a mutationist’s
adds 1 point of Intelligence bonus (if any) per cabalist aberrant shape now functions as aberrant anatomy III*,
class level as a dodge bonus to his Armor Class. If a allowing him to also take the form of a Huge aberration.
mutationist is caught flat-footed or otherwise denied his This ability replaces the insights gained at 8th, 11th,
Dexterity bonus, he also loses this bonus. This bonus and 17th levels.
also applies while under the effects of a polymorph What Lurks Beneath (Su): At 14th level, the
effect, such as his aberrant shape ability (see below). mutationist gains the constant benefit of the what
This replaces the insights gained at 2nd level. lurks beneath insight, even though he does not have any
Alter Physique (Su): Beginning at 3rd level, a bindings. This replaces the insights gained at 14th level.
mutationist gains the ability to change parts of his body Formless Master (Su): At 20th level, the mutationist
to suit his needs. He can do so a number of times per can now use his aberrant shape ability at-will. This
day equal to 1/2 his level + his Intelligence modifier replaces eldritch nexus.
(minimum 1). By activating this ability as a swift action,
a mutationist gains the benefits of one of his mutations SEEKER (ARCHETYPE)
for 1 minute. A mutationist can use one mutation Whether blinded by ambition or pragmatism, seekers
at a time: activating a new mutation ends any current combine eldritch magic with common skill to find relics
mutation he has. or information they need while silencing interlopers.
Upon gaining this ability, the mutationist selects one Weapon and Armor Proficiency: A seeker is not
mutation from the list below. He learns an additional proficient with medium armor.
mutation for every three levels gained past 3rd, to a total Trapfinding (Ex): At 1st level, a seeker adds 1/2 his
of six mutations at 18th level. This replaces ritual magic. level to Perception skill checks made to locate traps and
• Low-light vision and darkvision 60 ft. to Disable Device skill checks (minimum +1). A seeker
• Increase his base speed by 20 feet. can use Disable Device to disarm magic traps.

124
Chapter II Archetypes and Options
Sneak Attack (Ex): At 2nd level, the seeker gains
sneak attack, as the rogue class feature. If he already has
sneak attack from another class, the extra damage from
CAVALIER
the classes that grant sneak attack stack for the purpose
of determining the sneak attack’s extra damage dice.
This extra damage is 1d6 at 2nd level and increases by Presented below is a new archetype option for cavaliers.
1d6 every four levels thereafter. This ability replaces the Members of the samurai alternate class can also take this
insights gained at 2nd and 14th levels. archetype; in such a case, the from the skies ability replaces
Hide in Plain Sight (Su): At 8th level, a seeker mounted archer, instead of expert trainer.
can use the Stealth skill even while being observed. As
long as he is within 10 feet of an area of dim light, a CLOUD RUNNER (ARCHETYPE)
seeker can hide himself from view in the open without There exist tales of legendary cavalry that could ride
anything to actually hide behind. He cannot, however, upon the wind itself. Aspiring to this legend, some
hide in his own shadow. This ability replaces the insights cavaliers pursue the mystical art of cloud running, taking
gained at 8th level. to the skies with only clouds under their feet.
Nimbus (Su): Rather than use a traditional mount,
ZEALOT (ARCHETYPE) a cloud runner summons a mystical cloud that carries
Some cabalists tread into occult ritualism out of him through battle. The nimbus can be summoned for a
blind devotion to their faith. Whether acting as grim number of hours per day equal to 1/2 the cloud runner’s
inquisitors for a church or as mad priests to outer gods, level + his Charisma modifier (minimum 1). This
these zealots manifest their power through doctrine duration does not need to be consecutive, but must be
rather than psychic ability. spent in 1-hour increments. The nimbus cannot be used
Weapon and Armor Proficiency: A zealot is underwater. While upon the nimbus, the cloud runner
proficient with simple weapons and his deity’s favored is considered mounted for all feats and abilities that rely
weapon, instead of his normal weapon proficiencies. on being mounted, such as cavalier’s charge. However, as
Zealotry: A zealot must worship a deity, and must be the nimbus is not a creature, it does not have any actions:
within one step of his deity’s alignment, along either the the cloud runner must use his own actions to move.
law/chaos axis or the good/evil axis. At 1st level, the cloud runner ignores difficult terrain
As the zealot’s power is derived through faith and while upon his nimbus. It cannot support him fully in
devotion and not study, he uses Wisdom, rather than the air, but slows his descent, as a feather fall spell does,
Intelligence, to determine all class features and effects regardless of the distance he falls while upon the nimbus.
relating to the cabalist class, including bonus spells per At 4th level, the nimbus can travel over liquid surfaces
day, maximum spell level he can cast, and the save DCs like water, lava, or oil without the cloud runner falling
of spells. in, allowing him to move across the surface as if it were
Spells: A zealot’s spells are considered divine normal ground. This does not prevent damage from
spells, not psychic spells. The zealot’s spells use verbal being near the surface (such as damage from the heat
components instead of thought components, somatic of a pool of lava). When the cavalier falls while on the
components instead of emotion components, and he cloud, he can travel horizontally during his descent as if
casts orisons instead of knacks. affected by a glide spell.
Divine Rituals (Sp): At 3rd level, the zealot gains the At 7th level, the nimbus grants the cloud runner a fly
ritual magic feature, but his rituals are limited to those speed of 30 feet (average maneuverability). This speed
spells commonly favored by his deity. increases to 40 feet (good maneuverability) at 11th level
Rather than selecting spells of his choice, the zealot and to 60 feet (perfect maneuverability) at 15th level.
instead chooses two domains (or subdomains, if desired) This replaces mount.
from those belonging to his deity. The zealot may only From the Skies (Ex): At 4th level, a cloud runner
use his ritual magic to cast the 1st-level spells from these gains Death from AboveUC as a bonus feat. If he already
two domains. For every three levels gained past 3rd, he has the feat, he can take any other feat he qualifies for.
may cast the next level of spells from those domains, up This replaces expert trainer.
to the 6th-level spells from each domain upon reaching Obscuring Challenge (Su): At 12th level, whenever
18th level. The zealot does not gain any of the domain a cloud runner declares a challenge, his target’s vision
powers from his domains. is obscured by mist. As long as the target is within the
A zealot can use Knowledge (religion) for all skill threatened area of the cloud runner, it treats all other
checks needed to perform his ritual, regardless of what creatures as though they had concealment (20% miss
school the domain spells are from. This alters ritual magic. chance). This replaces demanding challenge.

125
Archetypes and Options Chapter II
so is a standard action that does not provoke attacks of
CLERIC opportunity. A shadow priest must present her symbol
to use this ability. This ability replaces channel energy.
Penumbral Casting (Su): At 8th level, whenever
a shadow priest casts a spell while she is in dim light,
SHADOW PRIEST (ARCHETYPE) darkness, or supernatural darkness, the spell takes effect
The powers of a shadow priest are not to be taken lightly. at +1 caster level. This bonus increases to +2 at 16th
They have the strength to extinguish even the most level. In addition, if the shadow priest prepares a spell
brilliant radiance, bringing about a world of darkness with the darkness or shadow descriptor or of the shadow
and illusion. subschool that has one or more metamagic feats applied,
Shadow Magic: A shadow priest must select the she reduces the total level adjustment to the spell by 1
Darkness domain or the Loss or Night subdomain. She (minimum 0).
does not get a second domain.
Spells: A shadow priest adds the following spells to
her spell list:
• 0th — shape shadows*, snuff*
• 1st — shadow weaponUM
• 2nd — dust of twilightAPG
• 3rd — wall of darkness*
• 4th — eyes of the voidACG
• 5th — greater wall of darkness*
Channel Darkness (Su): At 1st level, a shadow
priest, rather than channeling positive or negative
energy, instead channels the power of eternal darkness.
This ability functions as channeling negative energy, but
instead of healing undead and dealing damage to living
creatures, this blast of shadowy power can only harm
creatures and create darkness.
Channeling darkness causes a burst that affects all
creatures in a 30-foot radius centered on the shadow
priest. When used to harm living creatures, it functions
identically to channeling negative energy, and counts as
such for feats, abilities, prerequisites, and so on that use
channel negative energy.
Instead of harming creatures with this energy, a
shadow priest can instead use channel darkness to
snuff out light sources within the burst. Non-magical
light sources such as torches, lanterns, or sunrods are
automatically extinguished. Any 0th-level spell with the
light descriptor in the area is dispelled (as dispel magic).
The level of light spells that can be dispelled with channel
darkness increases by 1 for every two levels beyond first,
up to being able to dispel 9th level or lower light spells
at 19th level. Whether the magical effects are dispelled
or not, the illumination level in the area drops by 1 step,
as the spell darkness, for 1 minute. At 10th level, the light
level drops by 2 steps. At 15th level, any areas of dim
light or darkness become supernaturally dark (as deeper
darkness). The shadows created by channel darkness is
treated as a darkness spell equal to the level of light spell
it can dispel (0th at 1st level, increasing by 1 level for
every two shadow priest levels after 1st).
A shadow priest may channel darkness a number of
times per day equal to 3 + her Charisma modifier. Doing

126
Chapter II Archetypes and Options
the normal effect of terrain bondUC) she can instead gain
DRUID the current terrain as a temporary favored terrain. The
bonuses granted by this temporary terrain is only +2,
but it otherwise acts as one of her favored terrains for
the duration. This ability replaces venom immunity.
Nature–in all of its forms–is the purview of a druid.
Whether channeling the power of the ground beneath LUNAR GUARDIAN (ARCHETYPE)
their feet or that of the stars above, no druid is ever truly When man goes to sleep in its cities, nature is still at
alone in the wilds. work, always without rest. Lunar guardians strive to
protect their homes while their brethren sleep, learning
GEOMANCER (ARCHETYPE) to better use the cover of night to their advantage.
While all druids draw their powers from nature, the Spells: A lunar guardian’s time spent in darkness
geomancer’s bond with the land is deeper than that of makes her spell list different from a normal druid. A
their brethren. They draw magic from the earth, letting lunar guardian adds the following spells to her spell list,
the world guide their hand and shape their potential. at the indicated levels:
Favored Terrain (Ex): At 1st level, the geomancer • 0th — ray of frost, shape shadows*, snuff*
gains a single favored terrain, as the ranger class feature • 1st — shadow stream*, shadow weaponUM
of the same name. She continues to gain new favored • 2nd — darkness, dust of twilightAPG
terrains at 6th level and every five levels thereafter, as • 3rd — deeper darkness, wall of darkness*
described in the ranger class. If she selects a plane, she • 4th — shadow step, eyes of the voidACG
can only select the Plane of Air, Earth, Fire, or Water. • 5th — greater wall of darkness*
This ability replaces nature bond. • 6th — shadow walk
Earth Magic: A geomancer gains Earth MagicUW as a • 7th — shadow terrain*
bonus feat at 1st level. This replaces nature sense. • 8th — lunar veilUM
Geomancy: At 1st level, the geomancer learns to • 9th — polar ray
channel the power of the land. Each favored terrain has A lunar guardian removes all spells with the light
a corresponding cleric domain (and possibly subdomain, descriptor from her spell list. If using a spell trigger or
listed in brackets [ ]), as follows: cold (Water [Ice]), spell completion item to cast a spell from the druid spell
desert (Sun), forest (Animal), jungle (Plant), mountain list with the light descriptor, she must use Use Magic
(Air [Wind]), plains (Weather), Plane of Air (Air), Plane Device to do so. This modifies the druid’s spellcasting.
of Earth (Earth), Plane of Fire (Fire), Plane of Water Nature Bond (Ex): A lunar guardian that chooses
(Water), Swamp (Plant), underground (Earth [Caves]), an animal companion must choose a wolf, snake, or a
urban (Travel), and water (Water [Ocean]). nocturnal animal (such as an owl or bat, subject to GM
While she is in her favored terrain, she can channel discretion). A lunar guardian that takes a domain must
her stored spell energy into the corresponding geomancy choose the Darkness domain or one of its subdomains.
spell. She can “lose” a prepared spell to cast any domain This alters the nature bond ability.
spell for her favored terrain of the same level or lower. Night Sight (Ex): At 2nd level, a lunar guardian gains
She does not gain any domain powers from these low-light vision. If she already has low-light vision, she
domains. This replaces spontaneous casting. gains darkvision with a range of 30 feet. If she already
Sure-Footed (Ex): Starting at 3rd level, a geomancer has darkvision, the range of her darkvision is increased
ignores natural difficult terrain while in one of her by 30 feet. This ability replaces woodland stride.
favored terrains. This replaces trackless step. Resist Darkness (Ex): At 4th level, the lunar
Acclimated (Ex): At 4th level, a geomancer gains a guardian gains a +4 bonus on saving throws against
+4 bonus on saving throws against natural hazards and spells with the light, darkness, shadowmorph, or shadow
weather while in her favored terrains. She also gains the descriptor or spells of the shadow subschool. This
constant benefit of endure elements whether she is in her ability replaces resist nature’s lure.
favored terrain or not. This replaces resist nature’s lure. Disease Immunity (Ex): Starting at 9th level, a
Channel Terrain (Sp): Starting at 9th level, a lunar guardian becomes immune to diseases. This ability
geomancer can cast terrain bondUC as a spell-like ability replaces venom immunity.
once per day. She can also expend a use of wild shape Eyes of the Moon (Su): At 13th level, a lunar
to cast terrain bondUC as a spell-like ability. Either method guardian gains the see in darkness ability, allowing her
uses her druid level as her caster level for the effect. to see perfectly to any distance in darkness, including
When she uses channel terrain, rather than treating supernatural darkness created by effects like deeper
the current terrain as her highest favored terrain (as darkness. This ability replaces a thousand faces.

127
Archetypes and Options Chapter II
Dominance (Ex): At 20th level, the aegis knight can
ELEMENTER now gain energy pool points while she is in aegis form,
both from using spell twists or from converting spells
directly. She still is unable to cast spells or use spell-
completion and spell-trigger items while in aegis form.
Some elementers choose to narrow their study, devoting This ability replaces supremacy.
their efforts to a few elemental powers while forgoing
the rest. Others focus more on martial traditions or PRIMORDIALIST (ARCHETYPE)
magical power while eschewing the other or specialize in Much like the aegis knight, some elementers do not seek
conjuring elementals to serve them. a balance between sword and sorcery. The primoridalist
focuses entirely on their control of the four elements to
AEGIS KNIGHT (ARCHETYPE) maximize their arcane potential.
Elementers are well-known for their ability to balance Weapon and Armor Proficiencies: The
combat capability and magical talent. The aegis knight primordialist is only proficient with simple weapons.
chooses to tip this balance, reducing their magical She is not proficient in any armor or shields and takes
strength while focusing on traditional skill at arms. the normal arcane failure chance for casting in armor or
Weapon and Armor Proficiencies: The aegis knight while using a shield.
is proficient with medium armor, in addition to her Spells: Rather than their normal spells per day, a
other proficiencies, and can cast spells in medium armor primordialist has the spells per day of a wizard of her
without suffering the normal arcane failure chance. elementer level. This alters spells and replaces fusion.
Swift Aegis (Su): An aegis knight does not have to Empowering Aegis (Su): Instead of the normal
wait at least one round after leaving aegis form to enter it bonuses, a primordialist’s aegis grants a +2 bonus to AC,
again. So long as she has at least one point in her energy a +2 bonus on concentration checks, and a +2 bonus on
pool, she can immediately enter aegis, even if she left it caster level checks to overcome Spell Resistance. These
this turn. This modifies aegis. bonuses increase by +1 at 5th level and for every four
Bonus Feats: At 2nd level, and every four levels elementer levels gained thereafter, to a maximum of +6
thereafter, the aegis knight receives a bonus feat in at 17th level. An empowering aegis does not prevent the
addition to those gained from normal advancement. primordialist from casting spells. This alters aegis.
These bonus feats must be selected from those listed as Powerful Elements (Su): The primordialist does
combat feats. She must meet the prerequisites of these not use the normal lesser affinity powers listed in the
feats as normal. This replaces both evasion and fusion. elementer class description. Instead, she can choose the
Transmutation (Ex): At 3rd level, an aegis knight following lesser affinity power. There are four versions
can convert her prepared elemental spells into energy of this affinity power (one each of air, earth, fire, and
pool points (as described in the energy pool class water). The primoridalist chooses which element to use
feature) as a move action, rather than a standard action. when she prepares the affinity power, and can switch it
At 12th level, she can do this once per round as a free for a different element when she prepares her spells or
action. This replaces potency. by using the attunement class feature. This alters affinity.
Greater Attunement (Ex): At 8th level, the aegis
knight gains an additional daily use of her attunement POWERFUL ELEMENTS
ability. In addition to changing her affinity powers, she Tier: Lesser; Element: Air, Earth, Fire, or Water
can instead use a daily use of attunement as a free action Effect: Your aegis empowers your magic, rather than
to alter the energy resistances she has selected with her interfering with it. You gain a +1 bonus to the DC of
barrier class feature, using the normal rules for that spells and spell twists in the matching elemental category
ability. This replaces the spell twist gained at 8th level. you choose for this affinity power.
Deflection (Su): While in aegis form, the planar Synergy: If you have at least two powers that match
energies swirl around the aegis knight to protect her the element of this power, you gain a +2 bonus on
from serious injury. She gains a stacking 25% chance saving throws against spells in the matching elemental
to ignore critical hits and sneak attacks for each affinity category. If you have at least three matching powers, the
power she is benefiting from (for example, if she is bonus on DCs to your spells and spell twists increases
currently benefiting from a lesser, moderate, and greater to +2. If you have four powers that match the element,
affinity power, she has a 75% chance to negate critical your spells and spell twists in the matching elemental
hits and sneak attacks). In order to use this ability, the category cannot be countered and you do not provoke
aegis knight must spend an additional energy point per attacks of opportunity for casting those spells or using
round she is in aegis. This replaces improved evasion. those spell twists.

128
Chapter II Archetypes and Options
STORMCALLER (ARCHETYPE) Stormcall (Sp): At 14th level, a stormcaller can cast
Masters of air and water magics, stormcallers manipulate control weather once per day as a spell-like ability. Any spells
weather to devastating effect, calling down thunderous she cast that improve in stormy or inclement weather
lightning and unrelenting hail to lay waste to foes. conditions (such as call lightning) are always treated as if
Elemental Specialization: A stormcaller specializes in the necessary weather condition, even indoors. This
in only air and water magic. A stormcaller removes all replaces the spell twist gained at 14th level.
spells from the earth and fire categories from her spell Greater Tempest Barrier (Ex): At 15th level, in
list, unless those spells also fall under air or water (such addition to greater barrier’s effects, the stormcaller is
as siroccoAPG). She cannot select spell twists and affinity no longer affected by wind conditions of any strength.
powers that are in the earth or fire categories, and cannot When she hits a creature with her lightning rod class
select earth or fire when selecting elements for her fusion feature, the target takes half damage on a successful
ability. This does not modify or replace these features saving throw. The target also takes a -2 penalty to its
for the purpose of combining elementer archetypes. Reflex saves for 1 round after being hit, whether it made
Weather Eye (Ex): At 1st level, a stormcaller is able to its save or not. This alters greater barrier.
see through fog, mist, and other forms of weather-based
concealment, even if they are magical in origin. Penalties VOLCANIST (ARCHETYPE)
to her Perception or attack rolls due to the weather Drawn as moths to a molten flame, volcanists seek to
(including magical weather) are halved. Additionally, direct the force of erupting earth to their own ends,
she adds her elementer level to Survival checks made to combining earth and fire magics into magnificent
predict the weather or resist severe weather effects. displays of arcane mastery.
Sudden Storm (Ex): At 2nd level, the stormcaller Elemental Specialization: A volcanist specializes
gains the ability to cast storm magics as needed. She in only earth and fire magic. A volcanist removes all
can take any prepared air or water elemental spell and spells from the air and water categories from her spell
convert it into an equal level or lower spell from the list, unless those spells also fall under earth or fire (such
following list: 1st—forked lightning*, obscuring mist; 2nd— as siroccoAPG). She cannot select spell twists and affinity
gust of wind, fog cloud; 3rd—lightning bolt, sleet storm; 4th— powers that are in the air or water categories, and cannot
ice storm, river of windACG; 5th—call lightning storm, control select air or water when selecting elements for her fusion
winds, 6th—chain lightning, stormblast*; 7th—control weather, ability. This does not modify or replace these features
tempest hammer*; 8th—polar ray, whirlwind; 9th—polar for the purpose of combining elementer archetypes.
midnightUM, storm of vengeance. Steady as Stone (Ex): At 1st level, a volcanist is
This functions as if spontaneously casting the chosen unaffected by difficult terrain caused by sand, rubble,
spell, including applying metamagic feats at casting time. obsidian, tar, or other earthen terrain. She adds half
This replaces both of the spell twists gained at 2nd level. her volcanist level (minimum +1) to all Knowledge
Tempest Barrier (Su): A stormcaller’s barrier can (dungeoneering) checks and Climb checks.
grant only cold, electricity, or sonic resistance. She treats Magma Twist (Sp): At 2nd level, a volcanist can use
all wind effects as being one step less severe. At 10th any prepared earth spell to use fire spell twists, and can
level, she treats wind effects as two steps less severe. use any prepared fire spell to use earth spell twists.
This alters barrier. Tectonic Barrier (Ex): A volcanist’s barrier can
Lightning Rod (Su): Starting at 8th level, a grant only acid or fire resistance. As long as she remains
stormcaller can redirect dangerous weather, including on the ground, she can add her Intelligence modifier
lightning and hail. This ability can be used whenever the (minimum +0) as an additional bonus to her CMD and
stormcaller is subjected to an effect that would deal cold, cannot be knocked prone. This alters barrier.
electricity, or sonic damage to her, but she completely Molten Magic (Ex): At 5th level, the volcanist gains
negates the damage in some way (taking 0 damage from Volcanic Spell* as a bonus feat. If she already has the
the effect). Any method of damage negation, including feat, she can select any other feat she qualifies for. The
energy resistance, protection from energy, or the evasion volcanist can spontaneously apply the Volcanic Spell*
class feature all can trigger this effect. feat to a spell she casts without increasing its level or
If she reduces the damage to zero, she can use an casting time. She may do this once per day, plus an
immediate action to redirect that damage to another additional time per day at 9th, 13th, and 17th levels.
creature within 30 feet of her. The target must make a Creatures that are burning (due to Volcanic Spell*,
Reflex save (DC 10 + 1/2 the stormcaller’s class level being set on fire, exposure to lava, etc.) take a -1 penalty
+ her Intelligence modifier) or take damage equal to to saving throws against the volcanist’s spells and spell
the amount resisted or 10 + the stormcaller’s level, twists. At 17th level, the penalty increases to -2. This
whichever is lower. This replaces absorption. replaces the spell twists gained at 5th level and 17th level.

129
Archetypes and Options Chapter II
Volcanic Aegis (Su): Starting at 7th level, when (3rd), medium (7th), large (9th), huge (11th), greater
determining the synergy bonuses of the volcanist’s (13th), and elder (15th). She can only have one elemental
affinity powers, she is always treated as having at least summoned at a time.
two fire and earth powers active. At 13th level, she is Using elemental genesis is a standard action that
treated as having at least three fire and earth powers consumes 1 point from her energy pool. At the start
active, and at 19th level she is treated as having four fire of each of her turns while the elemental is summoned,
and earth powers active. This replaces attunement. the world shaper loses 1 point from her energy pool. If
Firewalker (Su): At 11th level, the volcanist is no she starts her turn with 0 energy points, the elemental is
longer affected by any sort of difficult terrain. She can immediately dismissed. She can dismiss the elemental as
walk along any surface (including walls and ceilings) at a free action at any time. This replaces aegis and potency.
her normal speed. Additionally, she can walk across the Affinity (Su): The world shaper gains the affinity
surface of tar, lava, magma, and similar heated terrain. ability at 3rd level. However, her affinity powers are
She does not take any fire damage from these surfaces. granted to her elemental, rather than herself. The type
This replaces the spell twist gained at 11th level. of elemental the world shaper summons with elemental
Greater Tectonic Barrier (Ex): Beginning at 15th genesis is based on the affinity powers she grants, as
level, the volcanist becomes immune to any effect that shown on Table: Elemental Shaping. For example,
would move her from her space (except for mind- if a world shaper grants razor wind to her elemental,
affecting effect and teleportation effects) so long as she she would create an air elementalB1. If she grants both
is contact with the ground. This is in addition to greater razor wind and wave step, she instead creates an ice
barrier’s normal effects. This alters greater barrier. elementalB2. As normal, she must spend additional
energy per round while the elemental is summoned to
WORLD SHAPER (ARCHETYPE) grant it affinity powers above lesser. This alters affinity.
World shapers mold planar power into a tangible form.
They assemble elemental energy into beings of flame
and ice, existing only to serve their master’s will.
Elemental Familiar (Ex): A world shaper gains a
familiar at 1st level, as a wizard of her elementer level. At
7th level, she automatically gains Improved Familiar as a
bonus feat and must select either a mephitB1 or a wyspB5
as her improved familiar. This replaces attunement.
Energy Pool (Su): The world shaper gains
this ability at 3rd level.
Elemental Shaping (Su): At 3rd level,
the world shaper learns to shape planar
energy into a solid form, creating an
elemental as by a summon monster
spell. The size of elemental she
can create is based on her world
shaper level, as follows: small

Table: Elemental Shaping


Affinity Power Element(s) Elemental Created
Air Air elementalB1
Earth Earth elementalB1
Fire Fire elementalB1
Water Water elementalB1
Air and Fire Lightning elementalB2
Air and Water Ice elementalB2
Earth and Fire Magma elementalB2
Earth and Water Mud elementalB2
Any other combination Aether elementalB5

130
Chapter II Archetypes and Options
any number of times during his turn. When he uses the
FIGHTER ability, he can select up to two feats he knows that apply
to specific weapons and have them apply to the weapon’s
new form. This ability replaces weapon training 3.
Shifting Master (Ex): At 20th level, the blade shifter
Fighters are masters of combat above all else. However, can use his blade shift ability as an immediate action.
even with the plethora of options at their disposal, some Any feats he has that apply to a specific weapon apply
fighters still seek new ways to fight. A rare few will focus to all forms he can shift his weapon into using his blade
on the mastery and combination of several combat shift ability. Whenever he scores a critical hit, that attack
techniques at once, while rarer still are those that learn bypasses all damage reduction the creature possesses.
metal magic to morph their weapons to their needs. This ability replaces weapon mastery.

BLADE SHIFTER (ARCHETYPE) TECHNIQUE MASTER (ARCHETYPE)


Many combatants are content specializing in a single While combat techniques can be learned by many, few
weapon, but not the blade shifter. With an unmatched are as skilled with them as a technique master. He learns
flexibility in armament and a bit of magical power, as many techniques as possible, fusing them into his own
blade shifters can adapt quickly in combat as needed by personal form that is wholly unique.
transforming their weaponry. Bonus Feats: At 1st level, 2nd level, and every four
Blade Shift (Su): At 5th level, a blade shifter chooses levels thereafter, a technique master may select a bonus
one group of weapons from the weapon training class technique feat or Combat Expertise. He does not need
feature, except siege weapons. As a swift action, the blade to meet the prerequisites of those feats. Starting at 6th
shifter can transform a weapon he is wielding into any level and every four levels thereafter, a technique master
weapon from the chosen weapon group. This functions can choose to instead gain a wildcard technique slot.
as if using an alter weapon* spell, but it is supernatural Whenever he enters one or more technique stances, he
and is not limited by the weapon’s size or whether it is a can spend his wildcard technique slots to gain feats in
ranged or melee weapon. If the blade shifter lets go of those techniques’ feat paths (such as Protean Twist*) as
the weapon, it reverts to its original shape after 1 round. long as he meets the prerequisites. Each time he changes
In addition, each time the blade shifter changes his techniques, he can also change these wildcard technique
weapon’s shape, he can select one feat he knows that slots. This ability replaces the bonus feats a fighter gains
applies to a single weapon, such as Weapon Focus at 1st, 2nd, 6th, 10th, 14th, and 18th levels.
(longsword). That feat applies to his weapon’s new form. Technique Fusion (Ex): At 3rd level, a technique
Blade shift cannot be used on an unarmed strike, master can fuse two of the techniques he knows into
a natural weapon, ammunition, a siege engine, or an a more perfect technique. The technique master can
improvised weapon. Every four levels after 5th (9th, have two technique feat stances active at once. Starting a
13th, and 17th), the blade shifter can select an additional stance provided by a technique feat is still a swift action,
weapon group that he can transform his weapons into. but when the technique master switches to another
This ability replaces weapon training 1. technique feat, he can choose one technique whose
Morphing Strike (Ex): Also at 5th level, the blade stance is already active to persist. He may only have two
shifter can alter the form of his weapons to catch his technique feat stances active at a time.
foes off-guard. Whenever the blade shifter uses his At 7th level, the technique master can fuse three
blade shift ability, he gains a +1 bonus on weapon attack technique at once. He can have the stances of three
and damage rolls until the end of his turn. This bonus technique feats active at the same time. Furthermore, he
increases by +1 at 13th level. Multiple uses of blade shift can enter up to three technique stances as a swift action.
in a round do not increase these bonuses. At 11th level, the technique master gains a dodge
Morphic Training (Ex): At 9th level, the blade bonus to his AC equal to the number of techniques
shifter gains weapon training. This weapon training whose stances he currently has active.
applies to all groups he has selected with his blade At 15th level, the technique master can fuse four
shift ability but is only a +1 bonus, increasing to +2 techniques at once. He can have the stances of four
at 17th level. This ability counts as weapon training 1 technique feats active at the same time. This ability
and weapon training 2 for the purposes of interacting replaces armor training.
with class features, magic items, and other effects. This Perfect Technique (Ex): At 19th level, a technique
replaces weapon training 2 and weapon training 4. master can have the stances of five technique feats active
Improved Blade Shift (Su): At 13th level, the blade at once, and can change those stances as a free action.
shifter can now use his blade shift ability as a free action This ability replaces armor mastery.

131
Archetypes and Options Chapter II
Negative Energy Plane: The creature gains a +4 bonus
HUNTER on saving throws against death effects, energy drain, and
negative energy effects. This bonus increases to +6 at
8th level and to +8 at 15th level.
Plane of Air: The creature gains a 5-foot enhancement
PLANAR HUNTER (ARCHETYPE) bonus to its base land speed. This bonus increases to 10
When one thinks of “the wilds”, they do not typically feet at 8th level and 20 feet at 15th level.
envision the caverns of the Plane of Earth or the serene Plane of Earth: The creature gains a +2 enhancement
fields of the afterlife. The planar hunter taps into the bonus to its natural armor bonus. This bonus increases
powers of the multiverse, challenging extraplanar threats to +4 at 8th level and to +6 at 15th level.
to protect nature in all of its forms. Plane of Fire: The creature’s attacks deal 1 point of
Class Skills: The hunter gains Knowledge (planes) as fire damage in addition to their normal damage. At 8th
a class skill and loses Knowledge (dungeoneering). level, the fire damage increases to 1d3, and at 15th level,
Planar Focus (Su): A planar hunter can take on the it increases to 1d6.
aspect of a plane as a swift action. She must select one Plane of Water: The creature gains a +2 competence
type of plane to emulate, gaining a bonus or special bonus on Swim checks and can breathe underwater.
ability based on the type of plane emulated and her This bonus increases to +4 at 8th level and to +6 at
hunter level. The planar hunter can use this ability for 15th level.
a number of minutes per day equal to her level. This Positive Energy Plane: The creature recovers 1 additional
duration does not need to be consecutive but must be hit point whenever it receives magical healing, and any
spent in 1-minute increments. She can emulate only one conjuration (healing) spells cast on it gain a +1 to their
plane at a time. caster level for the purpose of the spell’s result on the
The planar hunter can also apply one of these aspects creature only. The additional healing does not apply to
to her animal companion. An aspect applied in this way fast healing. This increases to 2 additional hit points and
does not count against the hunter’s minutes of duration +2 caster level at 8th level, and to 3 additional hit points
per day—it remains in effect until she changes it. The and +3 caster level at 15th level.
companion’s aspect can be the same aspect the hunter Shadow Plane: The creature gains darkvision to a range
has taken on or a different one. A planar hunter can of 60 feet. At 8th level, the range increases by 30 feet. At
select or change the planar foci on both herself and her 15th level, the creature also gains blindsense to a range
animal companion as part of the same swift action. of 10 feet.
Aligned Plane, Chaotic: The creature gains a +2 bonus This replaces animal focus.
on attack rolls when making attacks of opportunity and Planar Arcana (Ex): At 2nd level, the planar
a +2 dodge bonus to AC against attacks of opportunity. hunter gains spells to defeat extraplanar foes. She adds
These bonuses increase to +4 at 8th level and to +6 at the following spells to her list of spells known at the
15th level. indicated level: see alignment (1st), align weapon (2nd),
Aligned Plane, Evil: The creature gains a +4 competence dimensional anchor (3rd), dismissal (4th), plane shift (5th), and
bonus on Intimidate checks. This bonus increases to +6 banishment (6th). These do not count against her spells
at 8th level and +8 at 15th level. known. This replaces precise companion.
Aligned Plane, Good: The creature gains a +1 morale Multiverse Hunter (Ex): Starting at 5th level, the
bonus on saves against spells and spell-like abilities. This planar hunter adds half her hunter level to Knowledge
bonus increases to +2 at 8th level and +3 at 15th level. (planes) checks. She and her companion gain a +4
Aligned Plane, Lawful: The creature gains a 25% chance bonus on saving throws against teleportation effects and
to treat any critical hit or sneak attack as a normal hit effects that would send her from the current plane, such
(as the fortification armor special ability). This increases to as dismissal. This replaces woodland stride.
and 50% at 8th level, and 75% at 15th level. Adaptation (Su): At 10th level, the planar hunter
Astral Plane: The creature’s attacks are always treated and her companion are constantly under the effect of
as being magic for the purpose of overcoming damage planar adaptationAPG when not on their native plane. This
reduction and damaging incorporeal creatures. At 8th replaces raise animal companion.
level, its attacks always have the ghost touch property. At Outsider’s Bane (Ex): At 17th level, outsiders have
15th level, the creature’s attacks are treated as having the come to fear the planar hunter’s skill. The planar hunter
phase locking property. and her companion can demoralize an outsider as a swift
Ethereal Plane: The creature gains evasion, as the rogue action, rolling 1d20 and adding the hunter’s level and her
class feature. At 12th level, this increases to improved Charisma modifier to determine the Intimidate check
evasion, as the rogue advanced talent. result. This ability replaces one with the wild.

132
Chapter II Archetypes and Options
A beastlord loses his ability to speak while in animal
INVOKER form because he is limited to the sounds that a normal,
untrained animal can make, but he can communicate
normally with other animals of the same general
grouping as his new form.
Much like the spirits they commune with, no two At 13th level, the beastlord can use this ability a
invokers are identical. Some form a fleeting bond with second time each day, and it functions as beast shape III.
spirits, only calling upon their strength in short bursts. At 19th level, he can use it three times per day, and it
Others forgo their signature companions to form a instead functions as beast shape IV.
covenant directly with nature itself. A beastlord can take feats and other abilities that
require wild shape; for the purpose of qualifying for
BEASTLORD (ARCHETYPE) prerequisites, his effective druid level is equal to his
Invokers drawn to the dominion of beasts often form invoker level. This replaces avatar.
a deep bond with an animal, rather than a spirit. These Answer the Call (Sp): This ability functions for the
beastlords channel the aspects of wild creatures to beastlord’s animal companion (or the animal companion
empower themselves and their companion. of another), instead of a spirit companion. This alters
Beastlord Companion (Ex): The beastlord does answer the call.
not bond with a spirit companion. Instead, he gains an Mental Bond (Su): This ability functions with the
animal companion, as a druid of his invoker level. A beastlord’s animal companion, instead of his spirit
beastlord counts his total invoker level as both druid companion. This alters mental bond.
levels and ranger levels for the purpose of qualifying
for feats, traits, and options that modify or improve an COLLECTIVIST (ARCHETYPE)
animal companion. This replaces spirit companion. The collectivist believes in the strength of unity. They
Beastlord’s Covenant: Despite not having a spirit impart the wisdom of ancient spirits onto those that
companion, the beastlord still chooses a dominion and listen, working in harmony with allies to achieve greater
oath (as they normally would when gaining a spirit feats than one could accomplish alone.
companion) to determine which spirits he starts with Spiritual Guidance (Su): The collectivist can invoke
and which spirits he can invoke. His dominion must the knowledge of his lesser spirits to aid his allies.
always be beasts, though he may take any oath of his Whenever he uses the aid another action to assist one
choice. of his allies, he grants a +3 bonus, instead of a +2. At
Wild Empathy (Ex): At 1st level, the beastlord gains 5th, 11th, and 17th levels, this bonus increases by +1.
wild empathy, as the druid ability of the same name. He Additionally, he can spend 1 spirit energy to use aid
uses his invoker level as his effective druid level for the another as a swift action, instead of a standard action.
purpose of this ability. This replaces one of the two spirits gained at 1st level.
Animal Focus (Su): At 4th level, the beastlord gains The only spirit the collectivist gains is the one that
animal focus, as the hunter ability of the same name. He matches the dominion and oath of his spirit companion,
uses his invoker level - 3 for determining the effects of as described in the invoker class.
his animal foci and how often he can use his animal foci Bonus Feats: A collectivist’s feats must be selected
each day. At 10th level, the beastlord gains the second from those listed as teamwork feats. He must meet the
animal focus ability, as the hunter ability of the same prerequisites of those feats as normal. This alters the
name. This replaces mystic bond. invoker’s bonus feats.
Bonus Tricks (Ex): At 6th level and every 6 levels Collective Tactics (Ex): At 5th level, a collectivist
thereafter, a beastlord’s animal companion learns a gains the tactician ability, as the cavalier class feature of
bonus trick (in addition to the bonus tricks gained the same name. He may use this ability once per day at
from the beastlord’s effective druid level). This replaces 5th level, plus one additional time for every five levels
spiritual emissary. after 5th (to a maximum of four times at 20th level). If
Wild Shape (Su): At 7th level, a beastlord gains the tactician also has cavalier levels, these levels stack
the ability to turn himself into an animal once per day, for determining the number of uses per day. He uses
functioning as beast shape II and lasting for a number his invoker level as his cavalier level for the purpose of
of hours equal to his Charisma modifier (minimum 1) determining the duration of tactician.
or until he changes back. Changing form (to animal or At 14th level, the collectivist gains greater tactician, as
back) is a standard action and doesn’t provoke an attack the cavalier ability of the same name. At 20th level, the
of opportunity. The form chosen must be that of an collectivist gains master tactician, as well.
animal with which the beastlord is familiar. This replaces dual invocation.

133
Archetypes and Options Chapter II
Spiritual Aid (Su): At 8th level, the collectivist can nature itself. This acts as bardic performance (including
use aid another to benefit allies from up to 30 feet away. interaction with feats, spells, and so on), using his speaker
He can also spend 1 spirit energy to use aid another on of the wilds level as his bard level, though the voice uses
two allies at once. This ability can be used with spiritual Diplomacy in place of Performance checks, as needed.
guidance (for a total of 2 spirit energy). He may only use the following types of performance,
each gained at the indicated level: countersong (2nd),
SPEAKER OF THE WILDS (ARCHETYPE) inspire courage (2nd), inspire competence (5th), inspire
Rarely, a select few invokers are chosen by nature to greatness (11th), and inspire heroics (17th). All of his
act as emissaries. While still competent in combat, they performances only use audible components.
forgo some of their spiritual power to gain a mystical The speaker of the wilds can speak in this manner
voice to empower the weak. for a number of rounds per day equal to his invoker
Emissary’s Oath: The speaker of the wild’s spirit level + his Charisma modifier. He may start a speech as
companion must have the acolyte or guardian oath. a standard action. At 7th level, he may do so as a move
Divine Voice (Su): Starting at 2nd level, a speaker of action, and at 13th level he may do so as a swift action.
the wild’s voice carries the authority and divine power of This replaces invoke.
Envoy Arcana (Ex): At 4th level and every three
levels gained thereafter, the speaker of the wilds can
learn additional supportive magic. The speaker can
select a single bard spell of a level castable by his spirit
companion and add it to the invoker spell list. His spirit
companion automatically gains the chosen spell as a spell
known without counting against its normal amount.
This replaces mystic bond.
Invoke (Su): The speaker of the wilds gains the
ability to invoke at 5th level, rather than 2nd. He gains
invocation abilities from his chosen spirit at the following
levels: lesser (5th), intermediate (8th), greater (14th), and
grand (20th). This replaces dual invocation.
Divine Speaker (Su): At 16th level, both the speaker
of the wilds and his spirit companion (including any
spells the companion casts) are unaffected by areas of
magical silence. Both of them can understand all spoken
language, and all living creatures can understand both the
speaker of the wilds and his companion. This replaces
mental bond.

SPIRITBOUND (ARCHETYPE)
Some invokers find a multitude of spirits drawn to them,
but never a singular companion to travel with. Instead,
they bond with the multitudes of lesser spirits and are
blessed with magical power by nature itself.
Skills: A spiritbound invoker gains a number of skill
ranks equal to 6 + his Intelligence modifier at each level,
instead of 4 + his Intelligence modifier.
Wild Covenant: A spiritbound invoker does not gain
a spirit companion at all: instead, they form a covenant
with nature. The spiritbound invoker still chooses a
dominion and oath (as they normally would when gaining
a spirit companion). Any class features the invoker has
that rely on his spirit companion’s oath or dominion
(such as the bonuses for his avatar class feature or what
spirits he can invoke) use the wild covenant’s dominion
and oath, instead. This replaces spirit companion.
Wild Dominion (Ex): At 1st level, the spiritbound

134
Chapter II Archetypes and Options
invoker adds half his level (minimum +1) to Knowledge WANDERER (ARCHETYPE)
(geography), Knowledge (nature), and to two more Invocation of spirits requires commitment to a certain
skills, depending on his chosen dominion: beasts ideal or realm of nature. Rather than swearing such a
(Handle Animal, Stealth), heavens (Bluff, Perception), covenant, the wanderer entreats spirits as necessary,
land (Climb, Sense Motive), sea (Escape Artist, Swim), calling upon any number of spirits for a brief time.
sky (Acrobatics, Fly), and wilds (Heal, Survival). Spirits: A wanderer is not required for one of his first
Bountiful Spirits (Su): A spiritbound invoker’s spirit two spirits to match the covenant and oath of his spirit
energy pool has a number of points equal to his level + companion; he may select any spirit. This alters spirits.
his Charisma modifier instead of the normal amount. Fleeting Invocation (Su): At 2nd level, a wanderer
This alters spirit energy. learns to invoke spirits, but can only do so intermittently.
Spells: A spiritbound invoker can cast divine spells The wanderer does not invoke spirits at the start of the
from the invoker spell list. He has the same spells per day day. Instead, he can choose to invoke a spirit on his turn
and spells known (including 0th-level spells) as a medium as a free action, immediately gaining the invocations
of his invoker level, and he receives bonus spells per day appropriate for his invoker level. A wanderer can invoke
for having a high Charisma score. He can cast any spell any spirit he has, regardless of its oath or dominion. He
he knows without preparing it ahead of time. To learn may invoke a different spirit each time he uses this ability.
or cast a spell, the invoker must have a Charisma score A spirit invoked in this way does not stay that way for
equal to at least 10 + the spell’s level. The saving throw long. The wanderer can maintain a fleeting invocation
DC against the invoker’s spell is 10 + the spell’s level for a number of rounds each day equal to twice his
+ the spiritbound invoker’s Charisma modifier. He may invoker level + his Charisma modifier. He may end this
cast dominion* spells as if he were a spirit companion, invocation at any time as a free action, but once he does
using his invoked spirits to determine their effect. he takes a -2 penalty to attack rolls, armor class, saving
Mystic Soul (Ex): At 4th level, the spiritbound throws, and skill checks for 1 minute. He cannot invoke
invoker can channel magic from his spirits. The invoker again during that time. This alters invoke.
has one spell slot per day of each spell level he can cast, Fleeting Duality (Su): At 5th level, a wanderer gains
not including orisons. He can use these slots to cast the ability to invoke two spirits at once. Both of his
spells from the list of spells given by the his currently spirits are only invoked as long as the wanderer maintains
invoked spirits, even if he doesn’t know the spell. He his fleeting invocation. Whichever spirit he selects as the
can enhance these spells using any metamagic feat that secondary spirit grants him its invocation powers later
he knows, using up a higher-level spell slot as required than his main spirit, as described in the invoker class.
by the feat and increasing the time to cast the spell. This This modifies dual invocation.
replaces mystic bond. Flowing Spirits (Su): At 6th level, the wanderer
Quick Avatar (Su): As the spiritbound invoker hosts can bond with spirits more freely. He can spend 1 spirit
his spirits within himself, he does not need to merge energy as a free action once per round to exchange a
forms with a companion to use his spirit avatar. He can spirit he has currently invoked with a different one
activate his spirit avatar as a swift action, rather than a without needing to end his fleeting invocation. He can
full-round action. Any avatar bonuses that would affect also use this ability to switch the invocation order of his
his spirit companion (such as the bonus to spellcasting two spirits, making his primary spirit into the secondary
from the Acolyte oath) benefit the spiritbound invoker, and vice versa. This replaces spiritual emissary.
instead. The spiritbound invoker can convert his own Eternal Drifter (Su): At 12th level, the wanderer’s
spell slots to fuel his spirit energy, rather than needing a fleeting invocation imposes less strain. The penalties
spirit companion to do it. This alters spirit avatar. imposed after ending his fleeting invocation now last for
Spiritbound Magic (Su): At 10th level, the invoker’s only 1 round, instead of 1 minute. He can also spend
magic carries the blessing of the spirits. When the spirit energy to recover rounds of his fleeting invocation,
invoker casts an invoker spell of 1st level or higher, gaining 2 rounds of the ability for each point of spirit
he may opt to cast that spell as a swift action. He must energy spent. This replaces quick invocation.
pay spirit energy equal to half the spell’s level, rounded Wandering Soul (Su): At 20th level, a wanderer can
up (minimum 1) to do so, and can only affect a spell use his fleeting invocation to invoke any spirit, even ones
that normally has a casting time of 1 standard action or he does not have. Each spirit he invokes this way costs
faster. This replaces Answer the Call. an additional round of his fleeting invocation per round
Improved Mystic Soul (Ex): At 16th level, the they are invoked (for a total of 3 rounds used per actual
invoker’s magic reaches new heights. He gains an round of invocation if he invokes two spirits in this
additional spell slot per level (except orisons) for using manner). He may use the spirit powers of these spirits
his mystic soul ability. This replaces mental bond. while they are invoked. This replaces One of Many.

135
Archetypes and Options Chapter II
You create a circular burst of life force. All creatures
KINETICST within a 30-foot-radius burst centered on you take your
blast’s damage. This infusion is treated as the channel
energy class feature for the purpose of effects related
to channel energy, including channel resistance and
WILD TALENTS qualifying for feats. For feats that require spending
Whether controlling the fundamental aspects of creation uses of channel energy, each “use” requires you to
or channeling the life around them, kineticists are always pay this infusion’s burn cost (for example, using Quick
seeking new ways to master their powers. ChannelUM requires accepting 6 burn, instead of two
The following presents new wild talents that can be uses of channel energy), and any effects based on the
learned by kineticists. damage dealt by channel energy (such as Channel Smite)
use half your blast’s damage. It cannot be used to heal
ARBOREAL STRIKE creatures, only to harm.
Element wood; Type form infusion; Level 5; Burn 3
Associated Blasts autumn, spring, summer, verdant, PLUMMETING INFUSION
winter, wood Element universal; Type substance infusion; Level 2;
Saving Throw none Burn 1
You charge a nearby tree with the power of your kinetic Associated Blasts any physical blast
blast. This acts as arboreal hammerUM, except each hit dealt Saving Throw none
by the tree adds half the damage of your kinetic blast. You weigh down the target with thick mud, entangling
The infusion lasts a number of rounds equal to your vines, or some other elemental hindrance. If used on a
Constitution modifier or until you use it again. flying target, it must make a Fly check (with the same
DC as for saves against your kinetic blast) to avoid losing
CLEAR GROUND 10 feet of altitude. For every five points it fails the check
Element earth; Type utility (Su); Level 2; Burn 0 by, it falls an additional 5 feet.
You can clear the ground of natural earthen hazards, as
a clear terrain* spell, except the effect is instantaneous and POISON BLOSSOM
only affects one 10-foot square per four kineticist levels. Element wood; Type utility (Sp); Level 6; Burn 0
You can shape elemental matter into a poisonous flower,
GRASPING STONE as a toxic bloom* spell, but it only lasts as long as you
Element earth; Type utility (Sp); Level 4; Burn 0 concentrate. You can accept 1 point of burn to increase
You can mold the earth into a massive fist to crush your the duration to 1 round per kineticist level and eliminate
foes. This functions as hand of stone* but lasts as long the need to concentrate on the effect.
as you concentrate. You can accept 1 point of burn to
increase the duration to 1 round per kineticist level and RAINFALL
eliminate the need to concentrate on the effect. Element Water; Type utility (Su); Level 4; Burn 0
You can create rainclouds at-will, with a maximum range
ICE MASTERY of 120 feet. The rain affects a 30-foot-radius cylinder, 60
Element water; Type utility (Su); Level 5; Burn 0 feet high, and has the same penalties as typical rain (-4
You become a master of the north, letting you cast penalty on Perception checks and ranged attack rolls).
control ice* at-will, as the spell. The rain begins at the start of your next turn and lasts
as long as you concentrate, and you can move the cloud
ICEWALKER, GREATER up to 30 feet as part of concentrating on the effect. You
Element water; Type utility (Su); Level 4; Burn 0 can accept 1 point of burn to increase the duration to
Prerequisite icewalker 1 round per kineticist level and eliminate the need to
You leave a trail of ice behind you, as the spell icy trail*, concentrate on the effect.
except the ice only lasts for a number of rounds equal to
your Constitution modifier (minimum 1) before melting. STONE FORM
You can suspend or reactivate this ability as a free action. Element earth; Type utility (Sp); Level 7; Burn 0
You can infuse your flesh with elemental earth to turn
LIFEBURST to stone. You can transform into a statue (as the spell)
Element wood; Type form infusion; Level 4; Burn 3 at-will and are immune to petrification. You can accept
Associated Blasts positive, positive admixture 1 point of burn to remove petrification from a creature,
Saving Throw Will half acting as stone to flesh.

136
Chapter II Archetypes and Options
SUDDEN GROWTH
Element wood; Type utility (Sp); Level 5; Burn 0
You can create a lush field of plant life, acting as a verdant
MAGUS
surge* spell. If you use it again, any previously-created
growth you made withers away in 1 round.
Magi are well known for their signature combination of
SYMBIOTIC INFUSION martial skill and magical prowess, but not all magi were
Element wood; Type substance infusion; Level 3; satisfied with their abilities. Many have learned to branch
Burn 2 out their abilities into new fighting styles, such as archery
Prerequisites wood healer or two-weapon combat.
Associated Blasts autumn, positive, positive admixture,
spring, summer, verdant, winter ARCANA DEFENDER (ARCHETYPE)
Saving Throw none Arcana defenders do not take an aggressive approach to
Creatures that take damage from your blast are combat; they instead choose to use their magic powers
surrounded by faintly-glowing spores for a number of to protect themselves. These heavily-armored warriors
rounds equal to your Constitution modifier (minimum use spell and shield to stand against the odds.
1); these spores are not bright enough to affect light Weapon and Armor Proficiency: An arcana
level or stealth in any way. Any creature that attacks defender is proficient with light armor, medium armor,
a target under the effect of your symbiotic infusion and shields. He can cast magus spells while wearing
leeches some of its vitality with each strike, gaining light or medium armor or while using a shield without
temporary hit points equal to half your Constitution incurring the normal arcane failure chance. This replaces
modifier (minimum 1). If you used a positive blast, the arcana defender’s armor proficiencies.
positive admixture blast, or verdant blast, they instead Arcane Pool (Su): At 1st level, an arcana defender
gain temporary hit points equal to your full Constitution can use his arcane pool to grant an enhancement bonus
modifier (minimum 1). These temporary hit points last to a weapon as normal, as well as to his shield, paying
for 1 minute and do not stack. A creature cannot gain the arcane pool cost separately for each. At 5th level
more temporary hit points than they dealt damage. and above, he can also add the following shield special
abilities: animated, arrow catching, arrow deflection, bashing,
SYMBIOTIC INFUSION, GREATER blinding, fortification (any), reflecting, spell resistance (any). He
Element wood; Type substance infusion; Level 7; cannot enhance a shield as if it were a weapon (even a
Burn 4 spiked shield).
Prerequisites symbiotic infusion, wood healer Shielded Casting (Ex): At 1st level, arcana defenders
Associated Blasts autumn, positive, positive admixture, add their shield’s bonus to AC as a bonus to concentration
spring, summer, verdant, winter checks. An arcana defender can use his hand holding his
Saving Throw none shield to perform the somatic components of magus
The effect of your spores grows stronger. This acts as spells without forfeiting his shield’s bonus to AC. This
the symbiotic infusion wild talent, except the temporary ability replaces spell combat.
hit points now stack up to your kineticist level + your Spellstrike (Su): An arcana defender can use this
Constitution modifier. ability with a weapon or a shield bash attack.
Armor Training (Ex): At 7th level, an arcana
THERMAL INFUSION defender gains armor training, as the fighter ability. At
Element fire or water; Type substance infusion; Level 13th level, he gains armor training 2. This ability replaces
4; Burn 2 knowledge pool.
Associated Blasts blizzard, blue flame, cold, fire, ice, Heavy Armor (Ex): The arcana defender gains this
magma, plasma, steam, summer, winter ability at 7th level, instead of at 13th. This replaces the
Saving Throw Fortitude negates medium armor class feature normally gained at 7th level.
You blast either overwhelms the target with heat or saps Defensive Spell Combat (Ex): At 8th level, an
their strength with bitter cold. A creature that fails its arcana defender gains the spell combat ability, but only
saving throw is fatigued. This cannot cause a creature when wielding a shield. He is considered to have a free
that is already fatigued to become exhausted. Treat this hand to cast spells to use this ability. This ability replaces
effect as hypothermia (if your blast dealt cold damage) improved spell combat and greater spell combat.
or heatstroke (if your blast dealt fire damage). Creatures True Defense (Ex): At 20th level, an arcana defender
that do not take fire or cold damage from your blast are adds his shield bonus to his AC as an additional bonus
unaffected by this infusion. to his Reflex saves and to his touch AC. He no longer

137
Archetypes and Options Chapter II
has to make concentration checks to cast defensively. ELDRITCH EYE (ARCHETYPE)
In addition, his shield cannot be disarmed or sundered. Preferring lighter armor and agile maneuvers, those
This ability replaces true magus. known as eldritch eyes fight from a distance with ranged
Magus Arcana: The following magus arcana weaponry and spell alike.
complement the arcana defender archetype: arcane Arcane Pool (Su): An eldritch eye uses his arcane
redoubt, arcane redoubt (greater), enduring blade (may pool to grant an enhancement bonus to a ranged weapon,
use on weapon or shield), and prescient defense. rather than a melee weapon. At 5th level and above, he
can add the following special abilities to a ranged weapon:
ARCANE MARAUDER (ARCHETYPE) conserving, designating (lesser and greater), distance, flaming,
A few magi strive to use heavier weaponry for taking flaming burst, frost, icy burst, returning, seeking, shock, and
down foes, preferring a brute-force approach to combat. shocking burst. This alters the magus’s arcane pool ability.
These arcane marauders use the momentum from their Precise Shot: At 1st level, an eldritch eye gains
weapons to pierce magical resistances with ease. Precise Shot as a bonus feat, even if he does not meet
Weapon and Armor Proficiency: An arcane the prerequisites. This ability replaces spell combat.
marauder is also proficient with medium armor and can Ranged Spellstrike (Su): At 2nd level, an eldritch
cast magus spells while wearing medium armor without eye can cast a ranged touch attack spell and deliver it
incurring the normal arcane failure chance. This alters through a ranged weapon attack. Instead of the free
the arcane marauder’s armor proficiencies. ranged touch attack normally allowed to deliver the spell,
Power Attack: At 1st level, an arcane marauder gains an eldritch eye can make one free ranged attack with his
Power Attack as a bonus feat, even if he does not meet weapon (at his highest base attack bonus) as part of
the prerequisites. This ability replaces spell combat. casting this spell. If successful, this ranged attack deals
Heavy Spellstrike (Su): This ability functions like its normal damage as well as the effects of the spell.
spellstrike, but only works with a two-handed weapon This attack uses the weapon’s critical range, but the spell
(or a one-handed weapon wielded in two hands). Should effect only deals ×2 damage on a successful critical hit,
the arcane marauder make a heavy spellstrike while using while the weapon damage uses its own critical modifier.
the Power Attack feat, he adds half the damage bonus Even if the spell can normally affect multiple targets,
he receives from Power Attack as a bonus to his caster only a single missile, ray, or effect accompanies the attack.
level check to overcome his target’s Spell Resistance At 8th level, if used in conjunction with ranged spell
with the spell being delivered through his weapon. This combat, the ranged attack takes all penalties given from
ability alters spellstrike. ranged spell combat ranged attacks, and the eldritch eye
Weapon Training (Ex): At 7th level, an arcane may deliver one ray or line of effect with each attack, up
marauder gains weapon training, as the fighter ability, to the maximum allowed by the spell (in the case of ray
adding an additional weapon group every six levels effects). Any effects not used in the round the spell is
after 7th (to a maximum of three groups at 19th level) cast are lost. This ability alters spellstrike.
and increasing the bonus on attack and damage rolls Safe Shot (Ex): At 7th level, an eldritch eye no longer
for weapon groups already chosen by +1. This ability provokes attacks of opportunity when attacking with a
replaces knowledge pool, medium armor, heavy armor, ranged weapon. This ability replaces medium armor.
and greater spell access. Ranged Spell Combat (Ex): At 8th level, an eldritch
Heavy Spell Combat (Ex): At 8th level, an arcane eye gains the spell combat ability, but only when using a
marauder gains the spell combat ability, but only when ranged or thrown weapon. He doesn’t need a free hand
wielding a two-handed weapon (or a one-handed for this ability. This replaces Improved Spell Combat
weapon with both hands). The arcane marauder is and Greater Spell Combat.
considered to have a free hand to cast spells when using Evasive Archer (Ex): At 13th level, the eldritch eye
this ability. This ability replaces Improved Spell Combat gains a +4 dodge bonus to AC against ranged attacks.
and Greater Spell Combat. This ability replaces heavy armor.
Weapon Mastery (Ex): At 20th level, an arcane Pinpoint Targeting (Ex): At 16th level, the eldritch
marauder gains weapon mastery with a single two- eye gains Pinpoint Targeting as a bonus feat, even if he
handed weapon, as the fighter class ability. This ability doesn’t meet the prerequisites. In addition, the eldritch
replaces true magus. eye can spend 1 point from his arcane pool to perform a
Magus Arcana: The following magus arcana ranged spellstrike in conjunction with Pinpoint Targeting
complement the arcane marauder archetype: accurate as a full-round action. This ability replaces counterstrike.
strikes, arcane accuracy, disruptive, enduring blade, Weapon Mastery (Ex): At 20th level, an eldritch eye
maneuver mastery, pool strike (can be used with a two- gains weapon mastery with a single ranged weapon, as
handed weapon) and spellbreaker. the fighter class ability. This ability replaces true magus.

138
Chapter II Archetypes and Options
Eldritch Eye Arcana: An eldritch eye gains access to Twinned Spell Combat (Ex): At 8th level, a mystic
the following magus arcana. He cannot select any arcana dervish learns to cast spells and wield two weapons at
more than once. the same time. This functions as the spell combat ability,
Arcane Marksman (Su): The eldritch eye gains but works only when the mystic dervish is wielding
proficiency with all firearms. When using his arcane a weapon in each hand. He can use all attacks gained
pool ability to enhance his ranged weapon he can add from wielding two weapons while using twinned spell
the following effects to a firearm he wields: greater lucky, combat. The mystic dervish is considered to have a free
greater reliable, lucky, and reliable. hand to cast spells when using this ability. The penalty to
Long Range (Su): The eldritch eye can spend one point attack rolls for fighting with two weapons and for using
from his arcane pool as a swift action to increase the spell combat stacks. This ability replaces Improved Spell
range increment of a one-handed ranged weapon by Combat and Greater Spell Combat.
20 feet or the range increment of a two-handed ranged Spell Flurry (Ex): At 20th level, when a mystic
weapon by 50 feet for 1 round. dervish uses twinned spell combat, he no longer takes
Rapid Reload (Su): The eldritch eye can spend a point the -2 penalty to attack rolls that spell combat normally
from his arcane pool as a free action to magically load his imposes (he still takes the penalty for using two weapons,
weapon. For one round, any ranged weapon he holds is unless he has another ability to reduce it). If he casts
automatically loaded with ammunition after being fired, his spell before making any weapon attacks, he gains a
allowing him to make full-attack actions with a weapon
that normally requires him to take actions to reload. This
ability will load any ammunition that the eldritch eye has
on his person that he desires, but he must actually have
the ammunition. The eldritch eye must be at least 6th
level before selecting this arcana.
Magus Arcana: The following magus arcana
complement the eldritch eye archetype: accurate strikes,
arcane accuracy, enduring blade, and pool strike (can be
used with a ranged weapon or thrown weapon).

MYSTIC DERVISH (ARCHETYPE)


Not all magi wish to limit themselves to one weapon.
The mystic dervish is known for its unusual ability to
cast magic while wielding two
weapons, allowing them to
unleash a flurry of strikes
and spells.
Arcane Pool (Su): A mystic
dervish can enhance two weapons with his
arcane pool, rather than just one. He must
pay separately for each and must take a swift
action to enhance each one individually. This ability
modifies arcane pool.
Two-Weapon Casting (Ex): At 1st level, a mystic
dervish gains Two-Weapon Fighting as a bonus feat,
even if he does not meet the prerequisites. A mystic
dervish can cast magus spells while wielding a weapon
in each hand, using the hands holding his weapons to
complete the somatic components of his spells. This
ability replaces spell combat.
Dervish Defense (Ex): At 7th level, a mystic
dervish gains a +1 shield bonus to AC when wielding
two weapons. This bonus increases to +2 at 13th level.
The shield bonus stacks with the bonus provided by the
Two-Weapon Defense feat. This ability replaces medium
armor and heavy armor.

139
Archetypes and Options Chapter II
+2 insight bonus on his attack rolls until the end of his
turn. If he makes his attacks before casting the spell,
he gains a +1 insight bonus on his caster level check
MEDIUM
to overcome the Spell Resistance of his target for each
weapon attack that he struck the target with that turn.
This ability replaces true magus. Mediums are well-versed in contacting spirits, though
Magus Arcana: The following magus arcana they typically reach out to spirits of the fallen. A certain
complement the mystic dervish archetype: accurate few mediums instead contact the spirits of nature,
strikes, arcane accuracy, critical strike, hasted assault, and though the types of spirits they contact are far different
prescient attack. from those of an invoker.

STYGIAN STRIKER (ARCHETYPE) WILD SPIRITS


The powers of shadow magic are intriguing to any Rather than a medium’s normal spirits, a medium can
arcane caster. Some magi, known as stygian strikers, instead choose to channel a wild spirit. Such spirits have
learn to blend shadow magic with their own capabilities, similar archetypes to the typical six spirits a medium can
letting them stay unnoticed as they take down foes. normally call, but are themed around natural magic.
Class Skills: A stygian striker gains Stealth as a class Each of the following six spirits replaces a
skill and loses Knowledge (dungeoneering). corresponding default spirit of the medium class, as
Saving Throws: Rather than his normal saving noted in that spirit’s entry. Typically, a medium must
throws, a stygian striker has the same saving throws as a choose to only channel the normal six spirits or these six
bard (good Reflex and Will saves, poor Fortitude save). wild spirits. However, he may instead mix and match the
Arcane Shadows (Su): At 4th level, the stygian two together with GM approval. Even with approval,
striker can expend a point from his arcane pool as a he cannot select two spirits of the same archetype
swift action to vanish for 1 round per stygian striker level (for example, he cannot take both the Hierophant and
obtained, as invisibility. This ability replaces spell recall. Keeper spirits, as Keeper replaces the Hierophant).
The magus gains spell recall when he would normally
gain improved spell recall. Beguiler (Trickster)
Evasion (Ex): At 7th level, the stygian striker gains A beguiler spirit is a capricious prankster of the fey.
evasion, as the rogue class feature. This ability replaces Spirit Bonus: When you channel a beguiler, your
medium armor. spirit bonus applies on Charisma checks, Charisma-
Hide in Plain Sight (Su): Starting at 10th level, a based skill checks, Reflex saves, and on spirit surge rolls.
stygian striker can use the Stealth skill even while being This allows the bonus to apply twice to the total result
observed. As long as he is within 10 feet of an area of if you use spirit surge on a Charisma check, Charisma-
dim light, a stygian striker can hide himself from view in based skill check, or a Reflex save.
the open without anything to actually hide behind. He Seance Boon: Choose a seance boon from any of
cannot, however, hide in his own shadow. This ability the other wild spirits to benefit from. When using the
replaces fighter training. shared seance class feature, each participant can choose
Improved Evasion (Ex): At 13th level, the stygian a different boon.
striker gains improved evasion, as the rogue class feature. Favored Locations: Areas of fey influence, carnivals,
This ability replaces heavy armor. fairy rings, meadows, theaters.
Stygian Arcana: A stygian striker has access to the Influence Penalty: The beguiler always seeks to
following magus arcana: confound and confuse, and you believe others plan the
Nightblade Art (Su): The stygian striker gains a same. You never count as an ally for the purpose of
nightblade art, using his magus level in place of his gaining benefits from another creature’s abilities, nor do
nightblade level and his Intelligence modifier in place you count as a willing target for spells. Anyone attempting
of his Charisma modifier. In place of shadow surges, he to target you with a touch range spell, even a beneficial
may spend points from his arcane pool as if they were spell, must succeed at a melee touch attack, though you
shadow surges. The stygian striker can take this arcana need not attempt saving throws against harmless spells.
multiple times; each time he takes it, he must select a You gain no benefit from another creature’s aid another
different nightblade art. attempts, as you assume it’s a trick or a ruse.
Magus Arcana: The following magus arcana Taboos: Choose one: you can never tell the truth;
complement the stygian striker archetype: arcane cloak, you can only speak in riddles; you must embrace every
hasted assault, nightblade art, prescient attack, prescient opportunity to pull a prank or make a jest, but never at
defense, and silent magic. your own expense.

140
Chapter II Archetypes and Options
Whimsy (Lesser, Su): You can use your spirit roll and does not apply your spirit bonus, regardless of
surge on attack rolls, saving throws, ability checks, other effects or abilities you have that alter your spirit
concentration checks, and skill checks on yourself or surge. A lesser surge still counts as a spirit surge for the
any creature within 30 feet of you, so long as you have purpose of the limit of one spirit surge per round, but it
line of sight and line of effect to that target. If used on does not consume any free uses of spirit surge you may
any creature other than you, the spirit surge is applied as have from effects such as taboo.
a penalty to the check, rather than a bonus. This can turn
a success into a failure. You can still use spirit surge only Hunter (Marshall)
once per round. A hunter spirit is a guide and master of the wilds.
Bewilderment (Intermediate, Su): Creatures you Spirit Bonus: When you channel a hunter, your spirit
confuse never attack you if they roll the “attack nearest bonus applies on Dexterity checks, all skill checks, and
creature” result for the confusion effect (instead Reflex saves.
targeting the next nearest creature), nor do they attack Seance Boon: You gain a +2 bonus to Perception
you due to you injuring them while they are confused. checks, Survival checks, and initiative rolls.
Additionally, when you strike a foe with a weapon attack, Favored Locations: Forts, hunting grounds, ranger
you can use a swift action to disorient them with a surge lodges, practice yards.
of conflicting emotions and thoughts, causing it to take Influence Penalty: Your focus on guiding and
1d6 damage per two medium levels (max 10d6) and be directing your allies prevents you from attending to
confused for 1 round. A successful Will save (DC 10 other important matters. You take a penalty equal to
+ 1/2 your medium level + your Charisma modifier) your spirit bonus on Wisdom checks and Wisdom-
reduces the damage by half and negates the confusion. based skill checks (rather than the bonus you normally
Once a creature has been targeted with this ability receive). Additionally, if you are not at least nominally in
(whether they save or not), they cannot be targeted again charge of your present allies, you lose the remainder of
for 24 hours. This is a mind-affecting emotion effect. the hunter’s spirit bonus and seance boon.
Hall of Mirrors (Greater, Su): Add confusion to your Taboos: Choose one: you may never leave an ally
spell list as a 3rd-level spell. As a standard action, you behind or allow yourself or your allies to sacrifice
can let the beguiler gain 1 influence over you to spawn another ally, even a summoned creature; you may only
a number of illusory duplicates of yourself equal to 1 eat food that you hunted or foraged yourself that day;
+ your Charisma modifier (minimum 1). Each of these you must always travel by mundane means, never using
duplicates appears at a location you specify within 60 magic items, spells, spell-like abilities, or supernatural
feet of you and last for a number of minutes equal to abilities that let you teleport or grant you new forms of
your Charisma modifier (minimum 1). Upon creating movement (increases to movement types you already
the duplicates and as a move action at any point while have do not violate this taboo).
they last, you can exchange locations with a duplicate; Spirit Animal (Lesser, Su): You gain an animal
this is a teleportation effect and is not noticeable to companion, using your medium level as your druid
outside observers. The duplicates can move up to your level. This companion can be summoned or dismissed
speed when you move, but otherwise act as you direct as a full-round action, appearing in the nearest adjacent
them to (no action required). They cannot deal damage, space to you. When summoned, it appears with the same
but can provide flanking. The duplicates cannot take hit points it had when last called, and regains all of its hit
damage from area effects, spells that target multiple points at the start of each day. It appears as a translucent
creatures, or environmental effects. If a creature attacks phantasm and counts as both an animal and an outsider
them directly (including with a single-target spell), the (native), whichever is more beneficial to it. It is always
duplicate is immediately destroyed, but the attacker takes considered to have participated in your shared seance.
1d6 damage per two medium levels you have (max 10d6) If the companion is slain, the hunter gains 1 point of
and is confused for 1 round; this is a mind-affecting influence over you and you cannot summon it again
emotion effect. A successful Will save (DC 10 + 1/2 until you channel this spirit the following day.
your medium level + your Charisma modifier) halves the Hunter’s Tactics (Intermediate, Su): When you
damage and negates the confusion. The duplicates are contact this spirit, you gain a teamwork feat of your
otherwise treated as major images, using the save DC of choice for which you meet the prerequisites. All allies
this spirit power. who joined in your shared seance also gain this feat as a
Legendary Beguiler (Supreme, Su): You can bonus feat, even if they do not meet the prerequisites.
use a lesser spirit surge without incurring influence. You can let the hunter gain 1 point of influence over you
This lesser surge adds (or subtracts, as when using the as a move action to change the teamwork feat you have
whimsy lesser spirit power) a maximum of 1d6 to the (and granted to allies) for a different one you qualify for.

141
Archetypes and Options Chapter II
Mark Target (Greater, Su): When you hit a foe with spells). You also gain the domain’s powers, using your
an attack, you can mark it as a swift action. You and all medium level as your effective cleric level and your
allies that can see the struck target gain a competence Charisma modifier in place of your Wisdom modifier.
bonus equal to your spirit bonus on attack and damage However, for each of these domains, the 1st-level
rolls against that creature until the end of your next turn. domain power has its range increased to 60 feet, and the
Legendary Hunter (Supreme, Su): When your damage is increased by 2d6 plus an additional 1d6 for
allies attack a creature affected by your mark target every two medium levels gained above 6th. You cannot
greater spirit power, they also double the critical range select a subdomain with this ability.
of their attacks (as if they had the Improved Critical Empower Elements (Greater, Su): You can allow
feat) and automatically confirm critical hits. This does the keeper to gain 1 point of influence over you to let a
not stack with other increases to critical threat range. spell you cast ignore energy resistance, energy immunity,
You and your spirit animal are constantly under the and damage reduction (except your own). Increase the
effect of find the path for whatever destination you are save DC of the spell by +1.
traveling towards, as long as that location is prominent Legendary Keeper (Supreme, Su): You can
(as described in find the path). switch the domain provided by your primordial energy
intermediate spirit power as a move action. Daily uses
Keeper (Hierophant) of your domain powers are cumulative (i.e. you can use
A keeper spirit is a divine conduit of the elements. any combination of your 1st-level domain powers a total
Spirit Bonus: When you channel a keeper, your spirit number of times equal to 3 + your Charisma modifier).
bonus applies on Wisdom checks, Wisdom-based skill Once per day, you can use an immediate action to grant
checks, and Will saves. all allies that participated in your shared seance immunity
Seance Boon: Your damaging spells deal an to the same damage type you gained from your domain
additional 2 points of damage of the same type that they powers for 1 minute. If you change domains during that
would normally deal to each target. time, the immunity changes to match your new domain.
Favored Locations: Druid circles, extremely hot or
cold environments, mountain peaks, wilderness shrines. Predator (Champion)
Influence Penalty: Your body begins to respond as A predator spirit is an embodiment of primal strength.
if you were a wizened hermit. You take a penalty equal Spirit Bonus: When you channel a predator, your
to your spirit bonus on Strength checks, Strength-based spirit bonus applies on non-spell attack rolls, non-spell
skill checks, Constitution checks, attack rolls, and non- damage rolls, Strength checks, Strength-based skill
spell damage rolls. checks, and Fortitude saves.
Taboos: Choose one: you must strongly revere nature Seance Boon: Your bonus on attack rolls when
and not wear metal armor or shields; you must always flanking an opponent increases by 2 (normally, to +4).
attempt to keep a morally-neutral stance, and cannot cast Favored Locations: Animal dens, hunting grounds,
spells with the chaos, evil, good, or lawful descriptors; the wilderness during a full moon.
you are superstitious about arcane spellcasting, so you Influence Penalty: The predator reverts you to
must not be the willing target of arcane spells or abilities a more primal state. You take a penalty equal to your
and you must attempt a Will saving throw against even spirit bonus on Intelligence checks, Intelligence-based
harmless arcane spells and abilities. skill checks, Charisma checks, and Charisma-based skill
Nature Arcana (Lesser, Su): Instead of your checks, except for Intimidate. You apply your spirit
normal spells per day for your medium level, you use the bonus as a penalty to attack rolls with manufactured
spells per day of a mesmerist. For each level of spell you weapons and spells.
can now cast (including level 0), each time you channel Taboos: Choose one: you can only attack with
a keeper spirit, select a single spell of that level from the natural weapons, not unarmed strikes or manufactured
druid spell list to add to your medium spell list and spells weapons; you must always attack the leader of a hostile
known until you lose contact with the keeper. When you group of enemies (whether that leadership is perceived
cast these spells, they count as divine (though not for or real) until it is defeated, even if doing so would be
the purpose of fulfilling prerequisites), and you need a disadvantageous; you must consume a bit of any living
divine focus if the spell requires one. creature you slay, unless doing so would be directly
Primordial Energy (Intermediate, Su): Every harmful to you (such as eating a poisonous creature).
time you contact the keeper spirit, you can choose either Tooth and Nail (Lesser, Su): You gain two claw
the Air, Earth, Fire, or Water cleric domain. Add the attacks and a bite attack. The claws deal 1d4 damage
domain’s spells to your list of spells known for each (1d3 if you are Small), while the bite deals 1d6 damage
level of spell you can cast (these spells are cast as divine (1d4 if you are Small). These are primary natural attacks.

142
Chapter II Archetypes and Options
Altered Beasts (Intermediate, Su): When you healing touch restores 1d6 hit points to the target,
contact this spirit, choose a single animal that would be increasing by 1d6 for every two medium levels above
a valid form for beast shape I. You can transform into 1st. This healing touch is a standard action for you to
that animal (as beast shape I) as a standard action that use on someone else, or a swift action on yourself. You
does not provoke attacks of opportunity. Transforming can heal a number of times per day equal to 1/2 your
back to your normal form takes the same action. You medium level + your Charisma modifier (minimum 1).
can transform for a number of hours equal to your Entwined Roots (Intermediate, Su): The area
Charisma modifier (minimum 1). This duration does not within 10 feet of you is filled with astral roots, creating
need to be consecutive, but must be spent in one hour difficult terrain. If you have the shielding bough greater
increments. If you have the kill rush greater spirit power, spirit power, its radius increases to 20 feet, and if you
this ability acts as beast shape II (including what animal you have the legendary sentinel supreme spirit power, its
can choose). If you have the legendary predator supreme radius increases to 30 feet. Creatures that participated in
spirit power, you can either transform into an animal (as your seance are unaffected by this difficult terrain. Each
beast shape II) or transform into a hybrid form, as a primal time an allied creature within the roots takes damage,
fury* spell. You can allow the predator to gain 1 point of you reduce that damage by an amount equal to half your
influence over you as a swift action to change the animal medium level. You take all damage prevented in this
type you selected; if you are currently transformed, you manner and cannot reduce the damage you take through
immediately change into the newly selected form. the roots in any way. The roots only last while you are
Kill Rush (Greater, Su): You gain the pounce conscious, not unconscious or dead. You can dismiss or
universal monster ability, and your natural attacks deal reactivate the astral roots as a free action on your turn.
damage as if you were one size category larger. These Shielding Bough (Greater, Su): When you contact
benefits also apply to any form you take using your this spirit, choose any three paladin mercies, using your
altered beasts intermediate spirit power. medium level as your paladin level. Creatures you target
Legendary Predator (Supreme, Su): Once per with the healing touch from your seed of life lesser spirit
day, you can use a full-round action to charge up to power are affected by those mercies, using your medium
three times in a row. The three charges must be made level in place of your paladin level to determine their
against different targets. You don’t provoke attacks of effects. Whenever you or an ally within your entwined
opportunity due to your movement during these charges. roots intermediate spirit power would lose hit points
from an attack or spell, you can let the sentinel gain 1
Sentinel (Guardian) influence over you as an immediate action to shield that
A sentinel spirit is an ancient protector of the woods. creature with a wall of bark and thorns. The damage is
Spirit Bonus: When you channel a sentinel, your reduced by up to twice your medium level: the attacker
spirit bonus applies to AC and on Constitution checks, takes damage equal to the amount prevented. The
Fortitude saves, and Reflex saves. attacker can make a Reflex save (DC 10 + 1/2 your
Seance Boon: You gain a +4 competence bonus on medium level + your Charisma modifier) to halve the
saving throws against poison, paralysis, and sleep effects. damage they take from this effect.
Favored Locations: Ancient trees, dense forests, Legendary Sentinel (Supreme, Su): You can now
sacred groves, woodlands. use your healing touch from the seed of life lesser spirit
Influence Penalty: You are incredibly cautious and power from a distance, and can target anyone within the
guarded in all things, and your caution sometimes gets radius of your entwined roots intermediate spirit power.
in the way. When attacking, you always fight defensively, Once per day, you can summon a spiritual manifestation
and when casting a spell, you always cast defensively. of the sentinel. This acts as a verdant surge* spell (DC 10
Because of your focus on defense, you take a penalty on + 1/2 your medium level + your Charisma modifier),
damage rolls equal to your spirit bonus. using your medium level as your caster level. Creatures
Taboos: Choose one: you must always protect others within the effect of the verdant surge* are treated as within
from danger when you can (including defeated enemies, the area of your entwined roots, and allies within the
but not enemies that are an active threat); you must area gain fast healing 5 and are immune to bleed, poison,
protect nature, vowing to never harm an animal or plant paralysis, sleep, and stunning effects while it lasts.
creature nor deliberately damage the environment; you
must speak no words, and you break this taboo if you Thaumaturge (Archmage)
become enraged, frightened, or panicked. A thaumaturge spirit is an acolyte of unknown powers.
Seed of Life (Lesser, Su): Increase your current Spirit Bonus: When you channel a thaumaturge,
and maximum hit points by twice your medium level. your spirit bonus applies on concentration checks,
You gain the ability to heal others with a touch. A single Intelligence checks, and Intelligence-based skill checks.

143
Archetypes and Options Chapter II
Seance Boon: You gain a +1 bonus on all caster level 30 feet of you. You must have line of sight and line of
checks (such as overcoming Spell Resistance, ending a effect to the creature, can’t use a spell that has a range of
spell with dispel magic, and so on). “personal” or “touch”, and can’t use a spell that would
Favored Locations: Areas of unusual magic, occult emanate from you specifically (such as seek thoughtsAPG).
altars, ritual sites, witch covens. An unwilling creature can make a Will save (DC 10 +
Influence Penalty: Whether the spirit believes in 1/2 your level + your Charisma modifier) to prevent
an enigmatic fate, or demands sacrifice for an eldritch you from doing so: a success prevents the spell from
ritual, you must always strike for nonlethal damage when originating from their space, but doesn’t prevent you
possible. You take a penalty equal to your spirit bonus on from casting the spell normally.
all Charisma checks and Charisma-based skill checks as Dominate Spell (Greater, Su): When a creature you
the thaumaturge’s influence shapes your appearance in can see within 60 feet of you casts a spell, you can let
strange and unpredictable ways. the thaumaturge gain 1 point of influence over you as
Taboos: Choose one: you must not pass up the an immediate action to dominate the spell. Make a caster
opportunity to learn something new and significant (a level check (DC 15 + twice the spell’s level). If you
nontrivial piece of information with a Knowledge check succeed, you take control of the spell, letting you pick
of DC 20 or higher) when that opportunity is directly its targets, its effects (if the spell has multiple options),
present; you may never allow yourself or your allies to and so on, just as if you were the one to cast the spell,
interrupt a creature’s spellcasting, including the casting though it originates from the space of the creature that
of rituals (though you may still act to dispel or otherwise
end its result afterwards); you must use your own magical
solution to a challenge if you can, even if a mundane
solution that would require fewer resources is available.
Occult Arcana (Lesser, Su): This power functions
as the nature arcana spirit power, except that you add
spells from the witch list instead of the druid list (these
spells count as arcane), and you must provide somatic
and verbal components to cast them.
Hidden Threads (Intermediate, Su): Every time
you contact the thaumaturge spirit, choose a single
witch patron. Add that patron’s spells to your list of
spells known for each level of spell you can cast (these
spells are cast as arcane spells). You can make a different
choice each time you contact this spirit. Additionally,
whenever you cast a spell you can choose to have the
spell originate from the space of a creature within

144
Chapter II Archetypes and Options
cast it. The DC of the controlled spell is based on its
original level but otherwise uses your own statistics. This
does not violate the thaumaturge’s taboo concerning the
MONK
interruption of spellcasting. If the spell you are trying
to dominate is one of your spells known, add your
Charisma modifier to your caster level check. The divergent teachings of monks have created variants
Legendary Thaumaturge (Supreme, Su): You can of the same fighting techniques, depending on the
now use your hidden threads intermediate spirit power nature of their training.
to a range of 60 feet. When you successfully use hidden
threads to make a spell originate from another creature, MONK OF THE ECLIPSING MOON
you can use a swift action to bless or curse them with
a mysterious fate, affecting them as your choice of the (ARCHETYPE)
fortune or misfortune witch hex (no saving throw). The Some monks find solace and order within the cover of
hexes last a number of rounds equal to your spirit bonus, night. These monks use the fear of darkness against
instead of their normal duration, and cannot otherwise their opponents: those who cannot resist are not worthy
be extended. Once a creature has been affected by this of obtaining true perfection of body and mind.
spirit power, it cannot be affected again for 24 hours. Class Skills: A monk of the eclipsing moon gains
Heal as a class skill.
PRIMAL VESSEL (ARCHETYPE) Bonus Feats: At 1st level, 2nd level, and every four
While it is possible for any medium to entreat a wild levels thereafter, a monk of the eclipsing moon may
spirit, the primal vessel contacts them exclusively. They select a bonus feat from the following list: Blind-Fight,
seek to understand the cycle of life and death, applying Combat Reflexes, Dazzling Display, Dodge, Intimidating
their occult skills to reveal the secrets of the world. Prowess, Moonlight StalkerUC, and Nightmare FistUC.
Wild Channeler: A primal vessel may only channel At 6th level, the following feats are added to the list
wild spirits (see above). of bonus feats: Improved Blind-FightAPG, Improved
Nature Magic (Su): At 3rd level, a primal vessel Feint, Moonlight Stalker FeintUC, Nightmare WeaverUC,
gains access to the magic of nature spirits. When learning and Shatter Defenses.
new spells, he may choose from either the medium or At 10th level, the following feats are added to the list
shaman spell lists. He casts any spells learned from the of bonus feats: Deadly Stroke, Greater Blind-FightAPG,
shaman spell list as a psychic spell, rather than a divine Improved Critical, Moonlight Stalker MasterUC, and
spell. This replaces haunt channeler, location channel, Nightmare StrikerUC.
and astral journey. He need not have any of the prerequisites normally
Voice of Nature (Su): At 7th level, a primal vessel required for these feats to select them. A monk of the
gains an instinctive understanding of natural creatures. eclipsing moon can use a weapon he has Weapon Focus
As long as he is in contact with a wild spirit, he gains the with to utilize the Deadly Stroke feat, even if he doesn’t
constant effect of speak with plants and speak with animals. have Greater Weapon Focus with that weapon. These
He can suspend or reactivate these abilities as a free replace the monk’s normal bonus feats.
action. This replaces connection channel. Darkened Mind (Ex): At 3rd level (4th level for an
Spiritual Guidance (Sp): At 13th level, the primal unchained monk), the monk gains a +2 bonus on saving
vessel learns to entreat the minor spirits of nature, throws against spells with the darkness, emotion, fear, or
letting him cast commune with nature at-will as a spell-like pain descriptor. This replaces still mind.
ability. This replaces ask the spirits. Darkvision (Ex): At 4th level, a monk of the
Reverence (Su): Upon reaching 18th level, the eclipsing moon gains darkvision out to 30 feet. At 8th
creatures of the wild come to respect the primal vessel’s level, this distance increases to 60 feet. If the monk
presence. Creatures of the animal, plant, or vermin type already has darkvision, its range is increased by these
of Intelligence 2 or less never attack the vessel or any of amounts. This ability replaces slow fall. An unchained
his allies within 20 feet of him unless magically compelled monk instead replaces the ki power gained at 4th level.
to do so. Creatures of these types with Intelligence 3 or Ki Pool (Su): A monk of the eclipsing moon can
higher can make a Will save (DC 10 + 1/2 the vessel’s spend 1 point from his ki pool to do one the following:
level + his Charisma modifier) to negate the effect for • Make one additional attack at his highest attack bonus
24 hours. If the vessel or his allies take any hostile action when making a flurry of blows attack.
towards the creature or its allies, it becomes immune to • Double the distance of his darkvision for 1 minute.
this effect for 24 hours (even if they failed their saving • Cast faerie fire as a spell-like ability, using his monk
throw earlier). level as his caster level.

145
Archetypes and Options Chapter II
Each of these powers is activated as a swift action. Grit (Ex): At 1st level, a zen marksman gains Grit, as
He cannot use his ki pool to enhance his Armor Class the gunslinger ability. He regains grit from dealing critical
or movement speed. This modifies the ki pool ability. hits and from landing killing blows with both firearms
Eclipse (Sp): At 5th level (6th level for an unchained and unarmed strikes, as opposed to just firearms. This
monk), a monk of the eclipsing moon can cast darkness ability replaces stunning fist.
as a spell-like ability, using his monk level as his caster Deeds: At 1st, 3rd, 7th, 11th, 15th, and 19th levels,
level. Doing so expends 1 point from his ki pool. At a zen marksman gains a single gunslinger deed. He
14th level, the monk can spend 2 points from his ki must select a deed that he can use at the level he gains
pool to have this function as deeper darkness instead. This the deed. A zen marksman treats his monk levels as
ability replaces high jump. An unchained monk instead gunslinger levels for the purpose of the effects of deeds
replaces the ki power gained at 6th level. as well as for meeting the prerequisites for grit feats. If
Eyes of the Moon (Su): At 13th level, a monk of he selects the pistol-whip deed, he may use pistol-whips
the eclipsing moon gains the see in darkness ability. This as part of a flurry of blows in place of any of the attacks
replaces diamond soul. An unchained monk instead made, but he must pay separately for each pistol-whip
replaces the style strike gained at 13th level. he uses. This ability replaces still mind, wholeness of
body, diamond body, quivering palm, and empty body.
ZEN MARKSMAN (ARCHETYPE) An unchained monk instead replaces still mind and the
Zen marksmen forgo much of their spiritual training in ki powers granted at 8th, 12th, 16th, and 20th levels.
order to master a deadly combination of martial arts and Bonus Feats: Starting at 2nd level and every four
precision with a firearm. levels thereafter, a zen marksman gains bonus feats from
Weapon and Armor Proficiency: Zen marksmen the following list: Combat Reflexes, Deflect Arrows,
are proficient with all firearms in addition to their Dodge, Far Shot, Point-Blank Shot, Precise Shot, Rapid
normal weapon proficiencies. Reload, and Rapid Shot.
Flurry of Blows (Ex): Starting at 1st level, a zen At 6th level, the following feats are added to the list:
marksman can make a flurry of blows as a full-attack Focused ShotAPG, Improved Precise Shot, Manyshot,
action, but only when using a gun (even though it is a Mobility, and Parting ShotAPG.
ranged weapon), an unarmed strike, or with a pistol- At 10th level, the following feats are added to the list:
whip attack (by using the pistol-whip deed, see Deeds Improved Critical, Pinpoint Targeting, Shot on the Run,
below). He may not make a flurry of blows with any and Snatch Arrows.
other weapons. A zen marksman does not apply his The zen marksman does not need to have any of the
Strength bonus on damage rolls made with flurry of prerequisites normally required for these feats to select
blows unless it is with an unarmed strike. them. These replace the monk’s normal bonus feats.
When making a flurry of blows with a firearm, the Zen Marksmanship (Ex): At 3rd level (4th level
zen marksman can choose to rapidly reload his weapon, for an unchained monk), a zen marksman may use his
reducing the reload time to a free action. For each step he Wisdom modifier instead of his Dexterity modifier
reduces the reload time of the weapon (from full-round on ranged attack rolls when using a gun. This ability
to standard action, standard action to move action, and replaces maneuver training. An unchained monk instead
move to free action), the misfire chance of the firearm replaces the ki power gained at 4th level.
increases by 2. For example, reloading a pistol is normally Ki Pool (Su): A zen marksman’s ki pool is equal to
a standard action: reducing it to a free action (standard 1/2 his monk level. He may use ki points interchangeably
action to move action, then move action to free) is two with grit points, substituting one for the other for
steps, so the misfire chance of the firearm increases by performing deeds or ki abilities. Having at least one
4 for any attacks he makes while performing his flurry point in his ki pool allows him to use deeds that require
of blows. The misfire chance returns to normal if he at least one grit point, just as having at least one grit
does not perform a flurry of blows or opts to not use point allows him to make a ki strike. This alters ki pool.
this ability during his flurry of blows (instead making Ki Focus Gun (Su): At 17th level, as long as he has
remaining attacks with unarmed strikes or pistol whips). at least 1 point of ki or has at least one grit point, a zen
A zen marksman’s flurry of blows otherwise functions marksman may treat ammunition fired from his gun as
as normal for a monk of his level. A zen marksman if they were ki focus weapons, allowing him to use his
cannot use Rapid Shot or Manyshot when making a special ki attacks as if his bullets were unarmed attacks.
flurry of blows with his firearm. He may treat attacks made with the pistol-whip deed as
Gunsmith: At 1st level, a zen marksman gains if the gun was a ki focus melee weapon. This replaces
gunsmith, as the gunslinger ability of the same name. tongue of the sun and moon. An unchained monk
This ability replaces the bonus feat gained at 1st level. instead replaces the style strike gained at 17th level.

146
Chapter II Archetypes and Options
Path: A shadowstriker must take the Path of the
NIGHTBLADE Darkened Fortress.
Skills: A shadowstriker gains a number of skill ranks
equal to 4 + her Intelligence modifier at each level,
instead of 6 + her Intelligence modifier.
Even with the multiple paths of shadow magic available Medium Armor (Ex): At 1st level, a shadowstriker
to them, nightblades often find they must approach their gains proficiency with medium armor, in addition to
abilities in a non-traditional manner. Some nightblades her normal proficiencies. A shadowstriker can cast
choose to emulate the powers of other arcane casters, nightblade spells while wearing medium armor without
while others still prefer a more mundane approach, incurring the normal arcane spell failure chance.
using a well-placed blade or a convincing disguise to Spellstrike (Su): At 2nd level, the shadowstriker
achieve their goals. gains the ability to deliver touch spells through her
weapon. This functions as the magus ability of the same
DEATHWALKER (ARCHETYPE) name. She may only use spellstrike with spells that are on
The powers of shadow and those of death are closely the nightblade spell list. This replaces evasion.
intertwined. The deathwalker treads the boundary Striker Arts (Ex): At 3rd, 9th, and 15th levels, the
between these two forces, manipulating necrotic power shadowstriker gains a bonus feat. These bonus feats
to command a legion of undead. must be selected from those listed as combat feats.
Path: A deathwalker must take the Path of the Additionally, she may use her nightblade level in place
Eternal Night. of her base attack bonus for the purpose of meeting
Channel Death (Su): At 1st level, can channel the prerequisites of these feats. The shadowstriker
negative energy a number of times per day equal to cannot take the combat art nightblade art. This replaces
3 + her Charisma modifier. She channels energy as a nighteye and the nightblade arts gained at 3rd, 9th, and
cleric equal to her nightblade level. Additionally, the 15th levels.
deathwalker gains Command Undead as a bonus feat Flexible Armament (Su): At 8th level, each time
(using her nightblade level as her cleric level). This ability the shadowstriker uses her shadow armament technique
replaces all of the daily uses of her path power. to create a weapon, she can select one feat she knows
Necromantic Power (Ex): At 3rd level, the that applies to a single weapon, such as Weapon Focus
deathwalker adds the following spells to the nightblade (longsword). That feat applies to her shadow armament’s
spell list and to her list of spells known at the indicated new form. The new form of her weapon must still be
levels: detect undead (1st), lesser animate undead (2nd), animate able to benefit from the feat to select it. This replaces
dead (3rd), create undead (4th), control undead (5th), create hide in plain sight.
greater undead (6th). These do not count against her spells Fighter Training (Ex): At 11th level, the
known. This replaces the nightblade art gained at 3rd shadowstriker counts 1/2 her total nightblade level
level and the path technique gained at 5th level. as her fighter level for the purpose of qualifying for
Ashes to Ashes (Su): At 8th level, whenever a feats. If she has levels in fighter, these levels stack. This
deathwalker uses her powered by death path technique, replaces improved evasion.
she can grant its benefits to an undead creature she Flickering Armory (Su): At 14th level, when the
controls within 30 feet of her, instead of to herself. This shadowstriker uses her armory of night path technique
replaces hide in plain sight. to enhance her shadow armament, she gains additional
Eternal Servitude (Ex): At 12th level, the flexibility with the enhancements. She can use a swift
deathwalker can control 6 HD worth of undead per action on her turn to change any of the enhancements
caster level when using animate dead, instead of just 4 HD. she’s granted with armory of night with new ones,
At 18th level, undead creatures do not add their channel including changing properties for enhancement bonuses
resistance to their saving throw against the deathwalker’s and vice versa. This replaces see in darkness.
channel energy when used to Command Undead, and
she gains a +4 bonus on opposed Charisma checks to SHADOW AGENT (ARCHETYPE)
control an undead. This replaces umbral magic. Being able to remain unseen is a powerful tool in the
hands of an assassin. With a mixture of arcane arts and
SHADOWSTRIKER (ARCHETYPE) lethal poisons, shadow agents can strike with swift and
Not all nightblades lurk in the darkness, preferring to deadly precision, vanishing back into darkness when the
stand strong in the face of impossible odds. These job is complete.
shadowstrikers learn to combine martial skill and Sneak Attack (Ex): At 1st level, a shadow agent
magical prowess to better fight on the frontlines. gains sneak attack, as the rogue ability of the same

147
Archetypes and Options Chapter II
name. The extra damage dealt increases by +1d6 every Path Power: The nightblade chooses one of the two
six levels after 1st (max 4d6). If a shadow agent gets a path powers to gain access to at 1st level. She can use
sneak attack bonus from another source, the bonuses on this ability once per day as normal. Every four levels
damage stack. This ability replaces the daily uses of her thereafter (5th, 9th, 13th, and 17th), she can either gain
path power gained at 1st, 7th, 13th, and 19th levels. an additional use of this power or gain a daily use of the
Poison Expertise (Ex): At 1st level, a shadow path power from her other chosen path. Her daily uses
agent cannot accidentally poison herself when applying of these two powers are tracked separately. The traveler
poison to a weapon. She gains a bonus equal to 1/2 of two paths does not gain additional uses of her path
her shadow agent level on Craft (alchemy) checks. This powers every three levels past first (4th, 7th, and so on)
ability replaces the path technique gained at 1st level. as a normal nightblade does. She may only use one of
Swift Poisoning (Ex): At 3rd level, a shadow agent her path powers at a time.
can apply poison to a weapon as a move action. At Techniques: At 1st, 5th, 10th, 15th, and 20th levels,
6th level, she can apply it as a swift action. This ability a traveler of two paths gains one of the two new path
replaces the nightblade art gained at 3rd level. techniques available to her at that level. She may instead
Shadow Toxins (Su): At 4th level, the shadow agent select a lower-level path technique she did not choose in
gains the ability to spontaneously generate toxins out place of one of these higher-level techniques.
of shadowstuff. She can use this ability a number of Shadow Surge: The traveler of two paths gains only
times each day equal to her 1/4 her nightblade level + one of the two shadow surge abilities granted by her
her Charisma modifier (minimum 1). A shadow toxin chosen paths. She may gain the other shadow surge
functions only when used by the agent and becomes ability in place of a nightblade art.
inert if not used within 1 minute. Creating a shadow Nightblade Arts: A traveler of two paths can choose
toxin is a standard action. from the nightblade arts granted by either of her chosen
When she gains this ability, she chooses one ability paths when she selects an art.
score except for Constitution. The poison’s effect is Drawbacks: Dividing training between two paths is
based on which ability score she chose (Poison—injury; difficult and has drawbacks. As stated above, the traveler
save Fort DC equal to 10 + 1/2 the shadow agent’s level of two paths gains additional uses of her path power
+ her Charisma modifier; frequency 1/round for 6 rounds; every four levels, rather than every three. In addition,
effect 1d3 damage to the chosen ability score; cure 1 save). a traveler of two paths has one fewer spell known at
At 10th and 16th levels, she can select another ability each level (including cantrips) than what is presented in
score to damage with her poisons, and the damage die Table: Nightblade Spells Known.
increases by one step (to 1d4 at 10th level, and to 1d6 at
16th level). She chooses which ability score from those VEILED INFILTRATOR (ARCHETYPE)
available to her that a given poison damages when she It is no secret that nightblades excel at stealth, but
creates it. This replaces the daily uses of her path power some prefer a more practical approach. A well-known
gained at 4th, 10th, and 16th levels. specialization among spies and thieves, veiled infiltrators
Assassinate (Ex): At 9th level, a shadow agent can learn how to break into any group or stronghold with a
kill foes that are unable to defend themselves. This combination of illusions, subterfuge, and wit.
functions as the slayer talent of the same name, with Trapfinding (Ex): At 1st level, a veiled infiltrator adds
a DC equal to 10 + 1/2 the shadow agent’s level + the 1/2 her level to Perception skill checks made to locate
shadow agent’s Charisma modifier. This ability replaces traps and to Disable Device skill checks (minimum +1).
the nightblade art gained at 9th level. A veiled infiltrator can use Disable Device to disarm
Swift Assassination (Ex): At 15th level, once per magic traps. This ability replaces the path technique
day, a shadow agent can use her assassinate ability gained at 1st level.
against a foe without studying the foe beforehand. She Infiltrator’s Veil (Sp): At 2nd level, the veiled
must still sneak attack her foe using a melee weapon that infiltrator can use a move action to create a disguise out
deals damage. This replaces the nightblade art gained at of shadowstuff. This functions as disguise self, though it
15th level. is considered a spell whose level is equal to the highest
level of nightblade spell the veiled infiltrator can cast for
TRAVELER OF TWO PATHS (ARCHETYPE) the purpose of detecting or dispelling the veil. She may
Some nightblades find themselves in need of diversifying use this veil for 1 hour per nightblade level per day; this
their training, choosing to study two paths rather than duration does not have to be consecutive, but must be
one. The nightblade gains access to a mixture of the spent in 1 hour increments.
abilities of these two paths, but dividing her training At 5th level, her infiltrator’s veil lets her alter the
causes her to lose skills in other areas. audible properties of her disguise (such as her voice or

148
Chapter II Archetypes and Options
the sound of her equipment) or the perceived tactile make an opposed caster level check against the veiled
(touch) properties of her disguise. She can imitate any infiltrator; failure means the disguise is not revealed.
voice with which she is familiar. This ability replaces shadow surge, twin surge, umbral
At 8th level, she may activate her infiltrator’s veil as a magic, and triple surge. A veiled infiltrator never gains
move or a swift action. The disguise fools extraordinary shadow surges and cannot utilize abilities or magic items
senses, such as scent or tremorsense, always perceiving that require them.
her as the creature she is disguised as. Roguish Arts (Ex): At 3rd level, when selecting a
At 11th level, while under the infiltrator’s veil she is nightblade art, a veiled infiltrator can instead choose a
harder to detect, as if under the effects of a nondetection rogue talent, as the rogue ability of the same name. At
spell, functioning as if she cast it upon herself. 12th level, she can instead choose an advanced rogue
At 14th level, she may also alter her alignment aura to talent in place of one of her nightblade arts. Otherwise,
deceive magic that detects alignment, such as detect evil, this works as the rogue’s rogue talent ability. This alters
so long as the veil lasts. She can choose to detect as any nightblade arts.
specific alignment, or to detect as no alignment at all. Danger Sense (Ex): At 3rd level, a veiled infiltrator
This does not protect against spells or effects that cause gains danger sense +1, as the unchained rogue class
harm based on alignment. feature of the same name. This bonus improves by +1
At 17th level, the disguise fools magical and for every three levels gained after 3rd, to a maximum
supernatural senses, such as lifesense or true seeing. A of +6 at 18th level. This replaces nighteye. A veiled
creature viewing the veiled infiltrator with true seeing must infiltrator can gain nighteye in place of a nigthblade art.

149
Archetypes and Options Chapter II
Dark Whispers (Su): The hidden powers of darkness
ORACLE are revealed to you. You can add a number of spells
from the sorcerer/wizard spell list equal to your
Charisma modifier (minimum 1, maximum equal to half
your oracle level) to your spell list and your list of spells
An oracle’s powers can come from any number of known as divine spells. These have a spell level equal
mysterious sources, which are often unknown or to their sorcerer/wizard spell level. You can add only
incomprehensible. Some find themselves beckoned to illusion spells from the shadow subschool or spells with
dwell in shadows, feeling as though they, too, should be the darkness descriptor to your list of spells known in
as unknowable as the darkness they embody. this manner. Each time you gain an oracle level after
The following presents both a new mystery and two taking this revelation, you can choose to replace one of
new curses for oracles. Unless otherwise noted, the DC these spells for a new appropriate spell on the sorcerer/
to save against a mystery’s revelations is equal to 10 wizard spell list.
+ 1/2 the oracle’s class level + the oracle’s Charisma Chilling Shadows (Su): As a standard action, you can
modifier. Effects that duplicate spells use the oracle’s unleash a flare of bone-chilling darkness upon an enemy
class level as her caster level. within 30 feet as a ranged touch attack. This flare deals
1d4 points of cold damage + 1 point for every two oracle
DARKNESS (MYSTERY) levels you possess. You can use this ability a number of
Class Skills: An oracle with the darkness mystery times per day equal to 3 + your Charisma modifier. At
adds Bluff (Cha), Intimidate (Cha), Perception (Wis), 11th level, any weapon that you wield is treated as a frost
and Stealth (Dex) to her list of class skills. weapon.
Bonus Spells: shadow stream* (2nd), dust of twilightAPG Hide in Plain Sight (Su): You can use the Stealth skill
(4th), deeper darkness (6th), shadow conjuration (8th), vampiric even while being observed. As long as you are within
shadow shieldACG (10th), shadow walk (12th), greater shadow 10 feet of an area of dim light, you can hide yourself
conjuration (14th), greater shadow evocation (16th), polar from view in the open without anything to actually hide
midnightUM (18th). behind. You cannot, however, hide in your own shadow.
Revelations: An oracle with the Darkness mystery You must be at least 7th level before selecting this
can choose from any of the following revelations: revelation.
Blackest Night (Su): You conjure an area of intense Pierce the Veil (Su): Your time spent within the shadows
shadows, the mixture of darkness and negative energy allows you to see in even the deepest darkness. You
ravaging creatures within. You can create one 10-foot gain darkvision 60 feet. If you already have darkvision,
cube of darkness per oracle level. These cubes can be its range is extended by 30 feet instead. At 11th level,
arranged in any pattern you desire, but each cube must you can see perfectly in darkness of any kind, even in
be adjacent to another and one must be adjacent to you. absolute darkness or the darkness created by a deeper
Any creature caught in the darkness when you use this darkness spell.
ability takes 1d8 points of cold damage per oracle level Shade Sight (Sp): You gain a bonus on Perception
plus an additional 1d6 points of Strength damage as checks to locate invisible or incorporeal creatures equal
the destructive energy tears at them. A Fortitude save to half your oracle level (minimum 1). At 7th level, as a
halves both the cold damage and Strength damage. In standard action, you can look into shadows to see out
addition, the area becomes pitch black after the initial of another area of darkness nearby. This functions as
burst, treating the entire area as if under the effects of clairaudience/clairvoyance, but only for sight (not hearing).
banish light*. The banish light* effect lasts for a number of You must be in an area of dim light or darkness to use
rounds equal to your Charisma modifier, but the damage this ability, and can only scry upon another area of dim
only occurs once (when the shadows are created). At light or darkness. A creature’s shadow counts as dim
15th level, the Strength damage increases to 2d6. You light for this purpose, but if the creature moves from its
can use this ability once per day. You must be at least current space the effect ends. Unlike with clairaudience/
11th level to select this revelation. clairvoyance, your low-light vision, darkvision, and see
Cloak of Darkness (Su): You conjure a cloak of shadowy in darkness abilities function through the sensor (if
darkness that grants you a +4 armor bonus and a +2 you have them). You can use this ability for a number
circumstance bonus on Stealth checks. At 7th level, and of rounds per day equal to your oracle level, but these
every four levels thereafter, these bonuses increase by rounds do not need to be consecutive.
+2. You can use this cloak for 1 hour per day per oracle Shadow Resistance (Ex): You gain resist cold 5. This
level. The duration does not need to be consecutive, but resistance increases to 10 at 5th level and 20 at 11th
it must be spent in 1-hour increments. level. At 17th level, you gain immunity to cold.

150
Chapter II Archetypes and Options
Sight Unseen (Ex): You gain Blind-Fight as a bonus
feat. At 8th level, you gain Improved Blind-FightAPG
as a bonus feat. At 15th level, you gain Greater Blind-
PALADIN
FightAPG as a bonus feat. You do not need to meet the
prerequisites to receive these feats.
Wings of Darkness (Su): As a swift action, you can A paladin’s means are just as important as their goals.
manifest a set of translucent, inky wings that grant you Depending on the situation, novel tactics may be needed
a fly speed of 60 feet with good maneuverability. You so that the cause of the just may triumph.
can use these wings for 1 minute per day per oracle level.
This duration does not need to be consecutive, but it PURIFIER (ARCHETYPE)
must be spent in 1-minute increments. At 11th level, you Fire may burn, but it also can bring warmth to the heart.
can use these wings to fly as if with overland flight once Like a wildfire clearing the land to make way for new
per day. Used in this way, the ability lasts for up to 1 growth, the purifier channels the destructive power of
hour per level, and counts as your total use of this ability flame to cleanse impurities so that good may flourish.
for the day. You must be at least 7th level to select this Alignment: A purifier is required to be of good
revelation. alignment, but does not have to be lawful good.
Final Revelation: Upon reaching 20th level, you Code of Conduct: A purifier loses all class features
become a master over darkness. You become immune except proficiencies if she ever willingly commits an evil
to blindness, dazzling effects, death effects, and energy act. She should strive to uphold the tenets of her faith,
drain. When you cast a shadow spell whose realness is help those in need, and purge unnatural creatures.
represented as a percentage (such as shadow conjuration), Blazing Smite (Su): This acts as smite evil, but the
increase its realness by 20%. Once per day, you may cast purifier can smite a creature of any alignment. The
shades as a spell-like ability, using your oracle level as your additional damage to her weapon attacks is fire damage,
caster level. rather than the weapon’s normal type: this fire damage
is multiplied on a critical hit and stacks with other fire
FORGOTTEN (CURSE) damage dealt by the weapon. The purifier does not gain
People find it difficult to remember who you are, their a deflection bonus to her AC against attacks made by
memories of you often clouded and inconsistent. You the target of her blazing smite. The damage of the smite
take a -4 penalty on Charisma-based skill checks, except is doubled when striking aberrations, evil outsiders, and
for Disguise. Add disguise self and memory lapseAPG to your undead, but not when attacking dragons.
list of spells known as 1st-level spells. Aura of Flame (Su): At 3rd level, a purifier gains
At 5th level, add misdirection and undetectable alignment to fire and cold resistance 10. This resistance increases to
your list of spells known as 2nd-level spells. 20 at 11th level, and to immunity to fire and cold at 17th
At 10th level, add modify memory to your list of spells level. Allies within 10 feet of the purifier gain resistance
known as a 5th-level spell. to fire and cold equal to half the amount the purifier has
At 15th level, you gain the constant benefits of a (at 17th level, they gain resistance 15 to fire and cold,
nondetection spell, functioning as if you cast it on yourself. instead of immunity). This functions only while the
You can suppress or reactivate this ability as a free action. purifier is conscious, not if she is unconscious or dead.
This replaces aura of courage and divine health.
STATUESQUE (CURSE) Burning Spells: At 4th level, the purifier adds the
Your body is partially made of heavy stone. Your weight following spells to her spell list at the indicated levels:
is double what your size would normally indicate, and burning hands (1st), produce flame (1st), flame blade (2nd),
you are always treated as if carrying a load level one scorching ray (2nd), elemental auraAPG (3rd, dealing fire
step higher than you are actually carrying (i.e. if you damage only), fireball (3rd), flame strike (4th), and wall of
are carrying a light load, you are treated as if carrying fire (4th). This replaces channel energy.
a medium load, instead). You gain a +4 bonus to saving Aura of Purity (Su): At 8th level, the purifier
throws against petrification and to your CMD against becomes immune to both poison and disease, including
effects that would move you from your space. supernatural and magical diseases. Each ally within 10
At 5th level, you gain the freeze universal monster feet of her gains a +4 morale bonus on saving throws
ability, allowing you to hide as a statue. against disease and poison effects. This ability functions
At 10th level, you become immune to petrification only while the purifier is conscious, not if she is
and gain DR 5/adamantine. unconscious or dead. This replaces aura of resolve.
At 15th level, when you freeze you can fully transform Divine Fire (Su): At 14th level, the purifier’s flames
into stone as a free action, as a statue spell. are imbued with divine power. Half of all fire damage

151
Archetypes and Options Chapter II
she deals is not subjected to fire resistance or immunity.
However, it does not bypass the resistance granted by
the aura of flame ability from herself or another purifier.
RANGER
This replaces aura of faith.

SHADOW BANISHER (ARCHETYPE) Using firearms, staves, or even their bare hands, each
Paladins are always seeking out evil to vanquish in the ranger’s style defines their approach to taking on the
name of their god. Some focus on ousting those that biggest of threats.
lurk in the shadows, turning back the tide of darkness
by invoking the brilliant light of divinity. DIVINE GUIDE (ARCHETYPE)
Smite Evil (Su): This functions as the ability of the The divine guide eschews many traditional ranger abilities
same name, but does not deal double damage on the to learn the esoteric magics of the wild, channeling its
first hit against evil dragons or outsiders; only to undead. verdant power to aid allies.
However, hitting the target of her smite subjects it to a Favored Adversary (Ex): At 1st level, a divine
faerie fire effect for 1 minute per shadow banisher level. In guide learns how to best engage a particular foe without
addition, her weapons are treated as ghost touch weapons being harmed. This functions as and replaces favored
when used against the target of her smite. enemy, but instead of the normal bonuses, he gains a
Channel Light (Su): At 4th level, the shadow +1 bonus on Knowledge, Perception, Sense Motive, and
banisher gains the ability to create a brilliant flash of Survival checks, as well as a +1 bonus to AC, CMD, and
light to either strike at the evil before her or to dispel the saving throws against the extraordinary, spell-like, and
darkness about her. This ability is similar to channeling supernatural abilities of those creatures.
positive energy, but instead of healing living creatures Whenever the divine guide would gain a new favored
and harming undead, this blast of divine power can only enemy, he instead gains a new favored adversary. Also,
harm undead and create light. rather than increasing a single adversary’s bonus by +2,
Channeling light causes a burst that affects all all of his favored adversary bonuses become +2 at 5th
creatures in a 30-foot radius centered on the shadow level, increasing by +1 for every five ranger levels gained
banisher. When used to harm undead, it functions thereafter. This otherwise acts as and replaces favored
identically to channeling positive energy, and counts as enemy, and any abilities that function with favored
such for feats, abilities, prerequisites, and so on that use enemy instead benefit favored adversary.
channel positive energy. Remedy (Su): At 2nd level, the divine guide gains
Instead of harming undead with this energy, a shadow remedy, as the warden class feature of the same name
banisher can instead use channel light to dispel darkness. and using his ranger level as his warden level. As he does
Any 1st level or lower spell with the darkness descriptor not have wards, he must use remedy on either himself or
in the area is dispelled (as dispel magic). The level of an ally adjacent to him.
darkness spells that can be dispelled with channel light Hunter’s Bond (Ex): A divine guide must choose to
increases by 1 for every two levels beyond 4th, up to bond with his companions, letting him share the benefit
being able to dispel 9th level darkness spells at 20th of his favored adversary with all allies within 30 feet,
level. Whether the magical effects are dispelled or not, though they gain the full benefit rather than half. He
the area brightens, as a daylight spell, for 1 minute. may use his remedy on any ally currently benefiting from
A shadow banisher may channel light by expending his hunter’s bond as long as they are within close range
two uses of her lay on hands ability. Doing so is a standard (25 ft. + 5 ft./2 levels). This alters hunter’s bond.
action that does not provoke attacks of opportunity. A Secrets: At 4th level, the divine guide learns a single
shadow banisher must present her holy symbol to use secret, as the warden feature of the same name. He must
this ability. This ability replaces channel positive energy. use his ranger level as his warden level to qualify for
Aura of Warding (Su): At 8th level, the shadow the secret. He gains an additional secret for every three
banisher becomes immune to magical aging effects and levels gained after 4th. This ability replaces the divine
adds her Charisma bonus (if any) as a bonus to her touch guide’s spells. Divine guides do not gain any spells or
AC. Allies within 10 feet of the shadow banisher add the spellcasting ability and cannot use spell trigger and spell
shadow banisher’s Charisma bonus as a bonus to touch completion magic items (without Use Magic Device).
AC. This bonus cannot make her touch AC go above her Designate Threat (Ex): At 11th level, the divine
normal AC, nor can it make an ally’s touch AC exceed guide can use a move action to designate one foe as a
their normal AC. This aura functions only while the great threat to his allies. If that foe is not one of his
shadow banisher is conscious, not if she is unconscious favored adversaries, it is immediately treated as one of
or dead. This ability replaces aura of resolve. his adversaries. If it was already a favored adversaries, he

152
Chapter II Archetypes and Options
adds his favored adversary bonus to attack and damage ENTRAPPER (ARCHETYPE)
rolls against that foe. This bonus extends to his allies While still proficient at direct combat, entrappers give
should he use his hunter’s bond to share his favored up their divine powers in favor of tried-and-true traps
adversary bonus with them against the designated threat. to snare and hinder their foes.
He may only have one designated threat at a time. He Class Skills: An entrapper adds Disable Device to
can dismiss the effect at any time as a free action, but his list of class skills.
cannot select a new threat for 24 hours. If the divine Trapfinding (Ex): An entrapper adds 1/2 his ranger
guide has proof the adversary is no longer a threat, he level on Perception skill checks made to locate traps
can select a new threat after 1 hour. This replaces quarry. and on Disable Device skill checks (minimum +1). An
Imminent Threat (Ex): At 19th level, the divine entrapper can use Disable Device to disarm magic traps.
guide’s ability to call out threats improves. He may use This ability replaces wild empathy.
designate threat as a free action. If a threat is dismissed Hunting Traps: At 4th level, an entrapper gains
or otherwise ended, he can select a new one after 10 the ability to create powerful traps to hunt his prey.
minutes have passed. This replaces improved quarry. These function like saboteur traps, but an entrapper
Master Guide (Ex): At 20th level, the divine guide uses his Wisdom modifier instead of his Intelligence
gains masterful insight against his foes’ attacks. He modifier when determining the DC of hunting traps
becomes immune to critical hits and sneak attacks from and the number of traps he can have placed at once.
his favored adversaries. When he shares his favored An entrapper uses his spells per day to determine the
adversary bonus with allies, they gain a 50% chance number of traps he can place each day.
to negate critical hits and sneak attacks made by that An entrapper looks to nature for inspiration in
favored adversary: this does not stack with other sources building his traps. The entrapper has his own assembly
that prevent critical hits, such as fortification. This replaces list of natural traps, as shown below. Effects created by
master hunter. hunter traps are treated as divine spells. In addition, an
entrapper does not have an assembly book; each day
when he creates his traps, he can choose to create any
trap he is capable of creating based on his entrapper
level. This replaces the spells class feature. Entrappers
do not gain any spells or spellcasting ability, but do have
a caster level for the purpose of using hunting traps.
Entrapper’s Mark (Ex): At 11th level, an entrapper
can, as a standard action, denote one target within his

153
Archetypes and Options Chapter II
line of sight as his mark. Whenever he is following the NEW COMBAT STYLES
tracks of his mark, an entrapper can take 10 on his Rangers and other characters who gain combat styles
Survival skill checks while moving at normal speed, can also select from the following new options. They
without penalty. In addition, his mark takes a -2 penalty can choose feats from their selected combat style even if
on saving throws and to AC against his hunting traps they do not meet the prerequisites. If they wish to take a
and on Disable Device and Perception checks to locate feat that requires the Weapon Specialization feat (such as
or disable his hunting traps. An entrapper can have no Impaling CriticalUC or Point Blank MasterAPG), they must
more than one mark at a time and the creature’s type have Weapon Focus with that weapon, instead.
must correspond to one of his favored enemy types. He Firearms: If the ranger selects firearm style, he can
can dismiss this effect at any time as a free action, but he choose from the following list whenever he gains a
cannot select a new mark for 24 hours. If the entrapper combat style feat: Amateur GunslingerUC, Deadly Aim,
sees proof that his mark is dead, he can select a new Precise Shot, and Rapid Reload. At 6th level, he adds
mark after waiting 1 hour. This ability replaces quarry. Improved Precise Shot, Point Blank MasterAPG, Signature
Improved Entrapper’s Mark (Ex): At 19th level, DeedUC, and Snap ShotUC to the list. At 10th level, he
the entrapper’s ability to catch his focus improves. He adds Improved Snap ShotUC and Pinpoint Targeting to
can now select a mark as a free action, and can now take the list.
20 while using Survival to track his mark, while moving Huntsman: If the ranger selects huntsman style, he
at normal speed without penalty. The penalty his mark can choose from the following list whenever he gains a
takes against his traps increases to -4. If his mark is killed combat style feat: Cover TracksUW, Deadly Aim, Precise
or dismissed, he can select a new one after 10 minutes Shot, and Skilled Tracker*. At 6th level, he adds Hunter’s
have passed. This ability replaces improved quarry. Aim*, Improved Hunter’s BondUW, Spotter’s Call*, and
Entrapper Assemblies: Entrappers gain access to Vital Strike to the list. At 10th level, he adds Greater
the following traps. While most of these are spells found Hunter’s BondUW and Improved Vital Strike to the list.
in the Pathfinder Roleplaying Game Core Rulebook, those Polearm: If the ranger selects polearm style, he
with superscripts are from other Pathfinder Roleplaying can choose from the following list whenever he gains
Game material, as outlined in the introduction of this a combat style feat: Cleave, Cleaving FinishUC, Combat
book. Those marked with an asterisk (*) are new spells Reflexes, and Polearm Expertise*. At 6th level, he adds
that are described in Chapter IV of this book. Great Cleave, Improved Cleaving FinishUC, Lunge, and
1st-Level Entrapper Traps: alarm, burning hands, Whirlwind Attack to the list. At 10th level, he adds Pin
earthen shard*, echoUW­, entangle, expeditious excavationAPG, DownUC and Strike Back and to the list.
discerning extension*, faerie fire, flare burstAPG, forked lightning*, Quarterstaff: If the ranger selects quarterstaff style,
invisibility alarmACG, obscuring mist, ray of sickeningUM, shocking he can choose from the following list whenever he
grasp, sleep, snowballUW, stinging thorn*, stumble gapAPG, gains a combat style feat: Improved Trip, Power Attack,
thunderstompACG, underbrush decoyUW Quarterstaff MasterUM, and Two-Weapon Fighting. At
2nd-Level Entrapper Traps: acid arrow, aggressive 6th level, he adds Greater Trip, Improved Two-Weapon
thundercloudACG, binding earthARG, clipped wings*, cloudburst*, Fighting, Tripping StaffUM, and Tripping StrikeAPG to the
create pitAPG, darkness, flaming sphere, fog cloud, frigid touchUM, list. At 10th level, he adds Greater Two-Weapon Fighting
frost fallUC, hold animal, iron stakeUW, sickening entanglementACG, and Tripping TwirlUM to the list.
snare, soften earth and stone, spike growth, spontaneous Spear: If the ranger selects spear style, he can choose
immolationUC, stealth extension*, stone callAPG, unshakable from the following list whenever he gains a combat
chillUM, web, wind wall, winter graspUW style feat: Charging HurlerUC, Power Attack, Powerful
3rd-Level Entrapper Traps: air geyserACG, aqueous Throwing*, and Two-Handed ThrowerUC. At 6th level,
orbAPG, ash stormAPG, aversionOA, burning entanglementVC, he adds Distance ThrowerUC, Impaling CriticalUC,
burst of nettlesUM, cold snap*, combustion*, contagion, daylight, Improved Charging HurlerUC, and Precise Shot to the
deep slumber, deeper darkness, earth tremorUW, flashfireUW, list. At 10th level, he adds Impact Critical ShotUC and
fireball, hand of stone*, heat wave*, instant enemyAPG, life Improved Impaling CriticalUC to the list.
blastHA, lightning bolt, plant growth, poison, sleet storm, spiked Unarmed: If the ranger selects unarmed style, he
pitAPG, spore surge*, stench of preyACG, stinking cloud, thorny can choose from the following list whenever he gains a
entanglementACG, thunderstomp (greater)ACG, verdant surge* combat style feat: Combat Reflexes, Improved Unarmed
4th-Level Entrapper Traps: aggressive thundercloud Strike, Monastic LegacyUC, and Two-Weapon Fighting.
(greater)APG, creeping iceACG, downpour*, flaming sphere At 6th level, he adds Improved Two-Weapon Fighting,
(greater)ACG, geyserAPG, green caressHA, hold monster, ice storm, Punishing KickAPG, Spring Attack, and Stunning Fist
maelstrom*, solid fog, spike stones, sprawling extension*, tidal to the list. At 10th level, he adds Greater Two-Weapon
surgeUW, volcanic stormUM, wall of fire, wall of thorns Fighting and Improved Spring AttackUW to the list.

154
Chapter II Archetypes and Options
ROGUE SABOTEUR
SCOURGE OF SHADOWS (ARCHETYPE) Saboteurs are always looking for new ways to complete
Rogues of all kinds know the value in staying unseen. their goals, branching out to new styles and methods. A
Those that are particularly quick learners sometimes few take to using traditional methods such as poison,
delve into shadow magic, learning a small number of while others take on alter egos to avoid suspicion.
powers often utilized by nightblades.
Path (Su): At 1st level, a scourge of shadows chooses AMBUSHER (ARCHETYPE)
a single nightblade path, such as Path of the Darkened Strength in numbers is a valid tactic, and when the job
Fortress. She gains access to that path’s path power calls for attacking a traveling caravan or a platoon of
(using her rogue level in place of her nightblade level for soldiers, the ambusher makes sure to bring enough allies
its effects), but not any other abilities from that path. She to swing the odds in her favor.
may use it once per day, plus an additional time per day Ambush Trap I: At 2nd level, the ambusher adds
at 7th, 13th, and 19th levels. This replaces trap finding summon monster I to her assembly book as a 1st-level trap.
and the sneak attack dice gained at 7th and 19th levels. When a creature triggers a trap with a summon monster
Shadow Surge (Su): At 3rd level, the scourge of effect, a creature is summoned, serving the ambusher as
shadows learns the ability to gain shadow surges, as per the spell and otherwise being treated as a summoned
the nightblade ability of the same name. This grants creature. The summoned creature must remain within
her the ability to use a shadow surge to roll twice on close range within close range (25 ft. + 5 ft./2 levels) of
Stealth checks, as well as the shadow surge ability for her the trap’s location.
nightblade path. This replaces trap sense. The ambusher must determine what creature(s) that
Night Talents: A scourge of shadows has access to the trap will summon when she places the trap. The
the following rogue talents: creatures are summoned in the nearest available space
Nightblade Art: The rogue gains a nightblade art, as the from the trap’s location. If the ambusher has line of
nightblade ability of the same name. She may only select sight to the trap when it triggers, she can change which
a nightblade art belonging to her chosen nightblade path creature is summoned at the time of triggering, and can
or one that uses a shadow surge, such as dusk strike. cause the creature to appear in any location within the
She uses her rogue level in place of her nightblade level spell’s normal range. The Augment Summoning feat can
when using these arts and for the purpose of meeting be applied to these creatures. This ability replaces the
their prerequisites. saboteur trick gained at 2nd level.
Shadow Technique: The rogue gains the 1st-level path Surprise Attack (Ex): At 3rd level, an ambusher
technique for her chosen path, using her rogue level in adds her Intelligence bonus to her initiative checks, in
place of her nightblade level for its effects. addition to her Dexterity bonus. Should she successfully
Advanced Night Talents: A scourge of shadows attack an opponent during the surprise round, she may
has access to the following advanced rogue talents: use her saboteur’s mark on that target as a free action.
Advanced Nightblade Art: This functions as the She can also mark a target as a free action when a creature
nightblade art rogue talent, but she can select any art of triggers one of her traps. She can still only maintain one
her choice that she qualifies for. mark at a time. This replaces hidden spotter.
Advanced Shadow Technique: The scourge of shadows Ambush Trap II: At 5th level, the ambusher adds
gains the 5th-level path technique for her chosen path, summon monster II to her assembly book as a 2nd-level
using her rogue level in place of her nightblade level. trap. This replaces swift sabotage.
The rogue must have the shadow technique rogue talent Ambush Trap III: At 8th level, the ambusher adds
before selecting this talent. summon monster IV to her assembly book as a 3rd-level
Rogue Talents: The following rogue talents trap. This replaces the saboteur trick gained at 8th level.
complement the scourge of shadows archetype: fast Ambush Trap IV: At 11th level, the ambusher adds
stealth, minor magic, major magic, nightblade art, summon monster V to her assembly book as a 4th-level
shadow technique, and surprise attack. trap. This ability replaces combined arms.
Advanced Rogue Talents: The following advanced Ambush Trap V: At 14th level, the ambusher adds
rogue talents complement the scourge of shadows summon monster VII to her assembly book as a 5th-level
archetype: advanced nightblade art, advanced shadow trap. This ability replaces the saboteur trick gained at
technique, hide in plain sight, and slippery mind. 14th level.

155
Archetypes and Options Chapter II
Ambush Trap VI: At 17th level, the ambusher adds Demolition Charge (Ex): At 2nd level, a
summon monster IX to her assembly book as a 6th-level demolitionist learns how to create demolition charges,
trap. This replaces expanded arsenal. using the magical energy that would normally power her
Always Prepared (Ex): At 19th level, an ambusher’s traps to create dangerous explosives.
initiative roll is automatically a natural 20 and she is In place of one of her daily trap slots, she can create
never surprised. This replaces instant sabotage. a demolition charge. Creating a demolition charge takes
the same time as creating a trap, and follows the normal
CHYMIST (ARCHETYPE) rules for saboteur traps for the purpose of placing
Traps are a useful tool, but they often require a great deal multiple charges, how long the charges last before falling
of planning to put to good use. The chymist forsakes apart harmlessly, and how to disarm them.
much of their trap-making ability to instead create Placing a demolition charge takes 1 round. A charge
alchemical reagents and debilitating poisons. has 10 hit points and hardness 0; while the charge can
Alchemy (Su): Rather than creating traps, a chymist be destroyed, it has a 25% chance of detonating (if
gains the ability to make alchemical extracts. This not disarmed first); if it takes any direct fire damage, it
functions as the alchemist ability of the same name. She always detonates.
uses her chymist level in place of her alchemist level for When a demolition charge detonates, it explodes in a
all effects related to alchemy, and gains extracts per day 10-foot-radius burst, dealing 3d6 fire damage per level
as an alchemist equal to her level. This ability replaces of the trap slot used. The fire damage is not halved
saboteur traps and expanded arsenal. when dealing damage to an object (as energy damage
Toxicologist (Ex): At 1st level, the chymist gains the normally is). A Fortitude save halves the damage, the
ability to create deadly poisons cheaply. This functions DC using the same DC as her saboteur traps based
similarly to (and counts as) the poison brewer saboteur on the trap slot used for the demolition charge. While
trick, even though she doesn’t normally qualify for it at it is especially potent against objects, structures and
1st level. However, a chymist’s ability to brew poisons is construct creatures, it is less effective against other
far superior to other saboteurs. targets; non-construct creatures caught in the blast take
A chymist can create a number of poison each day half the charge’s normal damage (or one-quarter the
equal to her level + her Intelligence modifier, instead of damage on a successful saving throw).
the usual amount. She can brew a poison as a standard When placing a demolition charge, the demolitionist
action, but doing so takes 2 daily uses of this ability chooses whether the charge detonates based on a set
and the poison only lasts 1 minute before becoming amount of time passing or from remote activation. If
inert. The damage of her poisons starts off as only 1 she chooses a set time, the demolitionist must declare
point per round, increasing to its normal amount at 6th a number of minutes before the charge explodes
level. She selects one ability score to damage with her automatically (minimum 1). The maximum time she can
poisons at 1st level and selects an additional type at 3rd set is equal to 10 minutes per saboteur level. At the end
level and every four levels gained thereafter. When she of this duration, the demolition charge explodes. Once
reaches 11th level, she adds Constitution to the list of she sets the timer, it cannot be deactivated save for the
ability scores she can select for this ability. This replaces charge being disarmed or destroyed.
marked target, improved mark, and greater mark. If she wishes to detonate it remotely, she can instead
Discoveries: At 4th level, and every four levels gained trigger it by concentrating on the charge’s magic as a
thereafter, a chymist can select an alchemist discovery, standard action; doing so causes the charge to detonate
using her saboteur level in place of her alchemist level to immediately. She must have line of sight to the demolition
qualify and use them. This replaces the saboteur tricks charge and must be within medium range (100 ft. + 10
gained at 4th, 8th, 12th, 16th, and 20th levels. ft./level) of its location to do so. She cannot otherwise
Immunity (Ex): At 9th level, a chymist becomes trigger her demolition charges remotely, as she can a trap
immune to poison. This replaces ranged setup. she has placed. This ability replaces the saboteur trick
Swift Poisoning (Ex): At 11th level, a chymist can gained at 2nd level.
poison a weapon as a move action. If she already could Demolition Bomb (Ex): At 9th level, the
do so as a move action, she can instead poison a weapon demolitionist can use the ranged setup ability with
as a swift action. This replaces combined arms. both saboteur traps and demolition charges. This alters
ranged setup.
DEMOLITIONIST (ARCHETYPE) Combined Arms (Ex): At 11th level, the
Sabotage does not always require subtlety. A demolitionist demolitionist gains the combined arms ability, but can
creates explosive charges to take down entire structures, only use the ability to prepare a demolition charge. This
bringing down fortresses long after she has already left. alters the combined arms ability.

156
Chapter II Archetypes and Options
Improved Trigger (Ex): At 17th level, the maximum The ruin raider can use this ability a number of rounds
time the demolitionist can set for her charges to per day equal to her ruin raider level + her Intelligence
automatically detonate increases to 1 hour per level. In bonus (minimum 1). Maintaining this bonus is a free
addition, when detonating a demolition charge remotely, action, but it ends immediately if the ruin raider is killed,
she can do so if she is within long range of the charge paralyzed, stunned, knocked unconscious, or otherwise
(400 ft. + 40 ft./level) and no longer needs line of sight. prevented from taking a free action to maintain it each
This ability replaces expanded arsenal. round. This ability replaces marked target.
Explorer’s Knack (Ex): At 4th level, a ruin raider
RENEGADE (ARCHETYPE) can gain limited abilities to better tackle challenges. As a
Some saboteurs take up a cause that requires complete swift action, she can gain one of the following effects:
secrecy, lest their allies be exposed. These renegades • Low-light vision and darkvision 60 ft.
take on a second identity in order to mask their activities • Increase her base speed by 20 feet.
from scrutiny. • Climb speed equal to her base speed
Dual Identity (Ex): At 1st level, a renegade gains the • Swim speed equal to her base speed, plus the ability to
ability to have two identities, as the vigilante ability of breathe underwater.
the same name. She follows all of the normal uses and • Ignore difficult terrain.
restrictions of this ability as described in the vigilante She can change which of these effects she gains
class, including when using her social talents and each time she uses explorer’s knack. She can use this
vigilante talents (see below). This replaces trapfinding. ability for 10 minutes per day per ruin raider level she
Hidden Renegade (Ex): Also at 1st level, a renegade possesses. This duration does not have to consecutive,
gains the vigilante specialization ability, as the vigilante but must be spent in 10-minute increments. She can only
ability of the same name and using her saboteur level use one explorer’s knack at a time.
in place of her vigilante level. She must always choose At 12th level, she can maintain two uses of explorer’s
the stalker specialization. This replaces marked target, knack at once. Each one counts against her daily limit.
improved mark, and greater mark. This ability replaces the saboteur tricks gained at 4th
Vigilante Talent: At 2nd level, and every four levels level and at 12th level.
thereafter, the renegade gains a vigilante talent. She uses Improved Intuition (Ex): At 7th level, a ruin raider’s
her saboteur level as her vigilante level when using or intuition improves. She doubles the insight bonus to her
qualifying for these talents. This replaces the saboteur AC against critical hit confirmations against her and
tricks gained at 2nd, 6th, 10th, 14th, and 18th level. against attacks from traps, and she doubles the insight
Social Talent: At 4th level, and every four levels bonus to her saving throws against curses, poison,
gained thereafter, the renegade gains a social talent. She language-dependent effects, and magic traps. This ability
uses her saboteur level as her vigilante level when using replaces improved mark.
or qualifying for these talents. This replaces the saboteur Symbology (Sp): At 8th level, the ruin raider has
tricks gained at 4th, 8th, 12th, 16th, and 20th level. learned a bit of symbol-based magic from her time
spent in the ruins of ancient civilization. She adds all
RUIN RAIDER (ARCHETYPE) symbol spells from the sorcerer/wizard spell list of 6th
Occasionally a saboteur forgoes more civilized endeavors, level and lower to her assembly list. She may create any
instead seeking out lost knowledge and treasure. These of these symbols using one of her daily trap slots of the
ruin raiders use their expertise to gain entry to the most same level to prepare the symbol spell. She must use its
well-guarded tombs and crypts. normal casting time and material components to do
Class Skills: A ruin raider gains Knowledge so, and it behaves in all ways as the symbol spell (rather
(dungeoneering) and Knowledge (history) as class skills than as a saboteur trap). This replaces the saboteur trick
and loses Knowledge (local). gained at 8th level.
Intuition (Ex): At 1st level, ruin raiders learn to Greater Intuition (Ex): At 15th level, a ruin raider’s
expect the unexpected, as you cannot always plan for intuitive sense becomes almost instinctual. By spending
what you will find in an ancient ruin. Instead of planning 4 rounds of her intuition ability, she can activate it as
her targets ahead of time, she relies on her intuition to an immediate action, even when she is flat-footed. This
adapt to dangers as needed. replaces greater mark.
As a swift action, the ruin raider can call upon this Improved Symbology (Sp): At 17th level, the ruin
insight, gaining a +1 insight bonus on attack rolls, raider’s symbols improve, reducing their casting time to 1
armor class, saving throws, and skill checks. This minute while raising the Perception DCs to notice them,
bonus increases by +1 at 5th level and every four levels Disable Device DCs to disarm them, and caster level
thereafter, to a maximum of +5 at 17th level. DCs to dispel them by 4. This replaces expanded arsenal.

157
Archetypes and Options Chapter II
to their sorcerer/wizard spell level. She can add only
SHAMAN illusion spells from the shadow subschool or spells with
the darkness descriptor to her list of spells known in
this manner. Each time she gains a shaman level after
taking this revelation, she can choose to replace one of
From the precious metals within the earth to the dancing these spells for a new appropriate spell on the sorcerer/
shadows that stretch across the night sky, a shaman can wizard spell list.
channel the spirits within all things, even those not Enveloping Void (Su): The shaman curses one creature
typically thought to house the souls of the natural world. with the dark void. As a standard action, the shaman can
The following presents two new spirits for shamans. cause one enemy within 30 feet to treat the light level as
Unless otherwise noted, the DC to save against the two steps lower: bright light becomes dim light, normal
special abilities granted by a spirit is equal to 10 + light becomes darkness, and areas of dim light and
1/2 the shaman’s class level + the shaman’s Wisdom darkness become supernaturally dark (like darkness, but
modifier. Effects that duplicate spells use the shaman’s even creatures with darkvision cannot see). This effect
class level as her caster level. lasts for a number of rounds equal to the shaman’s
level. A successful Will saving throw negates this effect.
DARKNESS Whether or not the save is successful, the creature
A shaman that selects the darkness spirit has a mysterious cannot be the target of this hex again for 24 hours.
and entrancing air about her, yet she seems to go by Shade Sight (Sp): The shaman gains a bonus on
unnoticed. When she calls upon the spirit’s abilities, her Perception checks to locate invisible or incorporeal
appearance fades as her shadow elongates and darkens, creatures equal to half her shaman level (minimum 1).
and nearby candles and lights flicker and dim. At 7th level she can, as a standard action, look into
Spirit Magic Spells: shadow stream* (1st), dust of shadows to see out of another area of darkness nearby.
twilightAPG (2nd), deeper darkness (3rd), shadow conjuration This functions as clairaudience/clairvoyance, but only for
(4th), vampiric shadow shieldACG (5th), shadow walk (6th), sight (not hearing). The shaman must be in an area of
greater shadow conjuration (7th), greater shadow evocation (8th),
polar midnightUM (9th).
Hexes: A shaman who chooses the darkness spirit
can select from the following hexes.
Cloak of Darkness (Su): The shaman conjures a cloak
of shadowy darkness that grants her a +4 armor bonus
and a +2 circumstance bonus on Stealth checks. At 7th
level, and every four levels thereafter, these bonuses
increase by +2. She can use this cloak for 1 hour per
day per shaman level. The duration does not need to be
consecutive, but it must be spent in 1-hour increments.
Dark Whispers (Su): The hidden powers of darkness
are revealed to the shaman. She adds a number of
spells from the sorcerer/wizard spell list equal to her
Charisma modifier (minimum 1, maximum equal to half
her shaman level) to her spell list and her list of spells
known as divine spells. These have a spell level equal

158
Chapter II Archetypes and Options
dim light or darkness to use this ability, and can only scry she increases its realness by 20%. Once per day, she may
upon another area of dim light or darkness. A creature’s cast shades as a spell-like ability, using her shaman level
shadow counts as dim light for this purpose, but if the as her caster level.
creature moves from its current space the effect ends.
Unlike with clairaudience/clairvoyance, the shaman’s low- METAL
light vision, darkvision, and see in darkness abilities A shaman that selects the metal spirit is often more
function through the sensor (if she has them). The methodical and rigid in her ways, and her eyes reflect
shaman can use this ability for a number of rounds per like a polished mirror. When she calls upon the spirit’s
day equal to her shaman level, but these rounds do not abilities, a low roar of a furnace and the clanging of
need to be consecutive. metal can be heard as her skin briefly gleams like steel.
Sight Unseen (Ex): The shaman gains Blind-Fight as Spirit Magic Spells: lead blades (1st), heat metal (2nd),
a bonus feat. At 8th level, she gains Improved Blind- keen edge (3rd), versatile weapon (4th), major creation (metal
FightAPG as a bonus feat. At 15th level, she gains Greater items only) (5th), wall of iron (6th), statue (metal statue
Blind-FightAPG as a bonus feat. The shaman does not instead of stone) (7th), repel metal or stone (8th), iron body
need to meet the prerequisites of these feats. (9th).
Spirit Animal: The shaman’s spirit animal becomes Hexes: A shaman who chooses the metal spirit can
faded and shadowy. Whenever the spirit animal is in dim select from the following hexes.
light, the miss chance granted by concealment increases Curse of Blades (Su): The shaman curses a target within
to 50% instead of the normal 20%. This does not grant 30 feet to be more susceptible to damage. For 1 round,
total concealment; it just increases the miss chance. the target takes a -2 penalty to AC, and any time a
Additionally, the spirit animal gains darkvision 30 feet. If creature hits the target with a natural or manufactured
it already has darkvision, it is increased by this amount. weapon, the attacker rolls for damage twice and takes
Spirit Ability: A shaman who chooses the darkness the better result. A successful Fortitude saving throw
spirit as her spirit or wandering spirit gains the following negates this hex. At 8th and 16th levels, the duration of
ability. this hex increases by 1 round. Whether or not the save is
Chilling Shadows (Su): As a standard action, the shaman successful, the creature cannot be the target of this hex
can unleash a flare of bone-chilling darkness upon an again for 24 hours.
enemy within 30 feet as a ranged touch attack. This flare Dance of the Blades (Ex): The shaman’s base speed
deals 1d4 points of cold damage + 1 point for every increases by 10 feet. At 7th level, she gains a +1 bonus
two oracle levels she possesses. The shaman can use on attack rolls with a metal weapon in any round in
this ability a number of times per day equal to 3 + her which she moves at least 10 feet. This bonus increases by
Charisma modifier. At 11th level, any weapon she wields +1 at 11th level, and every four levels thereafter. At 11th
is treated as a frost weapon. level, as a move action, she can maneuver her weapon
Greater Spirit Ability: A shaman who chooses the to create a shield of whirling steel around herself until
darkness spirit as her spirit or wandering spirit gains the start of her next turn; non-incorporeal melee and
the following ability upon having access to the greater ranged attacks against her have a 20% miss chance while
version of that spirit. the shield is active. She must be wielding a metal weapon
Dark Presence (Su): The shaman gains the see in to use this ability.
darkness ability. As long as she is in dim light, darkness, Hand of the Forge (Su): A shaman with this hex can
or supernatural darkness, she ignores difficult terrain instantly repair or destroy an object within 30 feet. If she
and can walk along any incline or slope at her full speed, repairs it, the object is restored 1d6 hit points per two
including walls and ceilings. shaman levels; this otherwise functions as make whole.
True Spirit Ability: A shaman who chooses the If she chooses to destroy the object, it instead takes
darkness spirit as her spirit or wandering spirit gains the 1d6 points of damage per two shaman levels (hardness
following ability upon having access to the true version applies). If the object is magical or in a creature’s
of that spirit. possession, the item (or its attending creature) can make
Eternal Darkness (Sp): The shaman can cast power word a Fortitude save to halve the damage. The shaman can
blind and orb of the voidUM each once per day with a caster use this ability a number of times per day equal to her
level equal to her shaman level. Charisma bonus (minimum 1).
Manifestation: Upon reaching 20th level, the shaman Iron Constitution (Su): The shaman gains a +1 bonus on
becomes a master over darkness. She becomes immune Fortitude saves. At 7th level, and again at 14th level, this
to blindness, dazzling effects, death effects, and energy bonus increases by +1.
drain. When she casts a shadow spell whose realness is Skill at Arms (Ex): The shaman gains proficiency in all
represented as a percentage (such as shadow conjuration), martial weapons and heavy armor.

159
Archetypes and Options Chapter II
Spirit Animal: The shaman’s spirit animal shimmers
with a silvery glow, as if its body was made of polished
metal. The spirit animal gains DR 5/cold iron.
SHAPER
Spirit Ability: A shaman who chooses the metal
spirit as her spirit or wandering spirit gains the following
ability. With the ability to mold the world to their whims, it is
Iron Weapon (Su): The shaman can create a melee unsurprising that many shapers turn their eyes towards
simple or martial weapon that lasts for 1 minute for every their own powers. Whether calling upon deathly energy
shaman level she possesses. This weapon is appropriate or unleashing magical chaos upon foes, shapers are just
for her size and entirely made of metal (even if it would at apt at modifying their own powers as they can reality.
normally include non-metal parts, such as a spear’s
shaft) but functions as if it were a normal weapon of CHAOSBLADE (ARCHETYPE)
its type. She is considered proficient with this weapon. The rippling chaos of the planes can be controlled with
The weapon disappears after 1 round if it leaves her effort, but a chaosblade instead uses it to their advantage.
grasp. At 3rd level, the blade is made of cold iron. At They distort and twist nearby space to create unstable
7th level, 15th level, and 19th level, the blade gains a +1 magical effects and bend reality in unpredictable ways.
enhancement bonus. At 11th level, the blade is made of Chaos Field (Su): At 1st level, a chaosblade is able to
adamantine. She can use this ability a number of times warp space to create an area of unstable magic.
per day equal to 3 + her Charisma modifier. As a standard action, the chaosblade can create a
Greater Spirit Ability: A shaman who chooses chaos field around a point in space she can see within
the metal spirit as her spirit or wandering spirit gains close range (25 ft. + 5 ft./2 levels). The maximum radius
the following ability upon having access to the greater of the chaos field is 15 feet; she can make the radius
version of that spirit. smaller than this, but it must be an increment of 5 feet.
Metal Morph (Sp): The shaman can change the material This area is considered a wild zone, causing any uses of
properties of weapons nearby. This functions as a a spell, spell-like ability, or a magic item within the area
heart of the metalACG spell, using her shaman level as her to trigger a wild magic surge (see the Wild Magic section
caster level and requires no material components. Each in Chapter 4 of Pathfinder Roleplaying Game: Pathfinder
weapon she targets is also affected by an alter weapon* Unchained for more details).
spell, if she desires. She can use this ability to change Creating a chaos field costs 1 quintessence from the
the weapons to other forms of metal not listed, such as chaosblade’s quintessence pool. She must spend 1 point
gold or copper, subject to GM discretion. She can use of quintessence at the start of each turn the chaos field
this ability a number of minutes per day equal to her is active: the field remains in effect until dismissed as a
Charisma modifier. This duration does not need to be free action on the chaosblade’s turn or if she starts her
consecutive, but must be spent in 1-minute increments. turn with no quintessence remaining, whichever comes
True Spirit Ability: A shaman who chooses the first. The field is dismissed early if the shaper is knocked
metal spirit as her spirit or wandering spirit gains the unconscious or killed. The chaosblade can only have
following ability upon having access to the true version one chaos field in effect a time; using it again causes any
of that spirit. previously-created fields she has to dissipate.
Heart of Iron (Ex): The shaman’s flesh hardens like This replaces void.
metal, granting her DR 5/cold iron. She has a 50% Flux (Su): At 2nd level, a chaosblade can impart
chance of negating any critical hit or sneak attack used chaotic energies upon creatures she hits. Whenever she
against her; this does not stack with any other effect that damages a creature with a weapon attack, she can spend
reduces the chance of a critical hit or sneak attack, such 1 quintessence as a swift action to affect the creature
as the fortification enhancement. struck. For 1 round, whenever the creature makes an
Manifestation: Upon reaching 20th level, the ability check, attack roll, saving throw, or skill check, it
shaman becomes a master of iron and steel. She gains must roll twice and take the worse result. At 8th and
the benefits of Weapon Focus, Greater Weapon Focus, 16th levels, the duration of the effect increases by 1
and Improved Critical with any one metal weapon that round. A Will save (DC equal to her distortion DC)
she is proficient with. Her armor is like a second skin to negates the effect. Once a creature has been subjected
her—while wearing metal armor she is proficient with, to flux (whether it saves or not), it cannot be affected
the armor’s maximum Dexterity bonus increases by +5 again for 24 hours. This replaces the distortion gained
and she takes no armor check penalty. In addition, any at 2nd level.
metal she creates with her magic (such as wall of iron) has Chaos Control (Su): At 7th level, the maximum
its hardness increased by +10. radius of the chaosblade’s chaos field increases to 20

160
Chapter II Archetypes and Options
feet, and she can create a chaos field as a move action. • Gain a metamagic feat of her choice. She must meet
Whenever the chaosblade rolls on the wild magic table the prerequisites as normal.
(whether due to her chaos field or another source of She can make a different choice each time, and can
wild magic) she can roll twice and choose either result. choose the same ability more than once. This replaces
This replaces improved void. bonus feats.
Improved Chaos Control (Su): At 15th level, Eldritch Surge (Su): At 8th level, an eldritch adept
the maximum radius of the chaosblade’s chaos field can sacrifice points of quintessence to apply a metamagic
increases to 30 feet, and she can create her chaos field feat she knows to a shaper spell, even if the adjusted
as a swift action. Whenever any creature rolls for a wild spell level would be higher than the highest level of spell
magic surge within the area of her chaos field, they must she can normally cast. This costs a number of points
roll twice, and the chaosblade may choose which result of quintessence equal to what the spell’s adjusted level
is used. This replaces greater void. would normally be with the metamagic feat applied
(minimum 1). The metamagic effect is applied without
ELDRITCH ADEPT (ARCHETYPE) increasing the level of the spell slot expended, though
Rather than studying and mastering planar magic, some the casting time is increased as normal. The eldritch
shapers are infused with quintessence. These eldritch adept can apply only one metamagic feat she knows in
adepts have a larger reserve of magical potential but lack this manner with each casting, and cannot use Heighten
the full martial training of other shapers. Spell with this ability. This replaces the distortion gained
Weapon and Armor Proficiencies: The eldritch at 8th level.
adept is not proficient with heavy armor or shields.
Casting a shaper spell while using a shield or wearing REVENANT (ARCHETYPE)
heavy armor incurs arcane failure chance. The vast nothingness between worlds is closely tied to
Spellcasting: An eldritch adept does not cast the entropic energies of death. Not truly alive nor dead,
spells the way most shapers do. The eldritch adept is a a revenant is someone with this rot within their own
spontaneous caster, having the same spells per day and soul, granting them the traits of undead and the power
spells known (including 0th-level spells) as a medium to channel ravaging decay.
of her level. She can cast any spell she knows without Born from Death: With GM permission, a shaper
preparing it ahead of time. To learn or cast a spell, a that has died and is brought back to life can choose to
eldritch adept must have an Intelligence score equal to immediately take the revenant archetype, even if they
at least 10 + the spell’s level. are beyond 1st level. Doing so causes her to lose any
As shapers do not normally have 0th-level spells, the incompatible archetypes and gain the features of the
eldritch adept instead treats all 0th-level spells from revenant archetype.
the sorcerer/wizard spell list as 0th-level spells for the Undying Soul: A revenant is powered more by
shaper spell list (even if they were already on her spell their force of will than a strong intellect. They use their
list). This alters spellcasting. Charisma modifier in place of their Intelligence modifier
Potent Spells (Su): At 4th level, whenever the for all effects related to the shaper class, including spells
eldritch adept casts a spell, she can spend 1 quintessence per day, spell DCs, the size of her quintessence pool,
as a free action to either increase the spell’s caster level and so on.
by 1 or increase the spell’s DC by 1. At 12th level, the Negative Affinity (Ex): At 1st level, despite being
bonus to caster level or DC increases to 2. This replaces alive, a revenant is healed by negative energy and harmed
the distortion gained at 4th level. by positive energy as if she were undead. She cannot
Expanded Arcana (Ex): At 5th, 11th, and 17th take the death affinity shaper distortion.
levels, the eldritch adept gains her choice of one of the Death Field (Su): At 1st level, a revenant’s void does
following: not have its usual effects. Instead, her void has the effects
• Increase the number of spells she can cast each day of the death field shaper distortion, dealing 1d8 negative
by one. This does not allow the eldritch adept to cast energy damage per round to creatures in the void (and
spells of a level she does not yet have access to, but increasing at 7th and 15th levels, as normal). A revenant
grants her the extra slot as soon as she obtains at least cannot take any distortions that add other effects to her
one spell slot of the appropriate level. void, such as arcane weakening. This alters void.
• Add one spell per spell level (0th through 4th) from Entropic Sight (Su): At 2nd level, a revenant gains
either the shaper spell list or the sorcerer/wizard spell the constant effect of both the deathwatch and detect
list to the shaper spell list and to her list of spells undead spells without needing to concentrate, but only
known. This does not grant her the ability to cast to a range of 30 feet. She can suppress or reactivate this
spells of a level she does not yet have access to. ability as a free action. This replaces eldritch sight.

161
Archetypes and Options Chapter II
Improved Death Field (Su): At 7th level, rather than 1 quintessence as an immediate action when targeted by
causing creatures to move at half speed, the revenant’s a spell to allow that spell to automatically overcome her
void gains the effect of the waste away shaper distortion. Spell Resistance. This replaces the distortion gained at
This alters improved void. 10th level.
Inured to Death (Ex): The revenant must select this
distortion for her 10th-level distortion. VOIDWALKER (ARCHETYPE)
Improved Entropic Sight (Su): At 13th level, Most shapers’ manipulations only function at a short
a revenant gains lifesense to a range of 30 feet. This distance. Voidwalkers are the rare few with the ability
replaces improved eldritch sight. to warp space from afar, tearing holes through space for
Greater Death Field (Su): At 15th level, rather superior mobility on the battlefield.
than her void gaining the effects of a dimensional lock, Void Anomaly (Su): At 1st level, a voidwalker has a
the revenant’s void gains the effects of the consumption more powerful version of the typical void ability, but it
shaper distortion. This alters greater void. is not without its drawbacks.
Rather than the void affecting the area directly around
SILENCER (ARCHETYPE) her, the void is created around a single point in space the
Magic is simply another law of reality to a shaper. voidwalker can see within close range (25 ft. + 5 ft./2
Silencers forgo much of their arcane ability to gain levels). The maximum radius of the void is increased
further training against opponent mages, stopping even by 10 feet (starting at a 20-foot radius at 1st level, and
the most powerful of incantations with little effort. increasing to 25 feet when she gains improved void and
Mute Strike (Su): At 2nd level, whenever the silencer 30 feet when she gains greater void). The void does
strikes a foe with a weapon attack, she can spend 1 not move once created, instead staying centered on the
essence as a free action to mute the surrounding air, chosen point until it is closed. She cannot cause her void
causing the creature to be affected as if within a silence anomaly to center on herself and move with her, as a
effect for 1 round per two silencer levels. A Will save normal shaper does.
(DC equal to her distortion DC) negates the effects. The Using void anomaly is a standard action, instead of
creature can attempt a Will save at the end of each of a move action. The voidwalker is not immune to the
its turns to end the silencing effect. This replaces the effects of her own void, as a shaper normally is, though
distortion gained at 2nd level. she can use the Controlled Entropy* feat to grant
Essence Suppression (Su): Starting at 4th level, herself immunity to its effects. Void anomaly cannot be
the silencer’s void surrounds her with a barrier that used with the rift strike distortion. This alters void.
negates magic. As long as her void is open, she gains Voidstep (Su): At 4th level, the voidwalker must take
Spell Resistance equal to 8 + her shaper level. This Spell the fold space distortion.
Resistance cannot be lowered as long as the void is At 8th level, the voidwalker can spend 4 quintessence
open. The resistance increases by an additional 2 upon points as a move action to force herself through the
reaching 9th, 14th, and 19th levels (to a maximum of 14 void, functioning as a dimension door spell. Her caster level
+ her shaper level). for this effect is equal to her voidwalker level. She cannot
This replaces the silencer’s spells, instability, and take other creatures with her when she uses this ability.
improved instability. A silencer does not gain any spells This ability functions as if casting a dimension door spell
or spellcasting abilities, does not have a caster level, and for the purpose of qualifying for and using feats such
cannot use spell trigger or spell completion magic items as Dimensional AgilityUC. This replaces the distortions
without the use of Use Magic Device. gained at 4th and 8th levels.
Martial Training (Ex): At 4th level, a silencer treats Improved Void Anomaly (Su): At 7th level, the
her level - 3 as her fighter level for the purposes of voidwalker gains improved void, as normal, but it only
meeting feat prerequisites. This replaces arcane warrior. causes her void anomaly to become a move action
Airless Void (Su): At 7th level, the silencer gains instead of a swift action. This alters improved void.
the greater void ability, as normal. Rather than causing Warp Mastery (Ex): At 9th level, a voidwalker no
creatures within her void to move at half speed, the longer provokes attacks of opportunity for casting a
airless void instead stops all sound, as if affected by a spell of the teleportation subschool.
silence spell. Creatures other than the silencer within the At 19th level, the voidwalker’s teleportation effects
void must hold their breath due to the lack of air. This are no longer blocked by effects would normally block
alters improved void. teleportation and interdimensional travel, including
Controlled Suppression (Su): At 10th level, the antimagic fields, dimensional anchor and dimensional lock, or
silencer’s Spell Resistance is always active, instead of dead magic areas. This replaces instability and improved
only being active while her void is open. She can spend instability.

162
Chapter II Archetypes and Options
Strange Anatomy (Su): At 1st level, the aberrant
SHIFTER shifter can mutate her anatomy for a number of minutes
per day equal to 3 + her shifter level. The duration does
not need to be consecutive, but it must be spent in
1-minute increments. While shifted, she gains darkvision
Much like shifters themselves, their supernatural powers 60 feet (or doubles the range of her darkvision if she
can come in many forms, ranging from increased magical already has it) and two tentacle natural attacks that deal
power to transforming into aberrant creatures. 1d4 damage (1d3 if the shifter is Small).
At 5th level, the aberrant shifter gains the compression
ABERRANT SHIFTER (ARCHETYPE) ability and a +4 bonus to saving throws against mind-
Alien monstrosities and twisted aberrations, much to the affecting effects. At 10th level, her reach with her natural
chagrin of scholars and the sane, are as “natural” as all attacks increases by 5 feet and she gains a 50% chance
other creatures. The aberrant shifter mutates into these to negate critical hits and sneak attacks. At 15th level,
creatures, morphing in strange and bizarre ways. she gains blindsight out to 30 feet. At 20th level, she is
Alien Affinity (Su): At 1st level, an aberrant shifter immune to critical hits and sneak attacks and gains Spell
gains Knowledge (dungeoneering) as a class skill. She Resistance equal to 10 + her shifter level. This replaces
can communicate telepathically with and understand shifter aspect and all improvements of shifter aspect.
aberrations within 30 feet of her, even if that creature Aberrant Shape (Su): At 6th level, an aberrant
cannot speak or does not share a language with the shifter’s wild shape ability instead functions as aberrant
shifter. This replaces wild empathy. anatomy I. At 9th level, it functions as aberrant anatomy
II, at 14th level, it functions as aberrant anatomy III, and
at 20th level it functions as aberrant anatomy IV. This
ability otherwise functions as the standard wild shape
shifter class feature. This alters wild shape and replaces
chimeric aspect and greater chimeric aspect.

MYSTIC SHIFTER (ARCHETYPE)


The shifter draws its shapeshifting might from nature,
learning a unique form of transformation reminiscent
of druidic power. Some shifters delve further into this
supernatural ability to master primal magic.
Spells: A mystic shifter can cast divine spells from
the druid spell list. She has the same spells per day and
spells known (including 0th-level spells) as a medium
of her shifter level, and she receives bonus spells per
day for having a high Wisdom score. She can cast
any spell she knows without preparing it ahead
of time. To learn or cast a spell, a mystic shifter
must have a Wisdom score equal to at least 10
+ the spell’s level. The saving throw DC against
a mystic shifter’s spell is 10 + the spell’s level +
her Wisdom modifier. This replaces wild empathy,
chimeric aspect, greater chimeric aspect, and the aspects
gained at 5th and 15th level.
Unbound Wildshape (Su): At 6th level, a mystic
shifter gains the ability to turn into other creatures. This
functions as a druid’s wild shape ability. The shifter’s
effective druid level is equal to her class level. She can
use this ability for a number of hours per day equal to
half her effective druid level. This duration does not
need to be consecutive, but must be spent in 1-hour
increments. For abilities that function based on “uses of
wild shape,” each hour of unbound wild shape counts as
a use. This replaces wild shape.

163
Archetypes and Options Chapter II
Inspire Legends (Su): At 1st level, the ancestral
SKALD warrior can use his raging song to regale the deeds and
heroics of past bearers of his weapon of legend. The
ancestral warrior chooses one of the following: attack
rolls, armor class, saving throws, or skill checks. Allies
ANCESTRAL WARRIOR (ARCHETYPE) affected by inspire legends receive a +1 morale bonus
Much like other skalds, an ancestral warrior is a storyteller to the chosen ability. The bonus increases by +1 at 5th,
and poet, regaling bygone legends to inspire their allies. 11th, and 17th levels. The ancestral warrior can choose
All ancestral warriors have inherited a legendary weapon a different bonus each time he starts the performance.
from those that came before them, hoping to forge a Allies affected by inspire legends are treated as if
new legend worthy of the weapon’s new wielder. under the effect of an inspired rage raging song for all
Weapon and Armor Proficiency: An ancestral purposes involving the skald’s rage powers. This ability
warrior is proficient with all simple weapons and with replaces the inspired rage raging song.
one martial or exotic weapon of his choice (except for Bonus Feats: At 2nd level, and every five levels
a firearm). This choice must match the form of his thereafter, an ancestral warrior gains a combat feat as
weapon of legend (see below). This alters the ancestral a bonus feat. This ability replaces versatile performance
warrior’s weapon proficiencies. and well-versed.
Weapon of Legend (Ex): At 1st level, an ancestral Enchanting Legend (Su): At 6th level, whenever
warrior inherits a weapon of legend passed down the ancestral warrior is using his inspire legends
through his family line, tales of which have been spoken performance, his weapon of legend temporarily grows
of to inspire allies to victory. The ancestral warrior in power. He chooses from the following special weapon
begins play with this weapon at no cost. At 1st level, the properties: defending, distance, flaming, flaming burst, frost,
weapon of legend is already a masterwork weapon; as he ghost touch, icy burst, keen, returning, seeking, shock, shocking
grows in strength, the weapon’s power grows with him, burst, speed, thundering, or vorpal. At first, he can only
as shown in Table: Weapon of Legend. The power of grant his weapon of legend properties whose total
the weapon only functions when wielded by the ancestral bonuses are +1 or less. Every three levels past 6th, the
warrior. The ancestral weapon cannot be enhanced using total properties he can grant to his weapon of legend
item creation feats. If his weapon is ever damaged, it is increases by +1, up to a total of +5. Duplicate abilities
restored to full hit points the next time the skald regains do not stack. He can change which abilities he gains each
his spells. If the weapon is lost or destroyed, it can be time he uses inspire legends. This ability replaces the
replaced after 1 week in a special ritual that costs 200 rage powers gained at 6th level and at 18th level.
gp per skald level plus the cost of the masterwork item. Speak with the Ancients (Sp): At 7th level, the
This ritual takes 8 hours to complete. ancestral warrior can ask his ancestors for guidance, as
If the weapon is lost or destroyed too many times, the the spell commune. He must use its normal casting time,
warrior’s ancestors may deem him unworthy to wield the but does not need to provide material components. He
weapon and refuse to return it to him. If this happens, may do this once per day, plus an additional time per day
he immediately loses the ancestral warrior archetype and at 13th and 19th levels. This ability replaces lore master.
gains the normal abilities of a skald. A quest may be Shared Legend (Su): At 12th level, the ancestral
given to the skald to regain favor in his ancestor’s eyes, warrior can grant allies affected by inspire legends the
subject to GM discretion. Depending on his actions, an benefit of one of the weapon properties he granted
atonement spell can also redeem the ancestral warrior and his weapon of legend (using enchanted legend). The
allow him to regain his weapon of legend. This ability property granted cannot have an equivalent bonus
replaces bardic knowledge and scribe scroll. higher than +2, and duplicate abilities do not stack. This
ability replaces the rage power gained at 12th level.
Legend Realized (Sp): At 20th level, the ancestral
warrior can inspire his allies to greatness. As a full-round
Table: Weapon of Legend action, he can assure his allies of victory, as the spell
Skald Class Level Enhancement Bonus heroic invocationUC, using his ancestral warrior level as his
3rd–4th +1 caster level. This ability can be used once per day. This
5th–8th +2 ability replaces master skald.
9th–12th +3 Rage Powers: The following rage powers
complement the ancestral warrior archetype: clear mind,
13th–16th +4
fearless rage, guarded lifeAPG, and spirit totemAPG (lesser,
17th–20th +5
normal, and greater).

164
Chapter II Archetypes and Options
FORGEBORN BLOODLINE
SORCERER Your bloodline has been imparted with the fires of
creation. Perhaps your ancestors were blessed by a god
of artifice, or you were exposed to the animating forces
used to power constructs.
A sorcerer’s heritage can grant innumerable powers, Class Skill: Knowledge (engineering)
from mastery of artifice to control over primal energy. Bonus Spells: alter weapon* (3rd), make whole (5th),
greater magic weapon (7th), grasping steel* (9th), fabricate
ELEMENTAL SAVANT (ARCHETYPE) (11th), animate objects (13th), control constructUM (15th), iron
The elemental savant is blessed by all four elements, able body (17th), field of blades* (19th).
to unleash the might of air, earth, fire, and water. Bonus Feats: Craft ConstructB1, Forge Ring, Great
Bloodline: An elemental savant must have the Fortitude, Improved Unarmed Strike, Iron Will, Metallic
elemental bloodline. Spell*, ProdigyUM, Skill Focus (Knowledge [engineering])
Spells Known: An elemental savant knows one less Bloodline Arcana: The DC of spells you cast with
spell of each level (including cantrips) than what is the metal descriptor are increased by +1. You may treat
presented on Table: Sorcerer Spells Known in Chapter constructs as living creatures and humanoids for the
3 of the Pathfinder Roleplaying Game Core Rulebook. This purpose of affecting them with your spells.
cannot reduce the savant’s spells known of a particular Bloodline Powers: You slowly feel yourself
level below 1 (assuming she would normally gain spells becoming more artificial than alive.
of that level). Restructure (Sp): At 1st level, you can repair or damage
Elemental Phase (Su): At 1st level, the elemental an object within 30 feet as a standard action, either
savant can use any of the four elements. Rather than restoring 1d6 hit points + 1 per two sorcerer levels
having to permanently choose a single element for her or dealing an equal amount of damage that ignores
bloodline, she selects her element at the start of the day hardness. A Fortitude save (DC 10 + 1/2 your sorcerer
when she regains her spells. She can switch her chosen level + your Charisma modifier) negates the damage.
element as a standard action, altering all of her bloodline You may use this ability a number of times per day equal
features to use her new element. Uses of her 1st-level to 3 + your Charisma modifier.
bloodline feature are cumulative, regardless of what Smith’s Insight (Ex): At 3rd level, you gain your
element she is using. This replaces eschew materials. choice of either Craft Magic Arms and Armor or Craft
Phase Spells: At 3rd level, the elemental savant does Wondrous Item as a bonus feat. You gain a bonus equal
not gain her normal bonus spell from the elemental to 1/2 your sorcerer level to all Craft checks and to
bloodline. Instead, she chooses one 1st-level spell of each Spellcraft checks made to identify or create a magical
element (air, earth, fire, and water) from the sorcerer/ item. You also only lose half your materials if you fail
wizard list. For this purpose, she can choose spells that a check to craft a magic item and only one-quarter the
have one of the following descriptors, depending on the materials if you fail a check to craft a mundane item.
element: air (air or electricity), earth (acid or earth), fire Steel Skin (Ex): At 9th level, your skin begins to
(fire or light), and water (cold or water). harden like metal. You gain a 25% chance to ignore any
She only has access to each element’s chosen spell critical hit or sneak attack used against you. This chance
while she is in the matching elemental phase. When she increases to 50% at 13th level.
changes elemental phase, she can no longer cast spells Meltdown (Su): At 15th level, once per round when you
from her previous phase and can now cast the new reduce an object or construct to 0 hit points, you can
phase’s spells. melt it into superheated slag, destroying it. Creatures or
Every time she would gain a bloodline spell of a unattended objects in the space of the slag take 1d8 fire
particular spell level, she instead repeats this process for damage per two sorcerer levels you have, while creatures
the new spell level (getting four 2nd-level spells at 5th and objects in an adjacent space take half this damage.
level, four 3rd-level spells at 7th level, etc.). This replaces A Reflex save (DC 10 + 1/2 your sorcerer level + your
bloodlines spells and the 3rd-level bloodline power. Charisma modifier) halves the damage (with adjacent
Swift Phase (Su): At 7th level, an elemental savant targets taking one-quarter damage on a save). The slag
can change her phase as a move action. At 13th level, she cools after 1 round.
can do so as a swift action. This replaces the bloodline Wrought in Iron (Ex): At 20th level, your body becomes
feat gained at 7th level. more metal than flesh. You become immune to critical
Elemental Resistance (Ex): An elemental savant hits, sneak attacks, bleed damage, and gain DR 5/–. Any
gains her 3rd-level bloodline power at 9th level. This metal you create with spells such as wall of iron has its
replaces the 9th-level bloodline power. hardness increased by 10.

165
Archetypes and Options Chapter II
SPIRITUALIST SWASHBUCKLER
DOMINION HERALD (ARCHETYPE) MIRAGE BLADE (ARCHETYPE)
Not all spirits bound by a spiritualist represent emotions. Deception is key to a daring swordplay, but some
Dominion heralds call upon the ethereal spirits of the swashbucklers tire of mundane methods of distraction.
wilds, using these forgotten souls to protect nature in all Calling themselves mirage blades, these guileful fencers
of its forms. use illusion magic to outwit opponents.
Dominion Spirit: At 1st level, a spiritualist’s phantom Class Skills: A mirage blade adds Stealth to her list
takes on the powers of nature. Her phantom does not of class skills.
gain an emotional focus. Instead, the dominion herald Weapon and Armor Proficiency: A mirage blade is
chooses a single invoker spirit, such as Alpha Protects not proficient with bucklers.
the Weary Pack, as described in the invoker class. The Mirage (Sp): At 1st level, a mirage blade can spend 1
phantom gains that spirit’s lesser invocation, that spirit’s panache point to create an illusory figment, as the spell
spirit power, and a pool of spirit energy with a number silent image, using her mirage blade level as her caster level.
of points equal to 1/2 its Hit Dice + its Charisma The image lasts for a number of rounds equal to the
modifier. At 7th level, her phantom gains the spirit’s mirage blade’s level + her Charisma modifier (minimum
intermediate invocation ability. At 12th level, it gains 1 round). At 3rd level, the mirage instead functions as
the spirit’s greater invocation, and at 17th level it gains minor image. At 7th level, it functions as major image. At
the spirit’s grand invocation. All level-based effects for 11th level, it functions as persistent image, and lasts for a
spirit powers and invocations use the spiritualist’s level number of minutes equal to half the mirage blade’s level
to determine their effects, though the DCs are 10 + 1/2 + her Charisma modifier.
the phantom’s Hit Dice + its Charisma modifier. Its uses The DC of the mirage is equal to 10 + 1/2 the mirage
invocations and spirit powers as if it were an invoker, blade’s level + her Charisma modifier, instead of the
and any effects that would benefit its “spirit companion” normal DC. This replaces both the opportune parry and
instead benefit the dominion herald. riposte deed and the bleeding wound deed.
Rather than gaining two class skills from its emotional Hard to Fool (Ex): At 2nd level, the mirage blade
focus (along with bonus ranks in those skills), the gains a +1 bonus on Will saves against mind-affecting
phantom instead gains them based on the dominion effects and illusion effects, increasing by +1 at 6th level
of the chosen spirit, as follows: beasts (Handle Animal, and every 4 levels thereafter. This replaces charmed life.
Stealth), heavens (Bluff, Perception), land (Climb, Sense Illusory Step (Sp): At 3rd level, the mirage blade can
Motive), sea (Escape Artist, Swim), sky (Acrobatics, spend 1 panache as a swift action to turn invisible (as
Fly), and wilds (Heal, Survival). The dominion herald the spell invisibility) for a number of rounds equal to her
gains Skill Focus in both of the listed skills while the level. She can also use this as a free action when she uses
phantom is confined to her consciousness, as usual. Her the dodging panache deed, but doing so makes the effect
phantom’s good saving throws are always Reflex and last only until the end of her next turn; the invisibility
Will. This alters phantom. only occurs after the triggering attack is resolved.
Nature Power (Sp): The dominion herald gains At 15th level, when using illusory step she also leaves
a number of spell-like abilities, which are tied to her behind an image of herself (as a mislead spell) and lasting
phantom’s dominion. At 5th level, she chooses one 1st- as long as she remains invisible without needing to
level spell from the list of spells available to the spirit she concentrate. This replaces the kip-up deed, menacing
chose for her phantom. At 7th level, she chooses a 2nd swordplay deed, and dizzying defense deed.
level spell from that list. At 9th level, she chooses a 3rd- Fata Morgana (Sp): At 7th level, the mirage blade
level spell, and at 16th level she chooses a 4th-level spell. may spend 1 panache to create the effects of a mirageUW
The herald can cast each of these as spell-like abilities spell, using her mirage blade level as her caster level. The
once per day, plus one additional time per day for every 4 DC is equal to 10 + 1/2 the mirage blade’s level + her
spiritualist levels she possesses beyond the level at which Charisma modifier, instead of the normal DC. She must
she gained the spell-like ability. The DCs for these spell- use the spell’s normal casting time.
like abilities are equal to 10 + 1/2 the herald’s spiritualist At 11th level, this ability can instead function as
class level + the herald’s Wisdom modifier, rather than hallucinatory terrain. At 15th level, she can use this ability
being based on the spell’s level. This replaces detect to instead cast mirage arcana. This replaces the targeted
undead, calm spirit, see invisibility, and call spirit. strike deed and the perfect thrust deed.

166
Chapter II Archetypes and Options
companion, two 2nd-level companions, one 3rd-level
VANGUARD companion and one 1st-level companion, or four 1st-
level companions.
When a constructor gains a level, he must decide
how to allocate the increase among his construct
Vanguards apply their metal magics in a variety of companions, including whether or not to add a new
ways. Some choose to focus on morphing the physical 1st-level companion. Once a vanguard level is allocated
structure of objects, while others forgo their construct to a particular companion, it cannot be redistributed
companion to strengthen their own combat ability. while that companion is bonded with the constructor.
He must decommission the companion or wait until
ARCANE MENDER (ARCHETYPE) the companion dies to allocate its levels to another
Acting as healing hands during battle, arcane menders companion, which he can then do the next time he
gain access to a greater variety of healing magic to aid refreshes his spell slots for the day. The share spells
their comrades. construct companion ability applies to only one
Life Mending (Sp): At 1st level, an arcane mender construct companion at a time—the constructor cannot
only gains the mending touch augmentation; he does use it to cast a spell that affects only a single target and
not gain an additional augmentation of his choice. have the spell affect all of her construct companions.
His construct companion can use mending touch to This ability replaces construct companion.
restore hit points to both objects and living creatures. Mass Augments: Whenever a constructor gains an
The resonance effect of mending touch can restore hit augmentation, he must choose which of his construct
points to either the construct companion or a living companions receives it. Only that one construct must
creature within 30 feet of the companion, the resonance meet the requirements for the augment, not any of
ending when the target is healed. This ability alters the the others. His other companions do not gain the
augmentations gained at 1st level. augmentation. This alters augmentation.
Healing Imbue (Sp): At 2nd level, an arcane Mass Resonance (Su): When using a resonance, the
mender gains the imbue ability, but is only proficient in constructor must activate it upon the companion that
imbuing protective and healing spells. When imbuing a has the desired augmentation, and it originates from
spell that is not an abjuration or conjuration (healing) that construct companion, as normal. Resonance effects
spell, the maximum level of spell he can imbue is that specifically target the companion (such as tactical
reduced by half. This reduction also applies to the reposition or energy discharge) only use that singular
additional imbues he gains from improved imbue and companion, not any others. This alters resonance.
greater imbue. The arcane mender can also use imbue Vanguard Tactics (Ex): At 3rd level, the vanguard
on any willing creature, rather than only himself or gains a teamwork feat as a bonus feat. He must meet the
his construct companion, but when doing so can only prerequisites of this feat as normal.
imbue abjuration and conjuration (healing) spells. This The constructor can grant the benefits of a single
ability alters imbue, improved imbue, and greater imbue. teamwork feat he has to all of his construct companions
Mender Arcana (Ex): At 5th level, the arcane simultaneously, even if they do not meet the prerequisites.
mender gains access to a limited selection of helpful Doing so is a swift action, and the effect lasts for a
spells. The vanguard selects a single spell from either number of rounds equal to 1/2 the constructor’s level +
the vanguard or cleric spell list and adds it to his list of his Charisma modifier. He may only grant one teamwork
spells known. The spell must be a level that he is capable feat this way at a time. The constructor can do this once
of casting. He may only cast this spell in conjunction per day, plus an additional time per day for every three
with his imbue ability. He learns an additional spell to levels gained thereafter. This replaces shared tactics and
use with his imbue ability for every three levels past 5th. the bonus feats gained at 3rd, 9th, and 15th level.
This ability replaces vanguard arcana. Craft Construct (Ex): At 6th level, the constructor
gains Craft ConstructB1 as a bonus feat, even if he
CONSTRUCTOR (ARCHETYPE) doesn’t meet the prerequisites. This replaces the bonus
Rather than creating a single potent companion, a feat gained at 6th level.
constructor believes in strength in numbers. Mass Repurpose (Ex): In addition to its normal
Mass Production: A constructor can have more uses, a constructor can use repurpose to decommission
than one construct companion, but he must divide a construct companion, redistributing its effective
his effective vanguard level between his companions vanguard level(s) and any augmentation(s) it has to his
to determine the abilities of each one. For example, a other companions. If none of his remaining companions
4th-level constructor can have one 4th-level construct qualify for one of the augmentations that was on the

167
Archetypes and Options Chapter II
decommissioned companion, that augmentation is Siege Specialization: At 1st level, a siege commander
lost until the constructor uses repurpose to replace must choose his preferred ranged weapon type: firearms,
the augmentation with a different one that one of his or crossbows. His decision impacts several of his siege
companions can use. This alters repurpose. commander abilities, including his starting equipment.
Perfect Resonance (Su): The haste effect of perfect If he chooses firearms, he gains the gunsmith ability,
resonance applies to all of the constructor’s companions, as the gunslinger class feature of the same name. This
even if they aren’t the companion currently creating the also grants him a battered firearm of his choice that he
resonance. This alters perfect resonance. has for free, as described in the gunsmith ability.
If he chooses crossbows, he gains proficiency with all
SIEGE COMMANDER (ARCHETYPE) crossbows (including exotic ones) and begins play with a
Whether defending a position or assaulting an enemy masterwork crossbow of his choice.
keep, siege commanders are skilled at providing superior Deploy Turret (Su): At 1st level, the siege
firepower. They create autonomous turrets and siege commander learns how to create an autonomous turret
weapons to overwhelm even the most fortified position. to provide additional firepower. He begins with this
turret already created at no cost. The turret weighs about
15 pounds and is considered a Small object.
Deploying his turret is a standard action that provokes
attacks of opportunity, which assembles and animates
the turret via magic in an empty space adjacent to the
commander, which must be a solid surface that can
support its weight. It is magically reinforced, with AC
equal to 12 + half the commander’s level, hit points
equal to 5 per commander level, hardness equal to half
the commander’s level, and saving throws equal to one-
third the commander’s level. The turret cannot move
once placed, but can be shut down and reclaimed by the
commander to move it to a new location.
Each round on the siege commander’s turn (including
the turn it was deployed), the turret can make a single
ranged attack against a target designated by the siege
commander. If the commander chose firearms for his
siege specialization, the turret attacks as if wielding a
musket. If he chose crossbows, it instead attacks as if
wielding a heavy crossbow. The turret’s attack bonus
is equal to the commander’s base attack bonus + his
Charisma modifier or Dexterity modifier, whichever is
higher, though it can only attack once per round. The
turret benefits from any feats the commander
has that can benefit ranged attacks that don’t
require a specific action (for example, the turret
can benefit from Deadly Aim, but not Focused
ShotAPG, as it requires an action).
The turret automatically reloads each round
with typical, non-magical ammunition that it
generates as needed (bolts for a crossbow, or standard
bullets for a musket). However, the commander can also
provide it with appropriate ammunition he has. Doing
so takes 1 minute to load 50 pieces of ammunition, and
the turret can hold a maximum of 50 specific pieces of
ammo. As long as the turret has ammo supplied to
it, the commander can choose whether the turret
loads its provided ammo or uses its generated
ammo (a free action).
The siege commander’s turret can be deployed as

168
Chapter II Archetypes and Options
often as he likes, unless it is destroyed. He can spend Aggressive Imbue (Sp): A siege commander can
1 hour repairing the turret to restore 1d6 hit points of use imbue, improved imbue, and greater imbue with his
damage, plus an additional 1d6 hit points for every two turret(s). However, he can only perform weapon imbues
vanguard levels past 1st (max 10d6). If it is ever reduced (either on his own weapons and ammo or a piece of
to 0 hit points, the turret breaks and stops functioning. ammo provided to his turret). He cannot perform a
The siege commander must spend 4 hours repairing personal imbue. This alters imbue, improved imbue, and
a broken turret to fix it, after which it is restored to greater imbue.
its full function and hit points. If the turret is ever Siege Engineer (Ex): At 3rd level, the siege
completely annihilated (such as by a disintegrate spell) or commander gains Siege EngineerUC as a bonus feat, even
is irretrievably lost, the commander can spend 24 hours if he doesn’t meet the prerequisites. He gains a bonus
crafting a new turret to replace his old one. equal to half his siege commander level on all Knowledge
At 1st level, a siege commander cannot have more (engineering) checks and all Craft or Profession checks
than one turret created at a time. At 10th level, the siege related to siege engines. This replaces shared tactics.
commander can create and deploy two turrets, instead Improved Turrets (Su): Starting at 4th level, the
of just one. Deploying one turret is a move action, while siege commander’s turrets improve. His turrets’ weapons
deploying two takes a standard action. gain a +1 enhancement bonus.
A siege commander must remain within 100 feet At 7th level, he grants his turrets one of the following
of a turret for it to function. If the commander is properties: corrosive, flaming, frost, or shock. He can now
unconscious, asleep, or killed, all of his turrets shut down deploy a turret up to 15 feet away, instead of in a space
and do not attack. This replaces construct companion. adjacent to him.
Grit (Ex): At 1st level, the siege commander gains At 10th level, the enhancement bonus to his turrets
a grit pool, as the gunslinger ability, though he uses his increases to +2. The commander can use a swift action
Charisma modifier to determine how many grit points he to move a turret he can see up to 15 feet in any direction
has. If he chose crossbows for his siege specialization, to an empty space he can see.
he regains grit when he scores a critical hit or deals a At 13th level, he grants his turrets one of the following
killing blow with any kind of crossbow. This replaces the properties of his choice: distance, limning, reliable, or
augmentation gained at 1st level. seeking. He can now deploy a turret up to 30 feet away.
Deeds (Ex): At 1st, 3rd, 7th, 11th, 15th, and 19th At 16th level, the enhancement bonus to his turrets
levels, the siege commander gains a single deed of his increases to +3.
choice. If he selected firearms for his siege specialization, At 19th level, rather than the bonuses granted at 7th
he selects from the usual deeds for gunslinger, using his level, he can instead grant his turrets the corrosive burst,
siege commander level is place of his gunslinger level to flaming burst, icy burst, or shocking burst property.
qualify for and use those deeds. If he chose crossbows All of his turrets gain the enhancements and weapon
for his specialization, he instead gains and uses deeds as properties, and he can grant different properties to
the bolt aceACG gunslinger archetype (including gaining each turret. This replaces the siege commander’s
access to bolt aceACG-specific deeds, such as vigilant augmentations gained from 4th level onwards.
loading). In either case, he may use the Quick Clear deed Repurpose (Ex): At 8th level, the siege commander
or any deed that requires a ranged attack with a turret, can alter the magical properties of his turrets (as
as long as it is within his reach. This replaces resonance. described above). Doing so requires 1 hour per turret
Engineering Arcana (Ex): At 2nd level, the siege he wishes to adjust. At the end of this time, he can
commander adds the 1st level spells from the following exchange the properties granted to that turret with
list to his list of spells known, and they do not count new ones, following the same restrictions for improved
against his normal spells known. If he already knows turrets. This alters repurpose.
the spell, he can learn a different spell of the same level, Rapid Construction (Ex): At 14th level, rather
instead. For every three levels he gains past 2nd, he adds than improving the time it takes to repair a construct
the next highest level of spells to his list of spells known companion, the siege commander can repair his turrets
in the same way, eventually gaining all twelve spells at faster. It takes him only 10 minutes to repair a turret,
17th level. The spells are: 1st—abundant ammunition, 1 hour to fix a broken turret, and 4 hours to replace
jury-rigUC; 2nd—magic siege engineUC, telekinetic assemblyUC; a completely destroyed or lost turret. This alters rapid
3rd—analyze construction*, sand tableVC; 4th—conjure siege construction.
weapon (lesser)*, magic siege engine (greater)UC; 5th—conjure Supreme Commander (Su): At 20th level, a siege
siege weapon*, energy siege shotUC; 6th—conjure siege weapon commander’s turrets become impervious to damage
(greater)*, energy siege shot (greater)UC. This replaces both and automatically confirm any critical hits they threaten.
intuitive construction and vanguard arcana. This replaces perfect resonance.

169
Archetypes and Options Chapter II
STEELBOUND WARDEN (ARCHETYPE) companion. The warden can only create resonance
Very rarely, a vanguard will find their talent lies within effects for the augmentations he is currently benefiting
creating a single, magically-powered object, rather than a from, and only while wielding or wearing his steel bond.
construct. These steelbound wardens gain great combat This alters the resonance ability.
and magical ability while using their bonded item. Bonus Feats: At 3rd level, and every three levels
Steel Bond (Ex): At 1st level, a steelbound warden thereafter, the steelbound warden gains a combat feat
creates his steel bond, a piece of equipment that channels or an item creation feat as a bonus feat. This replaces
his magical powers and grants him new abilities. This shared tactics and the vanguard’s normal bonus feats.
acts like a wizard’s bonded object, using his vanguard Repurpose (Ex): This ability functions as normal,
level as his wizard level. Instead of the normal item types but it allows the warden to alter the augmentations he
allowed, a steel bond must take the form of a weapon, a has applied to his steel bond. This alters repurpose.
shield, or a suit of armor. The steelbound warden begins Perfect Bond (Su): At 20th level, the steelbound
play with this object at no cost. As he is a spontaneous warden’s steel bond becomes indestructible; it cannot be
caster, the bonded object lets him cast any one spell he damaged, broken, destroyed, or disarmed. Whenever he
knows each day, rather than a spell from a spellbook. creates a resonance, he gains the benefit of a haste spell
This ability replaces his construct companion. When for a number of rounds equal to his Charisma modifier.
the steelbound warden casts a discharge* spell, it comes This ability replaces perfect resonance.
into effect centered on himself. He may only cast those
spells if he is holding or wearing his steel bond. TRANSMUTER (ARCHETYPE)
Steel Augmentation: At 1st level, a steelbound Transmuters see the world as a sculptor sees clay. Every
warden binds additional powers to his steel bond. The stone, every bit of steel can be worked into a new form,
warden gains the mending touch augmentation and a and transmuters learn how to reshape materials to the
single augmentation of his choice. He gains an additional exclusion of more combat-oriented abilities.
augmentation of his choice at 4th level and every three Transmute (Sp): At 2nd level, a transmuter learns
levels thereafter. He must meet the requirements of the how to alter the shape of items. This ability works as
chosen augmentations using his own ability scores, as stone shape, using his transmuter level for his caster level,
opposed to the abilities of a construct companion, and but it can affect objects of any composition, including
uses his own abilities for determining their effects. As metal, stone, wood, cloth, and so on. It cannot be
long as he is wielding or wearing his steel bond, he gains used on rare materials, such as mithral, cold iron, or
the benefit of the selected augmentation(s), though some adamantine, subject to GM discretion. Transmute can
of the augmentations have altered effects, as follows: only be used on inanimate objects and structures, and
Extradimensional arsenal creates storage within the cannot be used on magic items. The transmuter can use
warden’s steel bond; the items are lost if the steel bond this ability a number of times per day equal to 3 + his
is ever replaced or destroyed. Combat rig grants the Charisma modifier. This ability replaces imbue.
warden two slam attacks as long as his bond is in his Bonus Feats: A transmuter can only select item
possession (the damage from the augmentation is for creation feats for his bonus feats. This alters the
a Medium creature). Munitions generation grants the vanguard’s bonus feats.
warden a constant abundant ammunitionUC effect without Transmogrifier (Ex): At 3rd level, a transmuter casts
needing to integrate the ammunition first. Mental link transmutation spells at +2 caster level and gains a +4
allows the warden to telepathically communicate with a bonus on all saving throws against transmutation and
single willing ally at a time, and only within 100 feet. polymorph effects. This ability replaces shared tactics.
This alters the augmentation ability. Improved Transmute (Sp): At 11th level, a
Steel Resonance (Su): A steelbound warden transmuter can use his transmute ability to alter the form
can create resonances, but has certain limitations. of rare materials such as mithral or adamantine. He
Resonances that affect creatures in an area around a can use two of his daily uses of transmute to craft raw
construct companion, such as armor empowerment, are materials into a finished product, as the spell fabricate,
centered around the steelbound warden instead. When using his transmuter level as his caster level. This ability
using a resonance that works based on the location of the replaces impoved imbue.
construct companion relative to the vanguard, such as Greater Transmute (Sp): At 17th level, a transmuter
tactical reposition and energy discharge, the steelbound never fails to create moving objects using his transmute
warden can choose one willing ally as his “companion” ability. He can use three of his daily uses of transmute to
for determining the effects of that resonance. The cast polymorph any object, using his transmuter level as his
resonance effect of mending touch restores hit points caster level. He can only affect objects with the effect.
to the warden’s steel bond, rather than a construct This ability replaces greater imbue.

170
Chapter II Archetypes and Options
ascetic is not proficient in any armor or shields.
WARDEN Unarmed Strike (Ex): At 1st level, a forest ascetic
gains Improved Unarmed Strike as a bonus feat. He
deals unarmed damage as a monk of his warden level.
Unarmored Defense (Ex): When unarmored and
Threats to nature always arise, and change as often as the unencumbered, the forest ascetic adds his Wisdom
seasons. Like the creatures they protect, wardens must bonus (if any) to his AC and CMD. These bonuses
adapt to face new challenges, learning to better engage to AC apply even against touch attacks or when the
foes head-on, shed their armor to fight with agility, or ascetic is flat-footed. He loses these bonuses when he
command plants through mysterious power. is immobilized or helpless, when he wears any armor,
when he carries a shield, or when he carries a medium or
BLIGHT KEEPER (ARCHETYPE) heavy load. This replaces insightful defense.
Growth and decay are part of the same cycle of life. The Flurry of Blows (Ex): At 2nd level, the forest ascetic
blight keeper is a master of death and rot, using deadly gains flurry of blows, as an unchained monk of his level.
afflictions to destroy hostile forces that encroach upon This replaces the bonus feat gained at 2nd level.
nature’s domain. Ascetic (Ex): At 4th level, a forest ascetic can use his
Touch of Decay (Su): At 2nd level, the warden has warden level in place of his monk level for the purpose
the ability to rot away creatures and plants with a touch. of qualifying for feats and using feats like Stunning
As a touch attack, the blight keeper deals 1d6 points of Fist. His unarmed attacks are treated as magic for the
damage per two levels he has to a touched creature. As purpose of overcoming damage reduction. At 9th level,
this comes from nature’s cycle of decay, it works on any his unarmed strikes are treated as silver and cold iron,
sort of creature, including undead and constructs. When and at 15th level they are treated as adamantine. This
used against a natural plant (not a plant creature), this replaces protector’s sense.
touch acts as a blight spell.
If a creature or plant is within his ward, he can use PRIMAL GUARDIAN (ARCHETYPE)
touch of decay from a range of close (25 ft. + 5 ft./2 When push comes to shove, wardens will take up the call
levels). Using touch of decay from a distance still uses a to protect nature with their lives. The primal guardian
melee touch attack to determine if it hits. eschews their healing ability to focus threats onto
This replaces remedy. A blight keeper cannot learn themselves, acting as a stalwart shield for the weak.
any secrets that require spending uses of remedy. Bastion Ward (Su): A primal guardian cannot place
Facets (Su): A blight keeper cannot use the river of wards at a distance. Instead, the guardian must place his
life or spark of creation facets. ward directly under himself, but the maximum radius
Plague Bringer (Ex): At 3rd level, the blight keeper of the ward is 15 feet, instead of 10. The ward is still
is no longer affected by diseases. He can still contract maintained as long as he remains within close range (25
diseases and spread them to others, but he is otherwise ft. + 5 ft./2 levels) of the ward. This modifies ward.
immune to their effects. This replaces immunity. Guardian’s Challenge (Ex): At 2nd level, a primal
Blighted Touch (Su): Starting at 5th level, whenever guardian adopts new tactics to keep foes engaged. When
the blight keeper gains a secret, he can instead learn the guardian hits a foe with a weapon attack, he can
a single cruelty, as the antipaladin ability of the same challenge that foe as a free action. The challenged foe
name. He can apply one cruelty he knows to his touch takes a -2 penalty to attack rolls against anyone except
of decay, using his blight keeper level as his antipaladin him. This penalty increases by -2 at 6th, 12th, and 18th
level to determine its effects and to qualify for learning levels. The challenge lasts for a number of rounds equal
them. The save DC against a cruelty is equal to 10 + 1/2 to the guardian’s Wisdom modifier (minimum 1). He can
the blight keeper’s level + his Wisdom modifier. This issue a guardian’s challenge a number of times per day
alters secrets. equal to 1/2 his warden level + his Wisdom modifier.
This replaces remedy. A primal guardian cannot learn
FOREST ASCETIC (ARCHETYPE) any secrets that require spending uses of remedy.
Despite their oath to protect the wilds, most wardens Instinctive Reflex (Ex): Also at 2nd level, a primal
still learn the civilized arts of combat. A forest ascetic guardian gains Combat Reflexes as a bonus feat. If he
gives up traditional arms and armor, choosing to use a already has the feat, he can take any other combat feat he
meditative and agile martial arts style. qualifies for. He uses his Wisdom modifier instead of his
Weapon and Armor Proficiencies: A forest ascetic Dexterity modifier to determine the number of attacks
is proficient with all weapons in the monk and close of opportunity he can make each round. This replaces
fighter weapon groups, except for shields. A forest the bonus feat gained at 2nd level.

171
Archetypes and Options Chapter II
Improved Bastion Ward (Su): At 9th level, a primal their effects. This replaces verdant bonus and facets.
guardian does not gain the ability to create multiple wards. Flesh of Wood (Su): At 2nd level, the verdant soul
The radius of his singular ward increases to 20 feet. He gains the flesh of wood defensive wild talent. He treats it
no longer gains the benefit of status on allies within his as always having the maximum amount of burn invested
ward. Instead, when the guardian rolls for initiative, he in it as possible for his level. This replaces the bonus feat
may place down his bastion ward immediately with no gained at 2nd level.
action required. He cannot apply a facet to his ward Infusion Specialization (Ex): At 6th level, whenever
when placed in this way, but can activate a facet once he a verdant soul uses one or more infusions with a blast,
takes his first turn. This modifies improved ward. he reduces the combined burn cost of the infusions by
Authoritative Challenge (Ex): At 11th level, allies 1. This can’t reduce the total cost of the infusions used
gain a +2 bonus to their saving throws against the below 0. He reduces the burn cost by 1 additional point
spell-like, supernatural, and extraordinary abilities of at 10th, 14th, and 18th levels. This replaces the bonus
creatures affected by guardian’s challenge. If a foe that feats gained at 6th, 10th, 14th, and 18th levels.
is both affected by guardian’s challenge and within the Expanded Element (Su): At 9th level, the verdant
primal guardian’s reach makes an attack against an ally, soul gains the expanded element kineticist ability, but
the guardian can make an attack of opportunity against must choose wood for his expanded element. He does
that foe. This replaces the secret gained at 8th level. not gain a third element.
Furious Step (Su): At 14th level, whenever the In addition, the verdant soul chooses either autumn
primal guardian uses his wild step feature and ends his blast, spring blast, summer blast, or winter blast. The
teleportation next to an enemy, he can make an attack verdant soul can use this composite blast even though he
of opportunity against them. This replaces the secret does not meet its requirements. He selects an additional
gained at 14th level. composite blast from this list at 12th, 15th, and 18th
Greater Bastion Ward (Su): At 15th level, the primal levels. This replaces improved ward and greater ward.
guardian’s single ward has its maximum radius increased Supercharge (Su): At 13th level, the verdant soul
to 30 feet. He gains the ability to sense creatures within gains supercharge, as the kineticist ability of the same
his ward: this acts as blindsight, but rather than being a name. This replaces wild step.
distance around himself it always affects the area of his
ward. This modifies greater ward. WILDHEART (ARCHETYPE)
The call of the wilds beckons to all wardens, but the rare
VERDANT SOUL (ARCHETYPE) few feel this call resonate deep within their soul. These
Some wardens find themselves blessed with the wildhearts forgo protective magics to gain powerful
miraculous power to control plant-life. Called a verdant shapeshifting abilities.
soul, these wardens conjure stinging nettles and bursts Weapon and Armor Proficiencies: A wildheart
of positive energy to force out outsiders and heal their is proficient with the club, dagger, dart, quarterstaff,
allies with natural remedies. scimitar, scythe, sickle, shortspear, sling, and spear.
Weapon and Armor Proficiencies: A verdant soul is Wildhearts are still proficient with light and medium
proficient with all simple weapons and with light armor armor but are prohibited from wearing metal armor. A
only. They are not proficient with shields. wildheart can wear wooden armor that has been altered
Verdant Control (Su and Sp): At 1st level, a verdant by the ironwood spell so that it functions as if it were steel.
soul gains the power to conjure and control plants. He Wildhearts are proficient with shields (except tower
gains the elemental focus ability of the kineticist class, shields) but must use only those crafted from wood.
but must choose wood as his element. He gains basic A wildheart who wears prohibited armor or uses
phytokinesis, kinetic blast, burn, and gather power, all a prohibited shield is unable to use his beast claws or
acting as a kineticist of his verdant soul level, and he wildshape while doing so and for 24 hours thereafter.
may use his verdant soul level in place of his kineticist Beast Claws (Su): At 1st level, the wildheart gains the
level to qualify for feats, use magic items, and so on. This ability to grow claws. This functions as the shifter’s claws
replaces ward. ability, as the shifter class feature of the same name. He
Wild Talents: At 1st level, the verdant soul gains a uses his wildheart level in place of his shifter level to
single infusion wild talent of his choice. He gains an determine the strength of his claws. This replaces ward.
additional infusion at 4th level and every four levels Wildshape (Su): At 4th level, the wildheart gains
gained thereafter. Additionally, at 2nd level and every wildshape, as the druid ability of the same name. He
four levels thereafter, he gains a utility wild talent of his gains uses of wildshape and new forms as a druid equal
choice. He uses his verdant soul level in place of his to his wildheart level (including gaining unlimited uses at
kineticist level for qualifying for talents and determining 20th level). This replaces facets.

172
Chapter II Archetypes and Options
CHAPTER III
FEATS
Feats are abilities, skills, and talents that characters can Multiple Metaconstruction Feats on a Trap: A
obtain through understanding and training, or by means trap user can apply multiple metaconstruction feats to a
of their heritage. single trap. Changes to its level are cumulative. You can’t
apply the same metaconstruction feat more than once
TYPES OF FEATS to a single trap.
Though some of the feats in this chapter are general and
have no special rules governing them, some feats belong Technique Feats
to a type or types of feats that have special shared rules. Those trained in the art of war often seek out new
The types a feat belongs to appear in parentheses after methods of employing their skill at arms. While
the feat name. This chapter of Paths of Magic features the monastic orders and martial artists looked to nature for
following types of feats. their inspiration, mighty warriors and battle-hardened
crusaders instead looked to the stars, shaping their
Combat Feats techniques after the powerful outsiders of the multiverse.
Several classes, such as brawlers, fighters, or As a swift action, you enter the stance employed by
swashbucklers, can select combat feats as bonus feats. the combat technique that a technique feat embodies.
Members of other classes can take these feats provided Although you cannot use a technique feat before
they meet the prerequisites. combat begins, the technique you are using persists until
you spend a swift action to switch to a different combat
Metamagic Feats technique. You can use a feat that has a technique feat as
Metamagic feats allow a spellcaster to alter the effects of a prerequisite only while in the stance of the associated
spells they cast, granting them new uses and function. technique. For example, you if you have feats associated
Spells modified by a metamagic feat typically take up a with Archon Technique and Inevitable Technique, you
higher-level spell slot than the spell normally does. can use a swift action to adopt Inevitable Technique at
the start of one turn, and then can use other feats that
Metaconstruction Feats have Inevitable Technique as a prerequisite. By using
A metaconstruction feat is the equivalent of a metamagic another swift action at the start of your next turn, you
feat for users of saboteur traps. Traps modified by a could adopt Archon Technique and use other feats that
metaconstruction feat use a trap slot higher than normal. have Archon Technique as a prerequisite.
This does not change the level of the trap, so the DC for As techniques rely on using a weapon as an extension
saving throws against it does not go up. Trap creators of your body, they must be used with weapons.
cannot modify their traps with metamagic feats, only They cannot be used with unarmed strikes or natural
metaconstruction feats. weapons, even if the effects of the technique do not rely
During trap creation, the character chooses which on a specific weapon. For example, although Protean
traps to prepare with metaconstruction feats (and thus Technique does not specify a weapon, you would not
which ones take up higher-level trap slots than normal). gain its benefits with an unarmed strike. You cannot use
In all ways, a metaconstruction trap operates at its a Technique feat while you are using a Style feat.
original trap level, even though it is prepared and cast The techniques in this book are as follows, along
using a higher-level trap slot. Saving throw modifications with specific feat paths—feats that complement each
are not changed unless stated otherwise in the feat technique.
description. Angel Technique: The concept of a guardian angel
Metaconstruction feats cannot be used with all traps. is one shared among the common folk, and true angels
See the specific feat descriptions for the traps that a are known to protect the helpless just by being in their
particular feat can’t modify. presence. Practitioners of the Angel Technique focus on

173
Feats Chapter III
defending themselves and nearby allies, taking special Inevitable Technique: The cold and calculating
care to ward and avenge those that cannot defend Inevitables seek to keep the world in complete order.
themselves. Those that observed the works of these beings sought to
Feat Path: Angel Technique, Angel Retaliation, replicate their even-handed, practiced form, developing
Angel Protection a fighting technique that focuses on consistent assault
Archon Technique: Steadfast in the face of until victory is guaranteed.
impossible odds, users of the Archon Technique emulate Feat Path: Inevitable Technique, Inevitable Justice,
an archon’s stalwart, impassable defense. They are Inevitable Order
experts at utilizing a tower shield to defend themselves, Kami Technique: The mysterious and tranquil kami
even when doling out telling blows. observe the world around them and become one with it.
Feat Path: Archon Technique, Archon Defense, Sightings of these beings have led aspiring guardians of
Archon Bulwark the wilds to follow in the kami’s path, becoming masters
Asura Technique: Asuras are known for their of improvised weaponry and focused senses so they
ruthless efficiency in combat, many of them learning might never be caught unawares.
and mastering a form of combat unique to that asura. Feat Path: Kami Technique, Kami Insight, Kami Ward
Survivors of an encounter with a particularly agile asura Protean Technique: Proteans, as beings of pure
first developed the Asura Technique to fight more evenly chaos, fight in an unpredictable and flailing manner,
with this foe, moving rapidly around the battlefield to striking and defending in confusing ways. Warriors
strike several opponents in short order. sought to copy this wild combat, using the momentum
Feat Path: Asura Technique, Asura Motion, of their critical strikes and complete fumbles to catch
Asura Dance foes off-guard.
Bebilith Technique: The bebilith is feared even Feat Path: Protean Technique, Protean Twist,
among demons for its ruthless attacks and its signature Protean Chaos
ability to tear armor asunder with frightening ease. Those Psychopomp Technique: The stoic psychopomp
who use Bebilith Technique tear at their opponents’ are ushers of the dead, guiding the way for mortals to
armor and even their very flesh, ripping their defenses their ultimate fate. Masters of this technique use ranged
apart. Bebilith Technique users prefer weapons that weaponry–particularly bows–to intercept aggressors
emulate a bebilith’s claws such as sickles and heavy picks and mete out a timely fate to the wicked.
to strike at their prey. Feat Path: Psychopomp Technique, Psychopomp Fate,
Feat Path: Bebilith Technique, Bebilith Claw, Psychopomp Doom
Bebilith Rend Rakshasa Technique: Rakshasas live to deceive,
Demon Technique: Hordes of demons are often fooling even the strongest of minds. The Rakshasa
led by powerful abyssal generals, terrible fiends whose Technique similarly aims to deceive foes, allowing its
searing whip drives forth armies and crushes the forces users to feint out and strike foes with ease. Users of this
of good. Masters of the Demon Technique command technique often wield their weapons with a reversed grip
an off-hand whip, lashing out and entangling foes with as an homage to the inverted hands of the rakshasas that
quick strikes to pull them closer for a deadly attack with inspired their deadly art.
their primary weapon. Feat Path: Rakshasa Technique, Rakshasa Deception,
Feat Path: Demon Technique, Demon Grasp, Rakshasa Corruption
Demon Lash Shinigami Technique: The scythe is iconic of
Devil Technique: The legions of Hell are the death-bringing shinigami, even if they are often
experienced with prolonged torture and suffering. The mistaken as the grim reapers found within folklore.
Devil Technique teaches how to strike in such a manner Experts of the Shinigami Technique utilize their scythes
that the inflicted wounds bleed profusely. These wounds with deadly efficiency, darting across the battlefield to
are deadly enough that they can cause lasting physical bring swift death to as many foes as possible.
trauma and can be exceedingly difficult to heal. Feat Path: Shinigami Technique, Shinigami Reap,
Feat Path: Devil Technique, Devil Pact, Devil Wound Shinigami Pursuit
Garuda Technique: The noble garuda is a rarely- Titan Technique: The powerful titans are feared
seen protector, charging from above to take on invaders and respected for their immense power and equally-
to their homes and communities. The Garuda Technique immense weapons. The Titan Technique teaches how to
emulates their powerful aerial charges, teaching warriors wield weapons of incredible heft as easily as one wields
to leap through the air to strike at opponents. a normal sword, striking out with weapons that are even
Feat Path: Garuda Technique, Garuda Dive, larger than the wielder.
Garuda Talon Feat Path: Titan Technique, Titan Grip, Titan Slayer

174
Chapter III Feats
FEAT DESCRIPTIONS ally receives the normal benefits of Angel Technique (as
Feats are summarized on Table: Feats. Note that the opposed to double the bonus). This also allows you to
prerequisites and benefits on the table are abridged for avenge or defend any affected ally once per round each,
reference. See each feats’ description for full details. as described in Angel Retaliation. Affected allies lose the
The following format is use for feat descriptions. benefit if they move more than 10 feet away from you.
Feat Name: The feat’s name includes what
subcategory of feat, if any, that feat belongs to, such as Angel Retaliation (Combat)
Combat or Technique. The name is followed by a brief You tenaciously protect and avenge your allies.
description of what the feat does. Prerequisite: Angel Technique†, Combat Expertise,
Prerequisite: Some feats have prerequisites. Your Combat Reflexes, base attack bonus +8
character must have the indicated ability score, class Benefit: Once per round when an opponent attacks
feature, feat, skill, base attack bonus, or other quality the ally you are defending with Angel Technique with
designated in order to select or use that feat. A character a weapon or natural attack, you can choose to either
can gain a feat at the same level at which he gains the defend or avenge your ally.
prerequisite. This entry will be absent if the feat has no
prerequisites.
Feats that have prerequisites found in this book, such
as new feats or features of the classes in Chapter I, are
marked with a dagger (†).
Benefit: What a feat enables a character to do (“you”
in the description). If a character has the same feat more
than once, its benefit does not stack unless otherwise
noted in the description.
Normal: What a character who does not have this
feat is limited to or restricted from doing. If not having
the feat has no drawback, this entry is absent.
Special: Additional information about the feat, such
as being able to take the feat multiple times.

Aegis Strike (Combat)


You draw upon elemental energy to fuel your attacks.
Prerequisite: Aegis† class feature, Arcane Strike
Benefit: While you are in aegis form, you don’t need
to spend a swift action to use the Arcane Strike feat–it is
always in effect. Add your Arcane Strike damage to the
damage of any spell twists you use while in aegis form.
Special: If you have the Energy Strike† feat, you can
change the damage type you deal with that feat at the
start of each of your turns (no action required).

Angel Protection (Combat)


Your defense extends to protect large groups from harm.
Prerequisite: Angel Retaliation†, Angel Technique†,
Combat Expertise, Combat Reflexes, base attack bonus
+12
Benefit: When you use Combat Expertise to grant
yourself a dodge bonus to AC, the penalty you take to
attack rolls is reduced by an additional 2. This stacks
with the reduction from Angel Technique.
Rather than designate a single adjacent ally to receive
the benefit of your Angel Technique, you can instead
grant the benefit to all allies within 10 feet of you. When
doing so, the dodge bonus granted to allies by Angel
Technique is reduced by half. An unconscious or helpless

175
Feats Chapter III
Table: Feats
FEAT PREREQUISITES BENEFIT
Aegis Strike † Arcane Strike is always active during aegis.
Aegis class feature, Arcane Strike
Animal Focus None +1 bonus on save DCs for animal spells
Greater Animal Focus Animal Focus† +1 bonus on save DCs for animal spells.
Tamer’s Arcana Animal Focus† Animal spells cast at +2 CL when targeting animals you
control.
Arcane Veil Arcane spellcaster, Spell Focus (Illusion), Sacrifice a spell to turn invisible.
caster level 9th
Arcane Weaponry Base attack bonus +4 Increase DC of magical properties on your weapons.
Bull Charge Base attack bonus +5 Use Vital Strike on a charge, take no AC penalty.
Clever Imbue Imbue† class feature Set more conditions for imbue or delay imbued spells from
triggering.
Concealing Trick Character level 13th, Hide in Plain Sight, Grant an adjacent ally the benefit of your Hide In Plain
Slayer Camouflage, or Camouflage Sight, Slayer Camouflage, or Camouflage ability.
ability
Controlled Entropy Int 13, void† class feature Allies are unaffected by your void.
Counter Maneuver Combat Expertise Use maneuver against opponent that failed its own.
Dark Embrace None Gain a +1 bonus on saving throws while in shadows.
Distant Remedy † Extend the range of your remedies.
Remedy class feature, warden level 9th
Double Strike Two-Weapon Fighting or flurry of blows Attack with two weapons as a standard action.
class feature, base attack bonus +6 or
monk level 6th
Energy Focus Elementer level 1st +1 bonus on save DCs for one elemental category.
Greater Energy Focus Elementer level 1st, Energy Focus † +1 bonus on save DCs for one elemental category.
Energy Strike Arcane Strike, caster level 5th Arcane Strike deals acid, cold, electricity, or fire damage.
Extra Distortion † Learn a new distortion.
Distortion class feature
Extra Energy Pool † Max energy pool increases by 4, starting energy by 2.
Energy pool class feature
Extra Nightblade Art Nightblade art† class feature Gain one additional nightblade art.
Extra Quintessence † Increase quintessence pool by 4.
Quintessence class feature
Extra Remedy † Use remedy two additional times each day.
Remedy class feature
Extra Resonance † Create a resonance two additional times per day.
Resonance class feature
Extra Ritual Magic † Learn two more spells to cast with ritual magic.
Ritual magic class feature
Extra Saboteur Trick Saboteur trick† class feature Gain one additional saboteur trick.
Extra Secret † Gain a new secret.
Secret class feature
Extra Spell Twist Spell twist† class feature Learn a new spell twist.
Extra Spirit Energy † Increase spirit energy pool by 2.
Spirit energy class feature
Extra Vanguard Arcana † Learn more spells to imbue.
Vanguard arcana class feature
Eye for Quality Craft 3 ranks Identify magic items using Craft checks.
Eyes of Night Perception 10 ranks, darkvision 120 feet See perfectly in magical darkness to a short distance.
Ferocious Assault Natural attacks, base attack bonus +4 Reduced penalties when attacking with both manufactured
weapons and natural weapons.
Flanking Specialist Base attack bonus +2 Flank a creature from squares adjacent to you.
Flash of Insight Binding† class feature, insight† class Gain two insights for a short time.
feature, cabalist level 7th
Hard to Fool Perception 5 ranks Automatically notice illusions near you.
Hunter’s Aim Favored enemy class feature, Vital Increase favored enemy damage bonus when using Vital
Strike, base attack bonus +6 Strike.
Improved Bonded Object Bonded object, caster level 3rd Gain a more powerful bonded object.

176
Chapter III Feats
FEAT PREREQUISITES BENEFIT
Improved Eldritch Claws Str 17, Eldritch Claws, natural weapons, Natural attacks count as cold iron, reduce the effects of
base attack bonus +9 magical concealment.
Latent Remedy Remedy† class feature, warden level 4th Impart a remedy to be triggered when target is injured.
Lingering Shadows Able to cast at least one spell with the Spells you cast with the darkness descriptor are harder to
darkness descriptor, caster level 5th suppress.
Lunar Strike Nature Magic or the ability to cast druid Target of your Vital Strike must successfully save or
or ranger spells; Vital Strike, Knowledge become blinded.
(nature) 5 ranks.
Metal Focus None +1 bonus on save DCs for metal spells.
Greater Metal Focus † +1 bonus on save DCs for metal spells.
Metal Focus
Metal Morph Metal Focus† Change the damage type of metal spells.
Muffled Image Stealth 9 ranks You are silenced while invisible.
Mystic Empathy Wild empathy class feature, Knowledge No penalty to use wild empathy with magical beasts,
(nature) 5 ranks impart a suggestion to creatures you influence.
Night Dweller None Gain bonuses against fear and shadow effects.
Plant Focus None +1 bonus on save DCs for plant spells.
Bramble Caster † Plant spells are more effective at bypassing DR.
Plant Focus , caster level 5th
Greater Plant Focus † +1 bonus on save DCs for plant spells.
Plant Focus
Polearm Expertise None Attack adjacent foes with a reach weapon.
Powerful Throwing Str 13 Use Str instead of Dex on attack rolls with thrown
weapons.
Realistic Illusions Spell Focus (Illusion) Illusion spells are harder to disbelieve, even with proof.
Reclaim Trap † Pick up untriggered traps.
Saboteur trap class feature, saboteur
level 5th
Recover Senses Great Fortitude, Perception 5 ranks Effects that hinder your senses last only half as long.
Reshape Spell Quintessence† class feature, able to Switch out prepared spells by spending quintessence.
prepare 2nd-level arcane spells
Resolute Companion Construct companion† class feature Companion functions while you are helpless.
Savage Wounds Base attack bonus +4 Bleed damage you inflict is harder to stop.
Shadow Gift Shadow Surge† class feature, character Grant your shadow surge to allies.
level 7th
Shadow Summoner Spell Focus (Conjuration) Grant summoned creatures the shadow creature template.
Shadowmorph Focus None +1 bonus on save DCs for shadowmorph spells.
Greater Shadowmorph Shadowmorph Focus† +1 bonus on save DCs for shadowmorph spells.
Focus
Flickering Shadows Shadowmorph Focus† Apply two shadowmorph effects to one target.
Shadowy Dodge None Bonus to Acrobatics checks to tumble past opponents or
to AC when in dim light or darkness.
Shared Target Marked Target† class feature, saboteur Share the benefits of your marked target with allies.
level 5th
Skilled Tracker Track class feature, Survival 7 ranks Track impossible targets, but at a -5 penalty.
Somatic Blade Weapon Focus, caster level 3rd Use hand holding a weapon to perform somatic
components of spells.
Spell Mixer Spell twist† class feature Use a spell twist with any spell.
Spirit Convocation † Exchange spirit energy for spell slots.
Spirit companion class feature, invoker
level 4th
Spirit Guards Spirit companion† class feature Spirit gains +2 AC and concentration when near you.
Spirit’s Boon Spirit energy† class feature, spirit Grant spirit powers to your allies.
companion class feature, invoker 7th

177
Feats Chapter III
Table: Feats (cont.)
FEAT PREREQUISITES BENEFIT
Spotter’s Call Wis 13; animal companion or hunter’s Call out a target with an attack, increasing the damage of
bond (hunting companions) class feature; your animal companion or allies.
base attack bonus +9
Steady Rituals Cabalist level 3rd Take 10 on ritual checks. Less penalties for resuming an
interrupted ritual.
Sudden Binding Binding† class feature Switch bindings once per day as an immediate action.
Surging Veil Shadow surge† class feature Gain concealment when you spend a shadow surge.
Swift Crafting Craft 5 ranks or any item creation feat Craft mundane and magical items faster.
Takedown Shot Precise Shot Deal nonlethal damage with ranged weapons.
† May switch combat techniques as a free action.
Technique Mastery Any two technique feats , base attack
bonus +5
Tempest Strike Nature Magic or the ability to cast druid Target of your Vital Strike must successfully save or
or ranger spells; Vital Strike, Knowledge become staggered.
(nature) 5 ranks.
Tenacious Illusions Spell Focus (Illusion) Illusion spells you cast are harder to dispel.
Terrifying Ambush Weapon Focus, Dazzling Display Demoralize opponents struck during the surprise round.
Tenebrous Magic Heighten Spell, Spell focus (Illusion), Heightening shadow spells lets replicate higher-level
nightblade level 9th effects.
Umbral Striker Arcane Strike, caster level 7th Arcane Strike deals negative energy damage, weapon
counts as silver and cold iron.
Unseen Terror Intimidate 5 ranks, Stealth 5 ranks Make Intimidation checks to demoralize while remaining
hidden, bonus on Intimidate checks made in darkness.
Venomous Strike Nature Magic or the ability to cast druid Target of your Vital Strike must successfully save or
or ranger spells; Vital Strike, Knowledge become sickened.
(nature) 5 ranks.
Verdant Summons Spell Focus (conjuration), able to cast Summoned creatures are immune to paralysis and poison,
summon nature’s ally can move through woodlands unhindered.
Woodland Sage Wis 13 Add Wisdom modifier to several skill checks.
METAMAGIC FEATS PREREQUISITES BENEFIT
Beastlord Spell † Animal spells affect vermin and magical beasts.
Animal Focus
Harmonic Spell Plant Focus† Spell does not harm vegetation or plant creatures.
Metallic Spell None Spell gains metal descriptor, overcomes certain damage
reduction types.
Reinforced Spell None Conjured objects or barriers have increased hardness and
hit points; equipment is masterwork.
Twilight Spell None Light and darkness spells are more potent and are harder
to suppress.
Volcanic Spell None Fire or earth spell conjures lava, burns targets.
METACONSTRUCTION
FEATS PREREQUISITES BENEFIT
Elemental Trap None Inflict energy damage instead of regular trap damage.
Empower Trap None Increase trap variables by 50%.
Extend Trap None Double trap duration.
Heighten Trap None Treat trap as a higher level.
Intensify Trap None Increase maximum damage dice by 5 levels.
Maximize Trap None Maximize trap variables.
Persistent Trap None Creatures who saved against a trap must save again.
Piercing Trap None Affected trap treats creatures with SR as having an SR of
5 lower.
Widen Trap None Double trap area.

178
Chapter III Feats
TECHNIQUE FEATS PREREQUISITES BENEFIT
Angel Technique Combat Expertise, base attack bonus +4 Reduced penalty for Combat Expertise, use Combat
Expertise to grant dodge bonuses to allies.
Angel Retaliation Angel Technique†, Combat Expertise, Make attacks of opportunity against allies you are
Combat Reflexes, base attack bonus +8 guarding, either dealing damage or stopping the attack.
Angel Protection Angel Retaliation†, Angel Technique†, Further reduce Combat Expertise penalty. Protect muliple
Combat Expertise, Combat Reflexes, nearby allies with Angel Technique, and do so from further
base attack bonus +12 away.
Archon Technique Improved Shield Bash, Tower Shield Reduced penalty for using a tower shield, make shield
Proficiency bash attacks with a tower shield.
Archon Defense Archon Technique†, Improved Shield Further reduce penalty for using a tower shield. Defend
Bash, Tower Shield Proficiency, base yourself more quickly with a tower shield, and reposition
attack bonus +4 your tower shield as an immediate action.
Archon Bulwark Archon Defense†, Archon Technique†, Defend yourself with a tower shield as a swift action when
Improved Shield Bash, Tower Shield making a full-attack. Defending with a tower shield blocks
Proficiency, base attack bonus +6 more sides of your space.
Asura Technique Combat Reflexes, base attack bonus +4 Improved defenses when moving or when flanked, move
10 feet whenever you make an attack of opportunity.
Asura Motion Asura Technique†, Combat Reflexes, Deal an additional 2d6 damage each time you hit a
base attack bonus +6 different creature than the last, up to 4d6.
Asura Dance Asura Motion†, Asura Technique†, Defenses when moving or when flanked from Asura
Combat Reflexes, base attack bonus +9 Technique improved. Move 10 feet after any attack you
make as part of a full-attack action.
Bebilith Technique Improved Sunder, Power Attack, base Make a sunder check as a free action after hitting at least
attack bonus +6 twice in a round.
Beblith Claw Bebilith Technique†, Improved Sunder, Make sunder checks against an opponent’s natural armor.
Power Attack, base attack bonus +9
Bebilith Rend Bebilith Claw†, Bebilith Technique†, Reduce opponent’s armor rating when making a critical hit
Improved Sunder, Power Attack, base or a sunder check, destroy armor once it reaches AC 0.
attack bonus +11
Demon Technique Two-Weapon Fighting, Weapon Focus Use a whip as a light weapon, threaten spaces while using
(whip), Whip MasteryUC, base attack a whip.
bonus +5
Demon Grasp Demon Technique†, Greater Whip Grapple an opponent when making a critical hit with a
MasteryUC, Two-Weapon Fighting, whip. Move foes adjacent to you upon grappling, and gain
Weapon Focus (whip), Whip MasteryUC, a +2 bonus to maintain grapple checks with whips.
base attack bonus +9
Demon Lash Demon Grasp†, Demon Technique†, No longer gain the grappled condition when grappling with
Greater Whip MasteryUC, Two-Weapon a whip, make a free attack upon grappling a foe.
Fighting, Weapon Focus (whip), Whip
MasteryUC, base attack bonus +11
Devil Technique Power Attack or Two-Weapon Fighting, Deal bleed damage when striking a creature more than
base attack bonus +6 once in a round.
Devil Pact Devil Technique†, Power Attack or Two- Creatures you inflict bleed damage on using Devil
Weapon Fighting, base attack bonus +8 Technique take penalties to AC and saves.
Devil Wound Devil Pact†, Devil Technique†, Power Reduce speed of bleeding foes. Critical hits on bleeding
Attack or Two-Weapon Fighting, base foes cause ability damage.
attack bonus +10
Garuda Technique Death From AboveUC, Acrobatics 5 ranks Deal additional damage from high ground. Jump during a
or Fly 5 ranks charge to gain high ground.
Garuda Dive Death From AboveUC, Garuda +2 to Fly and Acrobatics checks. Move past foes you
Technique†, Acrobatics 7 ranks or Fly 7 charge, or change direction mid-charge.
ranks
Garuda Talon Death From AboveUC, Garuda Dive†, Deal more damage and gain +1 to attack rolls from high
Garuda Technique†, Acrobatics 11 ranks ground. Make an additional attack while charging.
or Fly 11 ranks

179
Feats Chapter III
Table: Feats (cont.)
FEAT PREREQUISITES BENEFIT
Inevitable Technique Weapon Focus, base attack bonus +5 Gain +1 to attack and damage rolls each round that you
attack only once; stacks to +2.
Inevitable Justice Inevitable Technique†, Vital Strike, Make a single attack that deals average damage to
Weapon Focus, base attack bonus +7 maximize the benefit of Inevitable Technique.
Inevitable Order Inevitable Justice†, Inevitable Technique†, Maximum bonus from Inevitable Technique increases to
Vital Strike, Weapon Focus, base attack +3, lose benefit to impose penalty on foes struck.
bonus +11
Kami Technique Catch Off-Guard or Throw Anything, Deal varying damage with improvised weapons, use
Perception 3 ranks, base attack bonus +2 Perception in place of your AC against attacks.
Kami Insight Catch Off-Guard or Throw Anything, Use Perception in place of AC when flat-footed, use
Kami Technique†, Perception 7 ranks, Perception to confirm critical hits with improvised
base attack bonus +5 weapons.

Kami Ward Catch-Off Guard or Throw Anything, Locate creatures within 30 feet of you that attack you,
Improvised Weapon Mastery, Kami increase the critical multiplier of improvised weapons
Technique†, Kami Insight†, Perception 11 when using Perception for your critical hit confirmations.
ranks, base attack bonus +8
Protean Technique Combat Expertise, Dodge, base attack Gain +1 dodge AC when rolling a 19 or 20, gain +1 attack
bonus +5 roll bonus when rolling a 1 or 2, stacks.
Protean Twist Combat Expertise, Dodge, Protean Gain dodge bonus on 18–20, gain attack roll bonus on
Technique†, base attack bonus +7 1–3. Bonuses increased for critical confirmations.

Protean Chaos Combat Expertise, Dodge, Protean Gain dodge bonus on 17–20, gain attack roll bonus on
Technique†, Protean Twist†, base attack 1–4. maximum bonus from Protean Technique increases
bonus +11 to +3. Use bonuses to negate hits against you or your own
missed attacks.
Psychopomp Technique Dex 13, Rapid Shot, Weapon Focus, Enemies struck gain fate points. Inflict stacking penalty to
base attack bonus +3 saving throws on targets with fate points.
Psychopomp Fate Dex 15, Psychopomp Technique†, Rapid Increased accuracy, damage, and reach with attacks of
Shot, Snap ShotUC, Weapon Focus, base opportunity using ranged weapons against targets with
attack bonus +6 fate points.
Psychopomp Doom Dex 17, Psychopomp Doom†, Gain bonuses from Psychopomp Technique with half as
Psychopomp Technique†, Rapid Shot, many fate points; share penalty with allies.
Snap ShotUC, Weapon Focus, base
attack bonus +9
Rakshasa Technique Improved Feint, Bluff 3 ranks, base +2 bonus on feint checks, deal 1d6 extra damage against
attack bonus +2 foes denied their Dexterity bonus to AC.
Rakshasa Deception Improved Feint, Rakshasa Technique†, Feint as part of a full-attack action, cause struck creature
Bluff 9 ranks, base attack bonus +6 to take a -2 penalty to attack rolls and saving throws.
Rakshasa Improved Feint, Rakshasa Deception†, No penalty when feinting non-humanoid creatures. Less
Corruption Rakshasa Technique†, Bluff 11 ranks, penalty for feinting animal Intelligence creatures, can feint
base attack bonus +8 non-intelligent creatures at a -8 penalty.
Shinigami Technique Power Attack, Weapon Focus (scythe), Move 10 feet and gain +2 bonus to attack rolls and AC
base attack bonus +3 when you kill a foe.
Shinigami Reap Power Attack, Shinigami Technique†, No attack of opportunity when performing a coup de
Weapon Focus (scythe), Whirlwind grace. No penalty for using Power Attack when making a
Attack, base attack bonus +7 Whirlwind Attack, hit creatures outside your reach.
Shinigami Pursuit Power Attack, Shinigami Reap†, Use movement and bonuses from Shinigami Technique
Shinigami Technique†, Spring Attack, as an immediate action, rather than a swift action, move
Weapon Focus (scythe), Whirlwind farther when doing so. Move up to your speed when
Attack, base attack bonus +11 performing a coup de grace or Whirlwind Attack.

Titan Technique Power Attack, Str 15 Wield weapons intended for larger creatures.
Titan Grip † Reduce penalties for wielding oversized weapons.
Power Attack, Titan Technique , Str 17,
base attack bonus +4
Titan Slayer Power Attack, Titan Grip†, Titan Wield weapons for creatures two sizes large than you,
Technique†, Str 19, base attack bonus +8 increased reach when doing so.

180
Chapter III Feats
If you defend your ally, you can use an attack of
opportunity to make an attack roll against the attacking
creature. If your attack roll beats the attacker’s attack VARIANT RULE: WEAPON STYLES
roll, you deal no damage, but the attacker’s attack fails. When first introduced in Path of Iron, technique feats
If you avenge your ally, you make an attack of were intended to be the weapon-equivalent to unarmed
opportunity against the opponent. You do not take the fighting’s “style” feats. However, in the time since
normal penalty to attack rolls from Combat Expertise their initial creation, the Pathfinder Roleplaying Game
when making this attack, and your attack deals an introduced what are often called “weapon styles”: style
additional 1d8 damage. This damage is the same type as feats that use specific weapons (requiring the Weapon
the weapon used and is not multiplied on a critical hit. Focus feat) instead of unarmed strikes.
The opponent must be in your threatened area to make At your table, you might desire for technique feats to
this attack of opportunity, and your attack must be made be treated as these weapon styles, instead of a separate
after the opponent’s attack resolves. feat type. In such a case, they lose the “Technique”
category and gain the “Style” category, and can be
Angel Technique (Combat, Technique) used with any option that requires style feats (such as
You are an expert at defending yourself and allies. the master of many stylesUC monk archetype). Each
Prerequisite: Combat Expertise, base attack bonus +4 techinque that doesn’t already have Weapon Focus as a
Benefit: When you use Combat Expertise to grant requirement gains it as a prerequisite (with the exception
yourself a dodge bonus to AC, the penalty you take to of Archon Technique†, as it is restricted to tower
attack rolls is reduced by 1. shields exclusively, and Kami Technique†, since it uses
In addition, when you use Combat Expertise or take improvised weapons). The benefits of that technique
the total defense action you can designate one ally that can only be used while wielding the chosen weapon.
is in an adjacent space to you. That ally gains a dodge Additionally, a character with the weapon traning class
bonus to AC equal to the bonus you granted yourself. If feature (such as a fighter) can use that technique with
the ally is unconscious or helpless, the bonus is doubled. any weapon in the same weapon group as the weapon
The ally loses the benefit if it is not adjacent to you, and selected with the Weapon Focus feat, with the exception
the bonus lasts until the start of your next turn. of Archon Technique†, Demon Technique†, and Kami
The dodge bonus you can grant to an ally with Angel Technique†, as they require too specific of weaponry.
Technique does not stack with any dodge bonuses gained
by that ally via its own use of Combat Expertise, nor
does it stack with a dodge bonus granted by another ally’s
use of Angel Technique. Unlike normal dodge bonuses,
the dodge bonus you grant an ally with Angel Technique Arcane Weaponry
is not lost when that ally is denied its Dexterity bonus to You force additional power from your magical weapons.
AC; the bonus is only lost when you yourself are denied Prerequisite: Base attack bonus +4
your Dexterity bonus to AC. Benefit: Increase the DC of any weapon special
properties that require a saving throw by +1. This bonus
Animal Focus increases by +1 upon reaching a base attack bonus of +8
Your animal spells are more potent than most. and for every four base attack bonus gained thereafter.
Benefit: Add +1 to the Difficulty Class for all saving This cannot cause the DC of any effect to exceed 10
throws against spells you cast that have the animal + your base attack bonus. This benefit only applies to
descriptor. weapons you are wielding (and applies for up to 1 round
after leaving your grip or being fired, in the case of
Arcane Veil thrown weapons or ammunition, respectively).
You can convert any spell into an invisible veil.
Prerequisite: Spell Focus (illusion), arcane spellcaster, Archon Bulwark (Combat)
caster level 9th Your mastery of the tower shield makes it impossible to
Benefit: As a standard action, you can sacrifice a catch you off guard.
prepared spell or unused spell slot of 1st level or higher Prerequisite: Archon Defense†, Archon Technique†,
and transform it into a transparent veil, granting yourself Improved Shield Bash, Tower Shield Proficiency, base
invisibility, as the spell. This invisibility lasts for 1 minute attack bonus +6
for every level of the spell or spell slot you sacrificed. Benefit: If you successfully hit at least one shield
Once the invisibility ends (for any reason), you cannot bash attack with your tower shield when making a full-
use this feat again for 1 minute. attack action, you can use a swift action to grant yourself

181
Feats Chapter III
total cover on one edge of your space. If you spend a and you can spend an immediate action to change which
move action to place your tower shield (with the Archon side of your space you are defending.
Defense feat), you can choose two contiguous sides of Normal: Using a tower shield to create total cover on
your space to defend, rather than just one. Changing one edge of your space is a standard action.
which side you are defending using the Archon Defense Special: This feat counts as Double Slice for the
feat changes both sides with the same action. purpose of meeting feat prerequisites, but only when
using a tower shield.
Archon Defense (Combat)
Your strikes are as powerful as your defense. Archon Technique (Combat, Technique)
Prerequisite: Archon Technique†, Improved Shield You protect yourself from harm, your shield an
Bash, Tower Shield Proficiency, base attack bonus +4 extension of your body.
Benefit: The penalty to attack rolls for wielding a Prerequisite: Improved Shield Bash, Tower Shield
tower shield is reduced by an additional 1 (this stacks Proficiency
with the reduction from Archon Technique) and you Benefit: The penalties to attack rolls for using a tower
always add your full strength bonus to damage rolls shield are reduced by 1, and you receive a +4 bonus to
when making a shield bash with a tower shield. Using your CMD against attempts to sunder or disarm your
your tower shield to grant yourself total cover on an tower shield. In addition, you can use a tower shield to
edge of your space becomes a move action, make a shield bash as if it were a heavy shield, though it
deals 1d6 damage for a Medium-sized creature on a hit.
Normal: You can’t shield bash with a tower shield.

Asura Dance (Combat)


You slash with grace and speed, dancing around
the battlefield to harry your foes.
Prerequisite: Asura Motion†, Asura
Technique†, Combat Reflexes, base attack
bonus +9
Benefit: Creatures do not gain an attack roll
benefit when flanking you (though they can still
gain other benefits of flanking, such as sneak attack), and
the dodge bonus to AC to avoid attacks of opportunity
from moving through a threatened square from Asura
Technique increases to +4.
Whenever you take the full-attack action and strike
with a melee weapon, you can move up to 10 feet
before making your next attack. This movement does
not provoke attacks of opportunity from the target
you struck, but still provokes from other creatures as
normal. You must have another attack to make in order
to move in this manner, and cannot move a greater
distance than your normal speed in a single turn.

Asura Motion (Combat)


You strike in multiple directions at once.
Prerequisite: Asura Technique†, Combat
Reflexes, base attack bonus +6
Benefit: Each melee weapon attack you make
within 1 round against a different target than the last
deals an additional 2d6 damage per previous target hit.
For example, if there are three different creatures that
you strike, the first hit deals no additional damage, the
second target takes 2d6 extra damage, and the third target
takes 4d6 extra damage. This damage bonus cannot
increase beyond 4d6 damage and is not multiplied on

182
Chapter III Feats
a critical hit. The additional damage is only added once Bebilith Rend (Combat)
per target on the first attack you hit them with that turn. You grind down your opponent’s equipment until it
breaks from wear.
Asura Technique (Combat, Technique) Prerequisite: Bebilith Claw†, Bebilith Technique†,
Your flowing movement makes it difficult to catch you Improved Sunder, Power Attack, base attack bonus +11
off guard, and even more difficult to escape your reach. Benefit: Any time you confirm a critical hit against an
Prerequisite: Combat Reflexes, base attack bonus +4 opponent or successfully make a sunder attempt against
Benefit: The bonus creatures receive to attack rolls an opponent’s armor or shield, you reduce the armor
when flanking you is reduced by 1, and you gain a +2 bonus that equipment provides by 1 (if from a critical
bonus to dodge AC to avoid attacks of opportunity from hit, you choose whether to affect the creature’s armor,
moving through a threatened square (this bonus stacks shield, or its natural armor, as described in Bebilith
with the bonus granted by Mobility). Whenever you hit Claw). Repairing the equipment to full hit points restores
with an attack of opportunity with a melee weapon, you its lost AC bonuses. If an armor or shield’s armor bonus
can move up to 10 feet in any direction, so long as your is reduced to 0, it is reduced to half hit points, gains the
movement ends in a space adjacent to the opponent broken condition, and is unequipped from the creature,
struck. This movement does not provoke attacks of regardless of its current hit points or hardness. The
opportunity from the target you struck, but provokes as equipment falls on the ground in the creature’s space.
normal from other creatures. Your total movement each
round from this feat can’t exceed your normal speed. Bebilith Technique (Combat, Technique)
You strike in a flurry, attacking both your opponent and
Beastlord Spell (Metamagic) the equipment that protects it.
Your magic allows you to affect all sorts of wild beasts. Prerequisite: Improved Sunder, Power Attack, base
Prerequisite: Animal Focus† attack bonus +6
Benefit: Only spells with the animal descriptor can Benefit: Whenever you make at least two successful
be turned into a beastlord spell. Spells that permanently attacks in a round against an opponent with a melee
alter a creature’s statistics, such as awaken, cannot be weapon, you can make a sunder check against that target
modified by this feat. as a free action at your full attack bonuses. You can only
If the spell could normally only affect creatures of do this once per round.
the animal type (such as hold animal), the spell now also
can target creatures of the magical beast or vermin type. Bramble Caster
Mind-affecting animal spells can target vermin as if they Plants you magically command grow thick with bark and
weren’t mindless. Spells that would let you interact with thorns, piercing enemy defenses.
an animal indirectly (such as speak with animals) allow that Prerequisite: Plant Focus†, caster level 5th
same interaction with vermin or magical beasts, subject Benefit: When you cast a spell with the plant descriptor
to GM discretion. A beastlord spell uses up a spell slot that deals slashing, bludgeoning, or piercing damage, it
one level higher than the spell’s actual level. counts as magic for the purpose of overcoming damage
reduction. At caster level 10th, the spell also counts as
Bebilith Claw (Combat) silver and cold iron. At caster level 15th, it counts as
Your strikes tear into your opponent’s natural defenses. adamantine. This is in addition to any other damage
Prerequisite: Bebilith Technique†, Improved Sunder, types the spell counts as to overcome damage reduction.
Power Attack, base attack bonus +9
Benefit: You can make sunder checks against an Bull Charge (Combat)
opponent’s natural armor. You make a sunder check You rush into battle with a devastating attack.
as normal, using a melee weapon. On a successful hit, Prerequisite: Base attack bonus +5
you deal only half your normal damage to the creature Benefit: You take no penalty to your AC when you
struck, but reduce the creature’s natural armor by 1 make a charge attack. If you have the Vital Strike feat,
(minimum 0). Armor bonus lost in this way can only you can use Vital Strike (or Improved Vital Strike or
be restored by a Heal check (DC 10 + your base attack Greater Vital Strike, if you have them) in place of the
bonus, taking 10 minutes per point of natural armor attack at the end of a charge. The damage dice added
lost) or by applying a restoration, regenerate, heal, wish, or by Vital Strike, Improved Vital Strike, or Greater Vital
miracle to the creature (which restores all lost natural Strike are not doubled when charging with a lance while
armor with no check needed). A creature that has the mounted.
regeneration ability recovers lost natural armor bonus at Normal: Charging causes you to take a -2 penalty to
a rate of 1 point per round. your AC until the start of your next turn.

183
Feats Chapter III
Clever Imbue and lasts as long as that ally remains adjacent to you.
Spells you imbue are triggered exactly when you desire. You may only grant this ability to a single ally at a time.
Prerequisite: Imbue† class feature For the purpose of these abilities, the ally is considered
Benefit: When you imbue a spell, you can set two to share your chosen favored terrains (though they do
separate conditions that will trigger the imbued spell, not gain any other benefits that favored terrain grants).
instead of only one. Alternatively, you can choose to The ally must still meet the rest of the conditions of the
set only one condition (as normal). If you do, the first ability to make use of it.
time that condition would be met, you can prevent the
imbued spell from triggering as a free action. The spell is Controlled Entropy
prevented from triggering from that same condition for With some effort, you can bend the powers of the void
10 minutes, after which it can trigger as normal. to avoid your allies.
Prerequisite: Int 13, void† class feature
Concealing Trick Benefit: When you activate your void class feature,
You can share your secrets of stealth with allies. choose a number of creatures you can see equal to your
Prerequisite: Hide in plain sight, slayer camouflage, Intelligence modifier. Those creatures are immune to
or camouflage class feature; character level 13th the effects of your void as long as it remains open. This
Benefit: You can grant a single ally adjacent to you the includes any abilities that modify the void except for the
benefits of your hide in plain sight, slayer camouflage, or adumbral void distortion (as that simply lowers the light
camouflage class feature. Doing this is a move action level rather than inflicting a direct penalty to creatures).

184
Chapter III Feats
Counter Maneuver (Combat) Normal: When you maintain a grapple, both you
You use your opponent’s failed maneuvers as a window and the creature you are grappling gain the grappled
of opportunity to make your own. condition. Maintaining a grapple is a standard action.
Prerequisite: Combat Expertise
Benefit: Whenever an opponent makes a failed Demon Technique (Combat, Technique)
combat maneuver check against you, you can use an Your mixture of close-range combat with the reach of a
attack of opportunity to attempt the same kind of whip proves a deadly combination.
maneuver upon that opponent. You must be able to Prerequisite: Two-Weapon Fighting, Weapon Focus
reach your opponent with the maneuver to do so. (whip), Whip MasteryUC, base attack bonus +5
Benefit: When wielding a non-whip melee weapon in
Dark Embrace your main hand and a whip in your off-hand, you treat
Shadows magically ward you, shielding you from harm. the whip as a light weapon for the purposes of two-
Benefit: While in dim light, darkness, or supernatural weapon fighting. While wielding a whip, you threaten the
darkness, you gain a +1 bonus to all saving throws. This area of your natural reach plus 5 feet.
is a supernatural effect. Normal: Whips are one-handed weapons.
Special: This feat counts as Improved Whip MasteryUC
Demon Grasp (Combat) for the purpose of feat and ability requirements.
You strike your foes with deadly accuracy, entangling
them with ease. Devil Pact (Combat)
Prerequisite: Demon Technique†, Greater Whip You ensure that your bloody strikes reach their full
MasteryUC, Two-Weapon Fighting, Weapon Focus potential.
(whip), Whip MasteryUC, base attack bonus +9 Prerequisite: Devil Technique†, Power Attack or
Benefit: When you score a critical hit with a whip, Two-Weapon Fighting, base attack bonus +8
you can immediately attempt a grapple check using the Benefit: The bleed damage you inflict with Devil
whip (as described in Greater Whip MasteryUC) without Technique can now stack. Any opponent that is currently
provoking an attack of opportunity. taking bleed damage from your Devil Technique takes a
If you successfully grapple a creature using a whip, -2 penalty to their AC and to saving throws.
you can draw your foe into a square adjacent to you
while maintaining the grapple. This does not provoke Devil Technique (Combat, Technique)
an attack of opportunity. You also gain a +2 bonus on You quickly inflict vicious, bleeding wounds onto your
combat maneuver checks to make or maintain a grapple opponents.
with a whip. Prerequisite: Power Attack or Two-Weapon
Normal: Pulling a creature you have grappled with a Fighting, base attack bonus +6
whip using Greater Whip MasteryUC provokes an attack Benefit: If you successfully attack the same opponent
of opportunity. at least twice in a single turn with a melee weapon, you
cause the target to take 1d8 bleed damage. The bleed
Demon Lash (Combat) damage increases by +1 for every attack you hit the
Your mastery over the whip allows you to reposition opponent with in the same turn above two (for example,
foes within striking range. if you strike an opponent with five attacks during your
Prerequisite: Demon Grasp†, Demon Technique†, turn, the target takes 1d8 + 3 bleed damage). This bleed
Greater Whip MasteryUC, Two-Weapon Fighting, damage does not stack.
Weapon Focus (whip), Whip MasteryUC, base attack
bonus +11 Devil Wound (Combat)
Benefit: Whenever you grapple an opponent using The wounds you inflict accumulate in their lethality and
a whip, you do not gain the grappled condition. If you leave your foes physically debilitated.
successfully grapple an opponent with a whip and pull Prerequisite: Devil Pact†, Devil Technique†, Power
them adjacent to you, you can make an attack with your Attack or Two-Weapon Fighting, base attack bonus +10
main-hand weapon against that creature as a free action Benefit: Any opponent that is taking bleed damage
with a +2 bonus to the attack roll. from your Devil Technique has its speed reduced by
In addition, so long as you maintain a grapple with your half. This cannot reduce its speed below 5 feet.
whip, you can maintain the grapple on your opponent as If you critically hit an opponent that is suffering from
a swift action. This only lets you maintain the grapple; bleed damage inflicted by your Devil Technique, you can
you cannot damage, move, pin, or tie-up your opponent inflict 1d2 points of Strength, Dexterity, or Constitution
without using a standard action to maintain as normal. damage (your choice).

185
Feats Chapter III
Distant Remedy Benefit: Choose one energy type: acid, cold, electricity,
Your healing remedy has improved range. or fire. You may replace a trap’s normal damage with
Prerequisite: Remedy† class feature, warden level 9th that energy type or split the trap’s damage, so that half
Benefit: You can now target a creature with remedy is of that energy type and half is of its normal type. An
if it is within close range (25 ft. + 5 ft./2 warden levels), elemental trap uses up a trap slot one level higher than
even if it is not within one of your wards. If you target the trap’s actual level.
a creature within your ward, you instead can target up to Special: You can gain this feat multiple times. Each
the maximum distance you can sustain your wards. time you must choose a different energy type.

Double Strike (Combat) Empower Trap (Metaconstruction)


Your attacks with two weapons are swift enough to be You can increase the power of your traps, causing them
used while moving. to deal more damage.
Prerequisite: Two-Weapon Fighting or flurry of Benefit: All variable, numeric effects of an empowered
blows class feature; base attack bonus +6 or monk trap are increased by half, including bonuses to those
level 6th dice rolls.
Benefit: As a standard action, you can make one Saving throws and opposed rolls are not affected, nor
attack with both your primary and secondary weapons are traps without random variables. An empowered trap
(or with both ends of a double weapon). The penalties uses up a trap slot two levels higher than the trap’s actual
for attacking with two weapons apply normally. level.
If you are a monk, you can use your monk level as
your base attack bonus when making these attacks (as Energy Focus
when using flurry of blows). Choose a single elemental category (air, earth, fire, or
Normal: You can only attack with two weapons when water). Your abilities of that type become stronger.
using a full-attack action. Monks only use their level for Prerequisite: Elementer level 1st
their base attack bonus when using flurry of blows. Benefit: Add +1 to the Difficulty Class for all saving
Special: If you have the Spring Attack feat, you can throws against spells and spell twists from the elemental
use this feat to attack the target of your Spring Attack category you select. The effect of this feat does not
once with both of your weapons. The penalties for two- stack with the effects of Elemental FocusAPG or Greater
weapon fighting apply normally. Elemental FocusAPG.
If you have both Improved Spring AttackUW and Special: You can gain this feat multiple times. Its
Improved Two-Weapon Fighting, you can use this feat effects do not stack. Each time you take the feat, it
to replace both of the attacks granted by Improved applies to a different elemental category of spells and
Spring AttackUW, attacking each target once with both spell twists.
of your weapons. The same benefit applies to Greater
Spring AttackUW if you have the Greater Two-Weapon Energy Strike (Combat)
Fighting feat. Your arcane strike roils with elemental energy.
The penalties from two-weapon fighting and the Prerequisite: Arcane Strike, caster level 5th
Improved Spring AttackUW and Greater Spring AttackUW Benefit: When you use the Arcane Strike feat, rather
feats stack. For example, when performing an Improved than increasing your weapon damage, you can instead
Spring AttackUW with two light weapons, you can make add energy damage to your strikes. You can choose
one attack with each weapon against the first creature either acid, cold, electricity, or fire damage, and can make
with a -2 penalty, and one attack with each weapon a different choice each time. The damage added is equal
against the second creature at a -7 penalty. to the amount you would have added to your attacks by
If you are a monk, you can use your monk level Arcane Strike and is multiplied on a critical hit.
as your base attack bonus when making these attacks
(as when using flurry of blows). You do not require Extend Trap (Metaconstruction)
the Improved Two-Weapon Fighting or Greater Two- The effects of your traps last twice as long.
Weapon Fighting feats to gain the benefits of this feat Benefit: An extended trap’s effects lasts twice as long
with Improved Spring AttackUW or Greater Spring as normal. A trap with a duration of concentration,
AttackUW, though you still take penalties as if using two- instantaneous, or permanent is not affected by this feat.
weapon fighting, as described above. This only affects the duration of the trap’s effects, not
how long the trap remains before breaking apart. An
Elemental Trap (Metaconstruction) extended trap uses up a trap slot one level higher than
You can manipulate the elemental nature of your traps. the trap’s actual level.

186
Chapter III Feats
Extra Nightblade Art
Through practice, you have learned more shadow arts.
Prerequisite: Nightblade art† class feature
Benefit: You gain an additional nightblade art. You
must meet all of the prerequisites for this nightblade art.
Special: You can gain this feat multiple times.

Extra Quintessence
Your capability for shaping grows.
Prerequisite: Quintessence† class feature
Benefit: Your quintessence pool increases by 4.
Special: You can gain this feat multiple times. Its
effect stacks.

Extra Remedy
You can heal more creatures each day.
Prerequisite: Remedy† class feature
Benefit: You can use your remedy class feature two
additional times each day.
Special: You can gain this feat multiple times. Its
effect stacks.

Extra Resonance
You can cause a resonance with your construct
companion more frequently.
Prerequisite: Resonance† class feature
Benefit: You can activate a resonance an additional
two times each day.
Special: You can take this feat multiple times. Its
effect stacks.

Extra Ritual Magic


You have a broader study of rituals to perform.
Prerequisite: Ritual magic† class feature
Benefit: Choose another two spells from the cabalist
spell list of 1st level or higher that are of a level you
can cast. You can now cast those spells using your ritual
magic class feature. You must follow all restrictions on
selecting spell as described in the ritual magic feature.
Special: You can take this feat multiple times.
Extra Distortion
You learn additional methods to warp reality. Extra Saboteur Trick
Prerequisite: Distortion† class feature You’ve learned an additional trick.
Benefit: You gain an additional distortion. You must Prerequisite: Saboteur trick† class feature
meet all of the prerequisites for this distortion. Benefit: You gain an additional saboteur trick. You
Special: You can gain this feat multiple times. must meet all of the prerequisites for this saboteur trick.
Special: You can gain this feat multiple times.
Extra Energy Pool
You have a larger well of planar energy to draw from. Extra Secret
Prerequisite: Energy pool† class feature Nature has taught you another hidden power.
Benefit: The maximum amount of points your Prerequisite: Secret† class feature
energy pool can hold increases by 4. Benefit: You gain an additional secret. You must
Special: You can gain this feat multiple times. Its meet all of the prerequisites for this secret.
effect stacks. Special: You can gain this feat multiple times.

187
Feats Chapter III
Extra Spell Twist Flanking Specialist (Combat)
You learn another basic elemental form to create with You are more adept at flanking with allies.
your spells. Prerequisite: Base attack bonus +2
Prerequisite: Spell twist† class feature Benefit: You count as occupying both your current
Benefit: You gain an additional spell twist. space and any space adjacent to you for the purpose of
Special: You can gain this feat multiple times. flanking an opponent (including allowing your allies to
flank as if you were in any of those spaces). The space
Extra Spirit Energy must be open; you cannot use this ability to flank from a
Spirits lend you their power more readily. space that contains an object, creature, or barrier.
Prerequisite: Spirit energy† class feature
Benefit: Your spirit energy pool increases by 2. Flash of Insight
Special: You can gain this feat multiple times. Its A sudden revelation grants you power, but only for a
effect stacks. moment.
Prerequisite: Binding† class feature, insight† class
Extra Vanguard Arcana feature, cabalist level 7th
Your imbued magic expands. Benefit: Once per day as a move action, you can gain
Prerequisite: Vanguard arcana† class feature two insights that you qualify for. One must be for the
Benefit: You gain one additional spell from the formless body binding and one must be for the opened mind
sorcerer/wizard or vanguard spell list to use with your binding. You only have access to these two insights for 1
imbue class feature, as described with the vanguard minute, after which they are lost.
arcana ability.
Special: You can gain this feat multiple times. Flickering Shadows
You can better manipulate the shadows of creatures.
Eye for Quality Prerequisite: Shadowmorph Focus†
Your long experience in your craft allows you to identify Benefit: By use of shadow magic, you can multiply a
items of exceptional or magical quality. creature’s shadow to affect it more than once. You can
Prerequisite: Craft 3 ranks affect a single creature with two shadowmorph effects
Benefit: You can use a Craft check in place of a at a time, instead of only one. Resolve each effect you
Spellcraft check to identify magic items as if using detect apply separately (as you are essentially duplicating the
magic or in place of an Appraise check to determine an creature’s shadow, rather than manipulating the same
item’s price. You must hold the item for 1 round to make one). This does not allow you to cast shadowmorph
such a check, and can only identify or appraise items spells on a creature with no shadow at all, such as a
related to your Craft skill, subject to GM discretion. For vampire or a creature affected by curse of the lightless*.
example, Craft (armor) could be used to appraise armor Normal: A creature can only be affected by a single
or shields, while Craft (alchemy) could identify a potion. shadowmorph effect at a time.

Eyes of Night Garuda Dive (Combat)


Your darkvision is so keen it can even pierce through Your maneuverability while charging is unparalleled.
magical darkness. Prerequisite: Death From AboveUC, Garuda
Prerequisite: Perception 10 ranks, darkvision 120 Technique†, Acrobatics 7 ranks or Fly 7 ranks
feet or greater Benefit: You gain a +2 bonus to Acrobatics checks
Benefit: You gain the ability to see up to 20 feet and Fly checks while using Garuda Technique.
clearly in supernatural darkness, such as that created by When you jump or fly during a charge using Garuda
the deeper darkness spell. Technique, you can continue your movement. If you
miss, you may continue in the normal direction of your
Ferocious Assault (Combat) jump or flight path in a straight line, but if you hit,
You strike with a combination of steel and claw. you can alter the course of your jump or flight path to
Prerequisite: At least one natural attack, base attack any other direction, including back the way you came
bonus +4 (though this does not grant you any more jump height; it
Benefit: When attacking with both manufactured only changes the horizontal direction of a jump).
weapons and natural attacks within the same full attack, If you have the high ground, you do not provoke
your secondary natural attacks take only a -2 penalty. attacks of opportunity from the creature you charge for
Normal: Secondary natural attacks take a -5 penalty moving towards or past it. You still provoke from other
to attack rolls. creatures, as normal.

188
Chapter III Feats
Garuda Talon (Combat) of Elemental FocusAPG or Greater Elemental FocusAPG.
You follow up your aerial charges with a second strike. Special: You can gain this feat multiple times. Its
Prerequisite: Death From AboveUC, Garuda Dive†, effects do not stack. Each time you take the feat, it
Garuda Technique†, Acrobatics 11 ranks or Fly 11 ranks applies to a different elemental category of spells and
Benefit: The damage bonus you gain from Garuda spell twists to which you already have applied the Energy
Technique increases to 4, and you gain an additional Focus† feat.
+1 bonus to melee attack rolls when you have the high
ground; this bonus is also applied when using the Death Greater Metal Focus
From AboveUC feat. Your metal-based spells are even more difficult to resist.
If you jump or fly at a creature while charging with Prerequisite: Metal Focus†
Garuda Technique, you can make an additional attack. Benefit: Add +1 to the Difficulty Class for all saving
This attack uses the same weapon and uses your full throws against spells you cast that have the metal
attack bonuses, with a -5 to the attack roll. This attack descriptor. This bonus stacks with the bonus from Metal
cannot be used with other abilities that grant you Focus†.
additional attacks as part of a charge, such as pounce.
Greater Plant Focus
Garuda Technique (Combat, Technique) Your plant spells gain additional potency.
You leap into the fray, striking foes from above. Prerequisite: Plant Focus†
Prerequisite: Death From AboveUC, Acrobatics 5 Benefit: Add +1 to the Difficulty Class for all
ranks or Fly 5 ranks saving throws against spells you cast that have the plant
Benefit: Whenever you attack a foe from high ground descriptor. This bonus stacks with the bonus from Plant
with a melee attack, you deal an additional 2 damage. Focus†.
This damage is doubled when performing a charge.
You can now jump as part of a charge. You make Greater Shadowmorph Focus
an Acrobatics check when performing the charge, which Your shadowmorph spells gain further efficacy.
determines how far you can jump, as normal. The attack Prerequisite: Shadowmorph Focus†
from the charge must be made before you land, and you Benefit: Add +1 to the Difficulty Class for all saving
stop after making the attack, even if you miss or have throws against spells you cast with the shadowmorph
additional distance remaining for your jump. descriptor. This bonus stacks with the bonus from
If the Acrobatics check you made to jump is higher Shadowmorph Focus†.
than the CMD of the creature you are charging, you are
treated as being on higher ground for the purpose of Hard to Fool
making the attack, regardless of your actual positioning. You treat strange sights with healthy skepticism.
If you are flying, rather than jumping, you can make a Prerequisite: Perception 5 ranks
Fly check against your opponent’s CMD to be treated as Benefit: When you come within 10 feet of an active
if on higher ground, as described above. illusion effect that would require you to interact with it
to disbelieve the effect, you automatically get a saving
Greater Animal Focus throw (as if you interacted with it). The GM should
Your animal spells gain additional potency. make your saving throw in secret.
Prerequisite: Animal Focus† Upon reaching 10 ranks in Perception, the distance
Benefit: Add +1 to the Difficulty Class for all saving you can see through illusions increases to 20 feet. At 15
throws against spells you cast that have the animal ranks in Perception, it increases to 30 feet.
descriptor. This bonus stacks with the bonus from Normal: You only get a saving throw against many
Animal Focus†. illusion effects if you directly interact with that effect.

Greater Energy Focus Harmonic Spell (Metamagic)


Choose an elemental category (air, earth, fire, or water) Your magic does not harm the wilds.
to which you have already applied the Energy Focus† Prerequisite: Plant Focus†, Spellcraft 5 ranks
feat. Your abilities of that type become even stronger. Benefit: A harmonic spell has no effect on vegetation,
Prerequisite: Elementer level 1st, Energy Focus† including plant creatures and magically-created plants.
Benefit: Add +1 to the Difficulty Class for all Other targets are affected normally. Spells that only
saving throws against spells and spell twists from the affect plants (such as diminish plants) cannot be modified
elemental category you select. This bonus stacks with by this feat. A harmonic spell does not use up a higher-
the bonus from Energy Focus†, but not with the benefit level spell slot than the spell’s actual level.

189
Feats Chapter III
Heighten Trap (Metaconstruction)
You can make traps as if they were a higher level.
Benefit: A heightened trap has a higher trap level
than normal (up to a maximum of 6th level). Unlike Benefit: Your bonded object improves. The
other metaconstruction feats, Heighten Trap actually benefits you receive are based on your caster level. You
increases the effective level of the trap that it modifies. automatically gain each benefit when your caster level
All effects dependent on spell level (such as saving throw reaches the specified level, even if you gain the caster
DCs and ability to penetrate a lesser globe of invulnerability) level after taking this feat:
are calculated according to the heightened level. CL 3rd: You add your Intelligence, Wisdom, or
Charisma modifier (whichever is highest) to your CMD
Hunter’s Aim (Combat) against attempts to sunder, disarm, steal, or otherwise
A single well-placed strike is all you need. attack your bonded object, as well as to any saving
Prerequisite: Vital Strike, favored enemy class throws your bonded object must make. If the bonded
feature, base attack bonus +6 object must be held in one hand, you can use the hand
Benefit: When you use Vital Strike (or its Improved holding your bonded object to perform the somatic
or Greater versions) to attack a favored enemy, multiply components of spells.
your favored enemy damage bonus by the number of CL 7th: Choose any three skills. As long as you are
times you multiplied the damage dice: twice for Vital in possession of your bonded object, you add your
Strike, three times for Improved Vital Strike, or four Intelligence, Wisdom, or Charisma modifier (whichever
times for Greater Vital Strike. is highest) as an additional bonus to those skill checks.
Normal: Only damage dice from an attack are You can change which three skills this benefit applies
multiplied by Vital Strike, not any bonuses to those dice. to once per week. The concentration DC to cast spells
without your bonded object is reduced by 5.
Improved Bonded Object CL 11th: Your bonded object allows you to cast an
The arcane magic that binds your object to you is additional spell from your spellbook each day (if you
stronger than most. are a spontaneous caster, this instead allows you to cast
Prerequisite: Bonded object class feature, caster an additional spell you know each day). Spells you cast
level 3rd using your arcane bond have their DCs increased by +2.

190
Chapter III Feats
Improved Eldritch Claws (Combat) Inevitable Technique (Combat, Technique)
Magical tricks are no match for your wild ferocity. Your repeated strikes get ever closer to their mark.
Prerequisite: Eldritch ClawsAPG, Str 17, natural Prerequisite: Weapon Focus, base attack bonus +5
weapons, base attack bonus +9 Benefit: Each round that you use a standard action to
Benefit: Your natural attacks count as cold iron for the take the attack action with a weapon for which you have
purpose of overcoming damage reduction. Your natural Weapon Focus (including when using the Vital Strike
attacks ignore concealment granted by magic (such as feat and its variants), you gain a +1 bonus to attack
blur or the mist created by obscuring mist), and you treat rolls and damage rolls (whether you hit or not). The
magical forms of total concealment (such as displacement bonus is granted after the attack resolves and stacks to a
or invisibility) as only being normal concealment (20% maximum of +2. You lose the stacking benefit and must
miss chance). This does not allow you to pinpoint the regain it again should you spend more than 1 round
location of a creature hidden from you: it only lets you not taking the attack action or if you target a different
strike more accurately once you’ve located it. creature with your attacks. These bonuses only apply
when taking the attack action (including Vital Strike and
Inevitable Justice (Combat) its variants) or when making an attack of opportunity,
You strike with an even and practiced technique, leading not when performing full attack actions or other forms
even more strikes to their mark. of attack, such as from a spell.
Prerequisite: Inevitable Technique†, Vital Strike, If you have the Vital Strike feat (or Improved Vital
Weapon Focus, base attack bonus +7 Strike or Greater Vital Strike), the damage bonus
Benefit: Once per round when taking the attack provided by Inevitable Technique is multiplied by the
action or making an attack of opportunity with a weapon number of times you multiply the dice when using those
for which you have Weapon Focus, you can declare it a feats: twice for Vital Strike, three times for Improved
justice strike. On this attack, you can use Vital Strike (or Vital Strike, or four times for Greater Vital Strike.
Improved Vital Strike or Greater Vital Strike, should you
have them), even if the strike is part of an attack of Intensify Trap (Metaconstruction)
opportunity. You must declare that you are attempting Your traps can go beyond normal limitations.
the justice strike before making the attack roll. Benefit: An intensified trap increases the maximum
If you hit, you immediately gain the maximum number of damage dice by 5 levels. You must actually
benefit provided by Inevitable Technique (apply the have sufficient caster levels to surpass the maximum in
bonus before calculating damage, instead of after), and order to benefit from this feat. No other variables of the
the attack deals its average damage (rounded down), trap are affected, and traps that inflict damage that is not
as if you had rolled exactly the average amount on the modified by caster level are not affected by this feat. An
damage die or dice for the attack. You add other damage intensified trap uses up a trap slot one level higher than
bonuses and penalties as normal. the trap’s actual level.

Inevitable Order (Combat) Kami Insight (Combat)


Your bring down the weight of order upon your foes. You can divine the best method to strike at a creature to
Prerequisite: Inevitable Justice†, Inevitable keep it off guard and defend yourself.
Technique , Vital Strike, Weapon Focus, base attack

Prerequisite: Catch Off-Guard or Throw Anything,
bonus +11 Kami Technique†, Perception 7 ranks, base attack
Benefit: The maximum bonus of your Inevitable bonus +5
Technique increases to +3. When you switch targets or Benefit: You gain a +2 bonus on Perception checks.
go more than one round without taking an attack action, You can now use Kami Technique to make a Perception
your bonus from Inevitable Technique goes down by 1 check in place of your AC against attacks that you are
instead of being lost entirely. not aware of, and can do so even when flat-footed.
When you hit an opponent with an attack while you Whenever you score a critical hit with an improvised
have a bonus from Inevitable Technique, you can turn weapon, you can make a Perception check in place of
your benefit into a penalty upon the target struck. The the attack roll to confirm the critical hit.
target takes a penalty to its attack and damage rolls equal
to the bonus you have from Inevitable Technique + 1. Kami Technique (Combat, Technique)
Doing so immediately resets your bonus from Inevitable You sense the world around you, finding new methods
Technique to +0. This is a supernatural effect that lasts of offense and defense.
for 1 round, and can only be used on a given creature Prerequisite: Catch Off-Guard or Throw Anything,
once in a 24 hour period. Perception 3 ranks, base attack bonus +2

191
Feats Chapter III
Benefit: You can deal bludgeoning, piercing or Prerequisite: Able to cast at least one spell with the
slashing damage with any given improvised weapon. darkness descriptor, caster level 5th
You also count improvised weapons you wield as being Benefit: Magical light sources cannot increase the
magic for the purpose of overcoming damage reduction. light level within the area of spells you cast with the
While using Kami Technique, when an opponent darkness descriptor (such as darkness) unless the light
targets you with a melee or ranged attack, you can use an spell is at least two spell levels higher than your darkness
immediate action to make a Perception check. You can spell. Spells with the light descriptor cannot be used to
use the result as your AC or touch AC against that attack. counter or dispel your darkness spells unless they are at
You must be aware of the attack and not flat-footed. least two spell levels higher than your darkness spells.
Special: Taking this feat allows you to treat improvised Normal: Most spells that lower lighting conditions
weapons as a weapon type you are proficient with for (such as darkness) can have the area brightened by a light
learning feats that apply to specific weapons, such as spell at least one level higher than the darkness spell.
Weapon Focus (improvised weapons) or Improved Most spells with the light descriptor can be used to
Critical (improvised weapons). counter and dispel a darkness spell of the same spell
level or lower.
Kami Ward (Combat)
You can feel motion of the world around you, making it Lunar Strike (Combat)
difficult for foes to evade your gaze. A surge of pale moonlight disorients foes you strike.
Prerequisite: Catch-Off Guard or Throw Anything, Prerequisite: Nature MagicACG or the ability to cast
Improvised Weapon Mastery, Kami Insight†, Kami druid or ranger spells; Vital Strike, Knowledge (nature)
Technique†, Perception 11 ranks, base attack bonus +8 5 ranks.
Benefit: If you use Kami Technique to use a Benefit: When you use Vital Strike (or Improved
Perception check in place of your AC, and the attacker Vital Strike or Greater Vital Strike), you create a burst of
is within 30 feet of you when you do so, you are shimmering moonlight, blinding the creature for 1 round
immediately aware of its location, even if it is invisible, if it fails a Will save (DC = 10 + 1/2 your character level
and remain aware of where it is so long as it is within + your Wisdom modifier).
30 feet of you (as if you had blindsight to a range of 30 You can use this benefit a number of times per day
feet.). If the attacker is further than 30 feet away from equal to your Wisdom modifier (minimum 1). You can
you, you know which direction the attack came from, choose to use this ability as a free action after you hit
but not how far away the opponent is. the enemy with the attack. This is a supernatural ability.
If you use Kami Insight to make a Perception check
to confirm a critical hit with an improvised weapon, that Maximize Trap (Metaconstruction)
weapon’s critical multiplier increases by 1 for that attack. Your traps have the maximum possible effect.
Benefit: All variable, numeric effects of a trap
Latent Remedy modified by this feat are maximized. Saving throws and
You can impart a dormant healing energy that emerges opposed rolls are not affected, nor are traps without
only when needed. random variables. A maximized trap uses up a trap slot
Prerequisite: Remedy† class feature, warden level 4th three levels higher than the trap’s actual level.
Benefit: You can spend 2 uses of remedy to impart An empowered, maximized trap gains the separate
a creature with a latent remedy. Doing so requires benefits of each feat: the maximum result plus half the
you to touch the recipient and takes 10 minutes of normally rolled result.
concentration. A latent remedy does not immediately
take effect. Instead, if a creature imparted with a latent Metal Focus
remedy is ever reduced to below half (50%) of its hit Your metal-based spells are more difficult to resist.
points, the creature is immediately affected by your Benefit: Add +1 to the Difficulty Class for all saving
remedy for its normal duration and effect. throws against spells you cast with the metal descriptor.
You can only impart a latent remedy on one creature
at a time. The latent remedy lasts until triggered, until Metal Morph
you grant it to a different creature, or for 24 hours, You can shape your metallic spells into different forms.
whichever comes first. Prerequisite: Metal Focus†
Benefit: Whenever you cast a spell with the metal
Lingering Shadows descriptor that deals bludgeoning, piercing, or slashing
Your darkness spells are harder to suppress and even damage, you can have the spell deal any one of these
more difficult to counter. three damage types, rather than its normal type.

192
Chapter III Feats
Metallic Spell (Metamagic) Prerequisite: Wild empathy class feature, Knowledge
Your spells are infused with shards of metal. (nature) 5 ranks
Prerequisite: Caster level 5th Benefit: You no longer take a penalty to your wild
Benefit: Only spells that deal slashing, bludgeoning, empathy checks to influence magical beasts with
or piercing damage can be affected by this feat. Intelligence scores of 1 or 2. If you spend an additional
A spell affected by Metallic Spell gains the metal minute to interact with an animal or magical beast while
descriptor. Any damage dealt by the spell counts as both using wild empathy, you can attempt to direct the creature
magic and silver for the purposes of overcoming damage with mystical compulsion. This acts as suggestion, except
reduction (in addition to its listed types). At 10th caster it does not have the language-dependent descriptor. You
level, it is also considered cold iron. At 15th caster level, must give relatively simple suggestions or commands to
it is also considered adamantine. A metallic spell uses up the creature, such as “help us track something” or “lead
a spell slot one level higher than the spell’s actual level. us to water”, unless you can communicate with it directly
(such as by being under the effect of speak with animals).
Muffled Image You use your ranks in Knowledge (nature) as your caster
Your magic conceals both light and sound. level for this effect, and the save DC is equal to 10 +
Prerequisite: Stealth 9 ranks 1/2 your character’s level + your Charisma modifier. A
Benefit: Whenever you turn invisible (whether by magical beast gains a +4 bonus to its save. Once you
an invisibility spell, magic item, or other cause), you can attempt to compel a creature in this manner (whether it
choose to also muffle your own sound, as a silence spell. makes the save or not), it cannot be compelled again for
The silence effect only applies to you and is removed 24 hours. This is a supernatural ability.
when the invisibility ends. This is a supernatural effect. Normal: You can use wild empathy to influence a
magical beast with an Intelligence score of 1 or 2, but
Mystic Empathy you take a -4 penalty on the check.
Your bond with wildlife surpasses understanding and
becomes supernatural authority.

193
Feats Chapter III
throw, it suffers the full effects of the trap, as if it had
failed its first saving throw. A persistent trap uses up a
trap slot two levels higher than the trap’s actual level.
Traps that do not require a saving throw to resist or
lessen the trap’s effect do not benefit from this feat.

Piercing Trap (Metaconstruction)


Your studies have helped you develop methods to
overcome Spell Resistance.
Benefit: When you create a piercing trap and its
effects trigger on a target with Spell Resistance, it treats
the Spell Resistance of the target as 5 lower than its
actual SR. A piercing trap uses up a trap slot one level
higher than the trap’s actual level.

Plant Focus
Your plant spells are more potent than most.
Benefit: Add +1 to the Difficulty Class for all
saving throws against spells you cast that have the plant
descriptor.

Polearm Expertise (Combat)


Your expertise with reach weapons lets you strike foes
that are adjacent to you.
Benefit: As a free action, you can shorten your grip
on a reach weapon that you are proficient with to use
it against adjacent targets. While doing so, the weapon
does not have reach, instead threatening the area for a
normal melee weapon. You have a –2 penalty on attack
rolls while using this feat. You can use another free
action to return to the normal grip and reach.
Normal: You cannot strike an enemy that is adjacent
to you while wielding a reach weapon.

Powerful Throwing (Combat)


Your thrown weapons are as strong as they are accurate.
Prerequisite: Str 13
Benefit: You can use your Strength modifier for both
your attack and damage rolls with thrown weapons.
Special: Starting at 2nd level, a ranger with the thrown
Night Dweller weaponACG combat style may select Powerful Throwing
Your long time spent in darkness has made you as a combat style feat.
accustomed to its terrors.
Benefit: You gain a +4 bonus on saving throws Protean Chaos (Combat)
against fear, phantasm, darkness, shadow, and Your flailing combat style allows you to strike and evade
shadowmorph effects. The DC of Intimidate checks at critical moments.
made to demoralize you increases by 5. Prerequisite: Combat Expertise, Dodge, Protean
Technique†, Protean Twist†, base attack bonus +11
Persistent Trap (Metaconstruction) Benefit: You now gain the bonus to AC provided by
You can modify a trap to become more tenacious. Protean Technique on a natural roll of a 17, 18, 19, or
Benefit: Whenever a creature targeted by a persistent 20, and gain the bonus to attack rolls on a natural roll of
trap or within its area succeeds on its saving throw a 1, 2, 3, or 4. The maximum bonus to AC or attack rolls
against the trap, it must make another saving throw granted by Protean Technique is increased to +3.
against the effect. If a creature fails this second saving If you have a +3 dodge bonus to AC from Protean

194
Chapter III Feats
Technique and an opponent hits you, you can lose the on saving throws against all effects (max -2), not just
dodge bonus you have gained (resetting it to +0) to your own. This does not stack with the penalty against
cause the opponent to miss instead. If the creature had your own effects (i.e. at four fate points, the creature has
critically hit you, it instead deals normal damage (as if it a -4 penalty to saves against your effects, and a -2 penalty
had not critically hit). to saves against anything else).
If you have a +3 bonus to attack rolls from Protean
Technique and you miss an attack, you can lose the Psychopomp Fate (Combat)
attack bonus you have gained (resetting it to +0) to Every ranged strike you make gives you insight into your
instead have the attack roll be treated as a 20. This can foe’s actions.
only be used on an attack that missed due to a failed Prerequisite: Dex 15, Psychopomp Technique†,
attack roll, not due to concealment or some other effect. Rapid Shot, Snap ShotUC, Weapon Focus, base attack
This attack cannot critically hit and does not trigger any bonus +6
other abilities or effects that occur on a natural attack Benefit: For every two fate points a creature has from
roll of a 20 (including Protean Technique). Psychopomp Technique, you gain a +1 bonus to attack
and damage rolls made as part of attacks of opportunity
Protean Technique (Combat, Technique) against them when using a ranged weapon for which you
You strike in a chaotic and unpredictable fashion, using have Weapon Focus (max +4).
your momentum to both strike and deflect. For every four fate points a creature has, you treat
Prerequisite: Combat Expertise, Dodge, base attack your threatened area as being 5 feet larger when using
bonus +5 the Snap ShotUC feat with a ranged weapon for which
Benefit: Whenever you make an attack roll and the you have Weapon Focus (max 10 foot increase).
result of the die is a natural roll of a 19 or 20, you gain
a +1 dodge bonus to AC. Whenever you make an attack Psychopomp Technique (Combat, Technique)
roll and the result of the die is a natural roll of a 1 or 2, Your ranged attacks carry the burden of fate, crumbling
you gain a +1 bonus to attack rolls. These bonuses stack, your target’s defenses.
up to +2 each. You must move at least 10 feet or make Prerequisite: Dex 13, Rapid Shot, Weapon Focus,
at least one attack each round to maintain these bonuses, base attack bonus +3
otherwise both of the bonuses reset to +0 and must be Benefit: When you strike a creature with a ranged
gained again. weapon for which you have Weapon Focus, that creature
gains one fate point. For every two fate points on a
Protean Twist (Combat) creature, it takes a -1 penalty to all saving throws against
Your chaotic strikes are more potent, granting you any effects created by you (max -4 penalty). Fate points
exceptional ability when defending against or employing last for 1 minute. This is a supernatural curse effect.
critical strikes.
Prerequisite: Combat Expertise, Dodge, Protean Rakshasa Corruption (Combat)
Technique†, base attack bonus +7 Your technique is deceptive to any creature, even those
Benefit: You now gain the bonus to AC provided by that fight in an instinctual or unthinking manner.
Protean Technique on a natural roll of an 18, 19, or 20, Prerequisite: Improved Feint, Rakshasa Deception†,
and gain the bonus to attack rolls on a natural roll of a Rakshasa Technique†, Bluff 11 ranks, base attack bonus +8
1, 2 or 3. The bonus to AC is doubled against critical hit Benefit: Increase the precision damage you deal with
confirmations against you, and the bonus to attack rolls Rakshasa Technique to 2d6.
is doubled on critical confirmation rolls you make. You no longer take a penalty to your feint check
for feinting against a non-humanoid target. Feinting a
Psychopomp Doom (Combat) creature of animal Intelligence (1 or 2) now imposes only
Your strikes bring foes ever-closer to their demise, a -4 penalty. You can feint a creature with no Intelligence
weakening their defenses against your allies. score, although you have a -8 penalty when doing so.
Prerequisite: Dex 17, Psychopomp Fate†, Normal: When feinting against a non-humanoid
Psychopomp Technique†, Rapid Shot, Snap ShotUC, you take a –4 penalty. Against a creature of animal
Weapon Focus, base attack bonus +9 Intelligence (1 or 2), you take a –8 penalty. Against a
Benefit: It takes half as many fate points to gain the creature lacking an Intelligence score, it’s impossible.
benefits from Psychopomp Technique and Psychopomp
Fate for you. Rakshasa Deception (Combat)
For every two fate points a creature has from Your deception is swift and effective, making creatures
Psychopomp Technique, the creature takes a -1 penalty more vulnerable to attack.

195
Feats Chapter III
Prerequisite: Improved Feint, Rakshasa Technique†, Benefit: Once per day, you can reclaim a saboteur
Bluff 9 ranks, base attack bonus +6 trap you have placed that has not yet been triggered.
Benefit: Whenever you take a full-attack action, you Doing so is a full-round action that provokes attacks of
can forgo your attack at your highest base attack bonus opportunity. Reclaiming a trap returns it to you, as if you
to feint an opponent. hadn’t placed it at all. Any spent material components
If you hit a creature that is denied its Dexterity bonus from placing the trap are still used, but do not have to be
to AC, you throw the opponent off-balance. It takes a -2 spent again when you place the reclaimed trap.
penalty on both attack rolls and saving throws until the You can reclaim an additional trap each day for every
end of your next turn. The penalty does not stack. two saboteur levels you gain past 5th.
Normal: A creature you feint loses its Dexterity
bonus against your next melee attack. This attack must Recover Senses
be made on or before your next turn. You quickly regain your senses when they are attacked.
Prerequisite: Great Fortitude
Rakshasa Technique (Combat, Technique) Benefit: When you fail a save against an effect that
You are an expert at keeping an opponent off guard causes you to become blinded, dazzled, deafened, or
with deceptive strikes. otherwise hinders your sense of sight or hearing, you
Prerequisite: Improved Feint, Bluff 3 ranks, base can make a second save to negate the effect at the start
attack bonus +2 of your next turn. Only one additional save is allowed.
Benefit: You gain a +2 bonus on Bluff checks made If the effect does not allow a saving throw, its duration
to feint in combat, and can feint with a ranged weapon. is halved instead (minimum of 1 round). This only
When you feint an opponent, it is denied its Dexterity applies to the effects that hinder your senses; any other
Bonus to AC against your next weapon attack, whether effects such as damage, fear, or a different condition that
it is melee or ranged. accompanies the effect remain.
Whenever you strike an opponent that is denied
their dexterity bonus to AC, you deal an additional 1d6 Reinforced Spell (Metamagic)
precision damage. This damage is the same type as your Your artifice is more refined and resistant to damage.
weapon, is not multiplied on a critical hit, and stacks Benefit: Only spells that create one or more objects,
with any other precision damage, such as sneak attack. barriers, or structures that have hit points can be affected
Normal: A creature you feint loses its Dexterity by this feat.
bonus against your next melee attack. This attack must Any created object or barrier (such as a wall of iron
be made on or before your next turn. or a weapon created by conjure weapon*) has its hardness
increased by 5 and its hit points increased by 50%. Any
Realistic Illusions item created by the spell is considered masterwork, if
Your illusion spells are so realistic that creatures are a masterwork equivalent exists for that item (subject to
inclined to believe them, even when faced with proof GM discretion). A reinforced spell uses up a spell slot
of their falsehood. one level higher than the spell’s actual level.
Prerequisite: Spell Focus (illusion)
Benefit: A character faced with proof that an illusion Reshape Spell
spell you cast isn’t real must still make a saving throw, You gain the power to reshape your prepared magics.
but does so at a +4 bonus. If any viewer successfully Prerequisite: Quintessence† class feature, able to
disbelieves an illusion you cast and communicates this prepare 2nd-level arcane spells
fact to others, each such viewer gets a saving throw but Benefit: You can replace your prepared arcane spells
gets no bonus to the check. with different ones from your spell book. The newly
Normal: A character faced with proof that an prepared spell must be the same level or lower as the
illusion isn’t real needs no saving throw. If any viewer one replaced. Doing so takes 1 minute per spell replaced
successfully disbelieves an illusion and communicates and costs 1 quintessence per spell replaced.
this fact to others, each such viewer gains a saving throw
with a +4 bonus. Resolute Companion
Your link with your construct companion is strong
Reclaim Trap enough that it can remain active when you falter.
You can reposition your crafted magical traps without Prerequisite: Construct companion† class feature
spending extra resources. Benefit: If you are knocked unconscious, fall
Prerequisite: Saboteur trap† class feature, saboteur asleep, or are killed, your construct companion remains
level 5th active for a number of rounds equal to your vanguard

196
Chapter III Feats
level before it shuts down. If you are brought back Benefit: Whenever you summon a creature from the
to consciousness before this duration expires, your summon monster spell list that indicates it is summoned
construct does not shut down. If the duration expires with either the celestial or the fiendish template based on
before you are brought back to consciousness, your your alignment, you can summon the creature with the
companion shuts down as normal. shadow creature template instead.
Normal: A construct companion shuts down
immediately when its controlling vanguard is stunned, Shadowmorph Focus
confused, unconscious, asleep, or killed. Your shadowmorph spells are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving
Savage Wounds (Combat) throws against spells you cast with the shadowmorph
Wounds you inflict bleed profusely. descriptor.
Prerequisite: Base attack bonus +4
Benefit: Bleed damage you inflict is difficult to Shadowy Dodge (Combat)
stop. Increase the DC of Heal checks to stop bleeding The shadows provide ample cover for you to dodge
you inflict by your base attack bonus. Magical healing about your foes.
no longer stops the bleeding: a creature that attempts Benefit: You gain a +2 bonus on Acrobatics
magical healing must succeed on a caster level check checks made to move through a threatened area or
equal to the Heal DC or fail to stop the bleeding (though an opponent’s space as long you are within dim light,
the effect still otherwise heals as normal). darkness, or supernatural darkness. While in dim light,
Normal: Bleeding can be stopped by a DC 15 Heal you gain a +1 dodge bonus to AC. In darkness or
check or the application of any magical healing. supernatural darkness, the dodge bonus increases to +2.
Special: This feat counts as Dodge for the purpose
Shadow Gift of meeting feat prerequisites.
With a shadowy touch, you can grant a small portion of
your shadow magic to another. Shared Target
Prerequisite: Shadow surge† class feature, nightblade You can share the benefits of your marked target with
level 7th allies to take down foes more quickly.
Benefit: As a full-round action, you can touch an ally Prerequisite: Marked target† class feature, saboteur
to grant it a single shadow surge that you currently have. level 5th
If the target has the shadow surge class feature, it can Benefit: When you take this feat, you must choose
use that shadow surge with any of its class features that one type of mark you can apply with your marked target
utilize shadow surges. If the ally does not normally have class feature, such as assassin’s mark or informant’s mark.
the shadow surge class feature, that ally can spend the As a move action while you have a target marked with
shadow surge as a free action when making a Stealth the chosen mark, you can grant all allies within 30 feet of
check to enshroud itself in darkness, letting it roll twice you that can see or hear you part of the mark’s benefits.
and take the better result. Each ally receives half the bonus your mark grants you
In addition, if you have another method of expending against your marked target. If you have a saboteur trick
a shadow surge, you may grant the ally that ability as that modifies that type of mark, such as duelist’s parry
well. You may only grant one other ability that expends or nowhere to hide, you can grant the benefits of that
shadow surges in this manner, and it must be usable by a saboteur trick to your allies, as well. The trick must be
nightblade of half your level. For any purpose based on usable by a saboteur of half your saboteur level, and
level, the creature is treated as a nightblade of half your allies use that trick as if they were saboteurs of half your
nightblade level to determine the effects of the ability. level. If the ally already has the chosen saboteur trick,
This can be granted to creatures with or without the they do not gain any additional benefit. Allies track uses
shadow surge class feature. The ally loses this granted of tricks that have limited uses (such as linked senses)
ability once it has spent the shadow surge. across all uses of shared target in a day.
The shadow surge must be spent by the ally within The bonus lasts for a number of rounds equal to your
1 hour, otherwise it is lost. You may only give out 1 Intelligence modifier (minimum 1), and does not stack
shadow surge at a time in this manner, and cannot give with other uses of this feat nor any other marked targets
out another one until the first is used or lost. your allies may have.
Special: You may take this feat multiple time.
Shadow Summoner Its effects do not stack. Each time, you must select a
Creatures you summon gain the power of darkness. different form of your marked target. You can only
Prerequisite: Spell Focus (conjuration) share one mark type at a time.

197
Feats Chapter III
Shinigami Pursuit (Combat) as if it were within your reach.
You are tireless in your pursuit to bring a swift end to Normal: Performing a coup de grace provokes
your foes. attacks of opportunity.
Prerequisite: Power Attack, Shinigami Reap†,
Shinigami Technique†, Spring Attack, Weapon Focus Shinigami Technique (Combat, Technique)
(scythe), Whirlwind Attack, base attack bonus +11 You move swiftly about the battlefield, bringing death to
Benefit: You can use the movement provided by those in your way.
Shinigami Technique as an immediate action at any Prerequisite: Power Attack, Weapon Focus (scythe),
point before the start of your next turn, rather than right base attack bonus +3
after reducing an opponent to 0 or fewer hit points. You Benefit: When you reduce an opponent to 0 or fewer
can also move up to half your base speed when doing so hit points by attacking with a scythe or kill them outright
instead of only 10 feet. with a coup de grace, you can use a free action to move
You may move up to your speed as part of the full- up to 10 feet. This movement does not provoke attacks
round action made to perform a coup de grace or use the of opportunity. If you take this action, you gain a +2
Whirlwind Attack feat. This movement can be before bonus to attack rolls and a +2 dodge bonus to AC until
or after you perform the coup de grace or Whirlwind the end of your next turn. This bonus does not stack.
Attack. You provoke attacks of opportunity as normal
for this movement.

Shinigami Reap (Combat)


Your reaping scythe takes lives with deadly efficiency
and focus.
Prerequisite: Power Attack, Shinigami Technique†,
Weapon Focus (scythe), Whirlwind Attack, base attack
bonus +7
Benefit: You no longer provoke attacks of
opportunity when performing a coup de grace when
using a scythe.
When wielding a scythe, you no longer take a penalty
to attack rolls when using Power Attack in conjunction
with Whirlwind Attack. When you use Whirlwind Attack
with a scythe, you can designate one opponent that is no
more than 5 feet outside of your reach; you can attack
that opponent when performing the Whirlwind Attack

198
Chapter III Feats
Special: A character with this feat can take Spring checks and to AC. This bonus increases to +4 when you
Attack and Whirlwind Attack as feats without meeting reach invoker level 12th.
their prerequisites. They can only use them while
wielding a scythe and using Shinigami Technique. Spirit’s Boon
You can grant the power of spirits to your allies.
Skilled Tracker Prerequisite: Spirit energy† class feature, spirit† class
You can track down impossible prey. feature, invoker level 7th
Prerequisite: Track class feature, Survival 7 ranks Benefit: As a full-round action, you can touch an ally
Benefit: You can track creatures that leave no tracks to grant it a single spirit power from a spirit you have.
at all, such as flying creatures and those under the effects If the target has both the spirit energy and spirit class
of pass without trace, though you take a -5 penalty to your features, it can use that spirit power by spending its spirit
Survival checks to do so. energy, as needed. If the ally does not normally have
Normal: You cannot track a creature that leaves those features, you can spend spirit energy equal to that
no trail. power’s cost to grant the ally the same amount of spirit
energy. Once they’ve spent the energy you granted them,
Somatic Blade (Combat) they lose access to the power until you grant it again.
Traditional arms do not hinder your spellcasting. In either case, the target uses the power as if it were
Prerequisite: Weapon Focus; caster level 3rd your own (including using your spirit power DC and any
Benefit: If you are wielding a weapon for which you improvements from invocations you have), but must
have Weapon Focus, you can use the hand holding that make any required checks themselves (such as attack
weapon to fulfill the somatic component of your spells. rolls). You can only grant a spirit power to one creature
Normal: You must have a free hand to cast a spell at a time. Granting it to a different creature causes it to
with somatic components. be removed from the previous target. The target also
loses the power after 24 hours, whether it uses it or not.
Spell Mixer
Arcane power bends to your whim. Spotter’s Call (Combat)
Prerequisite: Spell twist† class feature You strike a marking hit on your quarry that shows your
Benefit: Choose one of your spell twists. You can allies how to take it down.
use that spell twist by sacrificing any spell, not just one Prerequisite: Wis 13; animal companion or hunter’s
of the matching elemental category. If you choose a bond (hunting companions) class feature; base attack
twist whose element is “any”, you can pick a different bonus +9
element each time you use the twist, even if the spell you Benefit: As a standard action, you can make a single
sacrificed is a different element from your choice. attack with a weapon your are wielding against a foe you
If you sacrifice a spell that is in none of the four can see. If the attack hits, you grant your companions
elemental categories (such as mage armor) you do not gain additional damage against that target. If you have an
any points in your energy pool for that use of the twist. animal companion, your companion deals an additional
Normal: You can only use a spell twist by sacrificing +1d6 damage with its natural attacks against that target
a prepared elemental spell of the same category. and ignores any concealment effects on the target less
than total concealment. If you have a hunter’s bond with
Spirit Convocation your hunting companions, you grant this bonus to all
The bond between you and your spirit runs deep. allies within 30 feet that saw your attack for 1 round,
Prerequisite: Spirit companion† class feature, invoker instead, and it applies to both their natural attacks and
level 4th weapon attacks. The damage granted by spotter’s call is
Benefit: You can spend spirit energy points to recover the same type as the weapon or natural attack used by
spell slots for your companion. Doing so is a swift action your ally or companion and is not multiplied on a critical
and requires you to spend spirit energy points equal to hit. The effects of this feat do not stack.
the slot’s level. Only one slot can be recovered per round Special: You can use the effects of this feat with the
in this manner. attack granted from the Vital Strike, Improved Vital
Strike, and Greater Vital Strike feats.
Spirit Guards
Your companion is protected while it’s in arm’s reach. Steady Rituals
Prerequisite: Spirit companion† class feature Consistency is key to a successful ritual.
Benefit: As long as your spirit companion is within Prerequisite: Cabalist level 3rd
10 feet of you, it gains a +2 bonus to concentration Benefit: Reduce the penalty caused by interrupting

199
Feats Chapter III
an occult ritual you are performing by half. Prerequisite: You can switch your technique as a
Once per day, you may take 10 on a skill check to free action. At the start of combat, pick one of your
perform an occult ritual, even if conditions would techniques. You start the combat using that technique,
normally prevent you from doing so. You can do so an even in the surprise round.
additional time per day for every three cabalist levels Normal: It takes a swift action to begin or switch
gained past 3rd. your techniques.

Sudden Binding Tempest Strike (Combat)


You shift between eldritch powers in an instant. A furious blast of air batters foes in your way.
Prerequisite: Binding† class feature Prerequisite: Nature MagicACG or the ability to cast
Benefit: Once per day, you may switch between your druid or ranger spells; Vital Strike, Knowledge (nature)
two bindings (formless body or opened mind) as an immediate 5 ranks.
action, even if it’s not your turn. Benefit: When you use Vital Strike (or Improved Vital
Strike or Greater Vital Strike), you can unleash a blast of
Surging Veil gale-force winds, staggering the creature for a number
Your shadow surges leave residual shadowstuff around of rounds equal to your Wisdom modifier (minimum 1)
you, concealing your movement. if it fails a Reflex save (DC = 10 + 1/2 your character
Prerequisite: Shadow surge† class feature level + your Wisdom modifier).
Benefit: Whenever you spend a shadow surge, you You can use this benefit a number of times per day
gain concealment (20% miss chance) until the start of equal to your Wisdom modifier (minimum 1). You can
your next turn. This concealment does not allow you choose to use this ability as a free action after you hit
to hide. the enemy with the attack. This is a supernatural ability.

Swift Crafting Tenacious Illusions


You can craft items both mundane and magical faster Illusions you cast linger, even when dispelled.
than most. Prerequisite: Spell Focus (illusion)
Prerequisite: Craft 5 ranks or any item creation feat Benefit: The DC of caster level checks to dispel or
Benefit: It takes you half as long to make non-magical remove your illusions increases by 2; even if the spell is
items using Craft skills, and you treat magic items as dispelled, it persists for 1 more round before dissipating.
being 20% cheaper for the purpose of determining how Illusion spells you cast that have a duration based on
long it will take to create. Apply this reduction before concentration (like silent image) last for 1 additional round
any other reduction in crafting time, such as a vanguard’s after you cease concentration.
rapid construction ability.
Tenebrous Magic
Takedown Shot (Combat) As your shadow spells grow in power, so, too, does the
A well-placed shot can subdue foes without lasting harm. magic it replicates.
Prerequisite: Precise Shot Prerequisite: Heighten Spell, Spell Focus (illusion),
Prerequisite: You can deal nonlethal damage with a nightblade level 9th
ranged weapon attack, taking the normal penalties for Benefit: Whenever you apply the Heighten Spell
inflicting nonlethal damage with a lethal weapon. metamagic feat to a shadow spell that replicates another
Normal: You cannot deal nonlethal damage with school of magic (such as shadow conjuration), the level of
most forms of ranged attack. spell that you can replicate increases by the same number
of levels you raised the spell with Heighten Spell. For
Tamer’s Arcana example, if you applied Heighten Spell to a shadow
Your magic binds easily to beasts under your command. conjuration spell (which can normally replicate conjuration
Prerequisite: Animal Focus† [creation] or conjuration [summoning] effects up to 3rd
Benefit: Increase your caster level by +2 when casting level), and heightened the shadow conjuration two levels
spells with the animal descriptor that target your animal into a 6th-level slot, you would be able to replicate a
companion or an animal creature you have summoned. conjuration (creation) or conjuration (summoning) spell
of 5th level or lower, instead of only 3rd.
Technique Mastery (Combat)
You can quickly switch between techniques as needed. Terrifying Ambush (Combat)
Prerequisite: Any two technique feats†, base attack You strike terror in those you catch off guard.
bonus +5 Prerequisite: Dazzling Display, Weapon Focus

200
Chapter III Feats
Benefit: Whenever you hit a creature with a weapon Technique still applies. When wielding a weapon that is
with which you have Weapon Focus during the surprise too large for you, your reach increases by 5 feet.
round, you can use a free action to immediately use the Normal: The measure of how much effort it takes
Dazzling Display feat. to use a weapon (whether the weapon is designated as a
Normal: Performing a Dazzling Display is a full- light, one-handed, or two-handed weapon for a particular
round action. wielder) is altered by one step for each size category of
difference between the wielder’s size and the size of
Titan Grip (Combat) the creature for which the weapon was designed. For
With great strength and a hard grip, you can wield example, a Small creature would wield a Medium one-
weapons of immense size with ease. handed weapon as a two-handed weapon. If a weapon’s
Prerequisite: Power Attack, Titan Technique†, Str 17, designation would be changed to something other than
base attack bonus +4 light, one-handed, or two-handed by this alteration, the
Benefit: The penalty for wielding an inappropriately- creature can’t wield the weapon at all.
sized weapon that is too large for you is reduced by
1. The penalty is reduced by an additional 1 at base Titan Technique (Combat, Technique)
attack bonus +8 and every 4 thereafter, to a maximum You are adept as using weapons of great proportions to
reduction of 5. take down large foes.
Prerequisite: Power Attack, Str 15
Titan Slayer (Combat) Benefit: You can wield weapons intended for
You can wield weapons of incredible size. creatures that are one size category larger than you, using
Prerequisite: Power Attack, Titan Grip†, Titan the same handedness. You take a -2 penalty on attack
Technique†, Str 19, base attack bonus +8 rolls when wielding a weapon that would otherwise be
Benefit: You can wield weapons intended for unusable (such as a Large two-handed weapon, if you
creatures two size categories larger than you with the are Medium); this is in addition to the normal penalty
same handedness. The penalty described in Titan for wielding a weapon not appropriately sized for you.

201
Feats Chapter III
Normal: The measure of how much effort it takes checks made while in dim light or darkness.
to use a weapon (whether the weapon is designated as a Normal: You can only make an Intimidate check to
light, one-handed, or two-handed weapon for a particular demoralize an opponent if it is within 30 feet and can
wielder) is altered by one step for each size category of clearly see and hear you.
difference between the wielder’s size and the size of
the creature for which the weapon was designed. For Venomous Strike (Combat)
example, a Small creature would wield a Medium one- A poisonous sting accompanies your attacks.
handed weapon as a two-handed weapon. If a weapon’s Prerequisite: Nature MagicACG or the ability to cast
designation would be changed to something other than druid or ranger spells; Vital Strike, Knowledge (nature)
light, one-handed, or two-handed by this alteration, the 5 ranks.
creature can’t wield the weapon at all. Benefit: When you use Vital Strike (or Improved
Vital Strike or Greater Vital Strike), you can impart it
Twilight Spell (Metamagic) with a toxic bite, sickening the target for a number of
Light and darkness spells you create are more intense. rounds equal to your Wisdom modifier (minimum 1) if
Benefit: You can only apply this metamagic to a spell it fails a Fortitude save (DC = 10 + 1/2 your character
with the light or darkness descriptor. level + your Wisdom modifier).
A twilight spell is treated as being four levels higher for You can use this benefit a number of times per day
the purposes of countering, dispelling, or suppressing equal to your Wisdom modifier (minimum 1). You can
other spells with the light or darkness descriptor. For choose to use this ability as a free action after you hit
example, a daylight spell modified by this feat is treated the enemy with the attack. This is a supernatural ability.
as a 7th-level spell for interacting with darkness effects,
and can automatically counter or dispel a spell with the Verdant Summons
darkness descriptor of 7th level or lower. Creatures you summon are infused with plant life.
Additionally, if the spell raises or lowers the light level Prerequisite: Spell Focus (conjuration), able to cast
in an area, it is lowered or raised by an additional step in summon nature’s ally
the same direction (i.e. a darkness effect would lower the Benefit: Creatures you summon become immune to
light level by two steps, instead of one). This does not paralysis and poison. They also gain woodland stride (as
allow a spell to create magical darkness unless it could the class feature) and the Mystic StrideUM feat, even if
already do so. A twilight spell uses up a spell slot one they don’t meet its prerequisites.
level higher than the spell’s actual level.
Volcanic Spell (Metamagic)
Umbral Striker (Combat) Your spells are comprised of molten stone.
Your arcane strike now infuses your weapon with Benefit: You can only apply this metamagic to a spell
shadowy energy. with the earth or fire descriptor that deals damage.
Prerequisite: Arcane Strike, caster level 7th A volcanic spell conjures lava to harm its targets,
Benefit: When you use the Arcane Strike feat, your causing its damage to become half fire and half
weapons are also considered silver and cold iron for the bludgeoning. If a target fails its saving throw against the
purpose of bypassing damage reduction. In addition, you spell it is covered is lava, taking fire damage equal to
may choose to have the bonus damage dealt by Arcane double the spell’s level for 1d3 rounds. This effect is only
Strike be negative energy damage, as opposed to dealing applied on the first failed saving throw against the spell,
the weapon’s damage type. This damage stacks with not any subsequent failed saves. If the spell didn’t offer
other negative effects, such as a necrotic enchantment, a saving throw, the target can make a Reflex save to avoid
and is multiplied on a critical hit. The damage does not this effect. A volcanic spell uses up a spell slot one level
harm nor heal an undead (nor any other creature that higher than the spell’s actual level.
would be healed by negative energy).
Woodland Sage
Unseen Terror Understanding nature requires patience far more than
Creatures are naturally afraid of what they cannot see. education or guile.
Prerequisite: Intimidate 5 ranks, Stealth 5 ranks Prerequisite: Wis 13
Benefit: You can make Intimidate checks to Benefit: Add your Wisdom modifier as an additional
demoralize a creature even if it cannot see you. You must bonus to your Handle Animal, Knowledge (nature), and
still influence it in some other way, such as by taunting, Knowledge (geography) checks. If you have the wild
making sounds, or using visual effects such as silent image empathy class feature, add your Wisdom modifier as an
or light from a torch. You gain a +2 bonus on Intimidate additional bonus on checks with that ability.

202
Chapter III Feats
PART II
Magic

203
203
CHAPTER IV
SPELLS
The intricate diagrams of arcane magic, echoing prayers
of the divine, and esoteric constructs of psychic magics New Descriptors
are constantly expanding. This chapter of Paths of Magic Many spells within this book (and many spells presented
expands the capabilities of spellcasting in the Pathfinder in other Pathfinder Roleplaying Game material) are
Roleplaying Game in both familiar and uncharted ways. centered around the themes of shadows, metal, and
Spells in this section manipulate the myriad forces nature. To better unify these spells’ effects, Paths of Magic
of shadows, artifice, and nature. Such magic covers a introduces four new descriptors—animal, metal, plant,
broad spectrum of applications and can be used by and shadowmorph—that tie together these themes.
most existing spellcasters. Similarly, the spellcasting The following section describes these new spell
classes within Paths of Magic will find the new spells in descriptors and also lists several spells from existing
this chapter especially useful, as they have many unique Pathfinder Roleplaying Game books that would have
spells tailored to each class’s theme. these descriptors, if they existed at the time. However,
The following lists summarize the new spells many other supplements not referenced here contain
presented in this book, arranged by class and level. A spells that, if included, would likely be given one of
superscript of “F” or “M” appearing at the end of a these descriptors. Consider giving these new descriptors
spell’s name denotes a focus or material component that to spells featured in your favorite books that utilize
is not normally included in a spell component pouch. nature, darkness, and artifice in some manner to further
Order of Presentation: These lists present spells expand upon the abilities found in Paths of Magic.
in alphabetical order by name, except for spells whose
name begins with “communal”, “lesser”, “greater”, or The Animal Descriptor
“mass”, in which case it is alphabetized by the second Spells with the animal descriptor are those that are
word of the spell name. themed around beasts. Some of them directly control or
Hit Dice: The term “Hit Dice” is used synonymously aid an animal (such as charm animal), while others evoke
with “character levels” for effects that affect a specific an animalistic trait (such as beast shape I).
number of Hit Dice worth of creatures. In addition to the spells in this book, several spells
Caster Level: A spell’s power often depends on from existing Pathfinder Roleplaying Game material
caster level, which is defined as the caster’s class level gain the animal descriptor, as listed below:
for the purpose of casting a particular spell. The word alpha instinctUW, animal ambassadorUI, animal aspectUC,
“level” in the short spell descriptions that follow always animal aspect (greater)UC, animal growth, animal messenger,
refer to caster level. animal purpose trainingACG, animal trance, animal shapes,
Communal Spells: Communal spells function anthropomorphic animalUM, apport animalOA, aspect of the
like other spells, except they allow you to divide the bearAPG, aspect of the falconAPG, aspect of the stagAPG, aspect
duration among multiple targets, treating each target as a of the wolfAPG, atavismUM, atavism (mass)UM, awaken, baleful
subject of the spell. When you divide the duration, you polymorph, beast shape I-IV, beast speakACG, call animalAPG,
must divide it as evenly as possible among the targets. calm animals, charm animal, companion life linkACG, companion
Furthermore, unless a communal spell’s description mind linkUC, commune with birdsARG, detect animals or plants,
indicates otherwise, no target can receive a duration dominate animal, eagle aerieUM, hide from animals, hold animal,
increment smaller than the smallest increment of pocketful of vipersUI, pup shapeUC, rain of frogsUM, raise animal
duration given in the spell description. For example, if companionUM, reduce animal, scamperUW, sea stallionUW, sea
you are 4th level, your spell’s duration is 1 hour per level, steedUW, speak with animals, stench of preyACG, summon minor
and you have three targets, then each target must receive allyUM, summon monster I-IX (when summoning animals),
1 hour of duration. The extra 1 hour must be assigned summon nature’s ally I-IX (when summoning animals),
to one of the three targets (your choice) or it is wasted. wartrain mountUM

204
Chapter IV Spells
The Metal Descriptor plants, tree shape, tree stride, warp wood, underbrush decoyUI, vine
Spells with the metal descriptor are those that affect strikeUW, wall of thorns, wilderness soldiersUC, wood shape
objects made of metal or directly create, utilize, or
manipulate metal in some manner. The Shadowmorph Descriptor
In addition to the spells in this book, several spells Spells with the shadowmorph descriptor are those that
from existing Pathfinder Roleplaying Game material directly manipulate the shadow of a creature or object.
gain the metal descriptor, as listed below: Shadowmorph spells function in many ways like
bullet wardACG, chill metal, fabricate bulletsUC, heart of the polymorph effects. A creature or object can only be
metalACG, heat metal, iron beardARG, iron body, iron stakeUW, affected by a single shadowmorph effect at a time. If a
ironskinMC, mirror polishACG, molten orbACG, pellet blastUC, repel new shadowmorph spell is cast on you, you can decide
metal or stone, rusting grasp, silk to steelUM, silver dartsACG, whether or not to allow it to affect you, taking the place
transmute metal to wood, wall of iron, wreath of bladesUC of the old spell. Shadowmorph spells automatically
fail on a creature that has no shadow to cast, such as a
The Plant Descriptor vampire or one affected by a curse of the lightless* spell.
Spells with the plant descriptor are those that conjure, Unlike the animal, metal, and plant descriptors,
control, or manipulate plant matter. Most involve shadowmorph spells are almost all found exclusively
directly summoning plants (such as shambler) or alter in Paths of Magic. In addition, the following spells from
their properties (like plant growth). existing Pathfinder Roleplaying Game material gain the
In addition to the spells in this book, several spells shadowmorph descriptor:
from existing Pathfinder Roleplaying Game material shadow anchorARG, shadow bodyOA, shadow projectionAPG
gain the plant descriptor, as listed below:
anchored stepACG, animate plants, antiplant shell, arboreal
hammerUM, blight, burst of nettlesUM, changestaff, climbing
beanstalkACG, command plants, control plants, detect animals or
plants, diminsh plants, entangle, fire seeds, forest friendUC, forest’s
senseUW, fungal infestationUM, goodberry, grasping vineUW, green
caressHA, greensightUW, grove of respiteAPG, ironwood, life blastHA,
lily pad strideAPG, liveoak, plant growth, plant shape I-IV, repel
wood, seed spiesUW, shambler, sickening entanglementACG, siege of
treesUC, siege of trees (greater)UC, snake staffAPG, speak with plants,
spike growth, sturdy tree fortUW, thorn bodyAPG, thorn javelinACG,
thorny entanglementACG, transmute metal to wood, transport via

205
Spells Chapter IV
launched into nearby creatures.
SPELL LISTS Tremorsense, Communal: As tremorsense, but you may
divide the duration among creatures touched.

6th-Level Alchemist Formulae


ALCHEMIST FORMULAE Aberrant Anatomy III: Take the form and some
abilities of a Huge aberration.
1st-Level Alchemist Formulae Luminous Body: Transform into brilliant light.
Detect Metals and Ore: Locate worked metals and
unworked metal ores.
Eyes of Eventide: Subject gains low-light vision, bonus ANTIPALADIN SPELLS
on saves that would hinder vision.
1st-Level Antipaladin Spells
2nd-Level Alchemist Formulae Snuff: Extinguish non-magical light sources.
Anchoring Chains: Chains bind you to the ground, Squire’s Aid: Quickly pack gear and don equipment.
making you hard to move. Summon Horror I: Summons horrific creature to fight
Eyes of Eventide, Communal: As eyes of eventide, but for you.
you may divide the duration among creatures touched. Weapon of the Faithful: Conjure the favored weapon
Flame Dash: Temporarily increase your speed while of your deity.
igniting everything you pass.
Icy Trail: Target freezes the ground beneath their feet. 2nd-Level Antipaladin Spells
Night Shield: Shadow forms into shield that deflects Anchoring Chains: Chains bind you to the ground,
ranged attacks, blocks magic missiles. making you hard to move.
Steel Sight: See through metal as if it were invisible. Dark Confinement: Subjects are unable to leave dimly
lit areas.
3rd-Level Alchemist Formulae Dead Weight: Dense ball of metal weighs target down.
Constructed Anatomy: Take on the form of a half- Instant Barding: Summon barding to armor your
construct, gaining several benefits. mount, replacing its current equipment.
Fists of Steel: Your unarmed strikes are lethal and Shadow Wound: Strike at a creature by attacking its
protected from harmful effects. elongated shadow.
Flash of Spikes: Spikes emerging from your body deal Spikes: Target grows metallic spikes.
1d6/level, bleeds foes struck. Summon Horror II: Summons horrific creature to
fight for you.
4th-Level Alchemist Formulae
Aberrant Anatomy I: Take the form and some abilities 3rd-Level Antipaladin Spells
of a Small or Medium aberration. Afraid of the Dark: Subjects become terrified of
Hand of the Abyss: Transform your arm into a mass darkness.
of writhing darkness. Chain GangF: Chains shackle creatures together.
Night Armor: Shadow forms into armor that grants Divine Strike: Strike your opponent with divine energy,
DR 5/silver and deflects ranged attacks. harming opponents near your target.
Tenebrous Form: Subject becomes a natural shadow. Summon Horror III: Summons horrific creature to
Tremorsense: Target can sense vibrations. fight for you.
Viper FangM: Drink a poison to gain a bite attack that War Training: Target becomes proficient with armor
injects it with each hit. and weapons.
War Training: Target becomes proficient with armor
and weapons. 4th-Level Antipaladin Spells
Banish Light: Creates total darkness within 30 ft.,
5th-Level Alchemist Formulae negates light and fire magic.
Aberrant Anatomy II: Take the form and some abilities Hand of the Abyss: Transform your arm into a mass
of a Tiny or Large aberration. of writhing darkness.
Embrace The Deep: Gain numerous benefits while Iron Maiden: Large iron maiden traps creature within.
submerged in water. Summon Horror IV: Summons horrific creature to
Ligneous Limb: Replace a missing limb with wood. fight for you.
Quill Armor: Sprout quills that injure attackers, can be Vorpal Edge: Target weapon gains the vorpal property.

206
Chapter IV Spells
BARD SPELLS 4th-Level Bard Spells
Confuse Constructs: Constructs behave oddly or go
0-Level Bard Spells (Cantrips) berserk.
Conjure Tool: Conjures a simple tool. Illusory Strike: Illusion spell you control attacks as if
Fling: Launch a lightweight object. it were real.
Shape Shadows: Increase or decrease the dimensions Negative ImageF: Light becomes darkness and
of natural shadows. darkness becomes light within 60 ft. of object.
Snuff: Extinguish non-magical light sources. Shared Technique, Communal: As shared technique, but
Tune Object: Tune objects and instruments. you may divide the duration among creatures touched.
Summon Horror IV: Summons horrific creature to
1st-Level Bard Spells fight for you.
Eyes of Eventide: Subject gains low-light vision, bonus Tenebrous Form: Subject becomes a natural shadow.
on saves that would hinder vision.
Hidden Illumination: Invisible field enhances low- 5th-Level Bard Spells
light vision and darkvision. Alter Weight, Mass: As alter weight, except it affects
Scatter: Objects fly in random directions. multiple objects.
Squire’s Aid: Quickly pack gear and don equipment. Destructive Shatter: Object shatters and explodes,
Summon Horror I: Summons horrific creature to fight dealing 1d6/level in 20-ft.-radius.
for you. Shadow Gate: Teleport multiple creatures within your
stretched-out shadow.
2nd-Level Bard Spells Summon Horror V: Summons horrific creature to fight
Afraid of the Dark: Subjects become terrified of for you.
darkness. Transfer EnhancementM: Permanently transfer
Alter Weight: Target object doubles or halves in weight. magical properties from one item to another.
Eyes of Eventide, Communal: As eyes of eventide, but
you may divide the duration among creatures touched. 6th-Level Bard Spells
Restricting Armor: Armor restricts creatures’ Shadow Terrain: As mirage arcana, but created structures
movement. are quasi-real.
Phantasmal Foe: Subject believes it is always flanked Summon Horror VI: Summons horrific creature to
by illusory opponent. fight for you.
Shadow Conjuration, Lesser: As shadow conjuration, but
up to 1st level and 20% real.
Summon Horror II: Summons horrific creature to BLOODRAGER SPELLS
fight for you.
Trickster Shade: Animate shadow pesters the creature 1st-Level Bloodrager Spells
that casts it. Alter Weapon: Weapon changes shape.
Energy Missiles: Five darts of energy deal varying
3rd-Level Bard Spells types of damage.
Analyze ConstructionF: Quickly determine information Forked Lightning: Bolt of lightning deals 1d4/level.
about an object, structure, or construct. Grasp of Darkness: Shadowy touch deals 1d6 cold
Commanding WhistleF: Silently make Handle Animal damage/level, clouds target’s vision.
checks from a distance. Magnetizing Ray: Ranged attacks against target gain
Dancing Steel: Animate weapon or shield to fight. +2 bonus to attacks, gain seeking property.
Magnetic Grasp: Pull objects from a distance. Shadow Ammunition: Create quasi-real masterwork
Penumbral Courier: Turn an object into shadowstuff ammunition.
to meld it into a creature’s shadow. Shadow Stream: Chilling shadows deal 1d4 cold
Shadow Evocation, Lesser: As shadow evocation, but up damage/level (max 5d4) in a 30 ft. line.
to 2nd level and 20% real. Shrapnel Burst: Jagged shards deal 1d4/level.
Shadow Structure: Illusory structure supports or
impedes creatures. 2nd-Level Bloodrager Spells
Shared Technique: Share a single feat between yourself Anchoring Chains: Chains bind you to the ground,
and target creature. making you hard to move.
Summon Horror III: Summons horrific creature to Backlash: Weapon strikes back at its wielder.
fight for you. Blade Spiral: Weapon flies to strike distant enemies.

207
Spells Chapter IV
Conjure Armor: Create one non-magical suit of armor on saves that would hinder vision.
or a shield. Hidden Illumination: Invisible field enhances low-
Conjure Weapon: Create one non-magical weapon. light vision and darkvision.
Dead Weight: Dense ball of metal weighs target down. Summon Horror I: Summons horrific creature to fight
Energy Weapon: Weapon gains elemental properties. for you.
Fists of Steel: Your unarmed strikes are lethal and
protected from harmful effects. 2nd-Level Cabalist Spells
Flame Dash: Temporarily increase your speed while Afraid of the Dark: Subjects become terrified of
igniting everything you pass. darkness.
Icy Trail: Target freezes the ground beneath their feet. Dark Confinement: Subjects are unable to leave dimly
Night Shield: Shadow forms into shield that deflects lit areas.
ranged attacks, blocks magic missiles. Eyes of Eventide, Communal: As eyes of eventide, but
Pulling Chains: Strong chains pull creatures within 20 you may divide the duration among creatures touched.
ft. towards a center point. Impaling Shade: Creature’s shadow turns into deadly
Spikes: Target grows metallic spikes. spike, restricting and sickening it.
Weaken Structure: Target object or structure has its Phantasmal Foe: Subject believes it is always flanked
hardness and hit points reduced. by illusory opponent.
Summon Horror II: Summons horrific creature to
3rd-Level Bloodrager Spells fight for you.
Alter Weapon, Greater: As alter weapon, except you can Symbol of DarknessM: Triggered rune creates
change the weapon’s shape each round. darkness, causes fatigue.
Binding Chains: Chains pin or entangle a creature. Withering Duality: Creature takes 1d6/2 levels, suffers
Cold Snap: Burst of ice deals 1d6/level damage, freezes effects depending on current binding.
objects in place.
Combustion: Target object or creature burns, taking 3rd-Level Cabalist Spells
4d4 fire damage each round. Chain GangF: Chains shackle creatures together.
Hand of Stone: Fist of rock grabs and crushes foes. Sensory Deprivation: Creature has its extraordinary
Sundering Shield: Gain DR against a single weapon senses negated.
attack, possibly breaking the weapon used. Shared Technique: Share a single feat between yourself
and target creature.
4th-Level Bloodrager Spells Summon Horror III: Summons horrific creature to
Blade Burst: Numerous copies of your weapon strike fight for you.
nearby creatures. Vital Duality: Cleanse conditions and restore ability
Downpour: Torrential rainfall hinders sight and damage depending on current binding.
movement, impedes fire magic.
Impact: Conjure one metal ball/4 levels to damage and 4th-Level Cabalist Spells
push foes. Aberrant Anatomy I: Take the form and some abilities
Night Armor: Shadow forms into armor that grants of a Small or Medium aberration.
DR 5/silver and deflects ranged attacks. Black Bomb: Shadow becomes a magical trap.
Repel Projectiles: Ranged attacks are reflected back to Expansive Duality: Deal 1d6/2 levels, pull or push
their origin point for 1 round. foes depending on current binding.
Vorpal Edge: Target weapon gains the vorpal property. Hand of the Abyss: Transform your arm into a mass
of writhing darkness.
Summon Horror IV: Summons horrific creature to
CABALIST SPELLS fight for you.
Symbol of BlindingM: Triggered rune permanently
0-Level Cabalist Spells (Knacks) blinds creatures.
Fling: Launch a lightweight object.
Snuff: Extinguish non-magical light sources. 5th-Level Cabalist Spells
Aberrant Anatomy II: Take the form and some abilities
1st-Level Cabalist Spells of a Tiny or Large aberration.
Empowering Duality: Gain +1 to +3 morale bonus to Curse of the LightlessF: Target no longer casts a
checks depending on current binding. shadow, becomes vulnerable to light like a vampire.
Eyes of Eventide: Subject gains low-light vision, bonus Deathwings: Shadowy wings can be used to attack or

208
Chapter IV Spells
create burst of negative energy. Symbol of DarknessM: Triggered rune creates
Embrace The Deep: Gain numerous benefits while darkness, causes fatigue.
submerged in water. Ward Object: As protection from energy, but lasting longer
Summon Horror V: Summons horrific creature to fight and only affecting objects.
for you. Weaken Structure: Target object or structure has its
Unfathomable Duality: Roll twice on certain rolls, hardness and hit points reduced.
using better or worse result depending on binding.
Void Field: Pitch-black field negates all sensory input. 3rd-Level Cleric Spells
Void Prison: Trap creature in prison of nothingness, Anchoring Chains: Chains bind you to the ground,
violently exploding if they try to leave. making you hard to move.
Chain GangF: Chains shackle creatures together.
6th-Level Cabalist Spells Needle Storm: Burst of needles deals 1d8/2 levels,
Aberrant Anatomy III: Take the form and some bleeds foes struck.
abilities of a Huge aberration. Restricting Armor: Armor restricts creatures’
Banish Light: Creates total darkness within 30 ft., movement.
negates light and fire magic. Summon Horror III: Summons horrific creature to
Banish Shadows: Creates brilliant light within 30 ft., fight for you.
negates darkness and shadow magic. Tempering: Repairs an object and temporarily protects
Corrupting Duality: Deal ability damage based on your it from damage and decay.
current binding.
Phantasmal Polymorph: Subject believes it has been 4th-Level Cleric Spells
transformed into something else. Control Ice: Melt, freeze, or move ice.
Sensory Deprivation, Greater: As sensory deprivation, Control LightM: Alter light levels within 60 ft.
but also negates magical and supernatural senses. LockdownF: Closes and bars nearby doors, windows,
Summon Horror VI: Summons horrific creature to and entry points.
fight for you. Pillar of Earth: Solid pillar rises from the ground,
granting high ground or impacting foes.
Sensory Deprivation: Creature has its extraordinary
CLERIC SPELLS senses negated.
Summon Horror IV: Summons horrific creature to
1st-Level Cleric Spells fight for you.
Eyes of Eventide: Subject gains low-light vision, bonus Symbol of BlindingM: Triggered rune permanently
on saves that would hinder vision. blinds creatures.
Hidden Illumination: Invisible field enhances low- War Training: Target becomes proficient with armor
light vision and darkvision. and weapons.
Squire’s Aid: Quickly pack gear and don equipment.
Summon Horror I: Summons horrific creature to fight 5th-Level Cleric Spells
for you. Alter Weight, Mass: As alter weight, except it affects
Weapon of the Faithful: Conjure the favored weapon multiple objects.
of your deity. Curse of the LightlessF: Target no longer casts a
shadow, becomes vulnerable to light like a vampire.
2nd-Level Cleric Spells Iron Maiden: Large iron maiden traps creature within.
Alter Weight: Target object doubles or halves in weight. Moonblast: Column of moonlight harms and confuses,
Backlash: Weapon strikes back at its wielder. more effective against shapeshifters.
Eyes of Eventide, Communal: As eyes of eventide, but Reconstruct: Restore object or construct to full hit
you may divide the duration among creatures touched. points, reanimate destroyed constructs.
Icy Trail: Target freezes the ground beneath their feet. Summon Horror V: Summons horrific creature to fight
Instant Barding: Summon barding to armor your for you.
mount, replacing its current equipment. Tempering, Greater: As tempering, except the
Phantom CaretakerF: Summoned doctor tends to protections placed on the object are permanent.
creatures in your stead. Vorpal Edge: Target weapon gains the vorpal property.
Spikes: Target grows metallic spikes.
Summon Horror II: Summons horrific creature to 6th-Level Cleric Spells
fight for you. Deathwings: Shadowy wings can be used to attack or

209
Spells Chapter IV
create burst of negative energy. mount, replacing its current equipment.
Summon Horror VI: Summons horrific creature to Primordial Fang: Grant elemental damage to natural
fight for you. attacks for 1 round.
Steel Sight: See through metal as if it were invisible.
7th-Level Cleric Spells Ward Object: As protection from energy, but lasting longer
Banish Light: Creates total darkness within 30 ft., and only affecting objects.
negates light and fire magic. Wasp Sting: Potion or poison transforms into a wasp.
Banish Shadows: Creates brilliant light within 30 ft., Weaken Structure: Target object or structure has its
negates darkness and shadow magic. hardness and hit points reduced.
Sensory Deprivation, Greater: As sensory deprivation,
but also negates magical and supernatural senses. 3rd-Level Druid Spells
Summon Horror VII: Summons horrific creature to Animal Sense: Gain the senses of a specific animal.
fight for you. Commanding WhistleF: Silently make Handle Animal
checks from a distance.
8th-Level Cleric Spells Control Temperature: Raise or lower temperature.
Summon Horror VIII: Summons horrific creature to Dessicate: Negative energy destroys water in an area.
fight for you. Hand of Stone: Fist of rock grabs and crushes foes.
Teleport Structure: Teleports a free-standing structure. Heat Wave: Line of hot air deals fire damage, fatigues.
Titan’s Wrath: Colossal sword slams down, harming Spore Surge: Puff of spores deals 1d8/2 levels, sickens.
creatures and creating difficult terrain. Steadfast Companion: Companion becomes resistant
to mind-affecting effects, immune to fear.
9th-Level Cleric Spells Tremorsense: Target can sense vibrations.
Entropic Storm: Entropic energies rapidly decay Weather Shield: Barrier protects target from natural
creatures and objects in the area. weather phenomena.
Summon Horror IX: Summons horrific creature to
fight for you. 4th-Level Druid Spells
Animal Sense, Communal: As animal sense, but you
may divide the duration among creatures touched.
DRUID SPELLS Control Ice: Melt, freeze, or move ice.
Control LightM: Alter light levels within 60 ft.
0-Level Druid Spells (Orisons) Downpour: Torrential rainfall hinders sight and
Cultivate: Magically tend to nearby plants. movement, impedes fire magic.
Freeze: Coat a target with a thin layer of ice. Maelstrom: Whirlpool of water gathers creatures
towards it center.
1st-Level Druid Spells Tremorsense, Communal: As tremorsense, but you may
Earthen Shard: Slab of earth deals 1d6/level, renders divide the duration among creatures touched.
target flat-footed. Verdant Surge: Summon plant growth that is conducive
Eyes of Eventide: Subject gains low-light vision, bonus to magic.
on saves that would hinder vision. Viper FangM: Drink a poison to gain a bite attack that
Hidden Illumination: Invisible field enhances low- injects it with each hit.
light vision and darkvision.
Forked Lightning: Bolt of lightning deals 1d4/level. 5th-Level Druid Spells
Stinging Thorn: Splinter of wood deals 1d6/level, Embrace The Deep: Gain numerous benefits while
bleeds target struck. submerged in water.
Lunar ProphecyM,F: Grant one-time-use benefits to
2nd-Level Druid Spells allies based on the phase of the moon.
Clear Terrain: Remove the effects of difficult terrain. Moonblast: Column of moonlight harms and confuses,
Clipped Wings: Creature is unable to fly or jump. more effective against shapeshifters.
Cloudburst: Bolt of clouds deals nonlethal damage, Pillar of Earth: Solid pillar rises from the ground,
creates a spread of mist. granting high ground or impacting foes.
Eyes of Eventide, Communal: As eyes of eventide, but Solar Flare: Searing light deals 1d6/level, blinds foes.
you may divide the duration among creatures touched. Symbiosis: Become vitally linked to another creature.
Icy Trail: Target freezes the ground beneath their feet. Toxic Bloom: Flower causes a variety of effects.
Instant Barding: Summon barding to armor your Unmake: Break down object or construct into its basic

210
Chapter IV Spells
components. unworked metal ores.
Weather Shield, Mass: As weather shield, but affecting Earthen Shard: Slab of earth deals 1d6/level, renders
multiple creatures or objects. target flat-footed.
WildfireM: Spreading flames deal 3d6 + 1 per level. Energy Missiles: Five darts of energy deal varying
types of damage.
6th-Level Druid Spells Forked Lightning: Bolt of lightning deals 1d4/level.
Leeching Spores: Cloud of fungal spores deal acid Prism Touch: Touch deals 1d4/2 levels of varying type.
damage and grant you temporary hit points.
Ligneous Limb: Replace a missing limb with wood. 2nd-Level Elementer Spells
Luminous Body: Transform into brilliant light. Alter Weight: Target object doubles or halves in weight.
Quill Armor: Sprout quills that injure attackers, can be Armament Reservoir: Weapon or armor gains the spell
launched into nearby creatures. storing property.
Blade Spiral: Weapon flies to strike distant enemies.
7th-Level Druid Spells Clear Terrain: Remove the effects of difficult terrain.
Cloud of Corrosion: Cloud of corrosive energy Clipped Wings: Creature is unable to fly or jump.
destroys metal objects and creatures within. Cloudburst: Bolt of clouds deals nonlethal damage,
Crushing Roots: Thick tree roots deal 1d6/level, daze creates a spread of mist.
and entangle creatures. Energy Weapon: Weapon gains elemental properties.
Lava Burst: Ball of molten rock deals 1d6/2 levels, Flame Dash: Temporarily increase your speed while
burns creatures and objects. igniting everything you pass.
Primal Fury: Transform into a powerful lycanthrope. Icy Trail: Target freezes the ground beneath their feet.
Rushing Earth: Large slab of stone deals 1d6/level, Prism Bolt: Bolt deals a mixture of energy damage.
bull rushes creatures. Refine Ore: Turn unrefined ore into usable materials.
Stormblast: Powerful thunderstorm deals 1d6/level in Ward Object: As protection from energy, but lasting longer
60-ft. cone, blinds and deafens creatures. and only affecting objects.
Tempest Hammer: Strong downdraft forces targets to
the ground, harms creatures and structures. 3rd-Level Elementer Spells
Alter Weapon, Greater: As alter weapon, except you can
8th-Level Druid Spells change the weapon’s shape each round.
Fungal Scourge: Withering spores poison creatures, Cold Snap: Burst of ice deals 1d6/level damage, freezes
damage plants and wooden objects. objects in place.
Lightning Strike: Powerful blast of lightning deals Combustion: Target object or creature burns, taking
electricity damage, stuns, blinds, and deafens. 4d4 fire damage each round.
Control Temperature: Raise or lower temperature.
9th-Level Druid Spells Dessicate: Negative energy destroys water in an area.
Apex Predator: Animal gains tremendous power, but Expose: Reduce creature’s or object’s defenses.
at a cost. Hand of Stone: Fist of rock grabs and crushes foes.
Eruption: Conjure a fiery volcanic eruption. Heat Wave: Line of hot air deals fire damage, fatigues.
Natural Order: Ravage unnatural foes, end ongoing Prism Burst: 60-ft. line deals mixture of energy damage.
spells and transformations. Sundering Shield: Gain DR against a single weapon
Wild Growth: Immense mass of plant matter deals attack, possibly breaking the weapon used.
1d6/level in 60-ft.-radius, creates undergrowth. Tempering: Repairs an object and temporarily protects
it from damage and decay.
Weather Shield: Barrier protects target from natural
ELEMENTER SPELLS weather phenomena.

0-Level Elementer Spells (Cantrips) 4th-Level Elementer Spells


Conjure Tool: Conjures a simple tool. Control Ice: Melt, freeze, or move ice.
Freeze: Coat a target with a thin layer of ice. Downpour: Torrential rainfall hinders sight and
Fling: Launch a lightweight object. movement, impedes fire magic.
Pillar of Earth: Solid pillar rises from the ground,
1st-Level Elementer Spells granting high ground or impacting foes.
Alter Weapon: Weapon changes shape. Prism Shield: Barrier negates energy damage.
Detect Metals and Ore: Locate worked metals and Tremorsense: Target can sense vibrations.

211
Spells Chapter IV
5th-Level Elementer Spells 1st-Level Inquisitor Spells
Alter Weight, Mass: As alter weight, except it affects Eyes of Eventide: Subject gains low-light vision, bonus
multiple objects. on saves that would hinder vision.
Embrace The Deep: Gain numerous benefits while Hidden Illumination: Invisible field enhances low-
submerged in water. light vision and darkvision.
Expose, Greater: As expose, but with higher penalties. Scatter: Objects fly in random directions.
Living Storm: Transform into a whirlwind of air. Squire’s Aid: Quickly pack gear and don equipment.
Maelstrom: Whirlpool of water gathers creatures Weapon of the Faithful: Conjure the favored weapon
towards it center. of your deity.
Prism Assault: Four 15-ft. blasts deal damage of
different types. 2nd-Level Inquisitor Spells
Solar Flare: Searing light deals 1d6/level, blinds foes. Backlash: Weapon strikes back at its wielder.
Tempering, Greater: As tempering, except the Dark Confinement: Subjects are unable to leave dimly
protections placed on the object are permanent. lit areas.
Tremorsense, Communal: As tremorsense, but you may Dead Weight: Dense ball of metal weighs target down.
divide the duration among creatures touched. Eyes of Eventide, Communal: As eyes of eventide, but
Weather Shield, Mass: As weather shield, but affecting you may divide the duration among creatures touched.
multiple creatures or objects. Phantom CaretakerF: Summoned doctor tends to
WildfireM: Spreading flames deal 3d6 + 1 per level. creatures in your stead.
Restricting Armor: Armor restricts creatures’
6th-Level Elementer Spells movement.
Prism Barrier: Wall deals varying energy damage,
enhances attacks projected through it. 3rd-Level Inquisitor Spells
Rushing Earth: Large slab of stone deals 1d6/level, Afraid of the Dark: Subjects become terrified of
bull rushes creatures. darkness.
Stormblast: Powerful thunderstorm deals 1d6/level in Binding Chains: Chains pin or entangle a creature.
60-ft. cone, blinds and deafens creatures. Chain GangF: Chains shackle creatures together.
Transmute Metal to Stone: Metal within 40 ft. Sensory Deprivation: Creature has its extraordinary
becomes stone. senses negated.
Transmute Stone to Metal: Stone within 40 ft. Shadow Wound: Strike at a creature by attacking its
becomes metal. elongated shadow.
Shared Technique: Share a single feat between yourself
7th-Level Elementer Spells and target creature.
Lava Burst: Ball of molten rock deals 1d6/2 levels,
burns creatures and objects. 4th-Level Inquisitor Spells
Rain of Fire: Dark cloud blots out light, rains down Control LightM: Alter light levels within 60 ft.
multiple fireballs each round. Divine Strike: Strike your opponent with divine energy,
Tempest Hammer: Strong downdraft forces targets to harming opponents near your target.
the ground, harms creatures and structures. LockdownF: Closes and bars nearby doors, windows,
and entry points.
8th-Level Elementer Spells Shared Technique, Communal: As shared technique, but
BattlementM: Conjure a metal and stone wall complete you may divide the duration among creatures touched.
with battlements. War Training: Target becomes proficient with armor
Lightning Strike: Powerful blast of lightning deals and weapons.
electricity damage, stuns, blinds, and deafens.
5th-Level Inquisitor Spells
9th-Level Elementer Spells Deathwings: Shadowy wings can be used to attack or
Eruption: Conjure a fiery volcanic eruption. create burst of negative energy.
Iron Maiden: Large iron maiden traps creature within.
Vorpal Edge: Target weapon gains the vorpal property.
INQUISITOR SPELLS
6th-Level Inquisitor Spells
0-Level Inquisitor Spells (Orisons) Sensory Deprivation, Greater: As sensory deprivation,
Snuff: Extinguish non-magical light sources. but also negates magical and supernatural senses.

212
Chapter IV Spells
INVOKER SPELLS Downpour: Torrential rainfall hinders sight and
movement, impedes fire magic.
0-Level Invoker Spells (Orisons) Embrace The Deep: Gain numerous benefits while
Cultivate: Magically tend to nearby plants. submerged in water.
Freeze: Coat a target with a thin layer of ice. Maelstrom: Whirlpool of water gathers creatures
towards it center.
1st-Level Invoker Spells Moonblast: Column of moonlight harms and confuses,
Dominion’s Shield: Grants target +1 shield bonus/3 more effective against shapeshifters.
levels, +4 to saves based on invoked spirits. Pillar of Earth: Solid pillar rises from the ground,
Earthen Shard: Slab of earth deals 1d6/level, renders granting high ground or impacting foes.
target flat-footed. Symbiosis: Become vitally linked to another creature.
Eyes of Eventide: Subject gains low-light vision, bonus Toxic Bloom: Flower causes a variety of effects.
on saves that would hinder vision. Tremorsense, Communal: As tremorsense, but you may
Forked Lightning: Bolt of lightning deals 1d4/level. divide the duration among creatures touched.
Hidden Illumination: Invisible field enhances low- Weather Shield, Mass: As weather shield, but affecting
light vision and darkvision. multiple creatures or objects.
Stinging Thorn: Splinter of wood deals 1d6/level,
bleeds target struck.
MAGUS SPELLS
2nd-Level Invoker Spells
Clear Terrain: Remove the effects of difficult terrain. 0-Level Magus Spells (Cantrips)
Clipped Wings: Creature is unable to fly or jump. Conjure Tool: Conjures a simple tool.
Cloudburst: Bolt of clouds deals nonlethal damage, Create Caltrops: Caltrops fill one or more 5-ft. squares.
creates a spread of mist. Fling: Launch a lightweight object.
Commanding WhistleF: Silently make Handle Animal
checks from a distance. 1st-Level Magus Spells
Dominion’s Curse: Inflict various penalties based on Alter Weapon: Weapon changes shape.
invoked spirits. Energy Missiles: Five darts of energy deal varying
Eyes of Eventide, Communal: As eyes of eventide, but types of damage.
you may divide the duration among creatures touched. Forked Lightning: Bolt of lightning deals 1d4/level.
Icy Trail: Target freezes the ground beneath their feet. Grasp of Darkness: Shadowy touch deals 1d6 cold
Primordial Fang: Grant elemental damage to natural damage/level, clouds target’s vision.
attacks for 1 round. Shadow Stream: Chilling shadows deal 1d4 cold
Weather Shield: Barrier protects target from natural damage/level (max 5d4) in a 30 ft. line.
weather phenomena. Shrapnel Burst: Jagged shards deal 1d4/level.
Squire’s Aid: Quickly pack gear and don equipment.
3rd-Level Invoker Spells
Animal Sense: Gain the senses of a specific animal. 2nd-Level Magus Spells
Dominion’s Wrath: Burst of energy deals 1d8/2 levels, Alter Weight: Target object doubles or halves in weight.
damage varies based on invoked spirits. Armament Reservoir: Weapon or armor gains the spell
Hand of Stone: Fist of rock grabs and crushes foes. storing property.
Heat Wave: Line of hot air deals fire damage, fatigues. Blade Spiral: Weapon flies to strike distant enemies.
Spore Surge: Puff of spores deals 1d8/2 levels, sickens. Cloudburst: Bolt of clouds deals nonlethal damage,
Tremorsense: Target can sense vibrations. creates a spread of mist.
Verdant Surge: Summon plant growth that is conducive Conjure Armor: Create one non-magical suit of armor
to magic. or a shield.
Conjure Barricade: Conjure a 5 ft. by 10 ft. barricade.
4th-Level Invoker Spells Conjure Weapon: Create one non-magical weapon.
Animal Sense, Communal: As animal sense, but you Dusk Ball: Hovering ball of darkness deals 3d6 cold
may divide the duration among creatures touched. damage.
Control Ice: Melt, freeze, or move ice. Energy Weapon: Weapon gains elemental properties.
Control LightM: Alter light levels within 60 ft. Flame Dash: Temporarily increase your speed while
Dominion’s Blessing: Allies gain +2 to attacks, damage, igniting everything you pass.
and saves, additional bonus based on invoked spirits. Icy Trail: Target freezes the ground beneath their feet.

213
Spells Chapter IV
Night Shield: Shadow forms into shield that deflects Siphon Enhancement: Temporarily siphon magic
ranged attacks, blocks magic missiles. from an item and give it to your own.
Phantasmal Foe: Subject believes it is always flanked Tenebrous Form: Subject becomes a natural shadow.
by illusory opponent. War Training: Target becomes proficient with armor
Pulling Chains: Strong chains pull creatures within 20 and weapons.
ft. towards a center point.
Restricting Armor: Armor restricts creatures’ 5th-Level Magus Spells
movement. Alter Weight, Mass: As alter weight, except it affects
Spikes: Target grows metallic spikes. multiple objects.
Destructive Shatter: Object shatters and explodes,
3rd-Level Magus Spells dealing 1d6/level in 20-ft.-radius.
Alter Weapon, Greater: As alter weapon, except you can Expose, Greater: As expose, but with higher penalties.
change the weapon’s shape each round. Full Salvo: Conjure one firearm/2 levels to fire at foes.
Anchoring Chains: Chains bind you to the ground, Iron Maiden: Large iron maiden traps creature within.
making you hard to move. Solar Flare: Searing light deals 1d6/level, blinds foes.
Cold Snap: Burst of ice deals 1d6/level damage, freezes Transfer EnhancementM: Permanently transfer
objects in place. magical properties from one item to another.
Combustion: Target object or creature burns, taking Vorpal Edge: Target weapon gains the vorpal property.
4d4 fire damage each round. Vortex of Steel: Cloud of jagged metal deals 3d8 + 1/
Constructed Anatomy: Take on the form of a half- level per round in 20-ft.-radius.
construct, gaining several benefits.
Dancing Steel: Animate weapon or shield to fight. 6th-Level Magus Spells
Entropic Burst: Wave of entropic energy deals 1d6/ Bladed Ground: Spiky ground deals 1d6/level, slows
level in 15-ft. radius. movement of creatures.
Expose: Reduce creature’s or object’s defenses. Replicate: Create an exact replica of an object.
Fists of Steel: Your unarmed strikes are lethal and Stormblast: Powerful thunderstorm deals 1d6/level in
protected from harmful effects. 60-ft. cone, blinds and deafens creatures.
Flash of Spikes: Spikes emerging from your body deal
1d6/level, bleeds foes struck.
Shared Technique: Share a single feat between yourself MEDIUM SPELLS
and target creature.
Shadow Wound: Strike at a creature by attacking its 0-Level Mesmerist Spells (Knacks)
elongated shadow. Fling: Launch a lightweight object.
Sundering Shield: Gain DR against a single weapon Shape Shadows: Increase or decrease the dimensions
attack, possibly breaking the weapon used. of natural shadows.
Snuff: Extinguish non-magical light sources.
4th-Level Magus Spells
Blade Burst: Numerous copies of your weapon strike 1st-Level Medium Spells
nearby creatures. Eyes of Eventide: Subject gains low-light vision, bonus
Dusk Ball, Greater: Hovering ball of darkness deals on saves that would hinder vision.
6d6 cold damage and hampers vision. Hidden Illumination: Invisible field enhances low-
Grasping Steel: Plate of steel impacts for 1d6/2 levels light vision and darkvision.
(max 10d6), wraps around target’s head. Summon Horror I: Summons horrific creature to fight
Impact: Conjure one metal ball/4 levels to damage and for you.
push foes.
Night Armor: Shadow forms into armor that grants 2nd-Level Medium Spells
DR 5/silver and deflects ranged attacks. Eyes of Eventide, Communal: As eyes of eventide, but
Quicksilver: Object melts and flows like water. you may divide the duration among creatures touched.
Repel Projectiles: Ranged attacks are reflected back to Phantasmal Foe: Subject believes it is always flanked
their origin point for 1 round. by illusory opponent.
Replicate, Lesser: As replicate, except it doesn’t copy Restricting Armor: Armor restricts creatures’
special material properties. movement.
Shared Technique, Communal: As shared technique, but Summon Horror II: Summons horrific creature to
you may divide the duration among creatures touched. fight for you.

214
Chapter IV Spells
3rd-Level Medium Spells special armor abilities.
Afraid of the Dark: Subjects become terrified of Replicate, Lesser: As replicate, except it doesn’t copy
darkness. special material properties.
Dancing Steel: Animate weapon or shield to fight. Shared Technique, Communal: As shared technique, but
Summon Horror IV: Summons horrific creature to you may divide the duration among creatures touched.
fight for you.
5th-Level Mesmerist Spells
4th-Level Medium Spells Curse of the LightlessF: Target no longer casts a
Curse of the Lightless : Target no longer casts a
F
shadow, becomes vulnerable to light like a vampire.
shadow, becomes vulnerable to light like a vampire.
Phantasmal Polymorph: Subject believes it has been 6th-Level Mesmerist Spells
transformed into something else. Phantasmal Polymorph: Subject believes it has been
Summon Horror V: Summons horrific creature to fight transformed into something else.
for you. Replicate: Create an exact replica of an object.
Sensory Deprivation, Greater: As sensory deprivation,
but also negates magical and supernatural senses.
MESMERIST SPELLS Shadow Puppeteer: Connected shadow forces a
creature to mimic your actions.
0-Level Mesmerist Spells (Knacks) Shadow Terrain: As mirage arcana, but created structures
Shape Shadows: Increase or decrease the dimensions are quasi-real.
of natural shadows.
Snuff: Extinguish non-magical light sources.
NIGHTBLADE SPELLS
1st-Level Mesmerist Spells
Scatter: Objects fly in random directions. 0-Level Nightblade Spells (Cantrips)
Conjure Tool: Conjures a simple tool.
2nd-Level Mesmerist Spells Create Caltrops: Caltrops fill one or more 5-ft. squares.
Afraid of the Dark: Subjects become terrified of Freeze: Coat a target with a thin layer of ice.
darkness. Shape Shadows: Increase or decrease the dimensions
Phantasmal Foe: Subject believes it is always flanked of natural shadows.
by illusory opponent. Snuff: Extinguish non-magical light sources.
Shadow Conjuration, Lesser: As shadow conjuration, but
up to 1st level and 20% real. 1st-Level Nightblade Spells
Eyes of Eventide: Subject gains low-light vision, bonus
3rd-Level Mesmerist Spells on saves that would hinder vision.
Combustion: Target object or creature burns, taking Forked Lightning: Bolt of lightning deals 1d4/level.
4d4 fire damage each round. Grasp of Darkness: Shadowy touch deals 1d6 cold
Penumbral Courier: Turn an object into shadowstuff damage/level, clouds target’s vision.
to meld it into a creature’s shadow. Hidden Illumination: Invisible field enhances low-
Sensory Deprivation: Creature has its extraordinary light vision and darkvision.
senses negated. Shadow Ammunition: Create quasi-real masterwork
Shadow Evocation, Lesser: As shadow evocation, but up ammunition.
to 2nd level spells and 20% real. Shadow Stream: Chilling shadows deal 1d4 cold
Shadow Structure: Illusory structure supports or damage/level (max 5d4) in a 30 ft. line.
impedes creatures. Summon Horror I: Summons horrific creature to fight
Shared Technique: Share a single feat between yourself for you.
and target creature. Umbral AssistantM: Illusory assistant performs tasks.

4th-Level Mesmerist Spells 2nd-Level Nightblade Spells


Illusory Edge: As greater magic weapon, but with quasi- Afraid of the Dark: Subjects become terrified of
real special weapon abilities. darkness.
Illusory Strike: Illusion spell you control attacks as if Blade Spiral: Weapon flies to strike distant enemies.
it were real. Cloudburst: Bolt of clouds deals nonlethal damage,
Illusory Vestment: As magic vestment, but with quasi-real creates a spread of mist.

215
Spells Chapter IV
Conjure Armor: Create one non-magical suit of armor elongated shadow.
or a shield. Summon Horror III: Summons horrific creature to
Conjure Weapon: Create one non-magical weapon. fight for you.
Dark Confinement: Subjects are unable to leave dimly Umbral DefenderM: Illusory warrior intercepts
lit areas. opponents and takes damage in your stead.
Dead Weight: Dense ball of metal weighs target down. Wall of Darkness: Wall of shadows grants concealment,
Dusk Ball: Hovering ball of darkness deals 3d6 cold fatigues those passing through.
damage.
Energy Weapon: Weapon gains elemental properties. 4th-Level Nightblade Spells
Eyes of Eventide, Communal: As eyes of eventide, but Black Bomb: Shadow becomes a magical trap.
you may divide the duration among creatures touched. Control LightM: Alter light levels within 60 ft.
Icy Trail: Target freezes the ground beneath their feet. Dusk Ball, Greater: Hovering ball of darkness deals
Impaling Shade: Creature’s shadow turns into deadly 6d6 cold damage and hampers vision.
spike, restricting and sickening it. Hand of the Abyss: Transform your arm into a mass
Night Shield: Shadow forms into shield that deflects of writhing darkness.
ranged attacks, blocks magic missiles. Illusory Edge: As greater magic weapon, but with quasi-
Phantasmal Foe: Subject believes it is always flanked real special weapon abilities.
by illusory opponent. Illusory Strike: Illusion spell you control attacks as if
Pulling Chains: Strong chains pull creatures within 20 it were real.
ft. towards a center point. Illusory Vestment: As magic vestment, but with quasi-real
Shadow Binding: Target’s shadow restricts it, special armor abilities.
entangling and causing attacks to miss. LockdownF: Closes and bars nearby doors, windows,
Shadow Conjuration, Lesser: As shadow conjuration, but and entry points.
up to 1st level and 20% real. Negative ImageF: Light becomes darkness and
Shadow Necromancy, Lesser: As shadow necromancy, darkness becomes light within 60 ft. of object.
but up to 1st level and 20% real. Night Armor: Shadow forms into armor that grants
Summon Horror II: Summons horrific creature to DR 5/silver and deflects ranged attacks.
fight for you. Penumbral Informant: Create an informant out of
Trickster Shade: Animate shadow pesters the creature shadows to relay you information.
that casts it. Shadow Necromancy: Mimics necromancy spells
Umbral BerserkerM: Illusory warrior attacks and deals below 4th level, but only 20% real.
Strength damage. Shadow Touch: Necrotic touch attack deals 1d4+1
Strength damage.
3rd-Level Nightblade Spells Summon Horror IV: Summons horrific creature to
Binding Chains: Chains pin or entangle a creature. fight for you.
Chain GangF: Chains shackle creatures together. Umbral HunterM: Illusory archer attacks foes, reveals
Cold Snap: Burst of ice deals 1d6/level damage, freezes hidden enemies.
objects in place.
Entropic Burst: Wave of entropic energy deals 1d6/ 5th-Level Nightblade Spells
level in 15-ft. radius. Abyssal Surge: Pulse of shadowy energy deals 1d4/
Flash of Spikes: Spikes emerging from your body deal level, entangles those within.
1d6/level, bleeds foes struck. Banish Light: Creates total darkness within 30 ft.,
Penumbral Courier: Turn an object into shadowstuff negates light and fire magic.
to meld it into a creature’s shadow. Banish Shadows: Creates brilliant light within 30 ft.,
Penumbral Pit: Creature’s shadow turns into an illusory negates darkness and shadow magic.
pit, trapping it. Curse of the LightlessF: Target no longer casts a
Sensory Deprivation: Creature has its extraordinary shadow, becomes vulnerable to light like a vampire.
senses negated. Deadly Eclipse: Area of shadows and negative energy
Shadow Evocation, Lesser: As shadow evocation, but up deals 1d4 Strength damage each round.
to 2nd level spells and 20% real. Deathwings: Shadowy wings can be used to attack or
Tenebrous Form: Subject becomes a natural shadow. create burst of negative energy.
Shadow Structure: Illusory structure supports or Shadow Gate: Teleport multiple creatures within your
impedes creatures. stretched-out shadow.
Shadow Wound: Strike at a creature by attacking its Sharp Shadows: Areas of darkness form into deadly

216
Chapter IV Spells
razors that harm creatures moving through. damage/level (max 5d4) in a 30 ft. line.
Summon Horror V: Summons horrific creature to fight
for you. 2nd-Level Occultist Spells
Umbral MagicianM: Illusory mage enhances arcane Alter Weight: Target object doubles or halves in weight.
spells, creates blasts of force. Armament Reservoir: Weapon or armor gains the spell
Void Field: Pitch-black field negates all sensory input. storing property.
Void Prison: Trap creature in prison of nothingness, Conjure Armor: Create one non-magical suit of armor
violently exploding if they try to leave. or a shield.
Vorpal Edge: Target weapon gains the vorpal property. Conjure Weapon: Create one non-magical weapon.
Wall of Darkness, Greater: As wall of darkness, but Backlash: Weapon strikes back at its wielder.
exhausts creatures that pass through and cannot be Blade Spiral: Weapon flies to strike distant enemies.
seen through with darkvision. Dark Confinement: Subjects are unable to leave dimly
lit areas.
6th-Level Nightblade Spells Dusk Ball: Hovering ball of darkness deals 3d6 cold
Darkburst: Blinds all within 80 ft., deals 6d6 damage. damage.
Phantasmal Polymorph: Subject believes it has been Eyes of Eventide, Communal: As eyes of eventide, but
transformed into something else. you may divide the duration among creatures touched.
Sensory Deprivation, Greater: As sensory deprivation, Impaling Shade: Creature’s shadow turns into deadly
but also negates magical and supernatural senses. spike, restricting and sickening it.
Shadow Binding, Mass: As shadow binding, but affects Phantasmal Foe: Subject believes it is always flanked
1 creature/level. by illusory opponent.
Shadow Puppeteer: Connected shadow forces a Restricting Armor: Armor restricts creatures’
creature to mimic your actions. movement.
Shadow Space: Overlap real world with Plane of Spikes: Target grows metallic spikes.
Shadow, causing area to distort randomly. Symbol of DarknessM: Triggered rune creates
Shadow Terrain: As mirage arcana, but created structures darkness, causes fatigue.
are quasi-real. Ward Object: As protection from energy, but lasting longer
Stormblast: Powerful thunderstorm deals 1d6/level in and only affecting objects.
60-ft. cone, blinds and deafens creatures. Wasp Sting: Potion or poison transforms into a wasp.
Summon Horror VI: Summons horrific creature to Weaken Structure: Target object or structure has its
fight for you. hardness and hit points reduced.
Umbral NightbladeM: Illusory nightblade fights
alongside you. 3rd-Level Occultist Spells
Afraid of the Dark: Subjects become terrified of
darkness.
OCCULTIST SPELLS Alter Weapon, Greater: As alter weapon, except you can
change the weapon’s shape each round.
0-Level Occultist Spells (Knacks) Analyze ConstructionF: Quickly determine information
Conjure Tool: Conjures a simple tool. about an object, structure, or construct.
Fling: Launch a lightweight object. Animate Armor: Suit of armor animates to fight
Snuff: Extinguish non-magical light sources. alongside you.
Binding Chains: Chains pin or entangle a creature.
1st-Level Occultist Spells Cold Snap: Burst of ice deals 1d6/level damage, freezes
Alter Weapon: Weapon changes shape. objects in place.
Eyes of Eventide: Subject gains low-light vision, bonus Combustion: Target object or creature burns, taking
on saves that would hinder vision. 4d4 fire damage each round.
Grasp of Darkness: Shadowy touch deals 1d6 cold Dancing Steel: Animate weapon or shield to fight.
damage/level, clouds target’s vision. Enable Function: Grant a feat or skill ranks to a
Hidden Illumination: Invisible field enhances low- construct.
light vision and darkvision. Expose: Reduce creature’s or object’s defenses.
Scatter: Objects fly in random directions. Summon Clockwork SpyF: Conjure a clockwork to spy
Shadow Ammunition: Create quasi-real masterwork and record sounds.
ammunition. Symbol of BlindingM: Triggered rune permanently
Shadow Stream: Chilling shadows deal 1d4 cold blinds creatures.

217
Spells Chapter IV
Tempering: Repairs an object and temporarily protects Transfer EnhancementM: Permanently transfer
it from damage and decay. magical properties from one item to another.
Wall of Darkness: Wall of shadows grants concealment, Unmake: Break down object or construct into its basic
fatigues those passing through. components.
Viper FangM: Drink a poison to gain a bite attack that
4th-Level Occultist Spells injects it with each hit.
Aberrant Anatomy I: Take the form and some abilities Void Field: Pitch-black field negates all sensory input.
of a Small or Medium aberration. Void Prison: Trap creature in prison of nothingness,
Animate Armor, Greater: As animate armor, except you violently exploding if they try to leave.
can animate more or larger suits of armor. Wall of Darkness, Greater: As wall of darkness, but
Black Bomb: Shadow becomes a magical trap. exhausts creatures that pass through and cannot be
Blade Burst: Numerous copies of your weapon strike seen through with darkvision.
nearby creatures.
Confuse Constructs: Constructs behave oddly or go 6th-Level Occultist Spells
berserk. Aberrant Anatomy III: Take the form and some
Control LightM: Alter light levels within 60 ft. abilities of a Huge aberration.
Dusk Ball, Greater: Hovering ball of darkness deals Cloud of Corrosion: Cloud of corrosive energy
6d6 cold damage and hampers vision. destroys metal objects and creatures within.
Grasping Steel: Plate of steel impacts for 1d6/2 levels Replicate: Create an exact replica of an object.
(max 10d6), wraps around target’s head. Summon Sentries: Conjure several clockworks to fight
Hand of the Abyss: Transform your arm into a mass with you or guard an area.
of writhing darkness. Transmute Metal to Stone: Metal within 40 ft.
LockdownF: Closes and bars nearby doors, windows, becomes stone.
and entry points. Transmute Stone to Metal: Stone within 40 ft.
Negative ImageF: Light becomes darkness and becomes metal.
darkness becomes light within 60 ft. of object.
Quicksilver: Object melts and flows like water.
Replicate, Lesser: As replicate, except it doesn’t copy PALADIN SPELLS
special material properties.
1st-Level Paladin Spells
5th-Level Occultist Spells Squire’s Aid: Quickly pack gear and don equipment.
Aberrant Anatomy II: Take the form and some abilities Weapon of the Faithful: Conjure the favored weapon
of a Tiny or Large aberration. of your deity.
Abyssal Surge: Pulse of shadowy energy deals 1d4/
level, entangles those within. 2nd-Level Paladin Spells
Alter Weight, Mass: As alter weight, except it affects Anchoring Chains: Chains bind you to the ground,
multiple objects. making you hard to move.
Curse of the LightlessF: Target no longer casts a Instant Barding: Summon barding to armor your
shadow, becomes vulnerable to light like a vampire. mount, replacing its current equipment.
Deadly Eclipse: Area of shadows and negative energy Phantom CaretakerF: Summoned doctor tends to
deals 1d4 Strength damage each round. creatures in your stead.
Destructive Shatter: Object shatters and explodes, Shared Technique: Share a single feat between yourself
dealing 1d6/level in 20-ft.-radius. and target creature.
Embrace The Deep: Gain numerous benefits while Steadfast Companion: Companion becomes resistant
submerged in water. to mind-affecting effects, immune to fear.
Expose, Greater: As expose, but with higher penalties.
Penumbral Informant: Create an informant out of 3rd-Level Paladin Spells
shadows to relay you information. Chain GangF: Chains shackle creatures together.
Reconstruct: Restore object or construct to full hit Divine Strike: Strike your opponent with divine energy,
points, reanimate destroyed constructs. harming opponents near your target.
Symbol of LockingM: As symbol of death, but seals a Shared Technique, Communal: As shared technique, but
door or object and harms those that open it. you may divide the duration among creatures touched.
Tempering, Greater: As tempering, except the War Training: Target becomes proficient with armor
protections placed on the object are permanent. and weapons.

218
Chapter IV Spells
4th-Level Paladin Spells Summon Horror III: Summons horrific creature to
Banish Shadows: Creates brilliant light within 30 ft., fight for you.
negates darkness and shadow magic. Tempering: Repairs an object and temporarily protects
LockdownF: Closes and bars nearby doors, windows, it from damage and decay.
and entry points.
Vorpal Edge: Target weapon gains the vorpal property. 4th-Level Psychic Spells
Animate Armor, Greater: As animate armor, except you
can animate more or larger suits of armor.
PSYCHIC SPELLS Illusory Strike: Illusion spell you control attacks as if
it were real.
0-Level Psychic Spells (Knacks) Grasping Steel: Plate of steel impacts for 1d6/2 levels
Fling: Launch a lightweight object. (max 10d6), wraps around target’s head.
Snuff: Extinguish non-magical light sources. LockdownF: Closes and bars nearby doors, windows,
and entry points.
1st-Level Psychic Spells Quicksilver: Object melts and flows like water.
Alter Weapon: Weapon changes shape. Repel Projectiles: Ranged attacks are reflected back to
Eyes of Eventide: Subject gains low-light vision, bonus their origin point for 1 round.
on saves that would hinder vision. Sensory Deprivation: Creature has its extraordinary
Hidden Illumination: Invisible field enhances low- senses negated.
light vision and darkvision. Summon Horror IV: Summons horrific creature to
Scatter: Objects fly in random directions. fight for you.
Shadow Ammunition: Create quasi-real masterwork Sundering Shield: Gain DR against a single weapon
ammunition. attack, possibly breaking the weapon used.
Summon Horror I: Summons horrific creature to fight Tremorsense: Target can sense vibrations.
for you.
5th-Level Psychic Spells
2nd-Level Psychic Spells Aberrant Anatomy I: Take the form and some abilities
Alter Weight: Target object doubles or halves in weight. of a Small or Medium aberration.
Blade Spiral: Weapon flies to strike distant enemies. Alter Weight, Mass: As alter weight, except it affects
Eyes of Eventide, Communal: As eyes of eventide, but multiple objects.
you may divide the duration among creatures touched. Destructive Shatter: Object shatters and explodes,
Summon Horror II: Summons horrific creature to dealing 1d6/level in 20-ft.-radius.
fight for you. Embrace The Deep: Gain numerous benefits while
Ward Object: As protection from energy, but lasting longer submerged in water.
and only affecting objects. Maelstrom: Whirlpool of water gathers creatures
Weaken Structure: Target object or structure has its towards it center.
hardness and hit points reduced. Reconstruct: Restore object or construct to full hit
points, reanimate destroyed constructs.
3rd-Level Psychic Spells Solar Flare: Searing light deals 1d6/level, blinds foes.
Afraid of the Dark: Subjects become terrified of Summon Horror V: Summons horrific creature to fight
darkness. for you.
Alter Weapon, Greater: As alter weapon, except you can Tempering, Greater: As tempering, except the
change the weapon’s shape each round. protections placed on the object are permanent.
Animate Armor: Suit of armor animates to fight Tremorsense, Communal: As tremorsense, but you may
alongside you. divide the duration among creatures touched.
Combustion: Target object or creature burns, taking Void Prison: Trap creature in prison of nothingness,
4d4 fire damage each round. violently exploding if they try to leave.
Control Temperature: Raise or lower temperature.
Dancing Steel: Animate weapon or shield to fight. 6th-Level Psychic Spells
Phantasmal Foe: Subject believes it is always flanked Aberrant Anatomy II: Take the form and some abilities
by illusory opponent. of a Tiny or Large aberration.
Restricting Armor: Armor restricts creatures’ Luminous Body: Transform into brilliant light.
movement. Summon Horror VI: Summons horrific creature to
Steel Sight: See through metal as if it were invisible. fight for you.

219
Spells Chapter IV
Symbiosis: Become vitally linked to another creature. attacks for 1 round.
Unmake: Break down object or construct into its basic Seek Foe: Sense the presence of your favored enemies.
components. Shared Technique: Share a single feat between yourself
and target creature.
7th-Level Psychic Spells Steadfast Companion: Companion becomes resistant
Aberrant Anatomy III: Take the form and some to mind-affecting effects, immune to fear.
abilities of a Huge aberration. Ward Object: As protection from energy, but lasting longer
Phantasmal Polymorph: Subject believes it has been and only affecting objects.
transformed into something else. Weather Shield: Barrier protects target from natural
Sensory Deprivation, Greater: As sensory deprivation, weather phenomena.
but also negates magical and supernatural senses.
Summon Horror VII: Summons horrific creature to 3rd-Level Ranger Spells
fight for you. Animal Sense: Gain the senses of a specific animal.
Teleport Structure: Teleports a free-standing structure. Hail of Arrows: Make several ranged attacks.
Rain of Blades: Make several melee attacks.
8th-Level Psychic Spells Shared Technique, Communal: As shared technique, but
Aberrant Anatomy IV: As aberrant anatomy III, but with you may divide the duration among creatures touched.
more abilities. Verdant Surge: Summon plant growth that is conducive
Shadow Puppeteer: Connected shadow forces a to magic.
creature to mimic your actions.
Summon Horror VIII: Summons horrific creature to 4th-Level Ranger Spells
fight for you. Alter Weight, Mass: As alter weight, except it affects
multiple objects.
9th-Level Psychic Spells Animal Sense, Communal: As animal sense, but you
Summon Horror IX: Summons horrific creature to may divide the duration among creatures touched.
fight for you. Ligneous Limb: Replace a missing limb with wood.
Weather Shield, Mass: As weather shield, but affecting
multiple creatures or objects.
RANGER SPELLS
1st-Level Ranger Spells SABOTEUR ASSEMBLIES
Conjure Tool: Conjures a simple tool.
Cultivate: Magically tend to nearby plants. 1st-Level Saboteur Assemblies
Detect Metals and Ore: Locate worked metals and Discerning Extension: Trap has specific trigger.
unworked metal ores. Energy Missiles: Five darts of energy deal varying
Eyes of Eventide: Subject gains low-light vision, bonus types of damage.
on saves that would hinder vision. Forked Lightning: Bolt of lightning deals 1d4/level.
Hidden Illumination: Invisible field enhances low- Grasp of Darkness: Shadowy touch deals 1d6 cold
light vision and darkvision. damage/level, clouds target’s vision.
Shadow Stream: Chilling shadows deal 1d4 cold
2nd-Level Ranger Spells damage/level (max 5d4) in a 30 ft. line.
Alter Weight: Target object doubles or halves in weight. Shrapnel Burst: Jagged shards deal 1d4/level.
Backlash: Weapon strikes back at its wielder.
Clear Terrain: Remove the effects of difficult terrain. 2nd-Level Saboteur Assemblies
Clipped Wings: Creature is unable to fly or jump. Clipped Wings: Creature is unable to fly or jump.
Commanding WhistleF: Silently make Handle Animal Cloudburst: Bolt of clouds deals nonlethal damage,
checks from a distance. creates a spread of mist.
Energy Weapon: Weapon gains elemental properties. Dead Weight: Dense ball of metal weighs target down.
Eyes of Eventide, Communal: As eyes of eventide, but Dusk Ball: Hovering ball of darkness deals 3d6 cold
you may divide the duration among creatures touched. damage.
Instant Barding: Summon barding to armor your Impaling Shade: Creature’s shadow turns into deadly
mount, replacing its current equipment. spike, restricting and sickening it.
Piercing Shot: Ranged weapon pierces targets in a line. Pulling Chains: Strong chains pull creatures within 20
Primordial Fang: Grant elemental damage to natural ft. towards a center point.

220
Chapter IV Spells
Shadow Binding: Target’s shadow restricts it, SHAMAN SPELLS
entangling and causing attacks to miss.
Stealth Extension: Trap is harder to detect and disarm. 0-Level Shaman Spells (Orisons)
Cultivate: Magically tend to nearby plants.
3rd-Level Saboteur Assemblies Freeze: Coat a target with a thin layer of ice.
Binding Chains: Chains pin or entangle a creature. Snuff: Extinguish non-magical light sources.
Cold Snap: Burst of ice deals 1d6/level damage, freezes
objects in place. 1st-Level Shaman Spells
Combustion: Target object or creature burns, taking Earthen Shard: Slab of earth deals 1d6/level, renders
4d4 fire damage each round. target flat-footed.
Expose: Reduce creature’s or object’s defenses. Forked Lightning: Bolt of lightning deals 1d4/level.
Heat Wave: Line of hot air deals fire damage, fatigues. Grasp of Darkness: Shadowy touch deals 1d6 cold
Needle Storm: Burst of needles deals 1d8/2 levels, damage/level, clouds target’s vision.
bleeds foes struck. Stinging Thorn: Splinter of wood deals 1d6/level,
Observation Extension: Trap creates a scrying sensor. bleeds target struck.
Sensory Deprivation: Creature has its extraordinary
senses negated. 2nd-Level Shaman Spells
Clear Terrain: Remove the effects of difficult terrain.
4th-Level Saboteur Assemblies Clipped Wings: Creature is unable to fly or jump.
Confuse Constructs: Constructs behave oddly or go Cloudburst: Bolt of clouds deals nonlethal damage,
berserk. creates a spread of mist.
Dusk Ball, Greater: Hovering ball of darkness deals Icy Trail: Target freezes the ground beneath their feet.
6d6 cold damage and hampers vision. Primordial Fang: Grant elemental damage to natural
Grasping Steel: Plate of steel impacts for 1d6/2 levels attacks for 1 round.
(max 10d6), wraps around target’s head. Steel Sight: See through metal as if it were invisible.
Impact: Conjure one metal ball/4 levels to damage and Ward Object: As protection from energy, but lasting longer
push foes. and only affecting objects.
Teleporting Extension: Trap lets you teleport to it. Wasp Sting: Potion or poison transforms into a wasp.
Weaken Structure: Target object or structure has its
5th-Level Saboteur Assemblies hardness and hit points reduced.
Deadly Eclipse: Area of shadows and negative energy
deals 1d4 Strength damage each round. 3rd-Level Shaman Spells
Expose, Greater: As expose, but with higher penalties. Afraid of the Dark: Subjects become terrified of
Iron Maiden: Large iron maiden traps creature within. darkness.
Maelstrom: Whirlpool of water gathers creatures Animal Sense: Gain the senses of a specific animal.
towards it center. Commanding WhistleF: Silently make Handle Animal
Solar Flare: Searing light deals 1d6/level, blinds foes. checks from a distance.
Sprawling Extension: Trap has a larger trigger area. Control Temperature: Raise or lower temperature.
Void Field: Pitch-black field negates all sensory input. Dessicate: Negative energy destroys water in an area.
Void Prison: Trap creature in prison of nothingness, Hand of Stone: Fist of rock grabs and crushes foes.
violently exploding if they try to leave. Heat Wave: Line of hot air deals fire damage, fatigues.
Vortex of Steel: Cloud of jagged metal deals 3d8 + 1/ Spore Surge: Puff of spores deals 1d8/2 levels, sickens.
level per round in 20-ft.-radius. Steadfast Companion: Companion becomes resistant
to mind-affecting effects, immune to fear.
6th-Level Saboteur Assemblies Tremorsense: Target can sense vibrations.
Bladed Ground: Spiky ground deals 1d6/level, slows Wall of Darkness: Wall of shadows grants concealment,
movement of creatures. fatigues those passing through.
Resetting ExtensionM: Trap can trigger multiple times. Weather Shield: Barrier protects target from natural
Sensory Deprivation, Greater: As sensory deprivation, weather phenomena.
but also negates magical and supernatural senses.
Shadow Binding, Mass: As shadow binding, but affects 4th-Level Shaman Spells
1 creature/level. Animal Sense, Communal: As animal sense, but you
Stormblast: Powerful thunderstorm deals 1d6/level in may divide the duration among creatures touched.
60-ft. cone, blinds and deafens creatures. Control Ice: Melt, freeze, or move ice.

221
Spells Chapter IV
Control LightM: Alter light levels within 60 ft. 8th-Level Shaman Spells
Downpour: Torrential rainfall hinders sight and Darkburst: Blinds all within 80 ft., deals 6d6 damage.
movement, impedes fire magic. Fungal Scourge: Withering spores poison creatures,
Tremorsense, Communal: As tremorsense, but you may damage plants and wooden objects.
divide the duration among creatures touched. Lightning Strike: Powerful blast of lightning deals
Verdant Surge: Summon plant growth that is conducive electricity damage, stuns, blinds, and deafens.
to magic.
9th-Level Shaman Spells
5th-Level Shaman Spells Apex Predator: Animal gains tremendous power, but
Embrace The Deep: Gain numerous benefits while at a cost.
submerged in water. Natural Order: Ravage unnatural foes, end ongoing
Lunar ProphecyM,F: Grant one-time-use benefits to spells and transformations.
allies based on the phase of the moon. Wild Growth: Immense mass of plant matter deals
Maelstrom: Whirlpool of water gathers creatures 1d6/level in 60-ft.-radius, creates undergrowth.
towards it center.
Moonblast: Column of moonlight harms and confuses,
more effective against shapeshifters. SHAPER SPELLS
Pillar of Earth: Solid pillar rises from the ground,
granting high ground or impacting foes. 1st-Level Shaper Spells
Solar Flare: Searing light deals 1d6/level, blinds foes. Alter Weapon: Weapon changes shape.
Toxic Bloom: Flower causes a variety of effects. Conjure Tool: Conjures a simple tool.
Viper FangM: Drink a poison to gain a bite attack that Eyes of Eventide: Subject gains low-light vision, bonus
injects it with each hit. on saves that would hinder vision.
Wall of Darkness, Greater: As wall of darkness, but Fling: Launch a lightweight object.
exhausts creatures that pass through and cannot be Forked Lightning: Bolt of lightning deals 1d4/level.
seen through with darkvision. Grasp of Darkness: Shadowy touch deals 1d6 cold
Weather Shield, Mass: As weather shield, but affecting damage/level, clouds target’s vision.
multiple creatures or objects. Hidden Illumination: Invisible field enhances low-
WildfireM: Spreading flames deal 3d6 + 1 per level. light vision and darkvision.
Scatter: Objects fly in random directions.
6th-Level Shaman Spells Snuff: Extinguish non-magical light sources.
Deadly Eclipse: Area of shadows and negative energy Spatial Collapse: Void collapses, bull rushing nearby
deals 1d4 Strength damage each round. creatures and objects.
Leeching Spores: Cloud of fungal spores deal acid Squire’s Aid: Quickly pack gear and don equipment.
damage and grant you temporary hit points.
Ligneous Limb: Replace a missing limb with wood. 2nd-Level Shaper Spells
Luminous Body: Transform into brilliant light. Alter Weight: Target object doubles or halves in weight.
Quill Armor: Sprout quills that injure attackers, can be Anchoring Chains: Chains bind you to the ground,
launched into nearby creatures. making you hard to move.
Armament Reservoir: Weapon or armor gains the spell
7th-Level Shaman Spells storing property.
Banish Light: Creates total darkness within 30 ft., Backlash: Weapon strikes back at its wielder.
negates light and fire magic. Blade Spiral: Weapon flies to strike distant enemies.
Banish Shadows: Creates brilliant light within 30 ft., Conjure Armor: Create one non-magical suit of armor
negates darkness and shadow magic. or a shield.
Crushing Roots: Thick tree roots deal 1d6/level, daze Conjure Weapon: Create one non-magical weapon.
and entangle creatures. Dusk Ball: Hovering ball of darkness deals 3d6 cold
Primal Fury: Transform into a powerful lycanthrope. damage.
Rushing Earth: Large slab of stone deals 1d6/level, Eyes of Eventide, Communal: As eyes of eventide, but
bull rushes creatures. you may divide the duration among creatures touched.
Stormblast: Powerful thunderstorm deals 1d6/level in Temporal Collapse: Void collapses, dazing or
60-ft. cone, blinds and deafens creatures. staggering nearby creatures.
Tempest Hammer: Strong downdraft forces targets to Ward Object: As protection from energy, but lasting longer
the ground, harms creatures and structures. and only affecting objects.

222
Chapter IV Spells
Weaken Structure: Target object or structure has its SORCERER/WIZARD SPELLS
hardness and hit points reduced.
0-Level Sorcerer/Wizard Spells (Cantrips)
3rd-Level Shaper Spells Conjure Tool: Conjures a simple tool.
Alter Weapon, Greater: As alter weapon, except you can Create Caltrops: Caltrops fill one or more 5-ft. squares.
change the weapon’s shape each round. Fling: Launch a lightweight object.
Analyze ConstructionF: Quickly determine information Shape Shadows: Increase or decrease the dimensions
about an object, structure, or construct. of natural shadows.
Cold Snap: Burst of ice deals 1d6/level damage, freezes Snuff: Extinguish non-magical light sources.
objects in place.
Dancing Steel: Animate weapon or shield to fight. 1st-Level Sorcerer/Wizard Spells
Entropic Burst: Wave of entropic energy deals 1d6/ Alter Weapon: Weapon changes shape.
level in 15-ft. radius. Detect Metals and Ore: Locate worked metals and
Entropic Collapse: Void collapses, dealing 1d6/2 levels unworked metal ores.
and imparting a negative level. Earthen Shard: Slab of earth deals 1d6/level, renders
Expose: Reduce creature’s or object’s defenses. target flat-footed.
Sundering Shield: Gain DR against a single weapon Energy Missiles: Five darts of energy deal varying
attack, possibly breaking the weapon used. types of damage.
Tempering: Repairs an object and temporarily protects Eyes of Eventide: Subject gains low-light vision, bonus
it from damage and decay. on saves that would hinder vision.
Wall of Darkness: Wall of shadows grants concealment, Forked Lightning: Bolt of lightning deals 1d4/level.
fatigues those passing through. Grasp of Darkness: Shadowy touch deals 1d6 cold
damage/level, clouds target’s vision.
4th-Level Shaper Spells Hidden Illumination: Invisible field enhances low-
Alter Weight, Mass: As alter weight, except it affects light vision and darkvision.
multiple objects. Scatter: Objects fly in random directions.
Black Bomb: Shadow becomes a magical trap. Shadow Ammunition: Create quasi-real masterwork
Blade BurstF: Numerous copies of your weapon strike ammunition.
nearby creatures. Shadow Stream: Chilling shadows deal 1d4 cold
Deadly Eclipse: Area of shadows and negative energy damage/level (max 5d4) in a 30 ft. line.
deals 1d4 Strength damage each round. Shrapnel Burst: Jagged shards deal 1d4/level.
Dusk Ball, Greater: Hovering ball of darkness deals Summon Horror I: Summons horrific creature to fight
6d6 cold damage and hampers vision. for you.
Eldritch Collapse: Void collapses, dispelling nearby
magical effects. 2nd-Level Sorcerer/Wizard Spells
Expose, Greater: As expose, but with higher penalties. Alter Weight: Target object doubles or halves in weight.
Hand of the Abyss: Transform your arm into a mass Armament Reservoir: Weapon or armor gains the spell
of writhing darkness. storing property.
Quicksilver: Object melts and flows like water. Backlash: Weapon strikes back at its wielder.
Reconstruct: Restore object or construct to full hit Blade Spiral: Weapon flies to strike distant enemies.
points, reanimate destroyed constructs. Clear Terrain: Remove the effects of difficult terrain.
Repel Projectiles: Ranged attacks are reflected back to Cloudburst: Bolt of clouds deals nonlethal damage,
their origin point for 1 round. creates a spread of mist.
Siphon Enhancement: Temporarily siphon magic Conjure Armor: Create one non-magical suit of armor
from an item and give it to your own. or a shield.
Tempering, Greater: As tempering, except the Conjure Barricade: Conjure a 5 ft. by 10 ft. barricade.
protections placed on the object are permanent. Conjure Weapon: Create one non-magical weapon.
Void Field: Pitch-black field negates all sensory input. Dark Confinement: Subjects are unable to leave dimly
Void Prison: Trap creature in prison of nothingness, lit areas.
violently exploding if they try to leave. Dead Weight: Dense ball of metal weighs target down.
Vorpal Edge: Target weapon gains the vorpal property. Dusk Ball: Hovering ball of darkness deals 3d6 cold
Wall of Darkness, Greater: As wall of darkness, but damage.
exhausts creatures that pass through and cannot be Energy Weapon: Weapon gains elemental properties.
seen through with darkvision. Eyes of Eventide, Communal: As eyes of eventide, but

223
Spells Chapter IV
you may divide the duration among creatures touched. by illusory opponent.
Flame Dash: Temporarily increase your speed while Restricting Armor: Armor restricts creatures’
igniting everything you pass. movement.
Icy Trail: Target freezes the ground beneath their feet. Shadow Evocation, Lesser: As shadow evocation, but up
Impaling Shade: Creature’s shadow turns into deadly to 2nd level spells and 20% real.
spike, restricting and sickening it. Shadow Structure: Illusory structure supports or
Night Shield: Shadow forms into shield that deflects impedes creatures.
ranged attacks, blocks magic missiles. Steadfast Companion: Companion becomes resistant
Pulling Chains: Strong chains pull creatures within 20 to mind-affecting effects, immune to fear.
ft. towards a center point. Steel Sight: See through metal as if it were invisible.
Refine Ore: Turn unrefined ore into usable materials. Summon Clockwork SpyF: Conjure a clockwork to spy
Shadow Binding: Target’s shadow restricts it, and record sounds.
entangling and causing attacks to miss. Summon Horror III: Summons horrific creature to
Shadow Conjuration, Lesser: As shadow conjuration, but fight for you.
up to 1st level and 20% real. Tempering: Repairs an object and temporarily protects
Shadow Necromancy, Lesser: As shadow necromancy, it from damage and decay.
but up to 1st level and 20% real. Wall of Darkness: Wall of shadows grants concealment,
Spikes: Target grows metallic spikes. fatigues those passing through.
Summon Horror II: Summons horrific creature to Weather Shield: Barrier protects target from natural
fight for you. weather phenomena.
Trickster Shade: Animate shadow pesters the creature
that casts it. 4th-Level Sorcerer/Wizard Spells
Ward Object: As protection from energy, but lasting longer Analyze ConstructionF: Quickly determine information
and only affecting objects. about an object, structure, or construct.
Weaken Structure: Target object or structure has its Animate Armor, Greater: As animate armor, except you
hardness and hit points reduced. can animate more or larger suits of armor.
Black Bomb: Shadow becomes a magical trap.
3rd-Level Sorcerer/Wizard Spells Confuse Constructs: Constructs behave oddly or go
Afraid of the Dark: Subjects become terrified of berserk.
darkness. Downpour: Torrential rainfall hinders sight and
Alter Weapon, Greater: As alter weapon, except you can movement, impedes fire magic.
change the weapon’s shape each round. Dusk Ball, Greater: Hovering ball of darkness deals
Animate Armor: Suit of armor animates to fight 6d6 cold damage and hampers vision.
alongside you. Expose: Reduce creature’s or object’s defenses.
Binding Chains: Chains pin or entangle a creature. Grasping Steel: Plate of steel impacts for 1d6/2 levels
Call Bonded ObjectM: Summon your bonded object. (max 10d6), wraps around target’s head.
Cold Snap: Burst of ice deals 1d6/level damage, freezes Illusory Edge: As greater magic weapon, but with quasi-
objects in place. real special weapon abilities.
Combustion: Target object or creature burns, taking Illusory Strike: Illusion spell you control attacks as if
4d4 fire damage each round. it were real.
Constructed Anatomy: Take on the form of a half- Illusory Vestment: As magic vestment, but with quasi-real
construct, gaining several benefits. special armor abilities.
Dancing Steel: Animate weapon or shield to fight. Impact: Conjure one metal ball/4 levels to damage and
Dessicate: Negative energy destroys water in an area. push foes.
Enable Function: Grant a feat or skill ranks to a LockdownF: Closes and bars nearby doors, windows,
construct. and entry points.
Entropic Burst: Wave of entropic energy deals 1d6/ Negative ImageF: Light becomes darkness and
level in 15-ft. radius. darkness becomes light within 60 ft. of object.
Fists of Steel: Your unarmed strikes are lethal and Night Armor: Shadow forms into armor that grants
protected from harmful effects. DR 5/silver and deflects ranged attacks.
Flash of Spikes: Spikes emerging from your body deal Penumbral Courier: Turn an object into shadowstuff
1d6/level, bleeds foes struck. to meld it into a creature’s shadow.
Magnetic Grasp: Pull objects from a distance. Penumbral Pit: Creature’s shadow turns into an illusory
Phantasmal Foe: Subject believes it is always flanked pit, trapping it.

224
Chapter IV Spells
Pillar of Earth: Solid pillar rises from the ground, Tempering, Greater: As tempering, except the
granting high ground or impacting foes. protections placed on the object are permanent.
Quicksilver: Object melts and flows like water. Transfer EnhancementM: Permanently transfer
Repel Projectiles: Ranged attacks are reflected back to magical properties from one item to another.
their origin point for 1 round. Tremorsense, Communal: As tremorsense, but you may
Replicate, Lesser: As replicate, except it doesn’t copy divide the duration among creatures touched.
special material properties. Void Prison: Trap creature in prison of nothingness,
Sensory Deprivation: Creature has its extraordinary violently exploding if they try to leave.
senses negated. Vorpal Edge: Target weapon gains the vorpal property.
Shadow Necromancy: Mimics necromancy spells Vortex of Steel: Cloud of jagged metal deals 3d8 + 1/
below 4th level, but only 20% real. level per round in 20-ft.-radius.
Shadow Touch: Necrotic touch attack deals 1d4+1 Wall of Darkness, Greater: As wall of darkness, but
Strength damage. exhausts creatures that pass through and cannot be
Siphon Enhancement: Temporarily siphon magic seen through with darkvision.
from an item and give it to your own. Weather Shield, Mass: As weather shield, but affecting
Summon Horror IV: Summons horrific creature to multiple creatures or objects.
fight for you. WildfireM: Spreading flames deal 3d6 + 1 per level.
Sundering Shield: Gain DR against a single weapon
attack, possibly breaking the weapon used. 6th-Level Sorcerer/Wizard Spells
Symbol of BlindingM: Triggered rune permanently Aberrant Anatomy II: Take the form and some abilities
blinds creatures. of a Tiny or Large aberration.
Tenebrous Form: Subject becomes a natural shadow. Bladed Ground: Spiky ground deals 1d6/level, slows
Tremorsense: Target can sense vibrations. movement of creatures.
War Training: Target becomes proficient with armor Conjure Siege WeaponF: Create a Huge or smaller
and weapons. siege engine.
Curse of the LightlessF: Target no longer casts a
5th-Level Sorcerer/Wizard Spells shadow, becomes vulnerable to light like a vampire.
Aberrant Anatomy I: Take the form and some abilities Expose, Greater: As expose, but with higher penalties.
of a Small or Medium aberration. Luminous Body: Transform into brilliant light.
Abyssal Surge: Pulse of shadowy energy deals 1d4/ Replicate: Create an exact replica of an object.
level, entangles those within. Rushing Earth: Large slab of stone deals 1d6/level,
Alter Weight, Mass: As alter weight, except it affects bull rushes creatures.
multiple objects. Symbol of LockingM: As symbol of death, but seals a
Conjure Siege Weapon, LesserF: As conjure siege engine, door or object and harms those that open it.
but up to Large size. Shadow Binding, Mass: As shadow binding, but affects
Deathwings: Shadowy wings can be used to attack or 1 creature/level.
create burst of negative energy. Stormblast: Powerful thunderstorm deals 1d6/level in
Destructive Shatter: Object shatters and explodes, 60-ft. cone, blinds and deafens creatures.
dealing 1d6/level in 20-ft.-radius. Summon Horror VI: Summons horrific creature to
Full Salvo: Conjure one firearm/2 levels to fire at foes. fight for you.
Hand of the Abyss: Transform your arm into a mass Unmake: Break down object or construct into its basic
of writhing darkness. components.
Living Storm: Transform into a whirlwind of air.
Maelstrom: Whirlpool of water gathers creatures 7th-Level Sorcerer/Wizard Spells
towards it center. Aberrant Anatomy III: Take the form and some
Penumbral Informant: Create an informant out of abilities of a Huge aberration.
shadows to relay you information. Mark of the Golem: Target construct becomes immune
Reconstruct: Restore object or construct to full hit to magic like a golem.
points, reanimate destroyed constructs. Phantasmal Polymorph: Subject believes it has been
Shadow Gate: Teleport multiple creatures within your transformed into something else.
stretched-out shadow. Rain of Fire: Dark cloud blots out light, rains down
Solar Flare: Searing light deals 1d6/level, blinds foes. multiple fireballs each round.
Summon Horror V: Summons horrific creature to fight Sensory Deprivation, Greater: As sensory deprivation,
for you. but also negates magical and supernatural senses.

225
Spells Chapter IV
Shadow Necromancy, Greater: As shadow necromancy, Snuff: Extinguish non-magical light sources.
but up to 6th level and 60% real.
Shadow Space: Overlap real world with Plane of 1st-Level Spiritualist Spells
Shadow, causing area to distort randomly. Scatter: Objects fly in random directions.
Shadow Terrain: As mirage arcana, but created structures Summon Horror I: Summons horrific creature to fight
are quasi-real. for you.
Summon Horror VII: Summons horrific creature to
fight for you. 2nd-Level Spiritualist Spells
Summon Sentries: Conjure several clockworks to fight Dark Confinement: Subjects are unable to leave dimly
with you or guard an area. lit areas.
Teleport Structure: Teleports a free-standing structure. Impaling Shade: Creature’s shadow turns into deadly
Transmute Metal to Stone: Metal within 40 ft. spike, restricting and sickening it.
becomes stone. Night Shield: Shadow forms into shield that deflects
Transmute Stone to Metal: Stone within 40 ft. ranged attacks, blocks magic missiles.
becomes metal. Phantasmal Foe: Subject believes it is always flanked
by illusory opponent.
8th-Level Sorcerer/Wizard Spells Phantom CaretakerF: Summoned doctor tends to
Aberrant Anatomy IV: As aberrant anatomy III, but with creatures in your stead.
more abilities. Shadow Conjuration, Lesser: As shadow conjuration, but
BattlementM: Conjure a metal and stone wall complete up to 1st level and 20% real.
with battlements. Shadow Necromancy, Lesser: As shadow necromancy,
Darkburst: Blinds all within 80 ft., deals 6d6 damage. but up to 1st level and 20% real.
Conjure Siege Weapon, GreaterF: As conjure siege engine, Steadfast Companion: Companion becomes resistant
but up to Gargantuan size. to mind-affecting effects, immune to fear.
Maw of the NightwaveM: Giant shark’s jaws tear at Summon Horror II: Summons horrific creature to
enemies and inflict negative levels. fight for you.
Replicate, Greater: As replicate, but also copies magical
properties of the targeted item. 3rd-Level Spiritualist Spells
Shadow Puppeteer: Connected shadow forces a Afraid of the Dark: Subjects become terrified of
creature to mimic your actions. darkness.
Summon Horror VIII: Summons horrific creature to Dancing Steel: Animate weapon or shield to fight.
fight for you. Penumbral Pit: Creature’s shadow turns into an illusory
Titan’s Wrath: Colossal sword slams down, harming pit, trapping it.
creatures and creating difficult terrain. Sensory Deprivation: Creature has its extraordinary
senses negated.
9th-Level Sorcerer/Wizard Spells Shadow Evocation, Lesser: As shadow evocation, but up
Entropic Storm: Entropic energies rapidly decay to 2nd level spells and 20% real.
creatures and objects in the area. Shadow Structure: Illusory structure supports or
Eruption: Conjure a fiery volcanic eruption. impedes creatures.
Field of Blades: Countless weapons in 120-ft. radius Shadow Wound: Strike at a creature by attacking its
move at your command. elongated shadow.
Iron Guardian: Summon an iron golem. Summon Horror III: Summons horrific creature to
Specters: As shadow necromancy, but up to 8th level and fight for you.
80% real. Tenebrous Form: Subject becomes a natural shadow.
Summon Horror IX: Summons horrific creature to
fight for you. 4th-Level Spiritualist Spells
Aberrant Anatomy I: Take the form and some abilities
of a Small or Medium aberration.
SPIRTUALIST SPELLS Illusory Edge: As greater magic weapon, but with quasi-
real special weapon abilities.
0-Level Spiritualist Spells (Knacks) Illusory Vestment: As magic vestment, but with quasi-real
Fling: Launch a lightweight object. special armor abilities.
Shape Shadows: Increase or decrease the dimensions Night Armor: Shadow forms into armor that grants
of natural shadows. DR 5/silver and deflects ranged attacks.

226
Chapter IV Spells
Shadow Necromancy: Mimics necromancy spells ft. towards a center point.
below 4th level, but only 20% real. Spikes: Target grows metallic spikes.
Shadow Touch: Necrotic touch attack deals 1d4+1 Steadfast Companion: Companion becomes resistant
Strength damage. to mind-affecting effects, immune to fear.
Summon Horror IV: Summons horrific creature to Summon Horror II: Summons horrific creature to
fight for you. fight for you.
Ward Object: As protection from energy, but lasting longer
5th-Level Spiritualist Spells and only affecting objects.
Aberrant Anatomy II: Take the form and some abilities
of a Tiny or Large aberration. 3rd-Level Summoner Spells
Curse of the LightlessF: Target no longer casts a Binding Chains: Chains pin or entangle a creature.
shadow, becomes vulnerable to light like a vampire. Flash of Spikes: Spikes emerging from your body deal
Deathwings: Shadowy wings can be used to attack or 1d6/level, bleeds foes struck.
create burst of negative energy. Hand of Stone: Fist of rock grabs and crushes foes.
Shadow Gate: Teleport multiple creatures within your Summon Horror IV: Summons horrific creature to
stretched-out shadow. fight for you.
Sharp Shadows: Areas of darkness form into deadly
razors that harm creatures moving through. 4th-Level Summoner Spells
Summon Horror V: Summons horrific creature to fight Pillar of Earth: Solid pillar rises from the ground,
for you. granting high ground or impacting foes.
Summon Horror V: Summons horrific creature to fight
6th-Level Spiritualist Spells for you.
Aberrant Anatomy III: Take the form and some
abilities of a Huge aberration. 5th-Level Summoner Spells
Phantasmal Polymorph: Subject believes it has been Alter Weight, Mass: As alter weight, except it affects
transformed into something else. multiple objects.
Sensory Deprivation, Greater: As sensory deprivation, Maelstrom: Whirlpool of water gathers creatures
but also negates magical and supernatural senses. towards it center.
Shadow Space: Overlap real world with Plane of Summon Horror VI: Summons horrific creature to
Shadow, causing area to distort randomly. fight for you.
Shadow Terrain: As mirage arcana, but created structures
are quasi-real. 6th-Level Summoner Spells
Summon Horror VI: Summons horrific creature to Summon Horror VII: Summons horrific creature to
fight for you. fight for you.
Teleport Structure: Teleports a free-standing structure.

SUMMONER SPELLS
VANGUARD SPELLS
0-Level Summoner Spells (Cantrips)
Conjure Tool: Conjures a simple tool. 0-Level Vanguard Spells (Cantrips)
Conjure Tool: Conjures a simple tool.
1st-Level Summoner Spells Create Caltrops: Caltrops fill one or more 5-ft. squares.
Earthen Shard: Slab of earth deals 1d6/level, renders Fling: Launch a lightweight object.
target flat-footed.
Hidden Illumination: Invisible field enhances low- 1st-Level Vanguard Spells
light vision and darkvision. Alter Weapon: Weapon changes shape.
Summon Horror I: Summons horrific creature to fight Detect Metals and Ore: Locate worked metals and
for you. unworked metal ores.
Forked Lightning: Bolt of lightning deals 1d4/level.
2nd-Level Summoner Spells Hastening Discharge: End resonance to let allies
Alter Weight: Target object doubles or halves in weight. move instantly.
Cloudburst: Bolt of clouds deals nonlethal damage, Scatter: Objects fly in random directions.
creates a spread of mist. Shrapnel Burst: Jagged shards deal 1d4/level.
Pulling Chains: Strong chains pull creatures within 20 Squire’s Aid: Quickly pack gear and don equipment.

227
Spells Chapter IV
2nd-Level Vanguard Spells Needle Storm: Burst of needles deals 1d8/2 levels,
Alter Weight: Target object doubles or halves in weight. bleeds foes struck.
Armament Reservoir: Weapon or armor gains the spell Rejuvenating Discharge: End resonance to cure 2d8
storing property. damage for allies.
Backlash: Weapon strikes back at its wielder. Replicate, Lesser: As replicate, except it doesn’t copy
Blade Spiral: Weapon flies to strike distant enemies. special material properties.
Blinding Discharge: End resonance to blind enemies. Shared Technique: Share a single feat between yourself
Conjure Armor: Create one non-magical suit of armor and target creature.
or a shield. Summon Clockwork SpyF: Conjure a clockwork to spy
Conjure Barricade: Conjure a 5 ft. by 10 ft. barricade. and record sounds.
Conjure Weapon: Create one non-magical weapon. Sundering Shield: Gain DR against a single weapon
Dead Weight: Dense ball of metal weighs target down. attack, possibly breaking the weapon used.
Enable Function: Grant a feat or skill ranks to a Tempering: Repairs an object and temporarily protects
construct. it from damage and decay.
Energy Weapon: Weapon gains elemental properties.
Fists of Steel: Your unarmed strikes are lethal and 4th-Level Vanguard Spells
protected from harmful effects. Alter Weight, Mass: As alter weight, except it affects
Pulling Chains: Strong chains pull creatures within 20 multiple objects.
ft. towards a center point. Animate Armor, Greater: As animate armor, except you
Refine Ore: Turn unrefined ore into usable materials. can animate more or larger suits of armor.
Restricting Armor: Armor restricts creatures’ Blade Burst: Numerous copies of your weapon strike
movement. nearby creatures.
Spikes: Target grows metallic spikes. Conjure Siege Weapon, LesserF: As conjure siege engine,
Steadfast Companion: Companion becomes resistant but up to Large size.
to mind-affecting effects, immune to fear. Forceful Discharge: End resonance to deal 3d8 force
Steel Sight: See through metal as if it were invisible. damage, push back foes.
Unchain Companion: Remove distance restrictions on Grasping Steel: Plate of steel impacts for 1d6/2 levels
construct companion. (max 10d6), wraps around target’s head.
Ward Object: As protection from energy, but lasting longer Impact: Conjure one metal ball/4 levels to damage and
and only affecting objects. push foes.
Weaken Structure: Target object or structure has its LockdownF: Closes and bars nearby doors, windows,
hardness and hit points reduced. and entry points.
Quicksilver: Object melts and flows like water.
3rd-Level Vanguard Spells Repel Projectiles: Ranged attacks are reflected back to
Alter Weapon, Greater: As alter weapon, except you can their origin point for 1 round.
change the weapon’s shape each round. Shared Technique, Communal: As shared technique, but
Analyze ConstructionF: Quickly determine information you may divide the duration among creatures touched.
about an object, structure, or construct. Siphon Enhancement: Temporarily siphon magic
Anchoring Chains: Chains bind you to the ground, from an item and give it to your own.
making you hard to move. War Training: Target becomes proficient with armor
Animate Armor: Suit of armor animates to fight and weapons.
alongside you.
Binding Chains: Chains pin or entangle a creature. 5th-Level Vanguard Spells
Chain GangF: Chains shackle creatures together. Conjure Siege WeaponF: Create a Huge or smaller
Combustion: Target object or creature burns, taking siege engine.
4d4 fire damage each round. Destructive Shatter: Object shatters and explodes,
Confuse Constructs: Constructs behave oddly or go dealing 1d6/level in 20-ft.-radius.
berserk. Full Salvo: Conjure one firearm/2 levels to fire at foes.
Constructed Anatomy: Take on the form of a half- Iron Maiden: Large iron maiden traps creature within.
construct, gaining several benefits. Protective Discharge: End resonance to increase allies’
Dancing Steel: Animate weapon or shield to fight. AC by +1/level.
Flash of Spikes: Spikes emerging from your body deal Reconstruct: Restore object or construct to full hit
1d6/level, bleeds foes struck. points, reanimate destroyed constructs.
Magnetic Grasp: Pull objects from a distance. Replicate: Create an exact replica of an object.

228
Chapter IV Spells
Summon Sentries: Conjure several clockworks to fight ammunition.
with you or guard an area. Shadow Stream: Chilling shadows deal 1d4 cold
Tempering, Greater: As tempering, except the damage/level (max 5d4) in a 30 ft. line.
protections placed on the object are permanent. Summon Horror I: Summons horrific creature to fight
Transfer EnhancementM: Permanently transfer for you.
magical properties from one item to another.
Transmute Metal to Stone: Metal within 40 ft. 2nd-Level Witch Spells
becomes stone. Clipped Wings: Creature is unable to fly or jump.
Transmute Stone to Metal: Stone within 40 ft. Dark Confinement: Subjects are unable to leave dimly
becomes metal. lit areas.
Unmake: Break down object or construct into its basic Dusk Ball: Hovering ball of darkness deals 3d6 cold
components. damage.
Vanguard’s Call: Teleport your construct companion. Eyes of Eventide, Communal: As eyes of eventide, but
Vorpal Edge: Target weapon gains the vorpal property. you may divide the duration among creatures touched.
Vortex of Steel: Cloud of jagged metal deals 3d8 + 1/ Steadfast Companion: Companion becomes resistant
level per round in 20-ft.-radius. to mind-affecting effects, immune to fear.
Summon Horror II: Summons horrific creature to
6th-Level Vanguard Spells fight for you.
BattlementM: Conjure a metal and stone wall complete Symbol of DarknessM: Triggered rune creates
with battlements. darkness, causes fatigue.
Bladed Ground: Spiky ground deals 1d6/level, slows Trickster Shade: Animate shadow pesters the creature
movement of creatures. that casts it.
Cloud of Corrosion: Cloud of corrosive energy Wasp Sting: Potion or poison transforms into a wasp.
destroys metal objects and creatures within. Weaken Structure: Target object or structure has its
Conjure Siege Weapon, GreaterF: As conjure siege engine, hardness and hit points reduced.
but up to Gargantuan size.
Field of Blades: Countless weapons in 120-ft. radius 3rd-Level Witch Spells
move at your command. Afraid of the Dark: Subjects become terrified of
Iron Guardian: Summon an iron golem. darkness.
Mark of the Golem: Target construct becomes immune Flash of Spikes: Spikes emerging from your body deal
to magic like a golem. 1d6/level, bleeds foes struck.
Replicate, Greater: As replicate, but also copies magical Needle Storm: Burst of needles deals 1d8/2 levels,
properties of the targeted item. bleeds foes struck.
Static Discharge: End resonance to deal 4d6 electricity Restricting Armor: Armor restricts creatures’
damage, stun foes. movement.
Sensory Deprivation: Creature has its extraordinary
senses negated.
WITCH SPELLS Summon Horror III: Summons horrific creature to
fight for you.
0-Level Witch Spells (Cantrips)
Cultivate: Magically tend to nearby plants. 4th-Level Witch Spells
Freeze: Coat a target with a thin layer of ice. Confuse Constructs: Constructs behave oddly or go
Shape Shadows: Increase or decrease the dimensions berserk.
of natural shadows. Downpour: Torrential rainfall hinders sight and
movement, impedes fire magic.
1st-Level Witch Spells Dusk Ball, Greater: Hovering ball of darkness deals
Eyes of Eventide: Subject gains low-light vision, bonus 6d6 cold damage and hampers vision.
on saves that would hinder vision. Expose: Reduce creature’s or object’s defenses.
Grasp of Darkness: Shadowy touch deals 1d6 cold LockdownF: Closes and bars nearby doors, windows,
damage/level, clouds target’s vision. and entry points.
Hidden Illumination: Invisible field enhances low- Negative ImageF: Light becomes darkness and
light vision and darkvision. darkness becomes light within 60 ft. of object.
Scatter: Objects fly in random directions. Summon Horror IV: Summons horrific creature to
Shadow Ammunition: Create quasi-real masterwork fight for you.

229
Spells Chapter IV
Symbol of BlindingM: Triggered rune permanently
blinds creatures.
Tenebrous Form: Subject becomes a natural shadow.
SPELL DESCRIPTIONS
5th-Level Witch Spells
Embrace The Deep: Gain numerous benefits while ABERRANT ANATOMY I
submerged in water. School transmutation (polymorph); Level alchemist
Full Salvo: Conjure one firearm/2 levels to fire at foes. 4, cabalist 4, occultist 4, psychic 5, spiritualist 4,
Iron Maiden: Large iron maiden traps creature within. sorcerer/wizard 5
Lunar ProphecyM,F: Grant one-time-use benefits to Casting Time 1 standard action
allies based on the phase of the moon. Components V, S, M (a piece of the creature whose
Moonblast: Column of moonlight harms and confuses, form you plan to assume)
more effective against shapechangers. Range personal
Summon Horror V: Summons horrific creature to fight Target you
for you. Duration 1 min./level (D)
Toxic Bloom: Flower causes a variety of effects. When you cast this spell, you assume the form of
Viper FangM: Drink a poison to gain a bite attack that any Small or Medium creature of the aberration type.
injects it with each hit. Your base speed changes to match the new form’s base
speed, with a maximum of 60 feet (even if the chosen
6th-Level Witch Spells aberration has a higher movement speed). If the form
Curse of the LightlessF: Target no longer casts a you assume has any of the following abilities, you gain
shadow, becomes vulnerable to light like a vampire. those abilities: climb speed 30 feet, fly speed 30 feet
Deathwings: Shadowy wings can be used to attack or (average maneuverability), swim speed 30 feet, all-
create burst of negative energy. around vision, darkvision 60 feet, low-light vision, scent,
Expose, Greater: As expose, but with higher penalties. expert climber, deaf, float, grab, tentacles, and trip. If
Sensory Deprivation, Greater: As sensory deprivation, the form you assume has the aquatic subtype, you can
but also negates magical and supernatural senses. breathe air and water. If the creature has any weakness,
Sharp Shadows: Areas of darkness form into deadly you gain those weaknesses.
razors that harm creatures moving through. You can more easily cast spells that the creature has
Summon Horror VI: Summons horrific creature to as spell-like abilities, although you must still cast them
fight for you. as normal for your class. When you cast a spell that the
Unmake: Break down object or construct into its basic creature has as a spell-like ability, it requires no verbal or
components. somatic components and can’t be countered.
Small Aberration: If the form you take is that of a Small
7th-Level Witch Spells aberration, you gain a +2 size bonus to your Dexterity
Phantasmal Polymorph: Subject believes it has been and Constitution scores.
transformed into something else. Medium Aberration: If the form you take is that of a
Summon Horror VII: Summons horrific creature to Medium aberration, you gain a +2 size bonus to your
fight for you. Strength and Constitution scores.
Teleport Structure: Teleports a free-standing structure.
ABERRANT ANATOMY II
8th-Level Witch Spells School transmutation (polymorph); Level alchemist
Fungal Scourge: Withering spores poison creatures, 5, cabalist 5, occultist 5, psychic 6, spiritualist 5,
damage plants and wooden objects. sorcerer/wizard 6
Maw of the NightwaveM: Giant shark’s jaws tear at This spell functions as aberrant anatomy I, except it also
enemies and inflict negative levels. allows you to assume the form of a Tiny or Large
Shadow Puppeteer: Connected shadow forces a creature of the aberration type. Your base speed can’t
creature to mimic your actions. increase above 90 this way. If the form you assume has
Summon Horror VIII: Summons horrific creature to any of the following abilities, you gain those abilities:
fight for you. burrow speed 30 feet, climb speed 60 feet, fly speed 60
feet (good maneuverability), swim speed 60 feet, all-
9th-Level Witch Spells around vision, blindsense 30 feet, darkvision 60 feet,
Summon Horror IX: Summons horrific creature to low-light vision, scent, see in darkness, sense blood,
fight for you. sin-scent, tremorsense 30 feet, acid injection, adhesive,

230
Chapter IV Spells
barbed carapace, bleed, blood drain, blood siphon, Huge Aberration: If the form you take is that of
compression, constrict, corpse lure, corrosive blood, a Huge aberration, you gain a +6 size bonus to your
crab walk, deadly pincers, deaf, expert climber, faceless Strength and Constitution scores and a -4 penalty to
(does not grant any senses), ferocity, float, grab, heat your Dexterity score.
adaptability, lashing strike, marrow drain, mimic object,
muddy cloud, no breath, penetrating jaws, poison, ABERRANT ANATOMY IV
pounce, pull, sinful bite, sinkhole, slashing scales, School transmutation (polymorph); Level psychic 8,
slippery, sound mimicry, strangle, tentacles, trample, trip, sorcerer/wizard 8
and undersized weapons. If the creature has immunity to This spell functions as aberrant anatomy III, except it
mind-affecting effects or poison, you can a +4 resistance doesn’t limit your base speed and also allows you to
bonus on saves against those effects. If the creature has use more abilities. If the form you assume has any of
any weakness, you gain those weaknesses. the following abilities, you gain those abilities: burrow
Tiny Aberration: If the form you take is that of a Tiny speed 60 feet, climb speed 90 feet, fly speed 120 feet
aberration, you gain a +6 size bonus to your Dexterity (good maneuverability), swim speed 120 feet, all-around
score and a -2 penalty to your Strength score. vision, blindsense 60 feet, blindsight 30 feet, darkvision
Large Aberration: If the form you take is that of
a Large aberration, you gain a +4 size bonus to your
Strength and Constitution scores and a -2 penalty to
your Dexterity score.

ABERRANT ANATOMY III


School transmutation (polymorph); Level alchemist
6, cabalist 6, occultist 6, psychic 7, spiritualist 6,
sorcerer/wizard 7
This spell functions as aberrant anatomy II, except it also
allows you to assume the form of a Huge creature of the
aberration type. If the form you assume has any of the
following abilities, you gain those abilities: burrow
speed 60 feet, climb speed 90 feet, fly speed 90 feet
(good maneuverability), swim speed 90 feet, all-
around vision, blindsense 60 feet, blindsight 30
feet, darkvision 90 feet, low-light vision, scent,
scent metals, see in darkness, sense blood, sin-
scent, tremorsense 30 feet, acid injection,
adhesive, amorphous, barbed carapace,
bleed, blood drain, blood siphon,
compression, constrict, corpse lure,
corrosive blood, crab walk, deadly
pincers, deaf, deflecting winds, DR 5
(any type except DR/– and DR/epic), expert climber,
faceless (does not grant any senses), fear aura, ferocity,
float, frightful presence, grab, heat adaptability,
lashing strike, light lure, marrow drain, mimic object,
muddy cloud, no breath, penetrating jaws, poison,
pounce, pull, rust, sinful bite, sinkhole, slashing scales,
slippery, sound mimicry, strangle, tentacles, trample, trip,
undersized weapons, unnatural aura, and web. If
the creature has immunity or resistance
to any energy types, you gain resistance
20 to those energy types. If the creature
has immunity to mind-affecting effects or
poison, you gain a +8 resistance bonus on saves
against those effects. If the creature has any weakness,
you gain those weaknesses.

231
Spells Chapter IV
90 feet, lifesense, low-light vision, scent, scent metals, you affect with this spell, but must have line of effect to
see in darkness, sense blood, sin-scent, tremorsense each creature. Each creature you target within range must
30 feet, acid injection, adhesive, amorphous, barbed make a Will save or become terrified of darkness for the
carapace, bleed, blood drain, blood siphon, change duration of the spell. An affected creature is shaken as
shape (humanoids only), compression, constrict, corpse long as it remains in dim light, or frightened so long as
lure, corrosive blood, crab walk, deadly pincers, deaf, it remains within darkness or supernatural darkness. A
devastation, DR 5 (any), DR 10 (any type except DR/– creature that leaves from darker lighting conditions and
and DR/epic), faceless (does not grant any senses), fast reenters becomes shaken or frightened as appropriate so
healing 5, fear aura, ferocity, float, frightful presence, long as the spell still has duration remaining.
grab, heat adaptability, lashing strike, light lure, marrow Creatures with darkvision or the see in darkness
drain, mimic object, muddy cloud, no breath, partial ability are still subjected to this spell’s effects, but gain a
invisibility, penetrating jaws, poison, pounce, pull, rend, +2 bonus on the saving throw.
rust, sinful bite, sinkhole, slashing scales, slippery, sound
mimicry, strangle, tentacles, trample, trip, undersized ALTER WEAPON
weapons, unnatural aura, and web. If the creature has School transmutation; Level bloodrager 1, elementer 1,
immunity or resistance to any energy types, you gain magus 1, occultist 1, psychic 1, shaper 1, sorcerer/
resistance 30 to those energy types. If the creature has wizard 1, vanguard 1
immunity to mind-affecting effects or poison, you gain Casting Time 1 standard action
a +8 resistance bonus on saves against those effects. If Components V, S
the creature has Spell Resistance or magic immunity, Range touch
you gain Spell Resistance 6 + your caster level. If the Target weapon touched
creature has any weakness, you gain those weaknesses. Duration 10 min./level (D)
Saving Throw Fortitude negates (object); Spell
ABYSSAL SURGE Resistance yes (object)
School evocation [darkness]; Level nightblade 5, With a firm hand you grasp a weapon and remake it
occultist 5, sorcerer/wizard 5 into something new. Alter weapon changes the shape
Casting Time 1 standard action of the touched weapon into another weapon of your
Components V, S choice. The new form for the weapon must have the
Range 120 ft. same size and handedness as the original; a greatsword
Area 120 ft. line could be turned into a halberd, but a dagger could not
Duration instantaneous be made into a longsword. A ranged weapon can be
Saving Throw Reflex half; Spell Resistance yes altered, such as a longbow into a shortbow or a hand
A coruscating pulse of shadowy energy assaults foes crossbow into a pistol, but this only alters the weapon,
before you, shades of black and blue clinging to those not its ammunition. Melee weapons must be altered into
within the surge. Each creature in the area of the abyssal melee weapons, and ranged weapons must be altered
surge takes 1d4 damage per caster level (max 15d4) and into ranged weapons. The targeted weapon and its new
is entangled for 1d4 rounds by the cloying darkness. A form cannot be improvised weapons.
successful Reflex save halves the damage and negates the The weapon maintains its special material properties.
entangling effect. If you target a magic weapon, the new form retains
all special abilities of the original, if applicable (a keen
AFRAID OF THE DARK greatsword, for example, would no longer be keen if
School enchantment [emotion, fear, mind-affecting]; altered into a greatclub). If you target a double weapon
Level antipaladin 3, bard 2, cabalist 3, inquisitor 3, that has both ends enchanted, only the bonuses for one
medium 3, mesmerist 2, nightblade 2, occultist 3, end of the weapon are granted to the new form, unless
psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, the new form is also a double weapon, in which case
witch 3 the enhancements apply to each respective end of the
Casting Time 1 standard action weapon. If a non-double magic weapon is altered into
Components V a double weapon, the bonuses only apply to one end of
Range close (25 ft. + 5 ft./2 levels) the double weapon, chosen when the spell is cast.
Targets up to one creature per level This spell cannot target an unarmed strike or
Duration 1 round/level natural weapon, even if it would normally count as a
Saving Throw Will negates; Spell Resistance yes manufactured weapon for the purpose of spells (such
With a single word you evoke the primal fear of darkness as for a monk or brawler). This spell does not grant any
in your foes. You do not need line of sight to creatures proficiency with the weapon’s new form.

232
Chapter IV Spells
ALTER WEAPON, GREATER ANALYZE CONSTRUCTION
School transmutation; Level bloodrager 3, elementer 3, School divination; Level bard 3, occultist 3, shaper 3,
magus 3, occultist 3, psychic 3, shaper 3, sorcerer/ sorcerer/wizard 4, vanguard 3
wizard 3, vanguard 3 Casting Time 1 standard action
This spell functions like alter weapon, except that for the Components V, S, F (a masterwork magnifying glass
duration of the spell you can use a swift action to change worth 150 gp)
the shape of the weapon. You can do this any number Range medium (100 ft. + 10 ft./level)
of times for the duration of the spell, but you must be Target one object, structure, or construct, see text
touching the targeted weapon to change its shape again. Duration instantaneous
Saving Throw none; Spell Resistance no
ALTER WEIGHT You quickly analyze the method of construction and
School transmutation; Level bard 2, cleric 2, elementer material composition of a given object, structure, or
2, magus 2, occultist 2, psychic 2, ranger 2, shaper 2, construct. The size of the target that you can analyze
sorcerer/wizard 2, summoner 2, vanguard 2 depends on what kind of thing you target:
Casting Time 1 standard action • A structure (such as a building, castle, or monument)
Components V, S, F (a bronze weight used for a can be as large as two 10-foot cubes per caster level.
measuring scale) • A single object (such as a weapon or piece of
Range close (25 ft. + 5 ft./2 levels) furniture) can be up to 10 cubic feet per caster level
Target one object of up to 2 cu. ft./level in volume.
Duration 1 min./level (D) • A construct can be of any size, though the spell fails
Saving Throw Fortitude negates (object); Spell if its Hit Dice exceeds twice your caster level.
Resistance yes (object) The spell grants you a +10 insight bonus on any
You change the weight of a single object, making it Craft, Knowledge, or Spellcraft checks regarding the
lighter or heavier. This has a few effects depending on target’s construction, such as its historical or religious
which option is chosen. significance, flaws in its creation, the cultural style of
If you lighten the object, its weight is decreased by its architecture, or its special abilities (in the case of a
half. It deals only half as much damage for falling on a construct). You can make all of these checks as part of
creature and takes half as much falling damage itself. If casting the spell, and can even use analyze construction to
cast on a weapon, it deals damage as if one size category retry a failed Knowledge or Spellcraft check (though
smaller. If cast on armor, its armor check penalty is additional castings of this spell in a single day do not
reduced by 1 and its Maximum Dexterity bonus increases allow for further retries). If the target is a magic item
by +1. or has magical auras on it, you can identify its magical
If you make the object heavier, its weight doubles. properties as if you had studied the target for three
It deals twice as much damage for falling on a creature rounds with an identify spell (though you do not gain
and takes twice as much falling damage itself. If cast on the additional bonus to Spellcraft checks that identify
a weapon, it deals damage as if one size category larger. would normally provide). You also glean the following
If cast on armor, its armor check penalty is increased by information automatically:
1 and its Maximum Dexterity bonus is reduced by -1. • What materials the target is made of.
Alter weight has no effect on the proficiency required • How old the target is, from the point of its completion.
to use armor effectively, nor does it change its arcane • Its current hit points, hardness, and damage reduction
failure chance. Multiple castings of alter weight do not (if applicable).
stack on a given object; casting it a second time on an • If the target is a golem, you learn what spells bypass
object ends the previous effect. its normal spell immunities and what effects those
spells have on the creature.
ALTER WEIGHT, MASS Analyze construction does not allow you to learn
School transmutation; Level bard 5, cleric 5, elementer something that is totally unknown to civilization at
5, magus 5, occultist 5, psychic 5, ranger 4, shaper 4, large, such as the fact that a given ruin was constructed
sorcerer/wizard 5, summoner 5, vanguard 4 by a forgotten, ancient religious order, or identifying
Targets up to 1 object/level whose total volume is up a material that has not yet been found before (though
to 5 cu. ft./level, no two of which can be more than subsequent castings on other targets may discover they
30 ft. apart are made by the same people or made of the same
Duration 10 min./level (D) unnamed material). This spell cannot identify most
This spell functions as alter weight, except as noted above. properties of an artifact, but it can at least determine its
All targeted objects must be altered in the same way. material make, if it is made of known materials.

233
Spells Chapter IV
ANCHORING CHAINS successfully beating your CMD to bull-rush you or if
School conjuration (creation) [metal]; Level alchemist 2, you use dimension door to teleport, the chains break, and
antipaladin 2, bloodrager 2, cleric 3, magus 3, paladin the spell ends. This spell has no effect if you are not
2, shaper 2, vanguard 3 touching the ground (climbing, flying, swimming, and
Casting Time 1 standard action so on).
Components V, M (a small chain)
Range personal ANIMAL SENSE
Target you School transmutation [animal]; Level druid 3, invoker 3,
Duration 1 round/level (D) ranger 3, shaman 3
Numerous chains emerge from the ground and wrap Casting Time 1 standard action
about your midsection, anchoring you firmly in place. Components V, S, M (a bit of fur)
The anchoring chains grant you a +20 bonus to your Range touch
CMD to resist bull rush, overrun, pull, push, reposition, Target creature touched
and trip combat maneuvers, as well as any other effect Duration 10 min./level (D)
that would move you from your current position (such Saving Throw Will negates (harmless); Spell
as being swallowed whole) or knock you prone. It also Resistance yes (harmless)
grants you a +4 resistance bonus to saving throws With a simple touch, you grant the targeted creature the
against effects that would move or teleport you, such as inherent senses of an animal you specify.
jester’s jauntAPG or plane shift. The chains extend into the Upon casting animal sense, you must select a single
spaces near you, making all adjacent squares next to you creature of the animal type. For the duration of the spell,
difficult terrain. the targeted creature gains any of the following senses
While anchored in such a manner, you cannot move that are possessed by the chosen animal: darkvision 60
from your current space. If you are moved from feet, keen scent, low-light vision, and scent. This does
your current space for any reason, such as a creature not change the target’s shape.

234
Chapter IV Spells
ANIMAL SENSE, COMMUNAL APEX PREDATOR
School transmutation [animal]; Level druid 4, invoker 4, School transmutation (polymorph) [animal]; Level
ranger 4, shaman 4 druid 9, shaman 9
Targets willing creatures touched Casting Time 1 round
This spell functions as animal sense, except you may divide Components V, S, DF
the duration in 10-minute intervals among the creatures Range touch
touched. Target animal touched
Duration 1 min./level
ANIMATE ARMOR Saving Throw Will negates; Spell Resistance yes
School transmutation [metal]; Level occultist 3, psychic After an intense channeling, you infuse a single animal
3, sorcerer/wizard 3, vanguard 3 with primal strength and vigor, turning it into a ferocious
Casting Time 10 minutes avatar of nature. Such power is tremendous, but comes
Components V, S at a cost.
Range touch The animal grows to Huge size, or increases in size
Target one suit of full plate sized for a Medium creature by one category if it is already Huge or larger. It gains
Duration 10 min./level (D) a +8 size bonus to Strength and Constitution, a +3
Saving Throw none; Spell Resistance no natural armor bonus (that stacks with existing natural
You breathe life into a suit of armor, turning it into a armor bonuses), cold resistance 20, fire resistance 20,
construct under your control. and Damage Reduction 10/–. Hit points gained by
This spell turns the suit of armor into an animated the temporary increase in Constitution score are not
creature that fights beside you. It has the same statistics temporary hit points, and go away when the target’s
as a guardian phantom armorB4, except that it loses the Constitution drops back to normal.
undead type, channel resistance, and undead traits and The creature also becomes immune to mind-affecting
gains the construct type and construct traits. It gains effects, death effects, energy drain, ability score damage
an additional 20 hit points for being a Medium-sized and drain, poison, disease, and stunning effects. It’s
construct. The animated armor is proficient with all natural weapons always deal lethal damage and their
simple and martial weapons that you provide it with. The critical threat range is doubled: this increase does not
armor acts like a summoned creature under your control stack with other effects that increase critical threat range,
and follows your orders to the best of its ability. If the such as Improved Critical. Finally, the creature is treated
armor targeted has magical properties, the animated as under the effects of haste for the duration of this spell.
armor gains those properties. At the end of the spell’s duration (including if it is
The armor must be unworn and not broken to be dispelled), the animal becomes exhausted, gains two
targeted by animate armor. If the animate armor takes temporary negative levels, and is finally reduced to 0
enough damage to be killed, the spell ends and the hit points if its hit points are above 0. These temporary
armor falls to the ground, gaining the broken condition negative levels are removed automatically after 24 hours
(unless the effect that killed it would utterly destroy it, have passed but cannot otherwise be removed by any
such as disintegrate, in which case the armor is destroyed). means. This spell cannot target the same creature more
than once in a 24 hour period: attempting to do so
ANIMATE ARMOR, GREATER exhausts the target creature (no save), and the spell fails.
School transmutation [metal]; Level occultist 4, psychic
4, sorcerer/wizard 4, vanguard 4 ARMAMENT RESERVOIR
Targets one suit of full plate sized for a Large creature, School transmutation; Level elementer 2, magus 2,
or multiple suits sized for Medium creatures occultist 2, shaper 2, sorcerer/wizard 2, vanguard 2
This spell functions like animate armor, except you can Casting Time 1 standard action
animate larger or multiple suits of armor. Components V, S
If you target a suit of full plate intended for a Large Range touch
creature, you can animate it to act as a giant phantom Target weapon or armor touched
armorB4. As with animate armor, it loses the undead type, Duration 10 min./level
channel resistance, and undead traits and gains the Saving Throw Will negates (harmless, object); Spell
construct type and construct traits. It gains an additional Resistance yes (harmless, object)
30 hit points for being a Large-sized construct. This spell allows a creature to channel spells through
If you choose to animate Medium-sized full plate, you their equipment, granting the touched armor or weapon
can instead animate one suit of armor for every four the spell storing property. The wielder can use this special
caster levels you have (maximum 4). property multiple times throughout the duration.

235
Spells Chapter IV
Multiple spell storing effects on a given piece of and spells with the light or fire descriptor are suppressed
equipment do not stack. If a spell is stored in the armor within the area of the spell, as an antimagic field. Positive
or weapon when armament reservoir ends or is dispelled, energy effects in the area deal only half their normal
the stored spell dissipates harmlessly to no effect. You damage to undead creatures and heal half their normal
cannot cast this spell on an unarmed strike or a natural hit points to living creatures.
weapon, such as a claw. Banish light can be used to counter or dispel a spell
with the fire or light descriptor of any level, even those
BACKLASH with a higher level than banish light.
School transmutation [curse]; Level bloodrager 2,
cleric 2, inquisitor 2, occultist 2, ranger 2, shaper 2, BANISH SHADOWS
sorcerer/wizard 2, vanguard 2 School abjuration [light]; Level cabalist 6, cleric 7,
Casting Time 1 standard action nightblade 5, paladin 4, occultist 6, shaman 7, shaper 4
Components V, S Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Components V, S
Target one manufactured weapon Range 30 ft.
Duration 1 round/level or until discharged Area 30 ft.-radius emanation, centered on you
Saving Throw none, Will negates (object), see text; Duration 10 min./level (D)
Spell Resistance yes (object) Saving Throw none; Spell Resistance no
You cause a weapon to strike back at its wielder. The A field of brilliant light emanates from you and
weapon does not receive an initial saving throw. follows you, removing all darkness within the area. The
If the targeted weapon is used to attack while backlash lighting within the spell’s area becomes bright light, as a
is in effect, the weapon must make a Will save or flex daylight spell, regardless of existing lighting conditions.
backwards towards its wielder. The weapon uses the Supernatural abilities that create darkness, spells with
wielder’s saving throw bonus unless its own is higher. the darkness, shadowmorph, or shadow descriptor, and
If it fails the save, the weapon attempts to strike at its spells of the shadow subschool are suppressed within
wielder, using the attack roll of its wielder against the the area of the spell, as an antimagic field. Creatures within
wielder’s flat-footed AC. If it hits, it deals damage as the area of the spell do not cast a shadow. If an object
appropriate for the weapon, plus any special properties or creature is hidden away within a creature’s shadow,
the weapon has (such as flaming). The attack does not such as a nightblade’s shadow familiar ability or an
receive any damage bonus; it only does the base damage object hidden by a shadow courier spell, the hidden object
of the weapon, and it cannot critically strike its wielder. or creature cannot be accessed or utilized while in the
The weapon can attempt to backlash at its wielder once area of this spell. Negative energy effects in the area deal
plus an additional time for every four caster levels above only half their normal damage to living creatures and
3rd (maximum 3), after which the spell is discharged. heal half their normal hit points to undead creatures.
The weapon makes a separate saving throw for each Banish shadows can be used to counter or dispel a spell
backlash that triggers. This spell cannot affect artifacts or of the shadow subschool or a spell with the shadow,
similarly unique weapons. shadowmorph, or darkness descriptor of any level, even
those with a higher level than banish shadows.
BANISH LIGHT
School abjuration [darkness]; Level antipaladin 4, BATTLEMENT
cabalist 6, cleric 7, nightblade 5, occultist 6, shaman School conjuration (creation) [earth, metal]; Level
7, shaper 4 elementer 8, sorcerer/wizard 8, vanguard 6
Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S, M (a hammer plus gold powder
Range 30 ft. worth 100 gp)
Area 30 ft.-radius emanation, centered on you Range 0 ft.
Duration 10 min./level (D) Effect 10-ft.-high wall, up to 5 ft. long/level (S)
Saving Throw none; Spell Resistance no Duration instantaneous
A field of pure darkness emanates from you and follows Saving Throw none; Spell Resistance no
you, removing all light within the area. The lighting This spell creates a battlement of metal and stone that you
within the spell’s area becomes supernatural darkness, and your allies can fight from.
as a deeper darkness spell, regardless of existing lighting The wall can be up to 5 feet long per caster level
conditions. All non-magical light sources in the area are and can be in any shape you desire, but must form
snuffed out. Supernatural abilities that create light or fire into a closed loop with either itself or nearby walls or

236
Chapter IV Spells
structures. The wall is 5 feet thick. Each 5-foot section
of the wall has 180 hit points and hardness 10. A section
of the wall whose hit points drop to 0 is breached. If
a creature tries to break through the wall with a single
attack, the DC for the Strength check is 60.
The top of the wall has a battlement suitable for
walking on. It has regularly-spaced arrow slits and
openings for archers to fire through. The inside of
the wall has your choice of either a single set of stairs
leading to the wall’s top (the stairs take up a 5 foot by 10
foot space adjacent to one wall) or up to one ladder per
four caster levels built into the wall directly. You can, at
your choice, also include an iron door in one part of the
wall (60 hit points, hardness 10, DC 28 to break). The
door is barred upon being created, if you desire.
Like any other wall made of metal, the metal in the
wall is subject to rust, perforation, and other natural
phenomena. Metal created by this spell is not suitable
for use in the creation of other objects and is worthless.

BINDING CHAINS
School conjuration (creation) [metal]; Level bloodrager
3, inquisitor 3, nightblade 3, occultist 3, saboteur 3,
sorcerer/wizard 3, summoner 3, vanguard 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Reflex partial; Spell Resistance no
You conjure several metal chains to wrap a creature and
restrict its movement. A creature that fails its saving Your shadow detaches from you and condenses into a
throw is entangled and falls prone; a flying creature falls puddle of pitch-black energy, its unstable form waiting
to the ground and takes fall damage, as appropriate. to burst at the slightest disruption.
While bound, it is anchored in place (preventing it from When you cast black bomb, your shadow turns into a
moving) and cannot stand from prone. A successful save circular pattern on the ground within your space. This
makes it entangled only (and able to move). transforms your shadow into a trap occupying the space
A creature that is held by the chains can make a you were in when you cast the spell. The trap does not
Strength check (DC = binding chain’s DC) or an Escape arm until the end of your turn, but if you do not move
Artist check (DC = binding chain’s DC + 5) as a full-round before then you will detonate it yourself.
action to pull apart or escape the chains, which ends the The black bomb is considered a magic trap; the DC
spell. Binding chains cannot bind an incorporeal creature of Perception checks to see the trap or Disable Device
or a swarm. checks to disarm it are equal to black bomb’s save DC +
10. The DC to locate the trap increases by an additional
BLACK BOMB +5 in dim light and by +10 in darkness or supernatural
School evocation [shadowmorph]; Level cabalist 4, darkness. A creature that identifies the spell as you cast
nightblade 4, occultist 4, shaper 4, sorcerer/wizard 4 it also immediately knows the trap’s location (as if they
Casting Time 1 standard action succeeded on a Perception check to spot it).
Components V, S When triggered, the bomb detonates in a 20-foot-
Range personal radius burst, dealing 1d8 damage per two caster levels
Target you, see text (max 10d8) to all creatures in the blast and staggering
Duration 1 min./level or until discharged (D) them for 1d4 rounds. A successful Reflex save halves
Saving Throw Reflex half, see text; Spell Resistance the damage and negates the staggering effect. Once the
yes, see text black bomb triggers or is disarmed, the spell is discharged.

237
Spells Chapter IV
BLADE BURST • Centered Spiral: The weapon spins around you in a 10-
School conjuration (creation) [metal]; Level bloodrager foot radius, centered on you.
4, occultist 4, shaper 4, magus 4, vanguard 4 You make a single weapon attack against each foe in
Casting Time 1 standard action the area as if striking the target with a melee attack with
Components V, S, F (a melee weapon) that weapon, including any bonuses you would gain from
Range 20 ft. feats or special abilities such as Weapon Focus. You roll
Area 20-ft.-radius burst, centered on you separately for each target. Once you finish making the
Duration instantaneous attacks, the weapon immediately flies back to your hand,
Saving Throw Reflex half (object), see text; Spell regardless of whether it hit or missed its targets.
Resistance no, see text Despite the spell’s name, any sort of weapon can be
Dozens of copies of your held weapon appear around used with blade spiral, not just bladed ones, though you
your space for a brief moment before flying outwards, cannot use a natural weapon or an unarmed strike.
running through any nearby targets. Each creature
and unattended object within the burst takes 1d6 BLADED GROUND
damage per caster level (max 10d6). A creature struck School conjuration (creation) [metal]; Level magus 6,
is rendered flat-footed until the end of your next turn saboteur 6, sorcerer/wizard 6, vanguard 6
as they are overwhelmed by the flurry of attacks. A Casting Time 1 standard action
successful Reflex save halves the damage and negates Components V, S, M (a handful of caltrops)
the flat-footed effect. After the spell resolves, all created Range medium (100 ft. + 10 ft./level)
weapons vanish without a trace. Area 20-ft.-radius spread
The damage dealt by blade burst is based on the weapon Duration instantaneous
you use as a focus: if the weapon is magical, then blade Saving Throw Reflex half (object); Spell Resistance
burst’s damage is also considered magic. If the focus no
weapon is made with a special material, then this spell’s You toss the caltrops into the air and finish the spell, the
damage also counts as being that type for the purpose of caltrops vanishing as the ground begins to shake.
overcoming damage reduction. If that weapon has any Upon casting bladed ground, numerous jagged blades
special properties that apply on a hit (such as dealing fire protrude from the ground in the targeted area, striking
damage with a flaming sword) those effects also apply to at creatures and unattended objects in the area for
any creature that fails their Reflex save. 1d6 slashing damage per caster level (max 20d6). This
Only constant effects that can apply on a regular damage bypasses damage reduction that is normally
hit with the weapon apply. Effects that occur only on bypassed by silver, cold iron, or adamantine.
critical hits or require additional resources (such as a Any creature that fails its saving throw has its
spell contained in a spell storing weapon) are not applied movement reduced to half normal for 24 hours. Another
by blade burst, subject to GM discretion. creature can remove the penalty by taking 10 minutes
Despite the spell’s name, any manufactured weapon to dress the injuries and succeeding on a Heal check
can be used with blade burst, not just bladed ones. against the spell’s save DC. The effect is also removed if
it receives enough magical healing to heal all damage it
BLADE SPIRAL took from the bladed ground effect.
School transmutation; Level bloodrager 2, elementer 2,
magus 2, nightblade 2, occultist 2, psychic 2, shaper 2, BLINDING DISCHARGE
sorcerer/wizard 2, vanguard 2 School evocation [light]; Level vanguard 2
Casting Time 1 standard action Casting Time 1 swift action
Components V, S, F (a melee weapon) Components V
Range see text Range medium (100 ft. + 10 ft./level)
Area see text Area 15-ft.-radius burst
Duration instantaneous Duration instantaneous
Saving Throw none; Spell Resistance no Saving Throw Reflex partial; Spell Resistance yes
You finish the quick incantation and let go of the You must have a resonance in effect to cast this spell.
weapon, the magic flinging the blade against your foes. With a single command you release the resonant
Upon finishing the casting of this spell, the weapon you energy built up between you and your companion in
used as a focus for blade spiral flies forth to attack. You a brilliant flash, ending the resonance immediately.
can choose one of two different attack forms: Enemies within 15 feet of your construct companion
• Forward Spiral: The weapon spins forth in a 60-foot must make a Reflex save or be blinded for 1 round. A
line in front of you. successful save makes them dazzled for 1 round instead.

238
Chapter IV Spells
The magical effect of the resonance allows it to escape the chains with a DC 30 Escape Artist check.
discern between friend and foe; allies are not affected by Once a chain is broken, the two creatures connected by
the blinding discharge. that chain are no longer limited in movement in relation
to each other, but are still restricted by any chains
CALL BONDED OBJECT connecting them to other creatures. A creature could
School conjuration (teleportation); Level sorcerer/ also attempt to drag other creatures with it by the chains
wizard 3 while it moves, should it be strong enough to do so.
Casting Time 1 standard action One chain is also formed between you and one
Components V, S, M (a ruby worth 500 gp) creature of your choice that failed its saving throw;
Range see text this chain does not restrict your movement and simply
Target your bonded object appears in your grasp, allowing you to pull or restrain
Duration permanent until discharged the creatures by a “lead line”. You can fasten the chain
Saving Throw none; Spell Resistance no to a structure or other creature (it has a manacle to clasp
You call your bonded object directly to your hand from onto a creature’s arms or onto iron bars, to name a few
virtually any location. uses), or you can simply pull on the chain should you
When you cast this spell, you magically and invisibly want to lead the creatures about. Letting go of the lead
inscribe the name of the bonded object onto the ruby line does not end the spell, and another creature (or you)
used for this spell. Thereafter, you can summon your can pick up the lead line to pull the affected creatures.
bonded object by speaking a special word (set by you
when the spell is cast) and crushing the gem. The item CLEAR TERRAIN
appears instantly in your hand. Only you can use the School transmutation [earth]; Level druid 2, elementer
gem in this way. 2, invoker 2, ranger 2, sorcerer/wizard 2
If the item is in the possession of another creature, Casting Time 1 standard action
the spell does not work, but you know who the possessor Components V, S, M (a square of checkered cloth)
is and roughly where that creature is located when the Range close (25 ft. + 5 ft./2 levels)
summons occurs. Area one 10-ft. square/level (S)
The inscription on the gem is invisible. It is also Duration 1 min./level (D)
unreadable, except by means of a read magic spell, to Saving Throw none; Spell Resistance no
anyone but you. This spell subtly morphs terrain to make movement
easier. The area of the spell is never considered difficult
CHAIN GANG terrain due to natural impediments such as rubble, sand,
School conjuration (creation) [metal]; Level antipaladin or thick plant growth. Magically-induced difficult terrain,
3, cabalist 3, cleric 3, inquisitor 3, nightblade 3, paladin such as from an entangle spell, is unaffected by clear terrain.
3, vanguard 3
Casting Time 1 standard action CLIPPED WINGS
Components V, S, F (manacles worth at least 15 gp) School transmutation; Level druid 2, elementer 2,
Range close (25 ft. + 5 ft./2 levels) invoker 2, ranger 2, saboteur 2, shaman 2, witch 2
Targets one creature/2 levels, no two of which can be Casting Time 1 standard action
more than 30 ft. apart Components V, S
Duration 10 min./level (D) Range long (400 ft. + 40 ft./level)
Saving Throw Reflex negates; Spell Resistance yes Target one creature
A spell created by prison wardens in the case of an Duration 1 min./level (D)
attempted escape, chain gang chains multiple creatures Saving Throw Fortitude partial; Spell Resistance yes
together with metal shackles. Your magic brings a creature to the ground. On a failed
Each target must succeed on a Reflex save or be saving throw, the target loses its flying speed and begins
shackled to the nearest creature that also failed its Reflex to fall. It falls safely to the ground, similar to when a fly
save by metal chains. For the duration of chain gang, the spell ends. The creature is unable to fly for the duration
creatures cannot move further apart from the creature of this spell’s effects, and takes a penalty to Acrobatics
it is shackled to than the distance they were from each and Fly checks equal to your caster level (max -10). It is
other at the time they were shackled by the chain gang still able to leave the ground by non-flying means, such
spell or 10 feet, whichever is greater. A creature that as levitate.
is sufficiently strong can break the chains; a chain has A Fortitude save prevents the creature from losing
hardness 10 and 10 hit points, and can be broken in one its fly speed and reduces the Acrobatics and Fly check
attack by a DC 26 Strength check. A creature can also penalties by half (max -5).

239
Spells Chapter IV
CLOUD OF CORROSION Area 15 ft.-radius burst, centered on you
School conjuration (creation) [metal]; Level druid 7, Duration instantaneous, then 1 round/2 levels
occultist 6, vanguard 6 Saving Throw Reflex half; Spell Resistance yes
Casting Time 1 standard action A sudden burst of bone-chilling cold rushes from your
Components V, S, M (a pinch of rust) space. All creatures in the burst (except you) take 1d6
Range medium (100 ft. + 10 ft./level) points of cold damage per caster level (max 10d6). A
Effect cloud of corrosive gas spreads in 20-ft. radius, Reflex save halves the damage. The damage only occurs
20 ft. high once, when the spell is cast.
Duration 1 round/level The sudden chill coats the area of the spell with ice
Saving Throw none; Spell Resistance no for 1 round per two caster levels. A creature can walk
You create a cloud of corroding energy that destroys within or through the area at half normal speed with
metal. This functions as a solid fog spell, but in addition a DC 10 Acrobatics check. Failure means it can’t move
any non-magical objects made of iron or iron alloys that round, while failure by 5 or more means it falls.
within the area are destroyed, including weapons and Unattended objects, doors, furnishings, and the like
armor. A non-magical item that is made of non-iron are similarly coated in ice for the duration of the spell,
metal, such as mithral or adamantine, instead take 1d6 freezing containers and doors shut while anchoring
damage each round; this damage bypasses hardness. objects to whatever surface they lay on. Once the spell
A creature that is made of iron takes 5d6 points of ends, the ice rapidly thaws, leaving no trace.
damage + 1 per caster level (max +10) each round it
remains in the cloud. A metallic creature that is not COMBUSTION
made of iron takes half this damage. School evocation [fire]; Level bloodrager 3, elementer 3,
The cloud is heavy and thick enough that it has magus 3, mesmerist 3, occultist 3, psychic 3, saboteur
difficulty penetrating containers; any metal items 3, sorcerer/wizard 3, vanguard 3
secured in a closed container, such as a scroll box or a Casting Time 1 standard action
coin purse, are generally unaffected (unless the container Components V, S, M (a tindertwig worth 1 gp)
is destroyed first by the cloud of corrosion).

CLOUDBURST
School conjuration (creation) [air, water]; Level druid
2, elementer 2, invoker 2, magus 2, nightblade 2,
saboteur 2, shaman 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect burst of clouds
Duration instantaneous, then 1 round/level (see text)
Saving Throw none; Spell Resistance no
You conjure a ball of clouds to strike a foe. You must
make a ranged touch attack to hit the target. On a hit, the
target takes 1d4 nonlethal damage per level (max 10d4).
After the initial hit, the clouds disperse around the
creature, creating a 10-foot-radius spread of mist (as an
obscuring mist spell) for 1 round per caster level. The mist
is stationary and does not move with the target.
If the cloudburst misses its target, the burst dissipates
harmlessly, ending the spell.

COLDSNAP
School evocation [cold]; Level bloodrager 3, elementer
3, magus 3, nightblade 3, occultist 3, saboteur 3,
shaper 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (an ounce of cream and salt)
Range 15 ft.

240
Chapter IV Spells
Range medium (100 ft. + 10 ft./level) 4, sorcerer/wizard 4, vanguard 3, witch 4
Target one creature or object Casting Time 1 standard action
Duration 1 round + 1 round/2 levels Components V, S, M (a few twisted metal wires)
Saving Throw Fortitude half (object); Spell Resistance Range close (25 ft. + 5 ft./2 levels)
yes (object) Targets all constructs in a 10-ft.-radius burst
Flames burst from within the targeted creature or Duration 1 round/level or instantaneous; see text
object, dealing 4d4 fire damage. For every two caster Saving Throw Will negates; Spell Resistance no
levels you possess, the fire lingers an additional round This spell functions as confusion, except it only affects
(to a maximum of 10 rounds at 20th level), dealing an constructs. When you are rolling for a confused
additional 4d4 fire damage each round. A Fortitude save construct’s behavior, a result of 26–50 indicates the
can be made to halve the fire damage in that round only. construct twitches uncontrollably.
A creature or object that is submersed in water stops If a construct in the area has the berserk ability (such
burning and takes no damage so long as it remains as a clay golemB1), you can forgo confusing it to instead
submersed, but if it emerges from the water while cause it to go berserk (this effect is instantaneous).
combustion has duration remaining, the target is set alight
again. Particularly flammable objects or constructs, CONJURE ARMOR
such as those made of wood or cloth, or are covered in School conjuration (creation); Level bloodrager 2,
flammable oils, may have their hardness bypassed and magus 2, nightblade 2, occultist 2, shaper 2, sorcerer/
take full damage from combustion (rather than the normal wizard 2, vanguard 2
half), subject to GM discretion. Casting Time 1 standard action
Components V, S, F (a smith’s hammer)
COMMANDING WHISTLE Range close (25 ft. + 5 ft./2 levels)
School evocation [animal, sonic]; Level bard 3, druid 3, Effect one conjured suit of armor or shield
invoker 2, ranger 2, shaman 3 Duration 10 min./level
Casting Time 1 standard action Saving Throw none; Spell Resistance none
Components V, S, F (a reed whistle worth at least 1 sp) You conjure a non-magical suit or armor or a shield.
Range long (400 ft. + 40 ft./level) You can summon any armor or shield that provides a
Target see text +4 AC bonus or lower, plus 1 for every two caster levels
Duration 1 min./level, see text you possess past 3rd. For example, at caster level 7th,
Saving Throw none; Spell Resistance no you could summon any armor or shield that provides a
You blow upon the reed used as a focus for the spell, but +6 armor bonus or lower, such as chainmail or a tower
no audible sound emerges. Nearby animals, however, shield. The armor must be appropriately sized for you.
perk up and await your instruction. The armor or shield is not equipped to any creature
Upon casting commanding whistle and as a standard when conjured and must be put on. It can be enhanced
action at any point during the spell’s duration, you can like any other armor with spells such as magic vestment.
blow upon the reed to emit a silent command. This If the armor or shield is destroyed, the spell ends. This
allows you to make Handle Animal checks to handle an spell does not grant any sort of proficiency with the
animal or push one from a distance using the normal summoned equipment.
DC. You do not need line of sight to an animal to
affect it, but the sound of the whistle must reach it: a CONJURE BARRICADE
deaf animal is unaffected, and the spell does not pierce School conjuration (creation); Level bloodrager 2,
through an area of silence or similar spells. magus 2, sorcerer/wizard 2, vanguard 2
You can choose to command only a subset of animals, Casting Time 1 standard action
such as only canines or only equines, but your whistle Components V, S, M (a nail)
(and Handle Animal check) affects all creatures of that Range close (25 ft. + 5 ft./2 levels)
type that can hear it within the spell’s range. Effect barricade 10 ft. wide and up to 1 ft./level high
While the spell’s effects are typically only audible Duration 1 min./level
to creatures of the animal type, dragons and creatures Saving Throw Reflex half and Reflex negates, see text;
with echolocation and other sound-based detection can Spell Resistance no
also pick up on the sound, though they are not affected This spell allows you to conjure a small barricade to
unless they are also animals themselves. impede foes and provide cover to allies. The barricade
is 10 feet wide and can be as high as 1 foot per caster
CONFUSE CONSTRUCTS level, is made primarily of wood, and is held together by
School transmutation; Level bard 4, occultist 4, saboteur metal bands and nails. The barricade itself is about six

241
Spells Chapter IV
inches thick; it has 60 hit points and hardness 5, and can CONJURE SIEGE WEAPON, LESSER
be broken in one strike with a DC 23 Strength check. As School conjuration (creation); Level sorcerer/wizard 5,
it’s made out of wood, it is fairly susceptible to fire; fire vanguard 4
damage ignores the hardness of and deals full damage This functions as conjure siege weapon, except you can
to a barricade. summon a siege weapon of up to Large size only.
One side of the barricade, designated by you, is
covered in spikes 1 foot in length each, spaced about six CONJURE TOOL
inches apart. A creature that charges into the barrier rams School conjuration (creation); Level bard 0, elementer
into the spikes, taking 3d6 points of piercing damage; 0, magus 0, nightblade 0, occultist 0, ranger 1, shaper
a Reflex save halves the damage taken. A creature can 1, sorcerer/wizard 0, summoner 0, vanguard 0
attempt to climb over a barricade with a DC 15 Climb Casting Time 1 standard action
check, but doing so requires it to make a Reflex save or Components V, S
take 1d6 piercing damage and stop climbing that round. Range 0 ft.
Effect one tool
CONJURE SIEGE WEAPON Duration 10 min./level
School conjuration (creation); Level sorcerer/wizard 6, Saving Throw none; Spell Resistance no
vanguard 5 A handy spell for those that like to be prepared, conjure
Casting Time 1 minute tool creates one of several mundane, non-masterwork
Components V, S, F (a miniature replica of the siege tools for your use. You can conjure one of the following
weapon to be summoned worth 1/10gp the original’s tools: crowbar, drill, flint and steel, hammer, saw, sewing
cost, see text) needle, shovel, or sledge. The tool appears in your hands,
Range 0 ft. but can be put down or given to someone else.
Effect one siege weapon plus ammunition, see text You can only have one conjured tool in effect at a time. If
Duration 10 min./level (D) you cast it again, the previously conjured tool vanishes.
Saving Throw none; Spell Resistance no
You conjure the components of a common siege CONJURE WEAPON
weapon. You can summon any siege engine that is Huge School conjuration (creation); Level bloodrager 2,
or smaller with a base value of 1,000gp or less, such as a magus 2, nightblade 2, occultist 2, shaper 2, sorcerer/
light ballista or trebuchet. It must be a siege weapon (i.e. wizard 2, vanguard 2
a siege engine that deals damage); for example, you could Casting Time 1 standard action
summon a ram or catapult, but not an assault bridge or Components V, S, F (a smith’s hammer)
a siege tower. You must provide a matching focus for Range close (25 ft. + 5 ft./2 levels)
the siege weapon you wish to conjure; the focus is an Effect one conjured weapon
intricate, silvered replica that costs 1/10 the base gold Duration 10 min./level
value of the siege weapon in question. Saving Throw none; Spell Resistance none
The siege weapon must be created in an open space You conjure a non-magical weapon. The weapon can be
adjacent to you. You are not given any specific proficiency any simple or martial weapon of your choice. You can
in the siege weapon and must still have a crew operate it also conjure exotic weapons once you reach caster level
as normal. The siege weapon is created with one piece 11th. The weapon must be appropriately sized for you.
of ammunition per two caster levels you have. This The weapon can either appear in your hands or in an
ammo is generated in a single, organized stack or pile (as open space within range, from which it can be used as
appropriate) in the same space as the siege weapon itself. normal. It can be enhanced like any other weapon with
The created ammo does not have any special properties, spells such as magic weapon. If the weapon is destroyed,
but can be enhanced further with magic. the spell ends. This spell does not grant any sort of
proficiency with the summoned equipment.
CONJURE SIEGE WEAPON, GREATER
School conjuration (creation); Level sorcerer/wizard 8, CONSTRUCTED ANATOMY
vanguard 6 School transmutation (polymorph) [metal]; Level
Duration 1 hour/level (D) alchemist 3, magus 3, sorcerer/wizard 3, vanguard 3
This functions as conjure siege weapon, except you can Casting Time 1 standard action
summon a siege weapon of up to Gargantuan size with Components V, S
a base value of 2,000 gp or less. You also conjure one Range personal
piece of ammunition per caster level instead of the Target you
normal amount for conjure siege weapon. Duration 1 min./level (D)

242
Chapter IV Spells
A low rumble of grinding gears and crackling flames 10 ft./level and up to 1 ft./level (S); see text
can be heard as you cast this spell. Your appearance Duration instantaneous, see text
becomes slightly different, your flesh shimmering Saving Throw none (see text); Spell Resistance no
almost like polished steel, your movement more precise This spell gives you powerful but limited control over ice
and calculated. and snow. You can choose one of the following options,
This spell turns you partially into a construct. You chosen when you cast the spell:
gain the half-constructARG subtype. This grants you a +2 • Thaw: Ice and snow in the area rapidly melt within
bonus on saving throws against disease, mind-affecting 1 round. Depending on the surface underneath, the
effects, poison, and effects that cause either exhaustion remaining water might soak into the terrain or be
or fatigue. You do not need to breathe, eat, or sleep for left behind as standing water. Ice created by spells
the duration, unless you want to gain some beneficial like wall of ice or icy prisonUM melt as well, possibly
effect from one of these activities. If you already have ending their effect, though a spell that continuously
the half-construct subtype, this has no effect. creates ice (such as sleet storm) will typically have its
In addition to the above effects, you also receive a +2 effects negated for only 1 round. An ice elemental, ice
size bonus to Strength and a +2 bonus to natural armor, golem, or other ice-based creature in the area takes
as well as low-light vision and darkvision 60 feet. 1d6 damage per caster level (max 15d6): a Fortitude
save halves this damage.
CONTROL ICE • Freeze: You can target liquid water and freeze it solid.
School transmutation [cold, water]; Level cleric 4, druid The entire volume of targeted water reaches sub-zero
4, elementer 4, invoker 4, shaman 4 temperatures over the course of 1 minute. Creatures
Casting Time 1 standard action inside the volume disrupt the freezing process in
Components V, S its space, preventing ice from forming. Existing ice
Range long (400 ft. + 40 ft./level) within the area (including ice created by spells) regain
Area water, ice, and snow in a volume of 10 ft./level by 1 hit point per inch of thickness each round: similarly,

243
Spells Chapter IV
Table: Control Temperature have designated has a chance of being suppressed. You
Caster Level Temperature Level Temperature must make an opposed caster level check against the
caster of the other source of light or darkness. Success
9th Extreme Cold Below -20° F
means the other source of light or darkness has no effect
7th Severe Cold -19 ° F – -1° F
inside the area of this spell for the remaining duration
5th Cold 0° F – 39° F of this spell, even if the area of light or darkness is
3rd Temperate 40 ° F – 90° F brought outside the area of this spell and later brought
5th Very Hot 91° F – 110° F back in. Failure means the other spell’s effects supersede
7th Severe Heat 111° F – 140° F the lighting or darkness created by control light for the
9th Extreme Heat Above 140° F
duration of the spell.
Control light counters or dispels any light or darkness
spell of the same level or lower, such as daylight or snuff.

ice golems, ice elementals, and ice-based creatures CONTROL TEMPERATURE


recover 1d6 hit points each round they remain in School transmutation; Level druid 3, elementer 3,
the area. A water elemental or similar water-based psychic 3, shaman 3
creature in the area takes 2d6 cold damage each round Casting Time 1 standard action
it remains: a Fortitude save negates the damage that Components V, S, M (a thin tube of mercury)
round only. Range 40 ft./level
• Move: You can move ice and snow around the area. Area 40 ft./level radius cylinder, 40 ft. high
This functions similarly to move earth in that it does not Duration 10 min./level (D)
create violent movement: the ice moves in slow waves Saving Throw Fortitude negates; Spell Resistance no
until the desired result is achieved. The movement of You alter the temperature of the surrounding area. You
the ice takes place across 1 minute, and is not quick can choose to either raise or lower the temperature:
enough to trap or otherwise move creatures within how much you can alter the temperature depends on
the area. Magically-created ice, such as from a wall of your caster level, as shown above on Table: Control
ice, cannot be moved in this manner. Temperature, which is organized from coldest to
warmest. A creature in the area might have to make
CONTROL LIGHT Fortitude saves to ignore its effects (see the Cold
School evocation [darkness, light]; Level cleric 4, druid Dangers and Heat Dangers sections in Chapter 13 of
4, inquisitor 4, invoker 4, nightblade 4, occultist 4, the Pathfinder Roleplaying Game Core Rulebook)
shaman 4 You can concentrate on the spell at any time to change
Casting Time 1 standard action the temperature level by one step in either direction,
Components V, S, M (a pearl and a piece of obsidian, assuming you have the caster level necessary to create
each worth at least 10 gp) the chosen temperature level.
Range 60 ft.
Area 60-ft. radius centered on you CORRUPTING DUALITY
Duration 10 min./level (D) School necromancy; Level cabalist 6
Saving Throw none; Spell Resistance no Casting Time 1 standard action
As you cast this spell, the gem that you hold in each Components V, S
hand dissolves away, the pearl staining one hand with Range close (25 ft. + 5 ft./2 levels)
a silvery glow, the obsidian blackening your other hand Area 15-ft.-radius burst
with darkness. Upon casting this spell, you designate Duration instantaneous
the light level that you wish to maintain (bright light, Saving Throw Fortitude half or Will half, see text;
normal light, dim light, or darkness). The lighting within Spell Resistance yes
60 feet of you is changed to that light level, regardless You cannot cast this spell if you are not in either the
of existing conditions. By concentrating on the spell (a formless body or opened mind binding.
standard action) you can change the lighting level this A yellowish haze floods the targeted area, withering
spell creates by one step in either direction. the bodies and minds of those within before vanishing
Nonmagical sources of light or shadows do not have without a trace. If you are in formless body binding, each
any effect within the area of this spell, as do magical creature takes 1d8 Strength, Dexterity, and Constitution
sources of light and darkness of 4th level or lower. Any damage (Fortitude half). If you are in the opened mind
magical source of light or darkness above 4th level that binding, each creature takes 1d8 Intelligence, Wisdom,
would alter the lighting to a different light level than you and Charisma damage, instead (Will half).

244
Chapter IV Spells
CREATE CALTROPS Duration 1 hour
School conjuration (creation) [metal]; Level magus 0, Saving Throw none; Spell Resistance no
nightblade 0, sorcerer/wizard 0, vanguard 0 This spell lets you magically tend to plants. Once cast,
Casting Time 1 standard action cultivate lets you repeatedly tend to plants over the next
Components V, S hour. Its effects are limited in scope and cannot damage
Range close (25 ft. + 5 ft./2 levels) to a creature (including plant creatures). Only inanimate
Effect caltrops that fill one or more 5-ft. squares plant matter can be affected. It can neatly trim plants
Duration 1 round/level or cause them to grow thicker: this does not alter the
Saving Throw none; Spell Resistance no plant’s size. You can cut your way through thick foliage
This basic spell scatters a number of mundane caltrops and undergrowth, cutting through about as fast as you
in a single 5-foot square within range. These function could with a machete or axe. You can similarly prune
like any ordinary caltrops, except that they disappear at away branches about as quickly as you could with shears
the end of the spell’s duration. Damage and crippling or similar tools. You can clean off dust, debris, or other
effects caused by stepping on the caltrops remain. sediments upon plant life. You can cause a flower to
At caster level 4th and 8th, you can affect an additional bloom or close, or change its coloration or scent.
5-foot square with a single casting of create caltrops. The effects of cultivate are permanent, aside from
Multiple create caltrops effects or mundane caltrops changing its color or scent, which end when the spell
occupying the same space have no additional effect. ends. You cannot use cultivate to affect plants that are
currently manipulated by magic of 1st-level or higher,
CRUSHING ROOTS such as entangle.
School conjuration (creation) [plant]; Level druid 7,
shaman 7 CURSE OF THE LIGHTLESS
Casting Time 1 standard action School necromancy [curse, darkness, shadowmorph];
Components V, S Level cabalist 5, cleric 5, medium 4, mesmerist 5,
Range close (25 ft. + 5 ft./2 levels) nightblade 5, occultist 5, sorcerer/wizard 6, spiritualist
Targets one creature/3 levels, no two of which can be 5, witch 5
more than 30 ft. apart Casting Time 1 standard action
Duration instantaneous, then 1d3+1 rounds Components V, S, F (a broken mirror)
Saving Throw Reflex partial; Spell Resistance no Range touch
You conjure massive roots to ensnare and crush your Target creature touched
foes. Each creature takes 1d6 bludgeoning damage per Duration permanent
two caster levels (max 15d6), is dazed for 1 round by the Saving Throw Will partial; Spell Resistance yes
constricting plants, then wrapped by the roots, entangling With a touch you curse your foe to a life of exile in
them for 1d3+1 rounds (though they can still move). A darkness. Upon failing its saving throw, the creature’s
Reflex save halves the damage, negates the dazing effect, shadow immediately and permanently vanishes. All
and halves the duration of the entanglement. spells that utilize the creature’s shadow or have the
A creature entangled by the roots must make a Reflex shadowmorph descriptor (such as shadow courier or shadow
save at the start of its turn each round it is entangled wound) are dispelled and cannot be used on the target
or take a further 4d6 bludgeoning damage as the as long as the curse persists. Creatures with the shadow
plant matter continues to crush it. Succeeding on this surge class feature lose any shadow surges they currently
Reflex save negates the damage for that round only. have and cannot gain shadow surges as long as they are
An entangled creature can attempt to break free as a cursed. Any object or creature hidden in the creature’s
standard action by making a Strength or Escape Artist shadow, such as from a nightblade’s shadow familiar
check: the DC of this check is equal to the DC of this ability, is expelled and appears in an adjacent space to the
spell + 5. If they succeed they escape the roots, ending creature. Exposing the target to bright light staggers it so
the spell for that target only. long as it remains in the light. The creature is also treated
as an undead creature for determining the damage of
CULTIVATE spells that deal additional damage to undead, such as wall
School transmutation [plant]; Level druid 0, invoker 0, of fire or sunburst. This does not grant the creature the
ranger 1, shaman 0, witch 0 ability to be healed by negative energy, nor is it harmed
Casting Time 1 standard action by positive energy (unless it already was beforehand).
Components V, S Twenty-four hours after the curse is bestowed, the
Range 10 ft. creature’s weakness to bright light becomes lethal. From
Targets nearby plants, see text then on, exposing the creature to direct sunlight staggers

245
Spells Chapter IV
it on the first round of exposure and destroys it utterly
on the second consecutive round of exposure if it does
not escape, similar to a vampire. This is in addition to the
previously described penalties the curse brings.
A creature that makes its Will save is staggered for 1
round if it is in bright light, but suffers no further effects.
The curse bestowed by this spell cannot be dispelled, but
it can be removed with a break enchantment, limited wish,
miracle, remove curse, or wish spell.
While a creature can learn to live with the curse, in
lands where vampires are a threat or feared, the curse
can make the creature the subject of superstition or
outright hostility from others.

DANCING STEEL
School transmutation; Level bard 3, magus 3, medium
3, occultist 3, psychic 3, shaper 3, sorcerer/wizard 3,
spiritualist 3, vanguard 3
Casting Time 1 standard action
Components V, S
Range touch
Target melee weapon or shield touched
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless, object); Spell
Resistance yes (harmless, object)
You animate a weapon or shield to fight in your stead.
This grants a weapon the dancing special weapon
property, or grants a shield the animated special armor
property. The wielder (or you, if it is unattended) can
have the object begin dancing or animating as part of
casting this spell.
The wielder of the weapon or shield can activate the
dancing or animated property one time per three caster
levels throughout the spell’s duration (maximum 5), after
which the spell is discharged.

DARK CONFINEMENT
School illusion (shadow) [darkness, shadow]; Level
antipaladin 2, cabalist 2, inquisitor 2, nightblade 2,
occultist 2, sorcerer/wizard 2, spiritualist 2, witch 2
Casting Time 1 standard action
Components V, S, M (a spider web)
Range close (25 ft. + 5 ft./2 levels)
Target one creature per level, no two of which can be
more than 30 ft. apart dim light, darkness, or supernatural darkness at the time
Duration 1 round/level of casting. If an affected creature is forcefully moved
Saving Throw Will negates; Spell Resistance yes into an area of normal or bright light (such as by a bull
Each creature targeted by this spell finds itself unable rush maneuver), or if the space containing the creature
to enter well-lit areas. As long as dark confinement persists, is brought to normal light or brighter, the spell is
affected creatures must remain within areas of dim light, suppressed for that creature until it moves back into an
darkness, or supernatural darkness and cannot willingly area of dim light or darker, at which point the effects of
enter into areas of normal light or bright light; attempts dark confinement resume (assuming the spell has duration
to do so feel as if struggling against a solid wall. This remaining). A creature is not compelled to move back
spell has no effect on creatures that are not in an area of into darker areas if moved in such a manner.

246
Chapter IV Spells
DARKBURST of diameter, and can be broken with a DC 80 Strength
School necromancy [darkness]; Level nightblade 6, check. The chain can also be broken and is made of
shaman 8, sorcerer/wizard 8 similar material, having hardness 20 and 100 hit points
Casting Time 1 standard action and requiring a DC 60 Strength check to break. Even
Components V, S if the chain breaks, the weight remains for the entire
Range long (400 ft. + 40 ft./level) duration of dead weight and can be used for other
Area 80-ft.-radius burst purposes. If the weight is destroyed, the spell ends.
Duration instantaneous Dead weight can be conjured in the air near a flying
Saving Throw Reflex partial and Fortitude half, see creature and shackle it; a creature that is flying and is
text; Spell Resistance yes caught by the dead weight falls immediately to the ground
A pinpoint speck of darkness appears at the point you and takes falling damage as appropriate (assuming
designate before rupturing, inundating the surrounding the weight is beyond the creature’s carrying capacity
area with a pitch-black miasma. All creatures in the burst for flying). It cannot, however, shackle an incorporeal
take 6d6 damage and are blinded. A Reflex save halves creature or a swarm.
the damage and negates the blindness.
A living creature damaged by darkburst is further DEADLY ECLIPSE
assaulted by the horrid miasma, causing them to take School necromancy [darkness, death]; Level nightblade
1d8 Constitution damage and 1d8 Wisdom damage. A 5, occultist 5, saboteur 5, shaman 6, shaper 4
Fortitude save halves the ability damage dealt. Casting Time 1 standard action
Darkburst can counter or dispel any light spell of Components V, S
8th level or lower. Any light spells or 8th level or lower Range medium (100 ft. + 10 ft./level)
within darkburst’s area at the time of casting are dispelled. Effect darkness in 20-ft. radius spread, 20 ft. high
Duration 1 round/level
DEAD WEIGHT Saving Throw Fortitude negates (see text); Spell
School conjuration (creation) [metal]; Level antipaladin Resistance yes
2, bloodrager 2, inquisitor 2, nightblade 2, saboteur 2, This spell creates a destructive area of shadows and
sorcerer/wizard 2, vanguard 2 negative energy, sapping the strength of creatures
Casting Time 1 standard action within. The lighting within the entire area plummets
Components V, S to darkness, as a deeper darkness spell. A living creature
Range medium (100 ft. + 10 ft./level) within the deadly eclipse takes 1d4 points of Strength
Effect one ball and chain damage each round on your turn while in the field. A
Duration 1 round/level Fortitude save negates the damage, but they must save
Saving Throw Reflex negates; Spell Resistance no again for each round they remain in the area. A creature
Dead weight conjures a dense ball of metal in an reduced to 0 Strength by this effect is slain instantly. This
unoccupied space within range, complete with a metallic is a negative energy effect. Creatures that are immune to
chain of 10 feet in length stretching from it. The ball is 1 negative energy or are healed by it do not lose Strength
foot in diameter per three caster levels (max 5 feet) and while in the deadly eclipse, though it is still considered dark
is incredibly dense, weighing 200 pounds and doubling to them as deeper darkness.
in weight for every foot in its diameter above 1 (400
pounds at 2 feet, 800 pounds at 3 feet, and so on). DEATHWINGS
Upon conjuring the dead weight, you can have the School necromancy [darkness]; Level cabalist 5, cleric
chain reach out and shackle itself to a nearby creature or 6, inquisitor 5, nightblade 5, sorcerer/wizard 5,
object. A Reflex save prevents this effect. The dead weight spiritualist 5, witch 6
can attempt to shackle a creature or object once each Casting Time 1 standard action
round on your turn (as you direct it) until it successfully Components V, S, M (a raven’s feather)
grabs a creature. The chain is able to grab a creature of Range touch
any size, the manacle and chain’s size scaling as necessary Target creature touched
to shackle its target (though its length does not change). Duration 1 min./level
A creature that is chained to the dead weight cannot Saving Throw Will negates (harmless), Will half, see
move more than 10 feet away from the weight. The text; Spell Resistance yes (harmless)
weight itself is not immobile, and as such a sufficiently The creature you touch sprouts wings made of shadows
strong creature can drag, lift, or even throw the weight. and negative energy. This grants the creature a fly speed
The weight’s size and density makes it very difficult to of 60 feet with good maneuverability, as a fly spell.
destroy; it has hardness 20 and 400 hit points per foot The wings can be used to attack. The two wings are

247
Spells Chapter IV
secondary natural attacks, dealing 1d4 points of damage Casting Time 1 standard action
(for a Medium creature) plus half the creature’s Strength Components V, S
bonus. The wings also inflict negative energy damage Range medium (100 ft. + 10 ft./level)
equal to 1d6 + 1 per two caster levels (maximum +10) Targets one solid object or crystalline creature, plus
on a successful hit. creatures in a 20-ft.-radius burst, see text
At any point during the spell’s duration, the recipient Duration instantaneous
of the spell can release the negative energy in the wings Saving Throw Will partial (object), Fortitude half, and
in a single burst. This functions as a cleric channeling Reflex half, see text; Spell Resistance yes
negative energy, using your caster level as cleric levels A more focused and deadly version of the spell shatter,
to determine the damage the channeled energy deals (or destructive shatter destroys a single non-magical object
the amount it heals undead, should the creature use it weighing up to 20 pounds per caster level or a crystalline
in that manner). The DC of the Will save to take half creature of any size. An object that fails its Will save
damage is equal to the DC of deathwings. Upon using the is destroyed; an object that makes its saving throw is
deathwings to channel negative energy, the spell ends; if broken instead. An object that is already broken gets
the creature is in the air when this occurs, it falls to the no saving throw. A crystalline creature takes 1d6 sonic
ground slowly, as a fly spell does. damage per caster level (max 15d6) with a Fortitude save
for half damage.
DESSICATE An object that is destroyed by destructive shatter or
School necromancy [water]; Level druid 3, elementer 3, a crystalline creature that is slain explodes violently,
shaman 3, sorcerer/wizard 3 shards and fragments flying outward and striking nearby
Casting Time 1 standard action creatures. Any creature within 20 feet of the destroyed
Components V, S, M (a fistful of sand) creature or object takes 1d6 slashing damage per caster
Range close (25 ft. + 5 ft./2 levels) level (max 15d6); a Reflex save halves the damage. If
Area 30-ft.-radius spread the destroyed object or creature was made of a special
Duration instantaneous material, such as a destroyed adamantine sword, the
Saving Throw Fortitude negates; Spell Resistance yes slashing damage caused by it exploding counts as that
A wave of entropic energy washes over the area, draining type for overcoming damage reduction.
it of water. This has several effects, as outlined below. This spell counts as a shatter spell for affecting
First, water (both liquid and mist) evaporates. The creatures that are specifically weak to shatter, such as a
spell can evaporate up to 40 gallons of liquid water glass golemB2. This spell does not work on artifacts.
(about 5 cubic feet) per caster level. Any natural fog or
mist in the area vanishes, and magical fog of 2nd level or DETECT METALS AND ORES
lower (such as fog cloud) is likewise removed. Solid ice and School divination [metal]; Level alchemist 1, elementer
snow evaporates at half the rate of liquid water. 1, ranger 1, sorcerer/wizard 1, vanguard 1
Second, non-creature plant-life that is Medium or Casting Time 1 standard action
smaller withers and dies, including grass, shrubbery, and Components V, S, F (a small bit of iron ore)
so on. Plant-life that is Large or bigger in the area lose Range 60 ft. or long (400 ft. + 40 ft./level), see text
some moisture, but it is not enough to fell most trees or Area cone-shaped emanation
larger plants without several castings. Duration concentration, up to 1 min./level
Finally, creatures affected by dessicate have moisture Saving Throw none; Spell Resistance no
drawn from their bodies. Creatures must make a Fortitude This spell allows you to detect metal within its area,
save or become dehydrated (see the Starvation and either worked or unrefined. When you cast detect metals
Thirst section in Chapter 13 of the Pathfinder Roleplaying and ores, you must designate whether you want to find
Game Core Rulebook), causing them to immediately take either metal or metal ore. The spell functions differently
1d6 points of nonlethal damage and become fatigued. depending on your choice.
This nonlethal damage and fatigue cannot be overcome If you choose to detect metal, the spell detects all
until the creature sates its thirst. Plant creatures, water worked metal in a 60-foot cone. This includes weapons,
elementals, and other water-based creatures that fail armor, doors, tools, constructs, and so on that are made
their saving throw take 1d8 points of lethal damage per of a refined metal or metal alloy. This version of the
two caster levels (max 5d8). spell can penetrate barriers, but 3 feet of wood or dirt or
1 foot of stone blocks it.
DESTRUCTIVE SHATTER If you choose to detect ores, the spell detects all
School evocation [sonic]; Level bard 5, magus 5, unrefined metal within a long range (400 ft. + 40 ft./
occultist 5, psychic 5, sorcerer/wizard 5, vanguard 5 level). This version is not blocked by barriers, wood, dirt,

248
Chapter IV Spells
or stone, but can only detect unrefined ore, whether it You first place the discerning extension as a saboteur trap
has been mined or is still in the ground. Metal that has in a square adjacent to you, just as you would any other
been smelted down or refined in any way is not detected saboteur trap. At any point within the next minute, you
by this version of the spell. must place a second trap in that same square (either a
With either choice, you can choose to detect a specific saboteur trap or a mundane trap). This effect supersedes
form of metal (such as iron, mithral, or gold), in which the normal rule that two saboteur traps cannot be placed
case the spell only shows you the location of that metal in the same space. The discerning extension merges with
and no others. the second trap, enhancing its function. A trap enhanced
by a discerning extension only triggers against specific
DISCERNING EXTENSION creatures or allows certain creatures to pass without
School divination; Level saboteur 1 triggering. You choose one option from the list below:
Casting Time 1 standard action • Alignment Trigger: Creatures of a certain alignment
Components S trigger the trap. You choose a single alignment
Range see text axis (such as good, lawful, or neutral) or a specific
Effect one trap extension alignment (such as chaotic evil). Only creatures of the
Duration see text specified alignment trigger the trap.
Saving Throw none; Spell Resistance no • Alignment Bypass: You choose a single alignment
A discerning extension allows you to modify the next trap axis (such as good, lawful, or neutral) or a specific
you place in the same square to be more discerning in its alignment (such as chaotic evil). Creatures of the
triggering conditions. specified alignment cannot trigger the trap.

249
Spells Chapter IV
• Type Trigger: You choose a single creature type, such to attack rolls, saving throws, and weapon damage rolls.
as aberration or humanoid. Only creatures of the Additionally, you grant your allies a single additional
specified type trigger the trap. benefit from the list below. You may only choose a boon
• Type Bypass: You choose a single creature type, such as that matches the dominion of an invoked spirit of the
aberration or humanoid. Creatures of the specified invoker you are bonded with:
type do not trigger the trap. • Beasts: Each target becomes immune to bleeding
The discerning extension lasts until the trap is triggered, effects, disease, and fear effects.
disarmed, or breaks apart (if the trap does so, as a • Heavens: Each target is immune to blindness and
saboteur trap does). Only one “extension” spell can be dazzling effects and gains blindsense 10 feet.
added to a particular trap. • Land: Each target gains a +4 bonus to CMD, a
+2 bonus to their AC, and cannot be staggered or
DIVINE STRIKE knocked prone.
School evocation; Level antipaladin 3, inquisitor 4, • Sea: Each target gains a swim speed of 60 feet and
paladin 3 can breathe underwater. Their weapon attacks and
Casting Time 1 swift action spells take none of the penalties normally imposed
Components V for being underwater.
Range personal • Sky: Each target gains a fly speed of 40 feet with good
Target you maneuverability as well as a 20-foot enhancement
Duration 1 round/level until discharged, see text bonus to all of their other speeds.
With a word of conviction, you strike your opponent • Wilds: Each target becomes immune to poison,
with divine wrath, creating a cascade of energy to burst sickness, nausea, and paralysis effects.
from your weapon’s strike. When you choose a particular spirit type, the spell
After casting divine strike, your weapons glow with a gains a descriptor appropriate to that type, as follows:
pale radiance about as bright as a candle; the color of animal (beasts), fire (heavens), earth (land), water (sea),
the radiance is up to you. At any point during the spell’s air (sky), or plant (wilds).
duration when you strike an opponent with a melee or
ranged weapon attack, you may discharge the effect onto DOMINION’S CURSE
the creature struck. Ranged weapons can bestow the School transmutation [curse, see text]; Level invoker 2
effect onto their ammunition. Casting Time 1 standard action
The target struck takes an additional 3d8 damage Components V
(no save); this damage is considered divine power and Range medium (100 ft. + 10 ft./level)
ignores damage reduction but is not multiplied on a Target one creature/2 levels, no two of which can be
critical hit. Any creature that is adjacent to the creature more than 30 ft. apart
struck (except you) also takes this damage. If the Duration 1 round/2 levels, see text
creature is the target of your smite evil or smite good, Saving Throw Will partial; Spell Resistance yes
or if you are currently using your judgment ability, the You may only cast this spell if you are a spirit companion.
damage doubles to 6d8. With an incantation of ancient power, you call to the
Once you have dealt additional damage with divine spirits of nature to bewitch your foes. Select a single
strike, the spell is discharged. curse option from the list below. You may only choose a
curse that matches the dominion of an invoked spirit of
DOMINION’S BLESSING the invoker you are bonded with:
School transmutation [see text]; Level invoker 4 • Beasts: Each target is shaken.
Casting Time 1 standard action • Heavens: Each target is dazzled and takes a -4 penalty
Components V to Will saves while the spell lasts.
Range close (25 ft. + 5 ft./2 levels) • Land: Each target treats all terrain as difficult terrain.
Targets one creature/2 levels, no two of which can be • Sea: Each target is fatigued.
more than 30 ft. apart • Sky: Each target is deafened.
Duration 1 round/level (D) • Wilds: Each target is sickened.
Saving Throw Will negates (harmless); Spell A successful saving throw reduces the duration of the
Resistance yes (harmless) curse to 1 round for that target only.
You may only cast this spell if you are a spirit companion. When you choose a particular spirit type, the spell
With an incantation of ancient power, you call to the gains a descriptor appropriate to that type, as follows:
spirits of nature to aid your allies in their time of need. animal (beasts), fire (heavens), earth (land), water (sea),
For the duration, each target gains a +2 morale bonus air (sky), or plant (wilds).

250
Chapter IV Spells
DOMINION’S SHIELD creature that fails its save begins to bleed for 1d6
School abjuration [see text]; Level invoker 1 points of damage.
Casting Time 1 standard action • Heavens: The burst deals fire damage, and each
Components V creature that fails their save catches on fire.
Range close (25 ft. + 5 ft./2 levels) • Land: The burst deals bludgeoning damage, and any
Target one creature creature that fails its save is blinded for 1 round.
Duration 1 min./level (D) • Sea: The burst deals cold damage, and any creature
Saving Throw Will negates (harmless); Spell that fails its save is entangled for 1d4 rounds.
Resistance yes (harmless) • Sky: The burst deals electricity damage, and any
You may only cast this spell if you are a spirit companion. creature that fails its save is staggered for 1d3 rounds.
With an incantation of ancient power, you call to the • Wilds: The burst deals piercing damage, and any
spirits of nature to shield your compatriot from harm. creature that fails its save is nauseated for 1 round.
For the duration, the target gains a +1 shield bonus to A successful Reflex save halves the damage dealt and
their AC per two caster levels (max +4). Additionally, negates the secondary effect. The damage only occurs
choose a single additional option from the list below. You once, when the spell is cast. Damage from this spell
may only choose an option that matches the dominion is considered magical for the purpose of overcoming
of an invoked spirit of the invoker you are bonded with: damage reduction.
• Beasts: disease and fear When you choose a particular spirit type, the spell
• Heavens: fire, light, and darkness gains a descriptor appropriate to that type, as follows:
• Land: acid and earth animal (beasts), fire (heavens), earth (land), water (sea),
• Sea: cold and water air (sky), or plant (wilds).
• Sky: air and electricity
• Wilds: poison, paralysis, and sleep DOWNPOUR
The target gains a +4 morale bonus on saving throws School conjuration (creation) [water]; Level bloodrager
against spells and effects of the chosen type. For example, 4, druid 4, elementer 4, invoker 4, shaman 4, sorcerer/
if you choose Sky, the target gains a +4 bonus on saving wizard 4, witch 4
throws against effects that deal electricity damage, spells Casting Time 1 standard action
with the air or electricity descriptor, and other air-based Components V, S
abilities (such as an air elemental’s whirlwind ability), Range long (400 ft. + 40 ft./level)
subject to GM discretion. Area cylinder (60-ft. radius, 120 ft. high)
When you choose a particular spirit type, the spell Duration 1 round/level (D)
gains a descriptor appropriate to that type, as follows: Saving Throw none; Spell Resistance no
animal (beasts), fire (heavens), earth (land), water (sea), The sky above you darkens as you cast this spell, the
air (sky), or plant (wilds). clouds gathering briefly before breaking into a heavy
downpour of rain.
DOMINION’S WRATH Downpour fills the entire area of the spell with heavy
School evocation [see text]; Level invoker 3 rainfall. This rain reduces visibility to one-quarter normal
Casting Time 1 standard action distances and imposes a -6 penalty to Perception checks
Components V and to all ranged attacks made in the area. All unprotected
Range medium (100 ft. + 10 ft./level) flames in the area are extinguished, and protected flame
Area 15 ft.-radius burst has a 50% chance each round of going out.
Duration instantaneous, see text The torrential rain is heavy enough that it imposes
Saving Throw Reflex half; Spell Resistance yes penalties on fire magic: creatures are treated as being
You may only cast this spell if you are a spirit companion. underwater for the purposes of using fire magic or fire-
With an incantation of ancient power, you call to the based supernatural abilities. This penalty is also applied
spirits of nature to wreak havoc upon those that stand in to any spells or fire-based abilities used outside of the
your way. Choose a single option from the list below. You area of rainfall and projected into it.
may only choose an effect that matches the dominion of
an invoked spirit of the invoker you are bonded with. DUSK BALL
Each creature in the area takes 1d8 damage per two School evocation [darkness]; Level magus 2, nightblade
caster levels (max 5d8): the damage type is determined 2, occultist 2, saboteur 2, shaper 2, sorcerer/wizard
by the dominion option chosen. Each dominion also has 2, witch 2
a secondary effect, as listed below: Casting Time 1 standard action
• Beasts: The burst deals slashing damage, and any Components V, S, M (a drop of ink and some tar)

251
Spells Chapter IV
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A shifting ball of darkness flies in whichever direction
you point and deals cold damage to those it strikes. It
has a fly speed of 20 feet with perfect maneuverability.
If it enters a space that contains a creature, the ball stops
moving for the round and deals 3d6 points of cold
damage to that creature, though a successful Reflex save
negates the damage. The area within 5 feet of the dusk
ball has the light level lowered by one step (from bright
light to normal light, and from normal light to dim
light), though this cannot lower the lighting conditions
below dim light.
The ball moves as long as you actively direct it (a
move action for you); otherwise, it merely stays at rest.
The ball has no physical substance and cannot exert any
force on corporeal creatures or objects. It disperses if it
exceeds the spell’s range.

DUSK BALL, GREATER


School evocation [darkness]; Level magus 4, nightblade
4, occultist 4, saboteur 4, shaper 4, sorcerer/wizard
4, witch 4
This spell functions as dusk ball, except it deals 6d6
points of cold damage to any creature it strikes. Any
creature that fails its save against the ball is coated in
shadows, making it treat all other creatures as if they had
total concealment (50% miss chance) for 1d4 rounds. A
creature that does not use vision to see or has the see
in darkness ability is not affected by the concealment
effect.

EARTHEN SHARD
School conjuration (creation) [earth]; Level druid
1, elementer 1, invoker 1, saboteur 1, shaman 1,
sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect 4-ft.-high slab of earth
Duration 1 round
Saving Throw Reflex half; Spell Resistance no
The ground beneath a single target bursts forth as a
slab of earth strikes it from below. The target takes 1d6
bludgeoning damage per caster level (max 5d6) and is
rendered flat-footed for 1 round by the sudden upheaval
of earth. A Reflex save halves the damage and negates
the flat-footed effect.
The shard must originate from the ground in an area
of earthen material, be it dirt, sand, or stone. The target
must be on the ground or close above its surface (less
than 3 feet) to be struck by the earthen shard.

252
Chapter IV Spells
ELDRITCH COLLAPSE granting you bonuses while the spell lasts depending
School abjuration; Level shaper 4 on which binding you are in. If you are in the formless
Casting Time 1 standard action body binding, you gain a +1 morale bonus to attack rolls
Components V, S and damage rolls per three caster levels (minimum +1,
Range see text maximum +3). If you are in the opened mind binding, you
Effect see text instead gain a +1 morale bonus to AC, concentration
Duration instantaneous checks, and on caster level checks to overcome Spell
Saving Throw none; Spell Resistance no Resistance per three caster levels (minimum +1,
You must have your void open in order to cast this spell. maximum +3).
The energy of the void collapses, sending out a burst If you switch bindings while the spell lasts, you lose
of disruptive arcane power. All ongoing magical effects the benefits for your old binding and gain the effects of
within the area of the void are dispelled, as if using the new one, as described above.
greater dispel magic to perform an area dispel. Roll a single
dispel check and apply it to all creatures and objects ENABLE FUNCTION
within the burst. You can choose to exclude yourself School transmutation; Level occultist 3, sorcerer/
and your equipment from this effect. wizard 3, vanguard 2
Once the spell resolves, your void immediately closes, Casting Time 1 round
ending its effects. You cannot re-open the void until the Components V, S
end of your next turn. Range touch
Target construct touched
EMBRACE THE DEEP Duration 10 min./level
School transmutation [water]; Level alchemist 5, cabalist Saving Throw Will negates (harmless); Spell
5, druid 5, elementer 5, invoker 4, occultist 5, psychic Resistance yes (harmless)
5, shaman 5, witch 5 Enable function allows you to grant new abilities to a
Casting Time 1 standard action construct. You can grant it either ranks in a skill or a
Components V, S, M/DF (a sahuagin scale) specific feat.
Range touch If you grant it ranks in a skill, you must choose a
Target creature touched single skill. You grant it either a number of ranks in that
Duration 1 hour/level (D) skill equal to half your caster level (max 10) or equal to
Saving Throw Will negates (harmless); Spell your own ranks in the skill (max 20). A non-intelligent
Resistance yes (harmless) construct cannot be granted ranks in an Intelligence- or
With a touch, the enchanted creature becomes a master Charisma-based skill.
of the deepest reaches of the ocean. If you grant it a feat, the construct gains a single feat
The creature gains a swim speed of 90 feet (along of your choice. It must be one that the construct can
with the +8 racial bonus to swim checks this speed qualify for.
provides), can breathe underwater, and is unaffected by A single construct can have at most one enable function
pressure or cold from being deep underwater. active on it per four Hit Dice it has (minimum 1). Any
So long as it is conscious and fully submerged in water, feats or skill ranks granted by enable function cannot be
the creature also gains the benefit of freedom of movement used to meet prerequisites of feats granted by further
(as the spell) and is immune to confusion. These benefits castings of the spell.
end if the creature is even partially removed from the
water, but return if submerged again. ENERGY MISSILES
School evocation [acid, cold, electricity, fire, sonic];
EMPOWERING DUALITY Level bloodrager 1, elementer 1, magus 1, saboteur
School enchantment (compulsion) [mind-affecting]; 1, sorcerer/wizard 1
Level cabalist 1 Casting Time 1 standard action
Casting Time 1 standard action Components V, S, M (five differently-colored marbles)
Components V, S Range medium (100 ft. + 10 ft./level)
Range personal Targets up to five creatures, no two of which can be
Target you more than 15 ft. apart
Duration 1 minute Duration instantaneous
You cannot cast this spell if you are not in either the Saving Throw none; Spell Resistance yes
formless body or opened mind binding. You conjure several rainbow-hued motes of elemental
With a thought, you unlock your latent potential, energy to strike your foes unerringly.

253
Spells Chapter IV
You conjure five motes, each one dealing 1 point of Components V, S
damage to a target of your choice. You can send more Range see text
than one missile at a single target, though each missile Effect see text
can only strike one creature. Each missile deals a different Duration instantaneous
damage type: one each for acid, cold, electricity, fire, and Saving Throw Fortitude partial; Spell Resistance yes
sonic damage. You choose which type of missile strikes You must have your void open in order to cast this spell.
which target. The energy of the void collapses, sending out a
For every two caster levels you gain beyond 1st, the decaying wave of entropy. All creatures within the area
damage of each missile increases, as follows: 1d3 (3rd), of your void take 1d6 negative energy damage per two
1d4 (5th), 1d6 (7th), and 1d8 (9th or higher). caster levels (max 10d6) and gain 1 temporary negative
Spells and effects that block magic missile also block the level. A Fortitude save halves the damage and prevents
effects of this spell. the negative level from applying. Negative levels
imparted by entropic collapse are automatically removed
ENERGY WEAPON after a number of hours equal to half your caster level
School transmutation; Level bloodrager 2, elementer 2, (max 10 hours). Usually, negative levels have a chance
magus 2, nightblade 2, ranger 2, sorcerer/wizard 2, of becoming permanent, but the negative levels from
vanguard 2 entropic collapse don’t last long enough to do so. The
Casting Time 1 standard action damage from this spell cannot heal undead.
Components V, S Once the spell resolves, your void immediately closes,
Range touch ending its effects. You cannot re-open the void until the
Target weapon touched end of your next turn.
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell ENTROPIC STORM
Resistance yes (harmless, object) School necromancy; Level cleric 9, sorcerer/wizard 9
This spell functions as magic weapon, except that instead Casting Time 1 standard action
of granting a +1 enhancement bonus you instead grant Components V, S
the weapon your choice of either the corrosive, flaming, Range medium (100 ft. + 10 ft./level)
frost, or shock special weapon property. Duplicate abilities Area 30-ft. radius spread
on a weapon do not stack. Duration concentration, up to 1 round/level, see text
At 11th caster level, you can instead grant the weapon Saving Throw Fortitude partial, see text; Spell
corrosive burst, flaming burst, icy burst, or shocking burst. Resistance yes
You create a gateway to the destructive void between the
ENTROPIC BURST Plane of Shadows and the Plane of Negative Energy,
School necromancy [electricity, shadow]; Level magus exposing those within to entropic oblivion.
3, nightblade 3, shaper 3, sorcerer/wizard 3 Creatures in the area age a single age category (no
Casting Time 1 standard action save). The creature immediately takes the age penalties
Components V, S to Strength, Dexterity, and Constitution for its new
Range 15 ft. age category, but does not gain the bonuses for that
Area 15-ft.-radius burst, centered on you category. Each round the creature remains in the area,
Duration instantaneous it ages yet another age category, going from middle age
Saving Throw Reflex half; Spell Resistance yes to old, and old to venerable. The penalties from aging
This spell creates a crackling burst of entropy around are cumulative, just as with normal aging. A creature that
yourself, drawing upon the boundary of the Plane of ages to venerable age (or is already venerable) that is
Shadows and Plane of Negative Energy to ravage your exposed to the entropic storm must make a Fortitude save
enemies. Any creature caught in the area of the entropic or age so far that it simply stops existing, slaying it and
burst must make a Reflex save or take 1d6 damage per reducing its entire being to dust. This is a death effect.
two caster levels (max 10d6). Half of this damage is It must make this save each round it is exposed to the
electricity damage, while the other half comes from storm. A creature reduced to dust in this manner can
entropic decay and is not subjected to energy resistance only be revived via miracle, wish, or true resurrection. After
or damage reduction. leaving the area of the entropic storm, a living creature goes
back down age categories at a rate of one age category
ENTROPIC COLLAPSE per hour until it is restored to its original age.
School necromancy; Level shaper 3 Unattended objects, constructs, or undead creatures
Casting Time 1 standard action in the area age and decay rapidly, taking 5d6 points of

254
Chapter IV Spells
damage + 1 point per caster level (maximum +20) each 3rd Round: The volcano erupts. The catastrophic blast
round they remain in the area (no save). A magic item fills the radius of the volcano and rises 30 feet above its
destroyed loses its magical functions as normal and surface, dealing 12d6 fire damage to all creatures within
falls into a state of significant disrepair, but is otherwise the area and knocking them prone. A Reflex save halves
intact and can be repaired by a make whole spell. Mundane the damage and negates the prone effect.
objects that lose all of their hit points are reduced to 4th Round: The lava runs downhill, spreading out 60
dust and cannot be restored. feet around the base of the volcano (for a total radius of
A creature whose age is unknown starts by aging 120 feet of ground covered by the lava flow). Creatures
to middle age, from which it can continue to age if within the lava flow take 8d6 fire damage, with a Reflex
continuously exposed to the entropic storm. Ageless or save halving the damage.
immortal creatures are immune to this spell. Beings of 5th through 10th Rounds: The ground remains covered
entropy, such as nightshadesB2, are also immune to this in lava, while volcanic ash fills the air. The area is
spell’s effects. This spell cannot harm artifacts. considered difficult terrain, and any creature that enters
As part of concentrating on the spell, you can move into or starts their turn in the area takes 2d6 fire damage.
the area of the entropic storm 10 feet in any direction. The ash blocks all sight (including darkvision) within the
spell’s area to a height of 60 feet above the ground.
ERUPTION Damage dealt by lava by eruption (from the 3rd round
School conjuration (summoning) [earth, fire]; Level onwards) continues to burn for 1d3 rounds, but this
druid 9, elementer 9, sorcerer/wizard 9 burn damage is only half the initial damage (that is, 6d6,
Casting Time 1 round 4d6, or 1d6 points per round). Burning damage from
Components V, S exposure to lava does not stack. It also damages buildings,
Range long (400 ft. + 40 ft./level) structures, and unattended objects. This damage is not
Effect 60-ft.-radius volcano with 120-ft.-radius of lava halved as most damage is for objects. Wooden structures
flow (see text) typically are set on fire, causing further damage.
Duration concentration (maximum 10 rounds) (D) When the spell ends, the ground falls back to its
Saving Throw see text; Spell Resistance yes original state and the remaining ash and lava vanishes,
The earth trembles and swells, the pressure beneath though the destruction wrought by the spell remains.
the surface building until it erupts in a fiery display of Any ongoing burning damage ends when the spell does.
tremendous power.
Eruption conjures an active volcano within the surface EXPANSIVE DUALITY
of the earth: as such, it must be cast upon the ground, School conjuration (teleportation); Level cabalist 4
though that ground need not be empty. There must be Casting Time 1 standard action
sufficient space for the volcano to be conjured for you Components V, S
to cast this spell (the volcano is 60 feet wide at its base, Range 20 ft.
and rises up to 20 feet at its peak). Area 20-ft.-radius burst, centered on you
Upon finishing the casting of the spell, the volcano Duration instantaneous
begins to build in strength before eruption. This process Saving Throw Will partial; Spell Resistance yes
takes place across several rounds, with each round having You cannot cast this spell if you are not in either the
a different effect, and requires you to concentration formless body or opened mind binding.
to see it through. The listed effect occurs in only the You warp reality around you to tear at creatures and
designated round unless otherwise specified: forcefully displace them. Each creature in the burst takes
1st Round: The ground swells with pressure. The 1d6 damage per caster level (max 10d6). A Will save
center point of the volcano rises to a maximum height halves the damage.
of 20 feet. Buildings and structures in the area take 50 If you are in the formless body binding, creatures that
points of damage from the violent shaking and sudden fail their save are teleported 5 feet towards you per four
upheaval of their foundations. Creatures in the area caster levels (max 20 feet). If you are in the opened mind
must make a Reflex save or fall prone. binding, creatures that fail their saving throw are instead
2nd Round: Hot steam vents burst forth from the teleported directly away from you 5 feet per four caster
ground. Three vents burst from points you designate levels (max 20 feet). Either effect cannot teleport a
along the volcano’s surface, each one in a 10-foot creature into an occupied space.
radius, 30 feet high. A creature caught in a vent takes
6d6 fire damage, with a Reflex save halving the damage. EXPOSE
A creature caught within multiple vents does not take School transmutation [curse]; Level elementer 3, magus
additional damage. 3, occultist 3, saboteur 3, shaper 3, sorcerer/wizard

255
Spells Chapter IV
4, witch 4 Saving Throw Will negates (harmless); Spell
Casting Time 1 standard action Resistance yes (harmless)
Components V, S This spell enhances the vision of a creature, granting
Range close (25 ft. + 5 ft./2 levels) it low-light vision for the duration of the spell. The
Target one creature or object creature also gains a +2 insight bonus on saving throws
Duration 1 round/level against effects that would cause it to be dazzled or
Saving Throw Fortitude partial (object); Spell blinded. Creatures that already have low-light vision do
Resistance no not have their vision enhanced further, but still receive
With a wave of your hand, you reduce the target’s the bonus on saving throws.
defenses. Choose one of the following penalties:
• The target takes a -4 penalty to its AC EYES OF EVENTIDE, COMMUNAL
• The target takes a -2 penalty to all saving throws. School transmutation; Level alchemist 2, antipaladin
• The target’s Damage Reduction and/or hardness (if 2, bard 2, cabalist 2, cleric 2, druid 2, inquisitor 2,
any) is reduced by 5. invoker 2, medium 2, nightblade 2, occultist 2, psychic
• The target’s Spell Resistance is lowered by 5. 2, ranger 2, shaper 2, sorcerer/wizard 2, witch 2
• All energy resistances the target has are reduced by Target creatures touched
10. This has no effect on a creature or object with This spell functions like eyes of eventide, except you
immunity to a damage type. may divide the duration in 1-hour intervals among the
A successful Fortitude save reduces the duration of creatures touched.
the effect to 1 round. The effects of this spell do not
stack, but multiple castings can each impose a different FIELD OF BLADES
penalty type. School conjuration (creation) [metal]; Level sorcerer/
wizard 9, vanguard 6
EXPOSE, GREATER Casting Time 1 round
School transmutation [curse]; Level elementer 5, magus Components V
5, occultist 5, saboteur 5, shaper 4, sorcerer/wizard Range 120 ft.
6, witch 6 Effect numerous weapons in 120 ft.-radius spread on
Range medium (100 ft. + 10 ft./level) the ground, centered on you
This spell acts as expose, except you can choose one of Duration 1 round/level (D)
the following penalties to inflict: Saving Throw Reflex half, see text; Spell Resistance no
• The target takes a -6 penalty to its AC As you finish the lengthy invocation, you feel the fires
• The target takes a -4 penalty to all saving throws. of creation flow through your veins. For a moment your
• The target’s Damage Reduction and/or hardness (if eyes close as you picture yourself among a world of
any) is reduced by 10. infinite blades, becoming one with the weapons in both
• The target’s Spell Resistance is lowered by 10. flesh and mind. You open your eyes to see the world now
• All energy resistances the target has are reduced by matches your vision, blades filling the land around you.
15. If the creature has immunity to a damage type, it One of the strongest forms of metal creation, the field
instead is treated as having resistance 20 against that of blades spell fills the ground within a 120-foot radius
energy type for the duration of this spell (this resistance around you with innumerable bladed weapons (any
is not further lowered by greater expose). A creature kind of melee weapon that can deal slashing or piercing
with a subtype that matches its energy resistance is damage and is at least partially made of metal). The
not affected by this (for example, a creature with the weapons are sized for you to wield. Each one is stuck
cold subtype cannot lose its immunity to cold). in the ground blade-first, with the handle facing up.
The weapons fill enough space to make the entire area
EYES OF EVENTIDE difficult terrain for creatures within one size category of
School transmutation; Level alchemist 1, antipaladin you (if you are Medium, this includes Small, Medium,
2, bard 1, cabalist 1, cleric 1, druid 1, inquisitor 1, and Large creatures). Creatures smaller than those sizes
invoker 1, medium 1, nightblade 1, occultist 1, psychic can pass through the blades easily enough but cannot
1, ranger 1, shaper 1, sorcerer/wizard 1, witch 1 charge through the area, while creatures bigger than
Casting Time 1 standard action those sizes can move through the area by simply forcing
Components V, S the weapons aside when they move (no action needed).
Range touch While within the field of blades, you have access to
Target creature touched a number of powers, both offensive and defensive in
Duration 1 hour/level nature, as follows:

256
Chapter IV Spells
• You can call any kind of weapon to your hand from • As a standard action, you can create a whirling storm
the field of blades as a free action. You can wield any of blades in a 15-foot-radius burst. Any creature in
weapon in the field of blades as if you were proficient the burst takes 1d6 damage per two caster levels (max
and you treat your caster level as your base attack 15d6); a Reflex save halves the damage.
bonus (if it is higher than your base attack bonus) • As an immediate action when a creature attacks with
when using these weapons. This can grant you extra a ranged weapon, you can attempt to counter it by
attacks for having a high base attack bonus. Any other striking the projectile with a blade. You make a single
creature in the area can grab a weapon as well, but attack roll using your caster level + your Intelligence,
they receive no special abilities when they do so and Wisdom, or Charisma modifier (whichever is highest).
the type of weapon they find is random. If your attack roll meets or exceeds the opponent’s roll,
• As a standard action, you can telekinetically hurl several the attack is negated. Instead of using an immediate
weapons at nearby foes. You can hurl up to one blade action, you can instead use a standard action to ready
per two caster levels (max 15), making a ranged attack several blades; if you do, you can negate up to one
using your caster level + your Intelligence, Wisdom, ranged attack per two caster levels (max 15) within a
or Charisma modifier (whichever is highest) as your single round, making a separate roll for each.
attack bonus. You can target any number of creatures, • As a full-round action, you can create a wall of blades.
but each weapon only strikes once. Each weapon This can be up to 5 feet long per caster level in a
hurled in this manner deals its normal damage with straight line, or a circle around a center point with a
no added bonus. radius of 5 feet per four caster levels; either version is

257
Spells Chapter IV
20 feet high. Any creature attempting to pass through Your speed is increased by 40 feet until the start of
the wall takes 1d6 damage per two caster levels (max your next turn, and your movement does not provoke
15d6); a Reflex save halves the damage. The wall attacks of opportunity for the same duration. When
falls apart at the start of your next turn unless you you move, your are wreathed in flames that scorch the
spend that turn maintaining the wall (also a full-round ground and harm any creature you pass. Any creature
action). Creatures on opposite sides of the wall have you pass within 5 feet of must make a Reflex save or take
cover from each other (+4 to AC, +2 on Reflex saves). fire damage equal to 3d6 + 1 per caster level (max +10):
Any weapon that you use with the field of blades counts a successful save halves the damage. A single creature
as magic and any kind of material that you want for the can only be harmed once in this manner by a single
purpose of overcoming damage reduction, including casting of this spell, and Spell Resistance applies.
silver, cold iron, or adamantine. Other creatures using In addition, you leave a trail of fire along the ground,
the weapons do not receive this benefit unless you allow assuming you were traveling on the ground while
it. At the end of the duration, all weapons created by field affected by flame dash. A wall of fire as wide as your
of blades vanish, leaving no trace (the ground leaves no space (maximum 10 feet wide and 10 feet high) occupies
markings for where the blades were stuck). whatever spaces you travel through for the duration,
appearing as you leave each space. Each creature that
FISTS OF STEEL enters into the area of flame takes 2d6 fire damage. A
School transmutation [metal]; Level alchemist 3, Reflex save halves this damage, and Spell Resistance
bloodrager 2, magus 3, sorcerer/wizard 3, vanguard 2 applies. The trail lasts until the start of your next turn.
Casting Time 1 standard action A qinggong monk can select flame dash as a 6th-level ki
Components V, S power, requiring 1 ki point to use.
Range personal
Target you FLASH OF SPIKES
Duration 1 min./level (D) School conjuration (creation) [metal]; Level alchemist 3,
This spell transforms your hands and forearms into living magus 3, nightblade 3, sorcerer/wizard 3, summoner
iron. Your unarmed strikes do not provoke attacks of 3, vanguard 3
opportunity and deal 1d8 points of lethal bludgeoning Casting Time 1 standard action
damage (1d6 if you are Small). If your unarmed attacks Components V
already dealt at least that much, they instead deal damage Range 5 ft.
as if you were one size category larger. In addition, your Area 5-ft.-radius burst, centered on you
unarmed strikes ignore up to 10 points of hardness of Duration instantaneous
any object or construct struck. Saving Throw Reflex half (object); Spell Resistance no
The strength of fists of steel lies in the ability to protect A vicious but practical spell, flash of spikes causes
you from harm. You do not take damage when touching numerous sharpened spikes of metal to immediately
or making unarmed strikes against a creature or object protrude from your body, harming creatures directly
that would normally harm you for doing so (such as next to you and destroying bindings. A creature or object
striking a creature with the burn ability). This does caught in the area takes 1d6 piercing damage per caster
not protect you from harm should you grapple or are level (max 10d6); a creature struck begins bleeding from
grappled by a creature that would harm you for doing so. the impaling strike, taking 1d6 bleeding damage each
A qinggong monk can select fists of steel as a 6th-level round. A Reflex save halves the damage and negates the
ki power, requiring 1 ki point to use. bleeding effect. The damage counts as magic and silver
for the purpose of overcoming damage reduction.
FLAME DASH You gain a +4 bonus on concentration checks to
School evocation [fire]; Level alchemist 2, bloodrager 2, cast this spell while grappled or pinned. In addition, a
elementer 2, magus 2, sorcerer/wizard 2 creature that is grappling you takes a -2 penalty on its
Casting Time 1 standard action Reflex save, and if it fails its saving throw it takes a
Components V, S penalty to its CMB to maintain its hold on you during
Range personal the next round equal to your caster level (max -10).
Effect burning wall of fire; see text
Duration 1 round FLING
Saving Throw Reflex half (see text); Spell Resistance School transmutation; Level bard 0, cabalist 0, elementer
no (see text) 0, magus 0, medium 0, occultist 0, psychic 0, shaper 1,
In an instant, you dash forward, a swirling mass of flame sorcerer/wizard 0, spiritualist 0, vanguard 0
trailing you and burning your path. Casting Time 1 standard action

258
Chapter IV Spells
Components V, S The lightning arcs to all creatures within 5 feet of
Range close (25 ft. + 5 ft./2 levels) the pillar of electricity (though not inside it), dealing
Target object weighing no more than 2 lbs./level each half as much damage, with a Reflex save for half
Duration instantaneous (reducing it to a mere one-quarter damage).
Saving Throw none; Spell Resistance no
This simple spell allows you to hurl a small object a FREEZE
moderate distance. You must have the object in hand, School evocation [cold]; Level druid 0, elementer 0,
and it cannot weigh more than 2 pounds per caster level, invoker 0, nightblade 0, shaman 0, witch 0
to a maximum of 20 pounds. You can fling the object Casting Time 1 standard action
to any location in range, using your caster level + your Components V, S
Intelligence, Wisdom, or Charisma modifier (whichever Range touch
is highest) to throw the object. Target creature, object of size Small or smaller, or 5-ft.-
You can also throw the object at a creature, though square surface touched (see text)
the object is not thrown with enough force to harm it. Duration see text
However, you can use fling to throw a splash weapon, Saving Throw Fortitude negates (object), see text; Spell
such as a vial of alchemist fire, from a longer distance, Resistance yes (object)
harming the targets hit as normal. With a touch, you chill the target to sub-zero
temperatures. If you target a creature, you must succeed
FORCEFUL DISCHARGE on a melee touch attack. On a hit, your touch deals 1d3
School evocation [force]; Level vanguard 4 cold damage (no save).
Casting Time 1 swift action If you touch an object, that object is covered in a thin
Components V layer of frost. This effect is not cold enough to cause
Range medium (100 ft. + 10 ft./level) immediate damage, but prolonged direct exposure (such
Area 20-ft.-radius burst as holding a frosted sword without gloves) across several
Duration instantaneous rounds can cause some minor frostbite, subject to GM
Saving Throw Reflex partial; Spell Resistance yes discretion. Targeting an object that lies on a surface
You must have a resonance in effect to cast this spell. can freeze that object to it, requiring the melting of the
With a single command you release the resonant ice or a DC 10 Strength check to un-stick it. Attended
energy built up between you and your companion in a objects or magical objects can make a Fortitude save to
wave of force, ending the resonance immediately. Each negate the effect.
enemy within 20 feet of your construct companion takes If you target a surface, you coat a 5-foot square with
3d8 force damage, is pushed back to the edge of spell’s ice. This can also be used to freeze the surface of a body
area, and is finally knocked prone. A Reflex save negates of water, freezing a 5-foot square up to four inches
the pushing and prone effects but not the damage. thick. A creature can walk within or through the square
The magical effect of the resonance allows it to at half normal speed with a DC 10 Acrobatics check.
discern between friend and foe; allies are not affected by Failure means it can’t move that round, while failure by
the forceful discharge. 5 or more means it falls. Trying to use freeze to freeze a
creature within a body of water or to a surface causes
FORKED LIGHTNING the spell to fail.
School evocation [electricity]; Level bloodrager 1, The effects of freeze (aside from damage) remain for
druid 1, elementer 1, invoker 1, magus 1, nightblade 1 minute per level on average: hotter temperatures can
1, saboteur 1, shaman 1, shaper 1, sorcerer/wizard 1, cut this duration in half, while cold weather can let the
vanguard 1 ice last indefinitely without melting. Exposure to fire
Casting Time 1 standard action damage typically melts the ice within 1 round.
Components V, S
Range close (25 ft. + 5 ft./2 levels) FULL SALVO
Effect column of lightning 5 ft. wide, 30 ft. tall School conjuration (creation) [metal]; Level magus 5,
Duration instantaneous sorcerer/wizard 5, vanguard 5, witch 5
Saving Throw Reflex half; Spell Resistance yes Casting Time 1 standard action
You point towards your target as innumerable crackling Components V, S, M (a firearm bullet worth at least 1
bolts of lightning strikes them from above. Any creature gp)
caught in the column of lightning takes 1d4 electricity Range see text
damage per caster level (max 5d4). A Reflex save halves Effect several conjured firearms
the damage. Duration instantaneous

259
Spells Chapter IV
Saving Throw none; Spell Resistance no GRASP OF DARKNESS
With a sweep of your hands you conjure several loaded School evocation [darkness]; Level bloodrager 1, magus
firearms nearby, each one floating and ready to fire. 1, nightblade 1, occultist 1, saboteur 1, shaman 1,
Full salvo creates one Medium musket per two caster shaper 1, sorcerer/wizard 1, witch 1
levels (max 10). They each appear floating in your space Casting Time 1 standard action
or in squares adjacent to you. Each one immediately Components V, S
fires a single bullet at a nearby foe, dealing 1d12 piercing Range touch
damage on a hit, threatening a critical hit on a 20 Target creature or object touched
and dealing x4 damage on a critical hit. It has a range Duration instantaneous
increment of 40 feet, can go up to five range increments, Saving Throw Fortitude partial; Spell Resistance yes
and strikes against touch AC in the first range increment. You reach out with a hand of chilling shadows, dealing
The gun misfires on a roll of a 1 or 2, making the shot 1d6 cold damage per caster level (maximum 5d6) on a
for that gun automatically miss. successful melee touch attack. A creature struck must
You must make a separate attack roll for each gun, make a Fortitude save or have its vision clouded with
using your normal bonuses. Any feats you have that shadows, making it treat all other creatures if they had
apply to firearms, such as Weapon Focus or Clustered concealment (20% miss chance) for 1 round. A creature
ShotsUC, apply to the full salvo. The bullets count as that does not use vision to see or has the see in darkness
magic and your choice of either silver or cold iron for ability is not subjected to the concealment effect.
the purpose of overcoming damage reduction. At 12th
caster level, you can instead make the bullets count as GRASPING STEEL
adamantine for this purpose. Once you finish making all School conjuration (creation) [metal]; Level magus 4,
attacks, the guns vanish and the spell ends. occultist 4, psychic 4, saboteur 4, sorcerer/wizard 4,
vanguard 4
FUNGAL SCOURGE Casting Time 1 standard action
School conjuration (creation) [disease, plant]; Level Components V, S, M (a small, thin sheet of metal)
druid 8, shaman 8, witch 8 Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 standard action Target one creature
Components V, S, DF Duration instantaneous and 1 round/level
Range 60 ft. Saving Throw Reflex partial; Spell Resistance no
Area cone-shaped burst A large, thick plate of iron appears before you and
Duration instantaneous, see text flies forth towards your opponent’s head. The target is
Saving Throw Fortitude partial (object), see text; Spell struck by the brute force of the slab of metal, taking 1d6
Resistance yes (object) or no, see text bludgeoning damage per two caster levels (max 10d6).
Consuming fungal spores blast forth from you, withering The damage only occurs once, when the slab first hits.
and sapping the essence of living creatures and plantlife. After being hit (whether it takes damage or not),
Living creatures caught in the area are infected by the the target must make a Reflex save or have the metal
spores, which rapidly grow across their skin. This is a plate wrap around its head. This causes a number of
disease effect (Fungal Scourge: Disease—contact; save Fort debilitating effects:
DC equal to the spell’s DC; onset none; frequency 1/round First, the target is effectively blinded unless it can
for 6 rounds; effect 1d2 Con damage and 1 Cha damage; see through at least two inches of iron or steel. It also
cure 2 saves). takes a -5 penalty on hearing-based Perception checks.
In addition, the spores wither natural plantlife and The grasping steel is not water-tight nor air-tight, so the
objects made out of wood (including structures). Such creature will not suffocate.
objects take 1d4 damage per caster level (max 20d4) Second, it cannot use any natural attacks that originate
with a Fortitude save for half damage. Natural plant from its head, such as a bite attack or gore attack. It
growth that is reduced to 0 hit points withers and dies cannot use these attacks to strike at the grasping steel in
immediately (as a blight spell) as fungal caps sprout from attempts to break it. It can, however, still speak, though
its rotted surface. Exceptionally large plants may only be it is muffled; other creatures take a -10 penalty on
partially withered, subject to GM discretion. Perception checks made to hear what the target says.
Undead and constructs are unaffected unless they Third, any energy-based effects, spells, spell-like
are made primarily out of plant matter (such as a wood abilities, and supernatural abilities that originate from
golemB1). Against such creatures, fungal scourge deals the creature’s head are impaired, such as a breath
damage as if they were a wooden object and affects weapon or a gaze attack. If it attempts to use an attack
them as if the spell did not allow Spell Resistance. that creates energy or projectiles from its head in some

260
Chapter IV Spells
way, the attack fails unless it manages to destroy the at the time of casting the spell; any gear being held in
grasping steel. Even then, the steel forces the attack back that hand is merged into your form (as is typical with a
in the creatures face, subjecting it to the effects of the polymorph effect).You can also use hand of the abyss in
attack. The attack automatically hits the creature and it is place of a missing arm, if desired.
not afforded a Reflex save (if the attack would normally The hand grants you a slam attack that deals damage
allow one), but its other defenses still function, such as as if you were two size categories larger than your actual
energy resistance or Fortitude and Will saves. size. It is considered a primary natural attack and adds
The steel is two inches thick, has hardness 10, and has 1-1/2 times your Strength modifier to attacks with it.
60 hit points. If it is reduced to 0 hit points, the spell The slam attack also has the trip, grab (up to one size
ends. Creatures that do not have a discernible head can larger than you) and constrict (1d8 + 1 per caster level)
still be struck by the grasping steel and take damage, but universal monster abilities. When attacking with the
are not subject to its other effects. hand or performing grapple or trip maneuvers with it,
A qinggong monk can select grasping steel as a 10th- you can use your caster level in place of your base attack
level ki power, requiring 2 ki points to use. bonus if your caster level is higher, though this does not
grant you any additional attacks for having a high base
HAIL OF ARROWS attack bonus. The hand’s reach is 10 feet beyond your
School transmutation; Level ranger 3 natural reach, as the shadowy mass extends to strike foes
Casting Time 1 swift action at a distance (typically this means a reach of 15 feet for
Components V a Small or Medium creature).
Range personal The hand of the abyss is mutable in form, granting you
Target you a versatile set of abilities, as follows:
Duration 1 round • As a full-round action, you can sweep the hand or
Hail of arrows greatly speeds up your ability to strike at slam it down in an outstretched line. If you sweep,
foes with ranged weapons. you hit all creatures in a cone-shaped area whose
During the turn that you cast hail of arrows, you can length is equal to your reach with the hand (typically a
use a full-round action to make a single ranged attack 15-foot cone for Medium and Small creatures). If you
with a ranged weapon you are wielding against each hit in a line, you hit all creatures in a line up to double
opponent that is within the first range increment of your reach with the hand (typically a 30-foot line for
the weapon. Each attack is made at your full base attack Medium and Small creatures). Make a separate attack
bonus and uses your normal abilities, such as Precise against each opponent in the area. You cannot grab a
Shot or Weapon Focus. creature while performing these attacks, though you
You can attack a number of targets equal to your can still trip them.
caster level, and can only attack an individual creature • As a standard action, you can reach the hand out up
once. If you do not take the action to attack during the to double its normal reach to attempt a grapple check
turn you cast hail of arrows, the spell is wasted. against a single creature. If you succeed, you can
Despite its name, hail of arrows can be used with any choose to either pull the creature next to you or pull
ranged weapon, including throwing weapons. Thrown yourself adjacent to the creature.
weapons must be used for ranged attacks, not melee. • You can stretch the hand out to reach to any fixed
surface and latch on to it, pulling yourself to that
HAND OF THE ABYSS space. This movement does not provoke attacks of
School transmutation (polymorph) [darkness]; Level opportunity. You can scale vertical surfaces and even
alchemist 4, antipaladin 4, nightblade 4, occultist 4, hold on to ceilings in this way, though you can’t attack
shaper 4, sorcerer/wizard 5 with the hand while still latched onto a surface. The
Casting Time 1 standard action maximum distance you can reach depends on the
Components V, S action you use. Doing this as a move action lets you
Range personal grab a location up to twice the hand’s reach. If you
Target you use a standard action, you can grab up to four times
Duration 1 min./level (D) the hand’s reach. If you use a full-round action, it can
Your arm buckles and twists in a gruesome spiral before be up to eight times the hand’s reach.
erupting with a flowing surge of pitch-black substance,
coalescing into a massive arm of deadly shadows. HAND OF STONE
Hand of the abyss replaces one of your arms with a School transmutation [earth]; Level bloodrager 3, druid
writhing mass of darkness roughly in the shape of a 3, elementer 3, invoker 3, shaman 3, summoner 3
huge, grotesque arm. You choose which arm to replace Casting Time 1 standard action

261
Spells Chapter IV
unattended object within 5 feet of it. A creature or magic
item can make a Reflex save to avoid being grabbed:
unattended, non-magical objects receive no save.
The first time a creature fails its saving throw it
becomes held by the hand, entangling it. Entangled
creatures can’t move from their space without breaking
free. A target that is already held by the hand and fails its
saving throw is pulled to the ground, knocking it prone.
In addition, every round the creature fails its saving
throw, it takes bludgeoning damage equal to 1d8 + 1
per two caster levels (max +5) as the hand crushes it. A
creature that makes its saving throw takes half damage
and goes back one step in the above progression (from
prone to entangled, and entangled to free).
An affected creature can attempt to break out as a
standard action, making either a Strength check (DC =
hand of stone’s save DC) or an Escape Artist check (DC
= hand of stone’s save DC + 5). Success frees it from the
hand, but the hand can attempt to grab it again at the
start of your next turn if it does not move away.
An object held by the hand takes bludgeoning damage
equal to 1d8 + 1 per two caster levels (max +5) each
round as it is crushed by the earth, which ignores
hardness. It cannot be moved by another creature unless
first pulled out with a Strength check (DC = hand of
stone’s save DC).
The hand cannot move from the space it is created
in. It can only grab one creature or object at a time, and
only if that creature or object is Large or smaller. It will
target creatures and objects as you direct it (no action).
If you are unable to direct it (i.e. you are unconscious,
confused, or similarly impaired) the hand will continue
to grasp a creature or object it is currently holding, but
otherwise will not attack until you can direct it again.
The hand is created as a Medium-sized object with
AC 16, hardness 5, and 5 hit points per caster level (max
50). If reduced to 0 hit points, the hand of stone crumbles
to pieces, ending the spell.
A qinggong monk can select hand of stone as an 8th-
level ki power, requiring 2 ki points to use.
Components V, S
Range close (25 ft. + 5 ft./2 levels) HASTENING DISCHARGE
Effect hand of stone School transmutation; Level vanguard 1
Duration 1 round/level Casting Time 1 swift action
Saving Throw Reflex partial; Spell Resistance no Components V
With a gesture, a large hand of stone and earth rises Range medium (100 ft. + 10 ft./level)
from the ground, tightly grasping the target. Area 20-ft.-radius burst
This spell conjures a massive hand made of clay, Duration instantaneous
stone, and other earthen materials. The spell only works Saving Throw Will negates (harmless); Spell
when cast upon earthen terrain (including mud or sand) Resistance yes (harmless)
or on worked stone and soil; it does not work on metallic You must have a resonance in effect to cast this spell.
or wooden surfaces. With a single command you release the resonant
Upon casting the spell and each round at the start of energy built up between you and your companion
your turn, the hand can attempt to grasp a creature or in a wave of accelerating force, ending the resonance

262
Chapter IV Spells
immediately. Each ally within 20 feet of your construct bloodrager 2, cleric 2, druid 2, elementer 2, invoker
companion is immediately accelerated, allowing it to 2, magus 2, nightblade 2, shaman 2, sorcerer/wizard 2
move 5 feet as a free action without provoking attacks Casting Time 1 standard action
of opportunity. This does not count as a 5-foot step. Components V, S
Your construct companion does not gain this benefit. Range touch
At 11th caster level, each ally can move 10 feet instead. Target willing creature touched, see text
The magical effect of the resonance allows it to Duration 1 min./level
discern between friend and foe; enemies are not affected Saving Throw none; Spell Resistance yes (harmless)
by the hastening discharge. The ground beneath the creature’s feet freeze solidly
with ice. The ice is not thick enough to let the creature
HEAT WAVE walk upon water, only solid surfaces.
School evocation [fire]; Level druid 3, elementer 3, The creature is unaffected by difficult terrain and can
invoker 3, saboteur 3, shaman 3 take 5-foot steps into difficult terrain as the spell creates
Casting Time 1 standard action a flat surface of ice under its feet. The creature also takes
Components V, S no penalty for moving across slick surfaces like ice or
Range 60 ft. snow and does not need to make Acrobatics checks to
Area 60-ft. line cross icy surfaces, be they mundane or magical in origin.
Duration instantaneous Any space the creature travels through is left coated
Saving Throw Reflex half; Spell Resistance yes in ice. A creature can walk within or through the area
A strong gust of hot air blast forth in a line from you. at half normal speed with a DC 10 Acrobatics check.
Each creature in the area takes 1d8 fire damage per two Failure means it can’t move that round, while failure by
caster levels (max 5d8) and is fatigued. A successful 5 or more means it falls. The ice remains for 1 minute
saving throw reduces the damage by half and prevents per level on average: hotter temperatures can cut this
the fatigue effect. This spell cannot cause a creature that duration in half, while cold weather can let the ice last
is already fatigued to become exhausted. indefinitely without melting.

HIDDEN ILLUMINATION ILLUSORY EDGE


School evocation [darkness, light]; Level bard 1, cabalist School illusion (shadow) [shadow]; Level mesmerist 4,
1, cleric 1, druid 1, inquisitor 1, invoker 1, medium 1, nightblade 4, spiritualist 4, sorcerer/wizard 4
nightblade 1, occultist 1, psychic 1, ranger 1, shaper 1, Casting Time 1 standard action
sorcerer/wizard 1, summoner 1, witch 1 Components V, S
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)
Components V, S Target one weapon or 50 projectiles (all of which must
Range touch be together at the time of casting)
Target creature or object touched Duration 1 min./level
Duration 10 min./level Saving Throw Will negates (harmless, object), Will
Saving Throw none; Spell Resistance yes (harmless) disbelief, see text; Spell Resistance yes (harmless,
You create a field of special energy to a radius of 30 object)
feet around the touched creature or object that enhances You use shadow magic to create an illusory enchantment
low-light vision and darkvision of creatures in the area. on a weapon. This functions as the spell greater magic
Creatures with low-light vision can see double the weapon, except the enhancement is only partially real
distance they normally can in dim light (letting them see and you can grant different properties. In place of
four times as far as a human can in dim light). Creatures the enhancement bonuses, you can grant any of the
with darkvision in the area are able to perceive color and following weapon special properties (as appropriate
detail of things in the area, rather than seeing them in for the weapon): designating, exhausting, greater designating,
black and white. This spell does not create a visible light frost, icy burst, impact, keen, ghost touch, seeking, or wounding.
source, nor does it alter the lighting level in the area in Adding these properties consumes an amount of bonus
any way. equal to the property’s base price modifier. These
Hidden illumination counters or dispels any light or properties are added to any the weapon already has, but
darkness spell of the same level or lower, such as flare duplicates do not stack. If the weapon is not magical, at
burst or snuff. least a +1 enhancement bonus must be added before any
other properties can be added.
ICY TRAIL A creature struck by a weapon enhanced by illusory edge
School transmutation [cold]; Level alchemist 2, is entitled to a Will save to disbelieve the enhancements.

263
Spells Chapter IV
A successful save makes any special properties granted the illusion attacks a creature that has Spell Resistance,
by illusory edge (such as frost or keen) not function on that you must make a caster level check as normal to bypass
creature. Enhancement bonuses continue to work as it; failure means that creature is unaffected by this spell.
normal against that creature, as do any special properties If a creature has already disbelieved the illusion that
that were already on the weapon. illusory strike targets, that creature gains a +2 bonus to
AC and to saves against this spell’s effects.
ILLUSORY STRIKE If you cast this spell and target a figment that you
School illusion (shadow); Level bard 4, mesmerist 4, must maintain concentration on (such as silent image),
nightblade 4, psychic 4, sorcerer/wizard 4 you do not have to concentrate to maintain the spell this
Casting Time 1 standard action round.
Components V, S
Range medium (100 ft. + 10 ft./level) ILLUSORY VESTMENT
Target one illusion (figment) spell you control, see text School illusion (shadow) [shadow]; Level mesmerist 4,
Duration instantaneous nightblade 4, spiritualist 4, sorcerer/wizard 4
Saving Throw See text; Spell Resistance yes Casting Time 1 standard action
With a quick incantation you blend your illusions with Components V, S
shadowstuff from the Plane of Shadow, making an Range close (25 ft. + 5 ft./2 levels)
illusion reality for a short time. When you cast the spell, Target one suit of armor or a shield
you designate a single illusion (figment) spell you can see Duration 1 min./level
and currently control or are maintaining concentration Saving Throw Will negates (harmless, object), Will
on. That illusion becomes real for a short time, allowing disbelief, see text; Spell Resistance yes (harmless,
it to harm other creatures. object)
Depending on the form of the illusion, the illusion You use shadow magic to create an illusory enchantment
can make different kinds of attacks. The possible attacks on a suit of armor or a shield. This functions as the
are shown on Table: Illusory Strike. You may choose spell magic vestment, except the enhancement is only
a single attack form from the table that is appropriate partially real and you can grant different properties. In
for the illusion to use (along with a damage type for that place of the enhancement bonuses, you can grant any of
attack form), subject to GM discretion. For example, an the following armor special properties: deathless, defiant,
illusory dragon might use the Area Energy Attack option fortification (any), ghost touch, invulnerability, spell resistance
to simulate the dragon’s breath attack, or use the Melee (any). Adding these properties consumes an amount of
Attack option to simulate the dragon clawing and biting bonus equal to the property’s base price modifier. These
its opponent. If the effect calls for a saving throw, it uses properties are added to any the equipment already has,
the DC of this spell to determine the saving throw. If but duplicates do not stack. If the armor or shield is not

Table: Illusory Strike


Attack
Form Effect
Melee The illusion makes melee attacks against creatures within 5 feet of itself. It attacks once for every three caster levels
Attack you have (max 5 attacks), using your caster level + your casting ability score bonus for its attack bonus on each attack.
Each hit deals 2d6+6 bludgeoning, piercing, or slashing damage as appropriate for the illusion. These attacks threaten
on a 19 or 20 and deal double damage on a critical hit.
Ranged The illusion makes ranged attacks against creatures within 60 feet of itself. It attacks once for every three caster levels
Attack you have (max 5 attacks), using your caster level + your casting ability score bonus for its attack bonus on each attack.
Each hit deals 1d6+6 bludgeoning, piercing, or slashing damage as appropriate for the illusion. These attacks threaten
on a 20 and deal triple damage on a critical hit.
Energy The illusion targets a single creature within 60 feet with a powerful energy attack. This attack requires a ranged touch
Attack attack to make, using your own attack bonuses to make the touch attack. On a hit, the illusion deals 1d6 damage per
caster level to the target (maximum 10d6) of your choice of acid, cold, electricity, or fire damage.
Area The illusion creates an area of energy to harm creatures. This can be a 30-foot cone, a 60-foot line, or a 15-foot radius
Energy burst centered on the illusion. A creature caught in the area takes 1d6 damage per caster level (maximum 10d6) of
Attack your choice of acid, cold, electricity, or fire damage. A Reflex save halves the damage.
Area The illusion creates a physically damaging area. This can be a 30-foot cone, a 60-foot line, or a 15-foot radius burst
Damage centered on the illusion. A creature caught in the area takes 1d8 damage per caster level (maximum 10d8) of your
choice of bludgeoning, piercing, or slashing damage. A Reflex save halves the damage.

264
Chapter IV Spells
magical, at least a +1 enhancement bonus must be added Duration 1d3 rounds, see text
before any other properties can be added. Saving Throw Fortitude partial; Spell Resistance yes
When a creature attacks a creature that is using the The target’s shadow turns a mix of deep crimson and
equipment enhanced by illusory vestment in any way pitch black. In an instant, several long, razor sharp
(such as with an attack, spell, or combat maneuver), spikes burst forth from the surface the shadow lies upon
that creature is entitled to a Will save to disbelieve the to strike the creature that casts it.
enhancements. This save is done before the attack roll Make a melee touch attack to see if the impaling shade
(if any) is made. A successful save makes any special strikes the creature. On a hit, the creature takes 2d6
properties granted by illusory vestment (such as fortification damage plus 1d6 per two caster levels beyond 3rd (max
or spell resistance) not function against attacks made by 10d6); half of this damage is piercing, the other half
that creature. Enhancement bonuses continue to work as is negative energy damage. The damage is considered
normal against that creature, as do any special properties magical for the purpose of overcoming Spell Resistance
that were already on the armor or shield. and only occurs once, when the spell is cast.
If the creature takes piercing damage from the attack,
IMPACT it is stuck in place by the impaling shade for the duration
School conjuration (creation) [metal]; Level bloodrager of the spell (effectively a move speed of 0). If the
4, magus 4, saboteur 4, sorcerer/wizard 4, vanguard 4 creature takes negative energy damage from the attack,
Casting Time 1 standard action it is sickened for the duration of the spell. A Fortitude
Components V, S save negates the additional effects that occur when the
Range medium (100 ft. + 10 ft./level) target takes piercing or negative energy damage from the
Targets up to four creatures, no two of which can be spell but does not reduce the damage taken.
more than 30 feet apart The negative energy damage dealt by this spell cannot
Duration instantaneous heal undead.
Saving Throw none; Spell Resistance yes
You conjure a number of magically-charged orbs of INSTANT BARDING
iron and steel, each of which impact their targets with School conjuration (creation) [force]; Level antipaladin
great force. You create one orb per four caster levels 2, cleric 2, druid 2, paladin 2, ranger 2
(max 4). Each orb you create flies out to strike creatures Casting Time 1 standard action
within range; you can have more than orb target a single Components V, S, DF
creature, but a single orb only hits once. You must make Range touch
a ranged touch attack to strike with each orb. On a hit, Target one creature suitable to be a mount
the target takes 4d6 bludgeoning damage. This damage Duration 10 min./level (D)
is considered magic for the purpose of overcoming Saving Throw Will negates (harmless); Spell
damage reduction. If multiple orbs strike a single Resistance yes (harmless)
creature, the damage is totaled before damage reduction This spell functions like instant armorAPG, except that it
is applied. targets a single creature that is suitable to be a mount.
Once a creature has been struck by an orb, you can The instant barding replaces any barding the creature is
make a bull rush or trip attempt against the target; this already wearing.
check does not provoke attacks of opportunity. You
use your caster level + your Intelligence, Wisdom, or IRON GUARDIAN
Charisma modifier (whichever is highest) in place of School conjuration (summoning) [metal]; Level
your CMB, and you gain a +5 on the check for each sorcerer/wizard 9, vanguard 6
orb that strikes the same target. You must roll separately Casting Time 1 round
for each target struck. Once all attacks and combat Components V, S
maneuver checks are resolved, the orbs vanish. Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
IMPALING SHADE Duration 1 round/level (D)
School necromancy [shadowmorph]; Level cabalist 2, Saving Throw none; Spell Resistance no
nightblade 2, occultist 2, saboteur 2, sorcerer/wizard This spell functions like summon monster IX, except it
2, spiritualist 2 summons an iron golemB1.
Casting Time 1 standard action
Components V, S IRON MAIDEN
Range close (25 ft. + 5 ft./2 levels) School conjuration (creation) [metal]; Level antipaladin
Area one creature 4, cleric 5, inquisitor 5, magus 5, saboteur 5, vanguard

265
Spells Chapter IV
5, witch 5 those outside of the iron maiden, and those outside have
Casting Time 1 standard action total cover from it. Each round, the creature takes 3d8
Components V, S piercing damage from the spikes within the iron maiden.
Range close (25 ft. + 5 ft./2 levels) The spikes are considered magical for the purpose of
Target one creature overcoming damage reduction. No light penetrates the
Duration 1 round/level (D) interior of the iron maiden.
Saving Throw Reflex partial; Spell Resistance no A creature that succeeds on its saving throw is only
A groaning, creaking sound of stressed metal echoes partially caught by the spell; it is considered grappled by
around you as you finish casting this spell. Large walls the iron maiden and cannot move from its space, but
of a coffin-shaped container appear on either side of a can otherwise act normally. It also takes half the damage
creature, their interiors covered in spikes. The two halves it would normally take from the iron maiden each round.
slam together, trapping the creature inside. Whether the creature failed or succeeded on its saving
Iron maiden creates a large, magically-reinforced iron throw, it can attempt to break out of the maiden in a few
maiden to trap a single creature. The iron maiden is ways. The iron maiden has hardness 10 and 120 hit points
appropriately sized for the targeted creature. If the and can be destroyed by enough damage. A trapped
creature fails its saving throw, it is completely encased creature or one of its allies can use a full-round action
by the iron maiden, pinning it. It gains total cover from to pry open the iron maiden with a Strength check (DC
equal to the spell’s DC), allowing the trapped creature
to escape. A creature that is trapped by the iron maiden
can also attempt an Escape Artist check or a combat
maneuver check to break free (DC equal to the 5 +
spell’s DC if grappled, or 10 + the spell’s DC if pinned).
A creature does not add its size bonus to its maneuver
check to escape in this manner (as the iron maiden is
always large enough to hold it).
If the target escapes the iron maiden, or if it is
destroyed, the spell ends.

LAVA BURST
School conjuration (creation) [earth, fire]; Level druid
7, elementer 7
Casting Time 1 standard action
Components V, S, M (a piece of obsidian)
Range close (25 ft. + 5 ft./level)
Effect ball of molten rock
Duration 1 round/4 levels, see text
Saving Throw Reflex half (object) or none, see text;
Spell Resistance no
You conjure a 2-foot-diameter ball of molten rock,
sending it to a point you designate within range. The ball
explodes, coating all nearby creatures and objects with
blisteringly-hot lava.
The lava burst explodes in a 15-ft.-radius burst, dealing
1d8 points of fire damage per two caster levels (max
10d8) to creatures and objects in the area. A Reflex save
halves the damage. This damage only occurs once, when
the spell is cast.
The lava remains after the initial burst, creating a
15-ft-radius pool of lava beneath the detonation point.
Any creature or object that enters into or starts its turn
in the area takes 2d8 fire damage (no save). The pool of
lava constantly emits smoke and steam from its surface,
creating a dense cloud that obscures sight. This acts
similar to a fog cloud spell centered upon the lava pool.

266
Chapter IV Spells
Any creature or object that takes damage from this damage per two caster levels (max 10d6, half electricity
spell continues to burn for 1d3 rounds. This burning and half sonic) and are blinded and deafened for 2d4
deals half of the initial damage each round (max 5d8 rounds. A Reflex save halves the damage and negates
from the initial burst, or only 1d8 from entering the the blindness and deafness. The bright flash of light and
pool). The burning effect does not stack. accompanying thunderclap can be observed up to 1d4
Once the spell ends, both the lava and smoke cloud miles away, as brief as they might be.
vanish, though the damage remains, and any ongoing The bolt normally fires from your hand (requiring you
burning damage ends prematurely. to have line of effect to the target), but if cast outdoors
you can call the bolt of lightning from the sky. If the
LEECHING SPORES weather conditions are stormy, the damage increases to
School conjuration (creation) [acid, plant]; Level druid d10s (max 20d10 to the main target and 10d10 to the
6, shaman 6 secondary targets), and all creatures that take damage are
Casting Time 1 standard action staggered and stunned for 1 round on a failed save or
Components V, S staggered for 1 round on a successful one.
Range close (25 ft. + 5 ft./2 levels)
Effect 20-ft.-radius cloud of spores, 20 ft. high LIGNEOUS LIMB
Duration 1 round/level School transmutation [plant]; Level alchemist 5, druid
Saving Throw Fortitude half; Spell Resistance no 6, ranger 4, shaman 6
The air turns a sickly green haze as it fills with countless Casting Time 10 minutes
parasitic fungal spores, sapping the strength of creatures Components V, S, M (timber with a total cubic volume
caught within. Any living creature (other than you) that equal to the limb to be replaced)
enters into or starts their turn inside the cloud of leeching Range touch
spores takes acid damage equal to 3d6 + half your caster Target one willing creature that is missing a limb
level (max +10) as the spores absorb nutrients and Duration 4 hours/level
energy from their bodies. A Fortitude save halves the Saving Throw none; Spell Resistance yes (harmless)
damage for that round only. You touch both the timber and the recipient of the spell.
The spores transfer their absorbed energy to you, The wood bends and whittles itself into a limb of solid
granting you temporary hit points equal to half the wood, attached to the target in place of its missing limb.
damage dealt to each creature each round. The temporary The ligneous limb works just as well as the limb that it is
hit points from this spell are cumulative, up to double replacing; an arm is just as flexible and strong as an actual
your caster level in total. The spores cannot grant you arm and can be used to lift items or wield weapons, while
more temporary hit points than a damaged creature had a replaced wing can let a creature fly at its normal speed.
remaining. The temporary hit points last for 1 hour. The creature can use the wooden appendage exactly as
While the cloud of spores cause everything to take on if it were its own limb, including any natural attacks or
a green coloration, it does not otherwise hinder vision. special abilities. This includes extraordinary abilities, but
not supernatural ones. The spell can only substitute a
LIGHTNING STRIKE missing limb; it cannot grant a creature additional limbs.
School evocation [electricity, sonic]; Level druid 8, The creature gains some superficial sense of touch
elementer 8, shaman 8 through the limb (enough for fine motor control) but
Casting Time 1 standard action does not feel significant pain through the limb. Effects
Components V, S, F/DF (a metal rod) that can wither or destroy a limb (such as wither limbHA)
Range long (400 ft. + 40 ft/level) don’t affect the ligneous limb unless it also affects wooden
Target one creature, see text objects. Effects that can damage or destroy wood or
Duration instantaneous, see text wither plants (such as blight) function against the limb,
Saving Throw Reflex half; Spell Resistance yes possibly destroying the limb and ending the spell.
With a deafening thunderclap, the targeted creature is The limb is magically reinforced, having hardness
struck by a mighty bolt of lightning. 5 and 30 hit points. Effects that would normally be
The target creature takes 1d6 damage per caster level harmful to the touch (such as a contact poison) do not
(max 20d6), is stunned for 1 round and both blinded function through the arm, but they might damage the
and deafened for 2d4 rounds. Half of the damage is arm itself, subject to GM discretion. Damage against the
electricity, the other half is sonic damage. A successful creature does not damage the limb and vice versa; it must
Reflex save halves the damage taken, negates the stun, be specifically targeted with attacks or sunder checks and
and reduces the blindness and deafness to 1 round. the like to be damaged or destroyed. Destroying the limb
Creatures within 20 feet of the target take 1d6 ends the spell.

267
Spells Chapter IV
Table: Lunar Prophecy
Lunar
d8 Phase Effect
1 New You must rise to the challenges ahead. Each creature, as a swift action, can grant themselves the benefit of
Moon good hope for 1 minute.
2 Waxing You must continue to grow in the face of adversity. As an immediate action upon being affected by a curse,
Crescent disease, or poison, each creature can attempt to cleanse themselves of the effect, as remove curse, remove
disease, or neutralize poison, respectively, using its Hit Dice as its caster level when trying to remove the effect.
3 First You will find yourself in a crisis in which you must act. Each creature, as a swift action, can grant themselves
Quarter the benefit of freedom of movement for 1 minute.
4 Waxing You must be aware of your own progress, and discover a better way of doing things. Each creature, as a swift
Gibbous action, can grant themselves the benefit of fox’s cunning for 1 minute. During this time, the creature also gains
a +4 insight bonus on all skill checks.
5 Full You must be able to see that which cannot be seen. Each creature, as a swift action, can grant themselves
Moon blindsense out to a range of 30 feet for 1 minute.
6 Waning You must share you wisdom with others. Each creature, as a swift action, can grant themselves the benefit of
Gibbous owl’s wisdom for 1 minute. During this time, the creature is immune to charm and compulsion effects.
7 Last You must think in a different manner than normal, and prepare for a new direction. Each creature, as a swift
Quarter action, can grant themselves the benefit of a single feat for 1 minute that they qualify for.
8 Waning You must understand that life and death are part of a cycle, and that death may draw near to you at times.
Crescent Each creature, as a swift action, can grant themselves the benefit of a death ward spell for 1 minute.

LIVING STORM LOCKDOWN


School transmutation (polymorph) [air, electricity]; School abjuration [metal]; Level cleric 4, inquisitor
Level elementer 5, sorcerer/wizard 5 4, nightblade 4, occultist 4, paladin 4, psychic 4,
Casting Time 1 standard action sorcerer/wizard 4, vanguard 4, witch 4
Components V, S Casting Time 1 round
Range personal Components V, S, F (a lock worth at least 20 gp)
Target you Range close (25 ft. + 5 ft./2 levels)
Duration 1 round/level (D) Target one structure whose total volume does not
Your body dissipates into a swirling mass of air. This exceed four 10-ft.-cubes/level
functions as the whirlwind universal monster ability, Duration 1 hour/level (D)
with some key changes. Saving Throw none; Spell Resistance no
The whirlwind must be at least 10 feet high and has As you finish casting the spell, you snap the lock in your
a maximum height of 20 feet. You can damage and hand shut. A quick clattering of doors and windows can
trap Small or smaller creatures that come into contact be heard as the entire building closes itself.
with you and fail a Reflex save (DC equal to this spell’s The lockdown spell quickly and efficiently locks and
DC). A creature that fails its save takes damage equal to bars all points of entry into the structure. All doors and
your unarmed strike or 2d6 + 1 per caster level (max windows shut automatically. If something is forcefully
+15), whichever is higher. The creature is lifted into the holding a door or window open, the door or window
whirlwind on a second failed save. Additionally, arcs of can make a Strength check using your caster level + 10
lightning strike foes near you: any creatures within 10 in place of its Strength score to close; this can be either
feet of you (including those trapped in the whirlwind) as an opposed Strength check against a creature or an
take 1d6 electricity damage per four caster levels (max attempt to break an object holding it open.
4d6) each round at the start of your turn (Reflex half, All doors and windows that have locks become locked
Spell Resistance applies). if they weren’t already. Bars of iron also reinforce each
You gain a fly speed of 30 feet with average entry point, with four bars per foot of width the entry
maneuverability for the duration of this spell. You cannot point has. The bars serve to reinforce doors, treating
change back from whirlwind form without dismissing them as iron doors (hardness 10, 60 hit points, DC
the spell. You cannot cast this spell underwater. 28 Strength check to break) while also blocking access
For every two caster levels you have above 9th, the to windows and other non-door entry points into the
maximum height of the whirlwind increases by 10 feet building (hardness 10 and 30 hit points per bar, DC 24
(max 60 feet), and the maximum size of creature you can Strength check to break).
damage and trap increases by one, up to Huge. While the initial casting of lockdown bars all entry

268
Chapter IV Spells
points, you may choose to dismiss its effects on an This spell replaces your physical form with dazzling
individual entry point by touching it. Dismissing it in light. Your gear is not affected by the spell, and you can
this manner is not reversible, but has no effect on other still wear and use it as normal. While in this form, you
nearby entry points. If all entry points are dismissed, the are immune to critical hits, sneak attacks, and poison.
spell ends. You shed bright light within 60 feet of you and raise
the light level by one step for an additional 60 feet: this
LUMINOUS BODY light is bright enough to pierce even the thickest of robes,
School transmutation (polymorph) [light]; Level and is not concealed or hindered by your equipment. A
alchemist 6, druid 6, psychic 6, shaman 6, sorcerer/ creature within 10 feet of you must avert their gaze or
wizard 6 be blinded for 1 round. A Reflex save negates the effect,
Casting Time 1 standard action but it must be repeated each round that it comes within
Components V, S 10 feet of you unless it covers or averts its eyes, similar
Range personal to when avoiding a gaze attack.
Target you An undead creature or a creature specifically harmed
Duration 1 min./level (D) by bright light or sunlight is dazzled while within 60 feet
Your body transforms into solid light, its radiance of you (no save). If they come within 10 feet of you,
blinding nearby creatures. they take 1d4 damage per two caster levels (max 10d4)
and are blinded for 1d4 rounds: a Reflex save halves the
damage and negates the blinding effect. A creature can
only be harmed once per round in this manner.
Spell Resistance applies to any harmful effects this
spell causes to nearby creatures.

LUNAR PROPHECY
School divination; Level druid 5, shaman 5, witch 5
Casting Time 10 minutes, see text
Components V, S, M/DF (a calm pool of water at least
1 foot in diameter plus incense and herbs worth 50 gp)
Range touch
Target one willing creature per two caster levels
Duration 24 hours
Saving Throw none; Spell Resistance no
With this spell, you seek guidance from the moon to
best prepare your allies for what lies ahead. All creatures
that wish to partake in the spell must remain within 10
feet of you while you are casting the spell. The spell
must be cast at night in the open, so that you can see
the reflection of the moon within the pool of water. If
weather conditions prevent you from seeing the moon,
you may still cast the spell, but the casting time increases
to 1 hour as the spell forces the sky to clear. This only
clears enough of the sky for you to receive the prophecy
and has no long-term effect on the weather.
Upon finishing the spell, the image of the moon that
shines upon the pool of water changes to any of its
eight phases. The phase of the actual moon does not
change. The phase of the moon that the reflection shows
determines the ability that is granted to the participants
of the spell. Roll 1d8 to determine what phase of the
moon is shown, and what ability it grants, as shown on
Table: Lunar Prophecy. The ability can be used once
by each target within the 24 hour duration of the spell.
Rather than roll randomly, you can attempt to force
a specific prophecy. You have a 20% chance + 1%

269
Spells Chapter IV
per caster level to force a prophecy (roll a d100 to within range. The object is pulled towards you, flying
determine success). Should you succeed, you can choose directly into your hands (or in the nearest available space
which result on Table: Lunar Prophecy is shown to if it is too large to hold or you do not wish to hold it).
you and grant the chosen effect on the targets of the If you attempt to take an item from a creature, you
spell. If you fail the percentile roll, the reflection in must make a steal or disarm attempt (as appropriate for
the water appears clouded over, and the spell fails. A what you are taking). You use your caster level as your
creature that took part of a failed lunar prophecy cannot Combat Maneuver Bonus, adding your Intelligence,
be the recipient the spell for 24 hours from any source. Wisdom, or Charisma modifier (whichever is highest)
A creature can only benefit from a single lunar prophecy in place of your Strength or Dexterity modifier. This
at a time. Should another lunar prophecy be cast on that combat maneuver attempt does not provoke an attack
creature before the previous duration has ended, the of opportunity from its target. If you are successful, you
spell fails. pull the target object to you, and if you have enough
hands free, you can catch it. Otherwise, the object lands
MAELSTROM in your square as if you dropped it.
School conjuration (creation) [cold, water]; Level druid Magic items receive a Fortitude save to prevent either
4, elementer 5, invoker 4, psychic 5, saboteur 5, of these effects. If the object is held down in some way
shaman 5, sorcerer/wizard 5, summoner 5 (such as by ropes), you can make a Strength check to
Casting Time 1 standard action break the bindings, using 5 + your Intelligence, Wisdom,
Components V, S or Charisma modifier (whichever is highest) in place of
Range medium (100 ft. + 10 ft./level) your Strength bonus.
Effect 30-ft.-radius whirlpool of water
Duration instantaneous, then 1d3 rounds, see text MAGNETIZING RAY
Saving Throw Fortitude partial (object); Spell School evocation [electricity]; Level bloodrager 1,
Resistance no magus 1, sorcerer/wizard 1, vanguard 1
You summon a churning whirlpool of icy waters that Casting Time 1 standard action
ensnares creatures within. Each creature in the area Components V, S
is pulled as close to the center as possible and then Range close (25 ft. + 5 ft./2 levels)
entangled for 1d3 rounds as they are partially frozen by Target one creature or object
the cold water. A Fortitude save causes the creature to Duration 1 round/level
be only pulled half as far and negates the entanglement. Saving Throw none; Spell Resistance yes
A creature with the Fire subtype takes 1d8 points of You fire a yellowish ray of electricity at a target,
cold damage per two caster levels (max 10d8) on a magnetizing it on a successful hit. You must make a
failed saving throw, or half as much on a successful one. ranged touch attack to strike the target. If you hit, any
Creatures that are immune to cold damage are immune ranged attacks made against the target with a projectile
to this spell’s entanglement effect but not the pull. that is at least partially made of metal gains a +2 bonus
In addition to the above, any non-magical fire in the to its attack roll. In addition, ranged attacks against the
area is extinguished automatically. Loose objects in the target ignore cover and partial cover and are treated as if
area are pulled towards the center of the maelstrom in the they had the seeking property.
same manner as creatures.
MARK OF THE GOLEM
MAGNETIC GRASP School transmutation; Level sorcerer/wizard 7,
School evocation [electricity]; Level bard 3, sorcerer/ vanguard 6
wizard 3, vanguard 3 Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S, F (a magnet) Range touch
Range close (25 ft. + 5 ft./2 levels) Target construct touched
Target one or more metal objects, see text Duration 1 round/level
Duration 1 round/level Saving Throw Will negates (harmless); Spell
Saving Throw Fortitude negates (object), see text; Spell Resistance yes (harmless)
Resistance yes (object) You touch a construct and alter the fabric of magic that
You create a magnetic pulse that attracts objects towards animates it, rebinding it in such a way that it becomes
your hand. impervious to magic like a golem.
Each round on your turn (starting with the round you This spell grants a touched construct a golem’s
cast magnetic grasp), you can target a single metallic object immunity to magic ability. Any spells that allow for

270
Chapter IV Spells
Spell Resistance fail outright on the subject. However, level, as described above. A creature can cut its way out
the construct gains the weaknesses of a single type of of the maw; the maw’s insides has an AC of 25 and 40
golem, chosen by you at the time of casting. It must be hit points. If a creature manages to cut its way out of the
a type of golem that you know of, and must be one that maw, the spell ends.
has a list of spells that bypass its magic immunity. If an attacked creature has Spell Resistance, you
The construct gains a mark on its chest that represents make a caster level check against that Spell Resistance
what kind of golem you designated for mark of the golem. the first time the maw bites. If the maw is successfully
This mark can be identified using Knowledge checks resisted, the maw cannot attack that creature again for
as if identifying the golem it represents; identifying the remainder of the spell’s duration.
the mark lets a creature know what spells work on the
construct. MOONBLAST
This spell cannot be cast on a construct that already School evocation [light]; Level cleric 5, druid 5, invoker
has the immunity to magic ability. 4, shaman 5, witch 5
Casting Time 1 standard action
MAW OF THE NIGHTWAVE Components V, S
School conjuration (creation) [darkness]; Level Range medium (100 ft. + 10 ft./level)
sorcerer/wizard 8, witch 8 Area cylinder with 20-ft.-radius, 60 ft. high
Casting Time 1 standard action Duration instantaneous
Components V, S, M (a shark’s tooth, plus a polished Saving Throw Will half; Spell Resistance yes
onyx stone worth at least 50 gp) A column of silvery moonlight shines down upon the
Range close (25 ft. + 5 ft./2 levels) area, searing creatures and driving them mad. A creature
Effect mouth that takes up a 20-ft. cube of space caught in the area takes 1d6 damage per caster level (max
Duration 1 round/4 levels 10d6) and is confused for 1 round. A successful Will
Saving Throw Fortitude partial, see text; Spell save halves the damage and negates the confusion.
Resistance yes A creature with the shapechanger subtype takes a -2
Upon finishing this spell, the front half of a shadowy, penalty to their saving throw and takes 1d8 damage per
shark-like creature appears where you specify in range, caster level, instead (max 10d8).
its maw a gnashing void of death. The form belongs
to none other than the nightwave, the strongest known NATURAL ORDER
form of the undead monstrosities known as nightshades. School evocation; Level druid 9, shaman 9
The maw has a space of 20 feet and a reach of 20 Casting Time 1 standard action
feet. The maw cannot be conjured in another creature’s Components V, S, DF
space. Upon casting the spell and each round afterwards Range medium (100 ft. + 10 ft./level)
on your turn for the duration, the maw can make a Area 30-ft.-radius burst
single attack on a creature within its space or within its Duration instantaneous, see text
reach. The maw uses your caster level in place of its Saving Throw Will negates and Will half (see text);
base attack bonus, with a +19 Strength bonus (it has 49 Spell Resistance yes (see text)
Strength) and a -4 size penalty for being Gargantuan. A shimmering aurora falls over the area with a faint
On a successful bite, the victim takes 5d10+19 piercing hum. It bursts with light, purging unnatural threats and
damage, 4d6 cold damage, and gains a negative level. restoring balance to the world.
Twenty-four hours after gaining any negative levels, the This powerful spell ravages creatures that do not
subject must make a Fortitude saving throw (DC = maw belong in the wilds and returns creatures to their natural
of the nightwave’s save DC) for each negative level. If the states. This has several effects, each effect occurring in
save succeeds, that negative level is removed. If it fails, sequence as follows:
that negative level becomes permanent. First, magical effects are dispelled in the area. Treat
The maw has the grab and swallow whole universal this as the area version of greater dispel magic. This
monster abilities, allowing it to grapple a creature that dispellation can also dispel anything that can be removed
it bites as a free action and eventually swallow it. It is by remove curse.
able to grab a creature of any size up to Colossal, but Second, all creatures are forced back to their natural
cannot swallow whole a Colossal creature. The maw gets forms. Any shapeshifted or polymorphed creatures in
a +4 bonus on grapple checks (from having the grab the area must make a Will save or be subjected to a true
ability), a +4 size bonus, and has a Dexterity of 16. A formAPG spell, using your caster level and save DC for
creature swallowed whole by the maw takes 5d10+28 natural order for its effect. If used to remove a polymorph
bludgeoning damage each round and gains a negative effect, you must make a caster level check to remove it

271
Spells Chapter IV
as described in true formAPG, but your caster level bonus is Negative image counters or dispels any light or darkness
not limited to +15 as it normally is for true formAPG. spell of the same level or lower, such as daylight or snuff.
Finally, the spell gravely injures creatures that are
not in harmony with nature. Undead, constructs, NIGHT ARMOR
aberrations, and non-native outsiders are injured the School abjuration [shadowmorph]; Level alchemist 4,
most, taking 1d8 damage per caster level (max 20d8). bloodrager 4, magus 4, nightblade 4, sorcerer/wizard
Against a golem, this spell is treated as if it did not 4, spiritualist 4
allow Spell Resistance. Dragons, humanoids, monstrous Casting Time 1 standard action
humanoids, and oozes take 1d8 per two caster levels Components V, S
(max 10d8). In either case, a Will save halves the damage Range personal
taken. Animals, plants, fey, magical beasts, outsiders of Target you
the native subtype, and vermin are not damaged by the Duration 1 min./level
spell, but are still subjected to its other effects. Your shadow flows up and surrounds you, defending
you from incoming attacks. The night armor reduces
NEEDLE STORM incoming damage, granting you DR 5/silver for the
School conjuration (creation) [metal]; Level cleric 3, duration of the spell, as well as the benefits of a night
saboteur 3, vanguard 3, witch 3 shield* spell. In addition to these benefits, the shadow
Casting Time 1 standard action can deflect a single ranged touch attack each round. This
Components V, S, M (a needle) functions similarly to the Ray ShieldAPG feat, though you
Range medium (100 ft. + 10 ft./level) do not need to be wearing a shield to deflect the attack
Area 15-ft.-radius burst (the night armor does it for you). This deflected ranged
Duration instantaneous touch attack is in addition to the one ranged touch attack
Saving Throw Reflex half; Spell Resistance yes you can deflect each round with the Ray ShieldAPG feat,
You toss the needle into the air as you cast the spell. A if you have it normally.
furious burst of tiny spikes erupts from a point nearby. Once the night armor has prevented 10 points of
Any creature caught in the area of the needle storm is damage per caster level (maximum 150), the spell is
assaulted by hundreds of needles, taking 1d8 piercing discharged. This includes both the damage prevented by
damage per two caster levels (max 5d8) and begins the damage reduction and the damage that would have
bleeding, taking 1d6 bleeding damage each round. A been dealt by ray attacks deflected by the night armor, but
Reflex save halves the damage and negates the bleeding. does not include deflected ranged weapon attacks with
This damage counts as magic and silver for the the Missile ShieldAPG ability nor any magic missile spells
purpose of overcoming damage reduction; at 10th level, blocked by the night armor.
it also counts as cold iron, and at 15th level it also counts
as adamantine. NIGHT SHIELD
School abjuration [shadowmorph]; Level alchemist 2,
NEGATIVE IMAGE bloodrager 2, magus 2, nightblade 2, sorcerer/wizard
School evocation [darkness, light]; Level bard 4, 2, spiritualist 2
nightblade 4, occultist 4, sorcerer/wizard 4, witch 4 Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S, F (a mirror) Range personal
Range touch Target you
Target object touched Duration 1 min./level
Duration 10 min./level (D) Your shadow flows up as a swirling barrier, moving to
Saving Throw none; Spell Resistance no intercept long-range attacks. The night shield protects
The touched object emits an aura that reverses lighting you from magic missile spells, as a shield spell. In addition,
conditions in a 60-foot radius around itself. Areas that the shadow deflects a single ranged weapon attack each
were originally dim light become normal light, while round. This functions similarly to the Missile ShieldAPG
areas that were normal light become dim light. Areas of feat, though you do not need to be wearing a shield to
darkness or supernatural darkness become bright light, deflect the attack (the night shield does it for you). This
and areas of bright light become darkness. A source deflected attack is in addition to the one ranged attack
of light or darkness (magical or non-magical) brought you can deflect each round with the Missile ShieldAPG
into the area have their effects similarly reversed. This feat, if you have it normally. The same limitations of
spell has no effect on spells with the light or darkness Missile ShieldAPG, such as being unable to deflect siege
descriptor that are instantaneous, such as sunburst or flare. weapons or natural attacks, applies to the night shield.

272
Chapter IV Spells
OBSERVATION EXTENSION object is transformed into shadowstuff which melds
School divination (scrying); Level saboteur 3 with the shadow of the recipient of the spell, storing the
Casting Time 1 standard action object within a pocket of the Plane of Shadow. As the
Components S object has been placed into a pocket dimension within
Range see text the Plane of Shadow, it does not radiate any magical
Effect one trap extension aura (if it has one) while it is melded into the recipient’s
Duration see text shadow, nor can magical means of locating the object
Saving Throw Will negates; Spell Resistance yes find it unless the spell can function across dimensions.
An observation extension allows you to modify the next trap The target’s shadow does not look any different than
you place in the same square to create a scrying sensor normal, although detect magic still detects the spell.
upon triggering. At any point during the spell’s duration, either the
You first place the observation extension as a saboteur caster of the spell or the recipient can dismiss the effect
trap in a square adjacent to you, just as you would any (a standard action), at which point the object returns
other saboteur trap. At any point within the next minute, to the plane the recipient is currently on in an adjacent
you must place a second trap in that same square (either a square. If the effect is dispelled or the duration ends, the
saboteur trap or a mundane trap). This effect supersedes item appears adjacent to the recipient (similar to if the
the normal rule that two saboteur traps cannot be placed spell was dismissed). This spell cannot affect artifacts or
in the same space. The observation extension merges with other sorts of similarly unique objects.
the second trap, enhancing its function. A trap that is
enhanced by an observation extension notifies you mentally PENUMBRAL INFORMANT
when it is triggered, similar to the mental alarm provided School divination (scrying) [shadow, shadowmorph];
by an alarm spell but out to any range. You are not given Level nightblade 4, occultist 5, sorcerer/wizard 5
any information about the triggering creature. Casting Time 10 minutes
At any point within 10 minutes of receiving the Components V, S, F (a black, silken veil)
alarm, you can choose to observe the creature that Range personal, see text
triggered the trap, as a scrying spell. The creature gets a Target you
Will saving throw against this effect (you are considered Duration 10 min./level or until discharged (D)
to have firsthand knowledge of the target, as described Saving Throw none; Spell Resistance no
in the scrying spell). The scrying effect lasts for 1 minute Your shadow fragments as bits of it tear away from you,
per caster level. forming into a wispy being of darkness.
The observation extension lasts until the trap is triggered, The penumbral informant is a scout that can relay
disarmed, or breaks apart (if the trap does so, as a information to its creator. It has the same statistics as
saboteur trap does). Only one “extension” spell can be an invisible stalkerB1, though it cannot attack (or take any
added to a particular trap. hostile actions, for that matter), and its natural invisibility
only functions while it is in dim light, darkness, or
PENUMBRAL COURIER supernatural darkness. It understands any languages you
School transmutation [shadow, shadowmorph]; Level do, in addition to its normal languages. The informant
bard 3, mesmerist 3, nightblade 3, sorcerer/wizard 4 also has the ability to turn into a flat shadow at-will,
Casting Time 1 standard action as a tenebrous form* spell. It can take up to 10 pounds
Components V, S, F (a small, empty box lined with of items with it when it transforms into a shadow this
black cloth or velvet) way. Though the spell is personal range, the informant
Range touch cannot move beyond long range (400 ft. + 40 ft./level)
Target one touched object of up to 2 cu. ft./level, plus from you at any time; doing so ends the spell.
one willing creature You can communicate telepathically with the
Duration 1 day/level (D) penumbral informant. It tells you any information that you
Saving Throw Will negates (object); Spell Resistance wish to know that it can perceive. At any point during
yes (object) the spell’s duration, you can choose to perceive through
This spell was originally created by clever smugglers to its senses, as if you cast witnessUM on the informant. Once
better conceal their illegal wares, stashing the objects this witnessUM effect ends, the spell is discharged.
within their own shadows. Upon casting the spell, you As long as this spell is in effect, your shadow flickers
touch both the object to be stored and a willing recipient slightly, as it is partially torn away to create the informant.
of the spell. Spell Resistance applies to the object (if it Additionally, your shadow always points in the direction
has it) and the object gets a saving throw if it is attended of the informant, rather than the direction it would
by an unwilling owner or is magical. If successful, the normally point due to lighting.

273
Spells Chapter IV
PENUMBRAL PIT Penumbral pit turns the target’s shadow into a miniature
School illusion (shadow) [shadow, shadowmorph]; demiplane within the Plane of Shadow, acting as a
Level nightblade 3, sorcerer/wizard 4, spiritualist 3 temporary containment for the foe. Upon targeting the
Casting Time 1 standard action creature, it must make a Will save. Success means the
Components V, S, F (a pouch made of black velvet) creature is staggered for 1 round as they step away from
Range close (25 ft. + 5 ft./2 levels) the brink of the pit, but are otherwise unaffected.
Target one creature Failing this Will save causes the creature to fall into the
Duration 1 round/level pit. Here, they are trapped inside the Plane of Shadows,
Saving Throw Will partial; Spell Resistance yes able to see a gloomy reflection of reality but unable to
The shadow of the target condenses into a quasi-real influence it in any way. The trapped creature can attempt
mire of shadowstuff, sucking the creature into its depths. another Will save each round to break free from the pit,
returning it to its original space (or the nearest available
space, if that space is now occupied). The subject also
returns once the spell’s duration ends.
Effects that block interdimensional travel (such as
dimensional anchor) prevent the effects of this spell. A
plane shift or shadow walk allows the creature to escape
from the pit early, but other teleportation effects do not.

PHANTASMAL FOE
School illusion (phantasm) [mind-affecting]; Level
bard 2, cabalist 2, magus 2, medium 2, mesmerist 2,
nightblade 2, occultist 2, psychic 3, sorcerer/wizard
3, spiritualist 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You create an illusory foe in your opponent’s mind that
hounds them in combat. On a failed save, the target
sees an enemy that threatens it in melee combat, always
moving with your allies to surround it. The target is
always treated as being flanked by any creature that
threatens it for the duration of the spell. The phantasmal
foe cannot actually harm the creature or affect it in any
way aside from allowing real creatures to flank easily.
The target recognizes the phantasmal foe as an enemy, but
it does not take the form of an enemy that could incite
an exceptionally strong emotional response, such as
appearing as a creature the target is specifically afraid of.

PHANTASMAL POLYMORPH
School illusion (phantasm) [mind-affecting]; Level
cabalist 6, medium 4, mesmerist 6, nightblade 6,
psychic 7, sorcerer/wizard 7, spiritualist 6, witch 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 min./level; see text
Saving Throw Will negates, see text; Spell Resistance
yes

274
Chapter IV Spells
With an invocation of jumbled words, you make a Originally created by overstressed clerics during times
creature feel as though it has taken on a different of war, this spell summons a quasi-real doctor that can
form, while in reality the creature has not changed. If heal and attend to patients. The caretaker appears in an
the target fails its Will save, it believes that it has been open space adjacent to you. Its physical shape and size is
polymorphed into a different creature or an object, as no different than a typical member of your race, though
the spell polymorph any object. You choose what creature its entire form is covered in doctor’s clothing, including
or object the target believes it has turned into when you the mask used as the focus for this spell.
cast the spell. The target believes this entirely, acting and The caretaker has a Heal skill bonus equal to your
reacting to stimuli as if it were the chosen creature. If caster level + your Intelligence, Wisdom, or Charisma
it is turned into an object, the creature lies still and is modifier (whichever is higher), or it uses your own Heal
considered helpless. skill bonus if it is greater. It can perform any task that
The creature perceives itself and events as if it were can be accomplished by a Heal check, including long-
the creature, including any sounds or motions it makes term care, treating poisons and diseases, and so forth.
or its own tactile qualities; for example, a human that The caretaker is not summoned with a healer’s kit, so
believes it has been turned into a goblin will see its own should you ask it to treat deadly wounds it will take
reflection as a goblin and feel its own shape as if it were penalties unless you provide a kit for the caretaker to
a goblin, even though to outside viewers the target has use. It can understand, speak, and write any languages
not changed physically in any way. It does not gain any that you know. It works tirelessly for the 24 hours the
extraordinary, spell-like, or supernatural abilities of spell lasts and suffers no penalties for lack of sleep.
the new form and cannot use its own special abilities The caretaker has a movement speed of 30 feet and
unless it could reasonably believe it could do so (such moves as you ask it to; if brought onto the battlefield, it
as a natural weapon shared by both forms), though it will attempt to stay out of harm’s way until it is asked to
retains any special qualities the creature originally had tend to an injured creature, at which point it will move
that required no action on its part to use, such as fast in the safest way possible to that creature. The caretaker
healing, damage reduction, or a protective aura. has a Strength score of 12 in order to help lift or drag
Each time an outside force causes something that a willing, injured creature; it is incapable of taking any
is contradictory to the target’s belief in its new form, hostile actions or attacking. It has an AC of 15 and 20 hit
the target can make an additional saving throw to end points. If reduced to 0 hit points, the spell ends.
the effect. This contradiction must be significant. For
example, a Huge creature may be made to believe it has PIERCING SHOT
been transformed into a Small creature; this itself is not School transmutation; Level ranger 2
significant enough, but if the creature attempts to flee Casting Time 1 swift action
through a normal-sized doorway and finds that it cannot Components V
fit (due to its actual body still being Huge) it gets an Range personal
additional saving throw. A living creature that believes Target you
it has been turned into an object is always considered Duration 1 round
to be a significant enough contradiction to allow this This spell empowers your ranged weapons with potent
saving throw. A creature cannot make additional saves magic, allowing it to pierce through multiple targets.
more than once per round, regardless of the number of During the round you cast piercing shot, you may use
stimuli it experiences. a standard action to make a single ranged attack with a
ranged weapon or thrown weapon. Instead of attacking
PHANTOM CARETAKER a specific target, the projectile affects all creatures in a
School conjuration (creation); Level cleric 2, inquisitor single line, originating from you and going out a distance
2, paladin 2, spiritualist 2 equal to the range increment of the weapon you used.
Casting Time 1 minute To hit, you make a single attack at your full attack
Components V, S, F (a doctor’s mask worth 50 gp) bonus, plus an additional +1 bonus per three caster
Range 0 ft. levels (max +4). You apply this single attack roll to each
Effect one quasi-real doctor target in the line, hitting each target whose AC you beat
Duration 24 hours (D) with your attack roll and dealing normal damage (plus
Saving Throw none; Spell Resistance no the effects of any special properties on the projectile).
As you finish casting the spell, the doctor’s mask floats If you score a critical hit, you critically hit only the first
away from your grasp. A faint image of a surgeon in target struck in the line.
doctor’s attire appears next to you, donning the mask If you do not take the action to attack during the turn
before fully materializing into a person. you cast piercing shot, the spell is wasted.

275
Spells Chapter IV
PILLAR OF EARTH attempt to break the barrier they are pinned against
School conjuration (creation) [earth]; Level cleric 4, instead of the pillar itself, with the DC for the surface
druid 5, elementer 4, invoker 4, shaman 5, sorcerer/ in question determined by the GM. While pinned, a
wizard 4, summoner 4 creature has total concealment from other creatures
Casting Time 1 standard action unless their space extends outside of the pillar’s area.
Components V, S This version of the pillar lasts for 1 round per two
Range close (25 ft. + 5 ft./2 levels) caster levels, and when the duration ends (either
Effect earthen pillar with a diameter of 15 ft. normally or dismissed), the pillar crumbles into loose
Duration 1 round/2 levels (D) or 10 min./level (D), see dirt and rubble before vanishing.
text Regardless of version of the spell, the pillar itself is
Saving Throw Reflex negates or none (see text); Spell mostly made of compacted dirt. It has hardness 0 and
Resistance no 180 hit points, and can be destroyed through damage or
You bring your hand low and raise it with a slow and instantly by a DC 50 Strength check. When destroyed,
powerful gesture, the earth responding in kind. This the spell ends immediately.
spell can only be cast upon the ground in an area of
existing earth or stone. When cast, the earth in the PRIMAL FURY
targeted area rises, creating a cylindrical pillar 15 feet School transmutation (polymorph) [animal]; Level
wide. Other results of the spell, like duration and speed, druid 7, shaman 7
is dependent on whether you make it rise fast or slow: Casting Time 1 standard action
• Slow: The earth raises at a moderate pace. The pillar Components V, S, M (a piece of the creature whose
rises at a rate of 20 feet per round and can rise up to form you plan to assume)
a maximum height of 20 feet per caster level. It will Range personal
stop short of any solid barriers (like a roof or cavern Target you
ceiling), leaving enough room between the top of the Duration 1 min./level (D)
pillar and the barrier for any creatures upon the pillar When you cast this spell, your form shifts to take on
to comfortably stand and move. This version of pillar several animalistic, feral aspects.
of earth lasts for 10 minutes per caster level. When the This spell functions similar to beast shape III, though
duration of the spell ends (or it’s dismissed), the pillar you can only choose an animal, not a magical beast. Your
slowly sinks back down at the same rate it ascended form does not completely change into the chosen animal
until it returns the ground to its original state. type: instead, you turn into a hybrid form similar to a
• Fast: The earth swiftly erupts with great force. In lycanthrope. You gain all of the listed abilities suitable to
this form, the pillar has a maximum height of only that form, as described in beast shape III, including natural
5 feet per caster level, but reaches this height almost attacks possessed by the chosen creature. Your size does
instantly. Any creature in the pillar’s way must make a not change. Your body takes on several traits that are
Reflex save or be pushed upwards by the pillar, taking similar to the chosen animal, such as thick fur, sharp
1d8 bludgeoning damage per two caster levels (max teeth, and so on, including any extremities necessary to
5d8). A creature more than 20 feet above the ground use one of the animal’s abilities (such as wings to use a
gains a +4 bonus on its saving throw. Succeeding on fly speed). Your gear does not merge with you, but alters
the save lets the creature move out of the way of the enough to accommodate changes in your physique.
pillar and into the nearest unoccupied space. The pillar Rather than taking on the ability score or natural armor
attempts to reach its maximum height: if there are any changes shown in beast shape III, you always gain a +4 size
barriers in the way, the pillar makes a Strength check bonus to Strength and Dexterity and no natural armor.
to break through, having an effective Strength score As a lycanthropic hybrid, you gain DR 10/silver
of 20 + your caster level for the check. Any creature while in this form. While this spell persists, you gain the
that failed its initial Reflex save and is caught between shapechanger subtype, if you didn’t already have it. Any
the pillar and a surface takes 2d8 damage as they are effects that are specifically harmful to shapechangers or
crushed into it. If the pillar does not break through lycanthropes are also effective against you.
the surface, it stops flush with it: any creature that was
on top of the pillar is pinned between the pillar and PRIMORDIAL FANG
the barrier. The pinned creature can get out with an School evocation [see text]; Level druid 2, invoker 2,
Escape Artist or Strength check as a standard action ranger 2, shaman 2
(DC equal to the spell’s save DC + 5), doing so gives Casting Time 1 swift action
them enough space to escape but does not help any Components V, S
other pinned creature nor end the spell. They can also Range touch

276
Chapter IV Spells
Target creature touched metamagic feat. Spell twists that do not have variable
Duration 1 round effects (such as gale) are unaffected.
Saving Throw Will negates (harmless); Spell
Resistance yes (harmless) PRISM BARRIER
The target’s extremities flare with elemental might. School evocation [acid, cold, electricity, fire]; Level
When you cast this spell, chose acid, cold, electricity, elementer 6
or fire damage. For 1 round, the target’s unarmed attacks Casting Time 1 standard action
and natural attacks deal an additional 2d6 damage of Components V, S
the chosen type. For every four caster levels you have Range close (25 ft. + 5 ft./2 levels)
beyond 3rd, the damage increases by 1d6 (max 4d6). If Effect translucent barrier up to 10 ft. long/level or a
the target uses the Vital Strike feat (or its Improved and ring-shaped barrier with a radius of up to 5 ft./four
Greater versions) to attack with its natural weapons or levels; either form 20 ft. high
unarmed strikes, the damage dice from primordial fang are Duration 1 round/level (D), see text
multiplied as if they were weapon dice. Saving Throw Reflex half; Spell Resistance yes
When you cast this spell to grant acid, cold, electricity, You weave a mutable form of elemental energy, warding
or fire damage to attacks, it becomes a spell of that type. an area with a sparkling barrier that harms those that
trespass and aids those that it protects.
PRISM ASSAULT The damage dealt by the prism barrier is determined
School evocation [acid, cold, electricity, fire]; Level randomly once per round, starting with the turn you cast
elementer 5 the spell and at the start of each of your turns thereafter.
Casting Time 1 standard action All damage dealt by the wall is of the randomly chosen
Components V, S type for that round only. To determine the damage type
Range medium (100 ft. + 10 ft./level) for a given round, roll 1d4 and consult Table: Prism
Area four 15-ft.-radius bursts Barrier, below.
Duration instantaneous, see text One side of the wall (chosen by you) is the side the
Saving Throw Reflex half; Spell Resistance yes prism barrier protects. Any weapon attacks projected
You weave a mutable form of elemental energy, evoking through the wall (be it a projectile attack or a reach
multiple bursts of arcane power to assault foes with a weapon) from creatures on that side deal 1d6 additional
deadly barrage. energy damage of the randomly chosen type.
When you cast prism assault, you send out four Creatures that attempt to pass through the wall from
separate orbs of energy to locations you designate the opposite side (heading towards the protected side),
within range. Each orb detonates in a 15-foot-radius take 4d6 damage + 1 per caster level of the selected type
burst of elemental power, dealing 1d6 damage per four (max +20). A successful Reflex save halves the damage
caster levels each (max 4d6). The four bursts each deal a taken. Additionally, a creature that fails its saving throw
different damage type: one each for acid, cold, electricity, is further afflicted by the arcane energies, suffering one
and fire damage. A creature only has to make a single of the following effects depending on which damage
saving throw if caught in more than one burst, applying type it took:
the result to all damage from the assault. • Acid: The creature is sickened for 1d4 rounds.
After the initial burst, each creature that failed its • Cold: The creature is entangled for 1d4 rounds.
saving throw is further afflicted by the arcane energies, • Electricity: The creature is staggered for 1d4 rounds.
suffering one or more of the following effects depending • Fire: The creature catches on fire and is blinded for
on which damage type(s) it took: 1 round.
• Acid: The creature is sickened for 1 round. A creature that took zero damage of the listed type
• Cold: The creature is entangled for 1 round. (such as due to energy resistance or protection from energy)
• Electricity: The creature is staggered for 1 round. is unaffected, even if it failed its saving throw. If you
• Fire: The creature catches on fire.
A creature that took zero damage of the listed type
(such as due to energy resistance or protection from energy) Table: Prism Barrier
is unaffected, even if it failed its saving throw. 1d4 Damage Type
If you sacrifice a prepared prism assault spell to create 1 Acid
a spell twist, you treat the spell twist as if created using 2 Cold
a spell two levels lower than normal (minimum 1st
3 Electricity
level) but increase all variable components of that twist
4 Fire
by 50%, similar to the effects of an Empower Spell

277
Spells Chapter IV
evoke the prism barrier so that it appears where creatures 4d4 of each type). Affected creatures can make a Reflex
are, each creature takes damage as if passing through the save to halve the damage.
wall. A creature can only be harmed once per round due If you sacrifice a prepared prism burst spell to create
to passing through the wall. a spell twist, you treat the spell twist as if created using
If you sacrifice a prepared prism barrier spell to create a spell one level lower than normal (minimum 1st level)
a spell twist, you treat the spell twist as if created using but double the duration of the spell twist, similar to the
a spell two levels lower than normal (minimum 1st level) effects of an Extend Spell metamagic feat. Spell twists
but a creature subjected to the spell twist must make that last for 1 round or less are unaffected.
their saving throw twice, similar to the effects of a
Persistent SpellAPG metamagic feat. Spell twists that do PRISM SHIELD
not allow for a saving throw are unaffected. School abjuration [acid, cold, electricity, fire]; Level
elementer 4
PRISM BOLT Casting Time 1 standard action
School evocation [acid, cold, electricity, fire]; Level Components V, S
elementer 2 Range touch
Casting Time 1 standard action Target willing creature touched
Components V, S Duration 1 min./level (D)
Range close (25 ft. + 5 ft./2 levels) Saving Throw none; Spell Resistance see text
Effect ray You weave a mutable form of elemental energy, creating
Duration instantaneous a shimmering barrier of force that negates any incoming
Saving Throw none; Spell Resistance yes –or outgoing–elemental energy.
You weave a mutable form of elemental energy, sending Any elemental energy or force attempting to target
a streaking bolt of planar force at your target. the creature and any elemental energy/force being used
You must make a ranged touch attack to hit your foe. by the creature are negated, as an antimagic field. For this
On a hit, the target takes 1d6 points each of acid, cold, purpose, “elemental energy or forces” that are negated
electricity, and fire damage. For every three caster levels by the shield includes:
above 4th, you deal an additional 1d6 damage of each • Spells and effects with the air, acid, earth, cold,
type (maximum 3d6 of each damage type). electricity, fire, or water descriptor, aside from the
If you sacrifice a prepared prism bolt spell to create a prism shield itself.
spell twist, you treat the spell twist as if created using a • Magical or supernatural effects that deal acid, cold,
spell one level lower than normal (minimum 1st level) electricity, or fire damage, including magic items that
but double the range of the spell twist, similar to the deal these damage types (like a flaming weapon)
effects of an Enlarge Spell metamagic feat. Spell twists • Contact by summoned creatures with the elemental,
that target yourself only (such as soar) or twists that must air, earth, cold, fire, or water subtypes. This prevents
originate directly next to you (such as blaze or flood) are such summoned creatures from harming the creature
unaffected, and only the range of a twist is affected, not directly, though indirect forms of contact (such as
its area of effect (if any). throwing a weapon at them) can still harm the target.
A summoned creature with Spell Resistance can
PRISM BURST possibly still hit the target, as described in the antimagic
School evocation [acid, cold, electricity, fire]; Level field spell.
elementer 3 Artifacts and deities are unaffected by this spell’s
Casting Time 1 standard action effects. Any effects that can negate, penetrate, or
Components V, S otherwise interact with an antimagic field has the same
Range 60 ft. effect on the prism shield.
Area 60 ft. line If you sacrifice a prepared prism shield spell to create
Duration instantaneous a spell twist, you treat the spell twist as if created using
Saving Throw Reflex half; Spell Resistance yes a spell one level lower than normal (minimum 1st level)
You weave a mutable form of elemental energy, creating but you gain a +5 bonus on checks to overcome Spell
a scintillating stream of crackling magic that erupts from Resistance with that twist, similar to the effects of a
your outstretched hand. Piercing SpellUM metamagic feat.
Creatures caught in the area of the prism burst take
1d4 damage each of acid, cold, electricity, and fire. For PRISM TOUCH
every two caster levels obtained above 5th, you deal an School evocation [acid, cold, electricity, fire]; Level
additional 1d4 damage of each type (to a maximum of elementer 1

278
Chapter IV Spells
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
You weave a mutable form of elemental energy, grasping
your target with a glowing hand of power.
You must make a melee touch attack to hit your foe.
On a hit, the target takes 1d4 points of either acid, cold, companion gains a deflection bonus to AC equal to your
electricity, or fire damage (your choice). For every two caster level (max +20) for 1 round.
caster levels gained past 1st, the touch deals an additional The magical effect of the resonance allows it to
1d4 damage of the same type (max 5d4). discern between friend and foe; enemies are not affected
If you sacrifice a prepared prism touch spell to create a by the protective discharge.
spell twist, you gain the ability to dismiss that spell twist
at any time as a swift action, similar to the effects of a PULLING CHAINS
Fleeting SpellUI metamagic feat. Spell twists that do not School conjuration (creation) [metal]; Level bloodrager
last 1 round or longer are unaffected. 2, magus 2, nightblade 2, saboteur 2, sorcerer/wizard
2, summoner 2, vanguard 2
PROTECTIVE DISCHARGE Casting Time 1 standard action
School abjuration; Level vanguard 5 Components V, S
Casting Time 1 swift action Range medium (100 ft. + 10 ft./level)
Components V Area 20-ft.-radius burst
Range medium (100 ft. + 10 ft./level) Duration instantaneous
Area 20-ft.-radius burst Saving Throw Reflex partial; Spell Resistance yes
Duration 1 round A burst of chains fly out from a point in space you
Saving Throw Will negates (harmless); Spell designate, wrapping themselves around several creatures
Resistance yes (harmless) before retracting back to the center.
You must have a resonance in effect to cast this spell. Pulling chains targets each creature in the burst (except
With a single command you release the resonant you, if you choose), dragging each creature as close as
energy built up between you and your companion in possible to the center point of the pulling chains, after
a wave of protective energy, ending the resonance which the creatures fall prone. A Reflex save halves the
immediately. Each ally within 20 feet of your construct distance a creature is pulled and negates the prone effect.

279
Spells Chapter IV
QUICKSILVER damage per two caster levels (max 10d6) and has 1d4
School transmutation; Level magus 4, occultist 4, quills lodged into them, as described above. A Reflex
psychic 4, shaper 4, sorcerer/wizard 4, vanguard 4 save halves the damage and prevents any quills from
Casting Time 1 standard action lodging into the creature. Once used in this manner, the
Components V, S, M (a drop of mercury) spell is discharged, though any quills lodged into other
Range close (25 ft. + 5 ft./2 levels) creatures remain.
Target non-magical object weighing no more than
5 lbs./level RAIN OF BLADES
Duration instantaneous School transmutation; Level ranger 3
Saving Throw Will negates (object); Spell Resistance Casting Time 1 swift action
yes (object) Components V
You cause an object to lose its shape, briefly flowing like Range personal
water before becoming solid again. The object flows for Target you
a few seconds before solidifying again, most likely in the Duration 1 round
form of a puddle on the floor, effectively reducing it to Rain of blades greatly speeds up your ability to strike at
0 hit points and destroying it instantly. The solidifying foes with melee weapons.
does not hinder any creatures or objects within the area During the turn that you cast rain of blades, your reach
of the liquefied “object”. A liquefied object cannot increases by 5 feet. You can use a full-round action to
be repaired by normal means or by spells like mending make a single attack with each melee weapon you are
and make whole, though a reconstruct*, limited wish, wish, or wielding against every foe within your reach. Each attack
miracle spell can repair it. is made at your full base attack bonus and uses your
Only attended objects are granted a saving throw. normal feats and abilities.
If you are wielding more than one weapon or a double
QUILL ARMOR weapon, you can attack each foe once with each weapon
School transmutation (animal); Level alchemist 5, druid (or each end of the double weapon) at your full bonuses,
6, shaman 6 but with the normal penalty for two-weapon fighting.
Casting Time 1 standard action
Components V, S, M (a porcupine quill) RAIN OF FIRE
Range personal School conjuration (creation) [fire]; Level elementer 7,
Target you sorcerer/wizard 7
Duration 1 round/level or until discharged Casting Time 1 standard action
Your body sprouts countless needling quills that stick Components V, S
into creatures that touch you. Any creature striking you Range long (400 ft. + 40 ft./level)
with a melee weapon, an unarmed strike, or a natural Effect 120-ft.-radius cloud of ash, 40 feet high
weapon takes 1d6 points of piercing damage +1 Duration 1 round/2 levels (D)
point per caster level (maximum +15). Creatures that Saving Throw Reflex half (object); Spell Resistance
successfully grapple you take 2d6 points of piercing yes (object)
damage +1 point per caster level (maximum +15). The sky darkens as what appears to be a storm cloud
Any creature that takes damage from the quill armor manifests overhead.
must make a Reflex save or have a quill lodge into its The cloud itself must be conjured at least 100 feet
flesh. They only need to make such a save once per above the ground: as such, the spell typically has to be
round, regardless of the number of times they are cast outdoors. The cloud blocks sunlight from reaching
injured by the quill armor. A creature that has a quill the area beneath it. Treat the cloud itself as a fog cloud,
lodged in them is sickened until the quill is removed. should any creatures attempt to enter it.
A DC 20 Heal check made as a full-round action can Each round on your turn starting with the round
remove a quill from a creature. For every 5 by which you cast rain of fire, three balls of flame come streaking
the check exceeds the DC, one additional quill can be down from the cloud. Each one strikes a point of your
removed. On a failed check, a quill is still removed but choosing beneath the cloud, exploding in a 10-foot-
the process deals 1d6 points of piercing damage +1 radius burst. Each burst deals 2d6 fire damage + 1 per
point per caster level (maximum +15) to the victim. four caster levels (max +5) to creatures, objects, and
At any point during the spell’s duration, you can structures in the area (Reflex half). If a target is caught
create a burst of quills from your body. This burst in multiple bursts in a single round, they only get one
explodes outward, striking all creatures within 10 feet saving throw, and the damage from all bursts is totaled
of you. Each creature in the burst takes 1d6 piercing before energy resistance is applied.

280
Chapter IV Spells
The balls of flame originate almost directly above been extracted is compacted into 1-foot cubes for
your chosen targets. As such, you must determine cover transportation. Refine ore can only be used on ore that
and line-of-effect for each burst from above the target’s has been mined out and separated from the surrounding
space, rather than from your own. stone; you cannot cast it on the walls of a mineshaft and
extract any materials, for example.
RECONSTRUCT
School transmutation; Level cleric 5, occultist 5, psychic REJUVENATING DISCHARGE
5, shaper 4, sorcerer/wizard 5, vanguard 5 School conjuration (healing); Level vanguard 3
Casting Time 1 minute Casting Time 1 swift action
Components V, S, see text Components V
Range close (25 ft. + 5 ft./2 levels) Range medium (100 ft. + 10 ft./level)
Target object of up to 20 cu. ft./level or one construct Area 20-ft.-radius burst
creature of any size Duration instantaneous
Duration instantaneous Saving Throw Will half (harmless); Spell Resistance
Saving Throw Will negates (harmless, object); Spell yes (harmless)
Resistance yes (harmless, object), see text You must have a resonance in effect to cast this spell.
This spell functions like make whole, except when used on With a single command you release the resonant
an object or construct it restores it to its full hit points. energy built up between you and your companion
Reconstruct can repair any items that make whole can. in a wave of healing energy, ending the resonance
Reconstruct has a more powerful function that allows immediately. Each ally within 20 feet of your construct
its caster to rebind the animating forces to a destroyed companion is healed, recovering 3d6 hit points. This
construct, essentially raising it from “death”. The spell has no effect on undead creatures, but can heal
construct cannot have been destroyed for more than 1 construct creatures (including your companion).
day per caster level. The construct is repaired to half The magical effect of the resonance allows it to
its maximum hit points. While reconstruct fixes nearly any discern between friend and foe; enemies are not affected
sort of damage or disrepair, the body of the construct by the rejuvenating discharge.
must be whole. Any missing parts remain missing and
must be repaired by other means, usually through the use REPEL PROJECTILES
of the Craft ConstructB1 feat, subject to GM discretion. School abjuration; Level bloodrager 4, magus 4, psychic
Reconstructing a destroyed construct requires a 4, shaper 4, sorcerer/wizard 4, vanguard 4
material component consisting of precious gemstones Casting Time 1 immediate action
such as rubies, sapphires, or diamonds worth a total of Components V, S
500 gp per hit die of the destroyed construct. When Range personal
targeting a construct, reconstruct bypasses any immunity Target you
to magic as if the spell did not allow Spell Resistance. Duration 1 round or until discharged
This spell creates a reflective barrier around you that
REFINE ORE repels projectile weapons. Until the start of your next
School transmutation [earth, metal]; Level elementer 2, turn, any projectiles fired at you are reflected back at the
sorcerer/wizard 2, vanguard 2 creature that fired it, using the attack roll the creature
Casting Time 1 minute rolled against you to strike back at the creature.
Components V, S, M (a lump of coal) You can reflect a number of projectiles equal to
Range close (25 ft. + 5 ft./2 levels) half your caster level (max 10), after which the spell is
Target unrefined ore with a total volume less than 5 cu. discharged. This spell cannot reflect projectiles from
ft./level spells such as magic missile or scorching ray. It can reflect
Duration instantaneous siege weaponry and magic weapons, but each siege
Saving Throw none; Spell Resistance no weapon shot counts as three projectiles, and each magic
You turn unrefined ore into usable materials. Refine ore weapon counts as two projectiles (a magic siege weapon
smelts all metals within the ore into usable ingots, and shot counts as five).
pulls out all valuable gems without damaging them,
though it leaves the gemstones rough and uncut. The REPLICATE
amount of ore and gemstones found within the ore is School conjuration (creation); Level magus 6, mesmerist
subject to GM discretion. 6, occultist 6, sorcerer/wizard 6, vanguard 5
The spell generates no heat, and the stone that Casting Time 1 standard action
would be left behind after the metal and gems have Components V, S

281
Spells Chapter IV
Range close (25 ft. + 5 ft./2 levels) REPLICATE, LESSER
Target object weighing no more than 5 lbs./level School conjuration (creation); Level magus 4, mesmerist
Duration 1 min./level 4, occultist 4, sorcerer/wizard 4, vanguard 3
Saving Throw none; Spell Resistance no Target object weighing no more than 10 lbs.
You create a replica of an existing object. The replicated This spell functions as replicate, except you can only
object appears in your hand if you desire, or in the hands target an object weighing 10 pounds or less. In addition,
of a willing creature within range of the spell, otherwise despite its appearance being identical, the replicated item
it appears in the nearest open space. The object has does not maintain the special material properties of the
the same shape, size, coloration, weight, and use as the original. Metallic items constructed with special materials
original, appearing to be an exact replica, though it does are instead made of typical steel, wooden items made of
not have any magical properties. An Appraise check or special materials are made of a common timber, and so
appropriate Craft or Knowledge check can be made on for other kinds of materials like leather, stone, or
to identify that it’s not the original object. The DC of glass. Even if the material is changed, the replicated item
this check is 15 + your caster level for the Craft check, maintains the same coloration and weight as the original
or 20 + your caster level when making an Appraise or materials, so to an untrained eye it appears as an exact
Knowledge check. replica. The DC to identify it as a fake is -5 lower than
If the original object is masterwork, so is the duplicate. the DC outlined in replicate.
The new object has the same material properties as the You cannot replicate an artifact with this spell.
original, even if made out of a special material like
adamantine or cold iron. If the original object has less RESETTING EXTENSION
than full hit points, you can make the replicated item School transmutation; Level saboteur 6
have the same hit points or be created with full hit points, Casting Time 1 standard action
even if the original item has the broken condition (but Components S, M (four silver spikes worth 25 gp each)
is not destroyed). The replicated item does not have any Range see text
magical properties of the original. Effect one trap extension
You cannot replicate an artifact with this spell. Duration see text
Saving Throw none; Spell Resistance no
REPLICATE, GREATER A resetting extension allows you to modify the next trap
School conjuration (creation); Level sorcerer/wizard 8, you place in the same square to trigger multiple times.
vanguard 6 You first place the resetting extension as a saboteur trap
Target object weighing no more than 10 lbs./level in a square adjacent to you, just as you would any other
Saving Throw none or Will negates (harmless, object), saboteur trap. At any point within the next minute, you
see text; Spell Resistance yes (harmless, object) must place a second trap in that same square (either a
This functions as replicate, but the created object saboteur trap or a mundane trap). This effect supersedes
maintains the magical and special material properties of the normal rule that two saboteur traps cannot be placed
the original. Only magical properties that are continuous in the same space. If you use a saboteur trap, it must be
or have unlimited uses function on the created item; a of 3rd level or lower. The resetting extension merges with
+2 radiant breastplate, for example, would maintain its the second trap, enhancing its function. A trap that is
radiant ability to shine brightly as a torch but could not enhanced by a resetting extension can trigger multiple times
be commanded to create a daylight effect, as that ability without breaking.
of the radiant property is only usable once per day. Items Once the trap modified by the resetting extension
with limited charges, such as a wand or ring of wishes, can triggers, the trap begins resetting itself so that it can
be replicated but are created with no charges. The DC trigger again. The level of the saboteur trap placed in the
to identify the item as not being the original is +5 higher resetting extension determines how long it takes to reset, as
than the DC outlined in replicate. shown in Table: Resetting Extension (a mechanical
You can choose whether or not to replicate the
magical properties of a targeted magic item; if you do
not copy the magical properties of the item, the targeted
object receives no saving throw. Non-magical items Table: Resetting Extension
receive no saving throw. Trap Level Reset Time
You can use greater replicate on an artifact, but its 1st 1d4 rounds
magical properties are never bestowed upon the created
2nd 2d4 rounds
object. Artifacts always receive a saving throw against
3rd 1d4 minutes
greater replicate.

282
Chapter IV Spells
trap is considered a 2nd level trap). The trap can reset Creatures wearing non-corporeal armor, such as that
up to three times, after which the resetting extension breaks provided by mage armor or instant armorAPG, are not affected
apart and stops functioning. by restricting armor. Shields do not count as armor for the
The resetting extension lasts until the trap resets three purpose of this spell.
times, is disarmed, or breaks apart (if the trap does so,
as a saboteur trap does). Only one “extension” spell can RUSHING EARTH
be added to a particular trap. School conjuration (creation) [earth]; Level druid 7,
elementer 6, shaman 7, sorcerer/wizard 6
RESTRICTING ARMOR Casting Time 1 standard action
School transmutation; Level bard 2, cleric 3, inquisitor Components V, S
2, magus 2, medium 2, occultist 2, psychic 3, sorcerer/ Range 60 ft.
wizard 3, vanguard 2, witch 3 Effect slab of earth, see text
Casting Time 1 standard action Duration instantaneous
Components V, S Saving Throw Reflex half; Spell Resistance no
Range close (25 ft. + 5 ft./2 levels) With a stomp, a Large-sized stone erupts from the
Targets one creature/level that are wearing armor, no ground in front of you. You forcefully gesture forward
two of which can be more than 30 ft. apart as the stone charges forth, crushing anything in its way.
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
You cause a creature’s armor to lock up and restrict its
wearer’s movement.
A creature that fails its saving throw becomes
entangled for the duration of the spell. A successful
Fortitude save reduces the duration to 1 round.
Heavier armors are more difficult to fight against for
creatures. A creature wearing medium armor takes a -1
penalty on its saving throw, whereas a creature in heavy
armor takes a -2 penalty. A creature wearing armor it is
not proficient in is significantly hindered, also applying
the armor’s Armor Check Penalty to its saving throw
against restricting armor.

283
Spells Chapter IV
The slab occupies a roughly 10-foot cube of volume Saving Throw none; Spell Resistance no
and must travel in a straight line. Any creature in the This spell can only be cast if you have a favored enemy.
space where the slab appears or in its travel path take This functions as detect animals or plants, except it
1d6 bludgeoning damage per caster level (max 20d6), detects the presence of creatures whose type matches
with a Reflex save halving the damage. one of your favored enemies. You can choose to look
Any Huge-sized or smaller creature that fails their for all of your favored enemies at once or specify just
Reflex save is shoved by the stone; treat this as a bull one favored enemy type to detect.
rush attempt. The slab’s CMB for this purpose is equal
to your caster level + 8, and the slab always pushes the SENSORY DEPRIVATION
creature the maximum distance it can (up to the spell’s School necromancy [curse]; Level cabalist 3, cleric 4,
range). Any creature successfully bull-rushed by the slab inquisitor 3, mesmerist 3, nightblade 3, psychic 4,
is knocked prone at the end of the movement. saboteur 3, sorcerer/wizard 4, spiritualist 3, witch 3
Once the slab reaches the end of the spell’s range or Casting Time 1 standard action
if it fails to move through a barrier, it crumbles apart Components V, S
into a pile of dust and rubble, ending the spell. Range medium (100 ft. + 10 ft./level)
A qinggong monk can select rushing earth as a 16th- Target one creature
level ki power, requiring 3 ki points to use. Duration permanent
Saving Throw Will negates; Spell Resistance yes
SCATTER This spell suppresses a creature’s extraordinary senses.
School transmutation; Level bard 1, inquisitor 1, While the curse lasts, the creature loses the following
mesmerist 1, occultist 1, psychic 1, shaper 1, sorcerer/ abilities (if it has them): all-around vision, blindsense,
wizard 1, spiritualist 1, vanguard 1, witch 1 blindsight, darkvision, low-light vision, scent, and
Casting Time 1 standard action tremorsense. If these abilities are granted by a spell or
Components V, S magical effect, the effect is suppressed for the duration
Range close (25 ft. + 5 ft./2 levels) of sensory deprivation (this duration counts against the
Targets unattended objects within a 5-ft. cube whose suppressed spell’s duration). This does not affect a
total weight does not exceed 10 lbs./level creature’s basic senses; the creature can still see, hear,
Duration instantaneous smell, and so on, assuming it has the proper sensory
Saving Throw Reflex negates, see text; Spell organs (a creature that relies on blindsight and has no
Resistance no eyes, for example, is effectively blinded).
You cause several small objects in a group to fly about
randomly. All objects must be within a single 5-foot SENSORY DEPRIVATION, GREATER
cube of space, and their total weight cannot exceed 10 School necromancy [curse]; Level cabalist 6, cleric 7,
pounds per caster level (max 100 pounds). inquisitor 6, mesmerist 6, nightblade 6, psychic 7,
The objects fly off in random directions, using splash saboteur 6, sorcerer/wizard 7, spiritualist 6, witch 6
weapon rules to determine individual objects’ directions This spell functions as sensory deprivation, but also
of travel (should it be needed). Each object flies about suppresses a creature’s supernatural and magical
20 feet from their starting point. The objects do fly with senses. This includes the following abilities: darksense,
a moderate amount of force; a creature within 10 feet of greensight, lifesense, see in darkness, spiritsense,
the targeted objects’ starting location takes 1d6 points divination spells, or any magic item or ability that
of either bludgeoning, piercing, or slashing damage replicates a spell of the divination school. Creature
(depending on the objects targeted), plus 1 point of abilities that replicate divination effects are only
damage per caster level (max +5). A Reflex save negates suppressed if they are listed as “senses” in the creature’s
the damage. Particularly soft or malleable objects, such stat block; for example, an archon’s detect evil would be
as clothing or paper, cause nonlethal damage instead of negated, but not its truespeech.
lethal damage, subject to GM discretion.
SHADOW AMMUNITION
SEEK FOE School illusion (shadow) [shadow]; Level bloodrager 1,
School divination; Level ranger 2 nightblade 1, occultist 1, psychic 1, sorcerer/wizard
Casting Time 1 standard action 1, witch 1
Components V, S Casting Time 1 standard action
Range long (400 ft. + 40 ft./level) Components V, S
Area cone-shaped emanation Range 0 ft.
Duration concentration, up to 10 min./level (D) Effect 50 pieces of shadow ammunition

284
Chapter IV Spells
Duration 1 min./level imparted by being entangled, the shadow restricts the
Saving Throw Will disbelief (if interacted with); Spell creature’s attacks even further. Once per round when
Resistance yes the creature attempts an attack roll, the creature must
Drawing upon the Plane of Shadow, you create a stock make another Will save or have the attack automatically
of 50 pieces of shadowy masterwork ammunition for a miss, its movement hindered too much by the shadow to
ranged weapon you are proficient with. This can create strike at its target.
regular ammunition for the weapon you use, such as a A creature in bright light gains a +2 bonus on its
crossbow bolt, shuriken, firearm bullet, or arrow, but not saving throw against this spell’s effects, including the
any special form of ammunition such as a smoke arrow Will saves made to make attacks unhindered.
or an alchemical cartridge. You may use this ammunition
to make attacks as if it were real ammunition, dealing SHADOW BINDING, MASS
normal damage for its type (based on the weapon it School illusion (shadow) [shadowmorph]; Level bard
is used for). The first time you hit a creature with the 6, cabalist 6, mesmerist 6, nightblade 6, occultist 6,
weapon, it may make a Will save to disbelieve; failure psychic 6, saboteur 6, shaman 6, sorcerer/wizard 6,
means the ammunition deals damage normally, success spiritualist 6, witch 6
means it only takes 1 point of damage from attacks made Target one creature/level, no two of which can be more
with that ammunition (including any further attacks you than 30 ft. apart
make with the ammunition). The ammunition only deals This spell functions as shadow binding, except as noted
1 point of damage to objects. above. In addition, the shadow is capable of stopping
If an attacked creature has Spell Resistance, you make any number of attacks each round, rather than just one.
a caster level check (1d20 + caster level) against that Creatures must make a saving throw for each attack.
Spell Resistance the first time the shadow ammunition
strikes it. If the ammunition is successfully resisted, the SHADOW CONJURATION, LESSER
spell is dispelled. If not, the target may save to disbelieve School illusion (shadow) [shadow]; Level bard 2,
as normal. mesmerist 2, nightblade 2, sorcerer/wizard 2,
At 5th level, the ammunition gains a +1 enhancement spiritualist 2
bonus. At 10th-level, you may increase the enhancement This spell functions like shadow conjuration, except
bonus to +2 or add the frost or seeking weapon property. that it duplicates any sorcerer or wizard conjuration
The frost and seeking properties have no effect if the (summoning) or conjuration (creation) spell of 1st level
target makes its disbelief save. or lower. The illusory conjurations created deal one-
Any ammunition that leaves your possession by any fifth (20%) damage to nonbelievers, and non-damaging
means other than firing them from a weapon you are effects are 20% likely to work against nonbelievers.
using is destroyed. Ammunition that is fired is destroyed
after the attack resolves. Once all ammunition is used, SHADOW EVOCATION, LESSER
the spell ends. School illusion (shadow) [shadow]; Level bard 3,
mesmerist 3, nightblade 3, sorcerer/wizard 3,
SHADOW BINDING spiritualist 3
School illusion (shadow) [shadowmorph]; Level bard This spell functions like shadow evocation, except that it
2, cabalist 2, mesmerist 2, nightblade 2, occultist 2, enables you to create partially real, illusory versions of
psychic 2, saboteur 2, shaman 2, sorcerer/wizard 2, sorcerer or wizard evocation spells of 2nd level or lower.
spiritualist 2, witch 2 If recognized as a lesser shadow evocation, a damaging spell
Casting Time 1 standard action deals only one-fifth (20%) damage.
Components V, S
Range short (25 ft. + 5 ft./2 levels) SHADOW GATE
Target one creature School illusion (shadow) [shadow, shadowmorph]; Level
Duration 1 round/level bard 5, nightblade 5, sorcerer/wizard 5, spiritualist 5
Saving Throw Will negates, Will partial, see text; Spell Casting Time 1 full-round action
Resistance yes Components V, S
You cause a creature’s shadow to animate and restrict the Range 60 ft.
creature, the shadow becoming a semi-real aggressor. A Area 60-ft. cone
creature that fails its Will save has its shadow stretch Duration instantaneous
along its body like a sheet to bind the creature, making Saving Throw Will negates; Spell Resistance yes
it entangled (though it is not anchored and can still Your shadow grows to an immense size, stretching into a
move at half speed). In addition to the normal penalties 60 foot cone along a surface. The shadow can go in any

285
Spells Chapter IV
direction you choose (not just the way it normally falls have normal effects except against those who disbelieve
due to lighting), and can go along any surface (including them. Against disbelievers, they are 20% likely to work.
walls) so long as the total distance measured across all Spells that create permanent effects (such as sculpt
surfaces does not exceed 60 feet. corpseAPG, contagion, or blindness/deafness) only last for 1
The area within your shadow acts as a temporary hour per caster level, as opposed to being permanent.
blending between the Material Plane and the Plane of In the case of spells that impart diseases, the disease is
Shadow, distorting the location and distances between removed automatically at the end of this time, including
creatures. You can affect one creature per two caster any disease that may have been spread to creatures that
levels that are in the spell area, including yourself were not the original target of the spell. You cannot
(maximum 10). The creatures must be on the surface the create undead with this spell. Objects automatically
shadow is cast on or within 10 feet above the surface. succeed on their Will saves against this spell.
Each creature is teleported to another location within
the spell’s area that you designate. An unwilling creature SHADOW NECROMANCY, GREATER
can make a Will save to negate the effect. The limitation School illusion (shadow) [shadow]; Level sorcerer/
of shadowmorph effects on a creature only applies to wizard 7
you (as only your own shadow is manipulated). This spell functions like shadow necromancy, except that
You can make each creature affected go to a different it duplicates any sorcerer or wizard necromancy spell
location, including a space that another creature was of 6th level or lower. The illusory damaging effects
teleported from with this spell. The teleportation cannot deal three-fifths (60%) damage to nonbelievers, and
end in a space that is by nature hazardous to the creature non-damaging effects are 60% likely to work against
you are teleporting, such as teleporting a creature that nonbelievers. You cannot create undead with this spell.
cannot fly to a space 20 feet up a wall.
SHADOW NECROMANCY, LESSER
SHADOW NECROMANCY School illusion (shadow) [shadow]; Level nightblade 2,
School illusion (shadow) [shadow]; Level nightblade 4, sorcerer/wizard 2, spiritualist 2
sorcerer/wizard 4, spiritualist 4 This spell functions like shadow necromancy, except that it
Casting Time 1 standard action duplicates any sorcerer or wizard necromancy spell of
Components V, S 1st level or lower. The illusory damaging effects deal one-
Range see text fifth (20%) damage to nonbelievers, and non-damaging
Effect see text effects are 20% likely to work against nonbelievers. You
Duration see text cannot create undead with this spell.
Saving Throw Will disbelief (if interacted with), varies,
see text; Spell Resistance yes, see text SHADOW PUPPETEER
You use material from the Plane of Shadow to shape School transmutation [shadowmorph]; Level mesmerist
quasi-real illusions of one or more necromantic spells. 6, nightblade 6, psychic 8, sorcerer/wizard 8, witch 8
Shadow necromancy can mimic any sorcerer or wizard Casting Time 1 standard action
necromancy spell of 3rd level or lower. Shadow necromancies Components V, S
are only one-fifth (20%) as strong as the real things, Range close (25 ft. + 5 ft./2 levels)
though creatures who believe the shadow necromancies to Targets you and one other creature
be real are affected by them at full strength. Any creature Duration 1 round/level (D)
that interacts with the spell can make a Will save to Saving Throw Will negates; Spell Resistance yes
recognize its true nature. Your shadow stretches across the ground and connects
Spells that deal damage have normal effects unless to the shadow of the other creature. Its shadow is forced
the affected creature succeeds on a Will save. Each to move as you do, compelling its master to do the same.
disbelieving creature takes only one-fifth (20%) damage Shadow puppeteer forces a creature to move as its
from the attack. If the disbelieved attack has a special shadow does, rather than the shadow following it. Since
effect other than damage, that effect is only 20% likely to your shadow has replaced theirs, this in essence makes
occur. Regardless of the result of the save to disbelieve, the creature mimic your movement and actions.
an affected creature is also allowed any save that the spell The creature does not get actions on its own turn.
being simulated allows, but the save DC is set according Instead, each round on your turn when you take one
to shadow necromancy’s level (4th) rather than the spell’s or more actions, the creature takes those exact same
normal level. In addition, any effect created by shadow actions, where possible. For example, if you take a move
necromancy allows Spell Resistance, even if the spell it action to move 20 feet, the creature also uses a move
is simulating does not. Shadow objects or substances action to move 20 feet. If you take an attack action with

286
Chapter IV Spells
Table: Shadow Space
d100 Effect
01-05 The space is inverted, causing creatures and objects to fall upwards as a reverse gravity spell. If an object or creature
reaches the top of the shadow space without striking anything, it remains there, oscillating slightly, until this effect ends.
06-19 The space distorts and twists wildly. Creatures in the area must make a Reflex save or fall prone.
20-39 Distances between locations become longer than normal, effectively reducing the movement forms of all creatures in
the area by half and halving the effective distance of all ranged attacks and ranged increments. This does not count as
difficult terrain, but stacks with the penalty of any preexisting difficult terrain.
40-59 Distances between locations become shorter than normal, effectively increasing the movement forms of all creatures
in the area by 20 feet, as well as increasing the range of all ranged attacks by 20 feet (add this distance to each range
increment of a ranged weapon).
60-79 Creatures in the area are randomly shifted about the space. Each creature is teleported in a random direction 15 feet,
using the rules for splash weapons to determine the direction. A creature cannot be teleported into a structure or inside
another creature, nor can it be teleported outside the area of the shadow space. If a creature would be teleported to one
of these spaces, it appears in the nearest open space inside the spell’s area.
80-94 Surfaces no longer feel limiting to a creature’s movement. All creatures in the area ignore difficult terrain and can climb
on surfaces as if affected by a spider climb spell.
95-100 Liquids and solid structures no longer feel fully there. Creatures in the area gain a swim speed of 30 feet (if it didn’t have
a swim speed) and can move through stone and dirt as if it had a burrow speed of 20 feet with the earth glide universal
monster ability (if it didn’t have a burrow speed). If a creature burrows into a surface and this effect is not rolled again
the next round, it becomes trapped in the surface. This effect does not grant creatures the ability to breathe underwater
or while in stone.

a weapon in your left hand, the creature also attacks with an obvious hazard (such as walking them off of a cliff)
a weapon in its left hand (or a natural weapon or even grants them an immediate save to end the effect.
an unarmed strike, if the creature is unarmed). If you
cast a spell, the creature also casts that spell if it has the SHADOW SPACE
spell available. The creature doesn’t have to exactly match School illusion (shadow) [shadow]; Level nightblade 6,
your movements, but it must be reasonably close: for sorcerer/wizard 7, spiritualist 6
example, if you make an attack and strike something on Casting Time 1 standard action
your right, it’s possible to twist the shadow and force the Components V, S
creature to attack anything in its reach, not necessarily a Range 60 ft.
creature on its right, as well. Area 60-ft.-radius emanation
You can mime out actions and attacks against nothing Duration 1 round/level (D)
in order to make the creature perform those actions Saving Throw Reflex partial, see text; Spell Resistance
remotely. For example, you could cause the creature no
to open a door next to its space by making the same You cause an area to be overlaid by the Plane of Shadow,
motions from your location, causing the creature to its mutable shape and space distorting the movement and
mimic your actions. Broad gestures such as attacking positioning of creatures and objects in the area. The area
are usually feasible, but actions that requires fine motor of the spell is centered on you when you cast the spell
control (such as picking a lock) make the creature and stays in that location thereafter, even if you move.
take anywhere from a -2 to a -8 penalty to the check Each round on your turn, starting with the round you
depending on its complexity, as determined by the GM. cast the spell, the space is distorted in a different way,
The creature uses its statistics to perform actions that affecting everything within. Roll a d100 to determine
it copies from you. This may prevent it from copying what effects occur on that round, as shown on Table:
all of your actions (ex. if you try to move the creature Shadow Space.
through a space that can’t hold it, attack with a limb it Each effect lasts until the start of your next turn, at
doesn’t have, or move faster than the creature’s speed). which point you roll for a new effect, except for the
You can attempt to make the creature use an attack that effects of falling prone and being teleported a random
you don’t have (for example, biting at air to make the direction, which happen once when you roll the effect.
creature perform a bite attack it has) but doing so causes A creature with the planar adaptationAPG spell cast on it is
the creature to take a -4 penalty to its attack roll. immune to the effects of this spell, both beneficial and
While the creature takes no actions on its own turn, harmful. This spell does not function in the area of a
it can make a Will save at the end of each of its turns. dimensional lock spell or similar effects that block planar
Success ends the spell. Trying to force the creature into travel or teleportation.

287
Spells Chapter IV
SHADOW STREAM Casting Time 1 standard action
School evocation [darkness]; Level bloodrager 1, magus Components V, S
1, nightblade 1, occultist 1, saboteur 1, sorcerer/ Range close (25 ft. + 5 ft./2 levels), see text
wizard 1, witch 1 Effect one structure of shadowstuff
Casting Time 1 standard action Duration 1 min./level
Components V, S Saving Throw Will disbelief (if interacted with); Spell
Range 30 ft. Resistance no
Area 30 ft. line You can create quasi-real structures out of shadowstuff.
Duration instantaneous The structures can physically impede or support
Saving Throw Reflex half; Spell Resistance yes creatures as a real structure would. You can create one
A twisting stream of inky darkness sprays from your of the following structures, chosen when you cast the
outstretched hand. Any creature caught in the area of spell:
the shadows takes 1d4 points of cold damage per caster • Wall – You can create a simple wall. The wall can be
level (maximum 5d4). A Reflex save halves the damage. as short as 1 foot and as high as 10 feet, is 6 inches
thick, and can be up to 5 feet long per caster level
SHADOW STRUCTURE (maximum 100 feet). The wall must be vertical and
School illusion (shadow) [shadow]; Level bard 3, anchored to the floor. If you desire, you may place a
mesmerist 3, nightblade 3, sorcerer/wizard 3, single door, large enough for a Large-sized creature
spiritualist 3 or smaller, at one point in the wall. The door is not

288
Chapter IV Spells
locked and cannot be magically locked, but can be similarly to a shadow structure* spell, though you can make
locked or barred by mundane means. any structure shape you desire. Created structures have
• Bridge – You create a long bridge to cross a space. 10 hardness and 20 hit points for every 5-ft.-cube of
The bridge is 6 inches thick, 5 feet wide, and up to the structure. A creature that disbelieves the spell is
20 feet per caster level long (maximum 400 feet). The unimpeded by any structures you make with the shadow
bridge must be anchored on both sides and must be terrain, though it can choose to use the structures if it
horizontal or nearly horizontal (no more than a 10º desires, such as walking up a flight of stairs or across
incline). a bridge (as when disbelieving a shadow structure* spell).
• Stairs – You create a set of stairs or a ramp for A creature that disbelieves the spell also ignores the
creatures to travel on. The stairs or ramp must be hardness of any structures you created and deals full
straight and must be anchored on at least one end. damage with energy attacks (instead of the normal half
The ramp or steps cannot exceed a 45º incline. The damage objects take).
stairs can be up to 10 feet wide. The structure can rise
up to 5 feet per two caster levels (maximum 50 feet) SHADOW TOUCH
and can stretch horizontally this same distance. School necromancy [death]; Level nightblade 4,
The structure must be continuous and unbroken sorcerer/wizard 4, spiritualist 4
when formed. If its surface is broken by any object or Casting Time 1 standard action
creature when it is cast, the spell fails. The structure Components V, S
must begin within the range of the spell, but can extend Range touch
outside of the spell’s range. The structures can support Target creature or creatures touched (up to one per
up to 500 lbs. per caster level. Any creature or object level)
that causes the total weight to exceed this amount Duration 1 round/level
simply passes through the structure as if it didn’t exist. Saving Throw none; Spell Resistance yes
Any solid structure you make has 5 hardness and 10 hit Your touch is infused with corrupting negative energy.
points for every 5 foot cube of the structure. A creature Once per round, you may deliver a touch attack that
that disbelieves the spell ignores the hardness of the inflicts 1d4+1 points of Strength damage. A creature
structure with any attacks it uses and deals full damage reduced to 0 Strength by this spell is slain instantly.
with energy attacks (instead of the normal half damage Creatures that are immune to negative energy damage or
objects take). The creature also becomes unimpeded by are healed by it are immune to this spell’s effects.
any structures you make, allowing it to move through
the structure as if it wasn’t there, though the structure SHADOW WOUND
still blocks line of sight. A creature that disbelieves the School necromancy [shadowmorph]; Level antipaladin
structure may opt to use the structure as if it was real 2, inquisitor 3, magus 3, nightblade 3, spiritualist 3
should it be beneficial, such as walking along a bridge Casting Time 1 swift action
or up a flight of stairs, but when it does it must treat Components V, S
the structure as completely real, including blocking the Range short (25 ft. + 5 ft./2 levels)
creature’s movement. A creature that made its saving Target one creature
throw can choose whether to treat the structure as real Duration 1 round
or fake at any point on its turn as a free action, though it Saving Throw Will negates; Spell Resistance yes
cannot do so when inside of the shadow structure. You form a bond between the creature’s shadow and its
physical being, causing injuries inflicted upon its shadow
SHADOW TERRAIN to harm the creature itself.
School illusion (shadow) [shadow]; Level bard 6,
mesmerist 6, nightblade 6, sorcerer/wizard 7,
spiritualist 6
Casting Time 1 standard action
Table: Shadow Wound
Components V, S Creature Size Length of Shadow
Area one 20-ft. cube/level (S) Tiny or smaller 10 ft.
Duration concentration + 1 hour/level (D) Small or Medium 15 ft.
Saving Throw Will disbelief (if interacted with); Spell Large 20 ft.
Resistance no Huge 30 ft.
This spell functions as mirage arcana, but the illusory
Gargantuan 40 ft.
structures you make are quasi-real. Any structures you
Colossal 60 ft.
create are made out of shadowstuff; this functions

289
Spells Chapter IV
When you cast the spell, the target receives a Will save SHARP SHADOWS
to negate the effect. Otherwise, the creature’s shadow School transmutation [darkness]; Level nightblade 5,
stretches in a line in a direction you specify out from the spiritualist 5, witch 6
creature. The length of the shadow depends on the size Casting Time 1 standard action
of the creature, as shown on Table: Shadow Wound. Components V, S, M (a sliver of obsidian)
For the duration of the spell, any attacks made against Range medium (100 ft. + 10 ft./level)
the creature’s shadow deal full damage to the creature Area one 10-ft.-cube/level
itself. The shadow’s AC is equal to the creature’s touch Duration 10 min./level
AC. Damage reduction and energy resistance apply Saving Throw Reflex half; Spell Resistance no
normally to the damage dealt. If a damaging area attack You grant intangible shadows a solid form, transmuting
would include both the creature and its shadow in the them into a deadly field of obsidian-like shards.
area of effect, the damage is only applied once. Only Movement through any 5-foot cube of sharp shadows
damaging effects (including ability damage, penalties, tears at creatures, dealing slashing damage and inflicting
drain, or nonlethal damage) can be dealt through the bleed damage depending on the light level, as follows:
shadow; other effects that may accompany the damage • Dim light: 1d6 slashing damage and 1 point of bleed.
do not apply. Precision damage and critical hit damage • Darkness: 1d8 + 1 slashing damage per two levels
do not work through the shadow. If the targeted creature (max +10) and 1d4 points of bleed damage.
has a creature or object hidden in its shadow, such as a • Supernatural darkness: 2d8 + 1 slashing damage per
nightblade’s shadow bond class feature or from a shadow level (max +20) and 1d6 points of bleed damage.
courier spell, that object or creature takes full damage A Reflex save halves the slashing damage and negates the
from any attacks made against the target’s shadow. bleed damage, though the save must be made for every 5
Once the spell ends, the creature’s shadow returns to feet they move through the area. Slashing damage dealt
normal and it cannot be subjected to the effects of this by sharp shadows is considered magical for the purpose
spell for 24 hours (regardless of its source). of overcoming damage reduction, and the bleed damage
stacks with itself and other sources of bleed damage.
SHAPE SHADOWS Sharp shadows has no effect on an area of normal light
School transmutation [shadowmorph]; Level bard or bright light.
0, medium 0, mesmerist 0, nightblade 0, sorcerer/ A creature standing within the area takes no damage
wizard 0, spiritualist 0, witch 0 as long as it remains completely motionless, but even the
Casting Time 1 standard action minor movements involved in attacking or defending in
Components V, S, M (a drop of ink) combat force a stationary creature to attempt a Reflex
Range short (25 ft. + 5 ft./2 levels) save. If a stationary creature succeeds at this save, it
Target one creature’s or object’s shadow avoids damage completely for that round, but if it fails,
Duration 1 min./level (D) it takes hit point damage and bleed damage as though it
Saving Throw Will negates (harmless); Spell had moved through the square.
Resistance yes (harmless) A creature forcibly moved through an area of sharp
You alter the shape and size of a creature’s shadow shadows, such as by a bull rush or drag combat maneuver,
or an object’s shadow. You can make the shadow up takes a -4 penalty on its saving throw, but a creature able
to twice as wide or tall, or half as wide or tall (or any to see in magical darkness gains a +4 bonus.
combination of those). For every five caster levels you As long as sharp shadows lasts, the light level cannot
have, the maximum multiplier or divisor of the shadow’s be raised in any area that it affects unless the light is
dimensions increases by two, being four times as large generated by a light spell of a higher level than sharp
or one-quarter the size at 5th level, six times as large or shadows. Sharp shadows can be used to counter or dispel
one-sixth the size at 10th level, and so on. While this any light spell of equal or lower spell level.
has no direct impact on the creature or object, it may
grant circumstantial bonuses on certain skill checks, SHARED TECHNIQUE
such as making the creature’s shadow grow as part of School divination; Level bard 3, cabalist 3, inquisitor 3,
an Intimidate check or shrink to better conceal one’s magus 3, mesmerist 3, paladin 2, ranger 2, vanguard 3
self for a Stealth check, subject to GM discretion. Such Casting Time 1 standard action
bonuses should be minor (typically +2 or less). Components V, S
Unlike most shadowmorph spells, shape shadows does Range touch
not prevent other shadowmorph effects from affecting Targets you and one willing creature
the target: any shadowmorph effects cast upon it Duration 10 min./level
automatically end an ongoing shape shadows. Saving Throw none; Spell Resistance no

290
Chapter IV Spells
Shared technique allows you to share your training and holding gains all properties, abilities, and charges of
expertise with another creature. You grant the creature the magic item for the duration. Once the duration of
you touch the benefit of a single combat feat, metamagic siphon enhancement ends, the magical properties return to
feat, or teamwork feat that you have. They must meet the the original item. Any spent resources, such as charges,
prerequisites of the feat to benefit from it. Alternatively, remain spent when the spell ends.
you can instead learn a single combat feat, metamagic The item you transfer the magical properties to
feat, or teamwork feat the target has. You must meet the must be similar in function and use. A weapon’s
prerequisites of the feat to benefit from it. magical properties must be applied to a weapon in your
A creature can only benefit from one casting of shared possession, clothing-based wondrous items transferred
technique at a given time; casting it on the creature a to an article of clothing you have, and so on. Any
second time ends the previous casting. incompatible properties do not function; for example,
siphoning a +1 seeking longbow and transferring its
SHARED TECHNIQUE, COMMUNAL properties to a longsword would result in a +1 longsword.
School divination; Level bard 4, cabalist 4, ranger 3, Bonuses do not stack when transferring properties to an
magus 4, mesmerist 4, paladin 3, vanguard 4 item that is already magic. For example, if you siphon a
Targets willing creatures touched +3 breastplate and copy it to your own +1 light fortification
This spell functions as shared technique, except you may chainmail, you would end up with a +3 light fortification
divide the duration in 10-minute intervals among the chainmail for the duration of the spell.
creatures touched. You may select the feat to be shared You cannot siphon an artifact with this spell, though
from among any of the targeted creatures (or yourself). you can be unfortunate enough to siphon a cursed item.
All targets receive the same feat and must meet the Siphon enhancement does not provide any special insight to
prerequisites of the feat to use it. your newly-acquired magic item’s functions, command
words, and so on.
SHRAPNEL BURST
School conjuration (creation) [metal]; Level bloodrager SNUFF
1, magus 1, saboteur 1, sorcerer/wizard 1, vanguard 1 School conjuration (creation) [darkness]; Level
Casting Time 1 standard action antipaladin 1, bard 0, cabalist 0, inquisitor 0, medium
Components V, S 0, mesmerist 0, nightblade 0, occultist 0, psychic 0,
Range close (25 ft. + 5 ft./2 levels) shaman 0, shaper 1, sorcerer/wizard 0, spiritualist 0
Area 5-ft.-radius burst Casting Time 1 standard action
Duration instantaneous Components V, S, M (a bit of soot)
Saving Throw Reflex half; Spell Resistance no Range short (25 ft. + 5 ft./2 levels)
A burst of jagged shards of metal flies about and Target one non-magical light source
violently strikes creatures. Each creature in the burst Duration instantaneous
takes 1d4 points of slashing damage per caster level Saving Throw none; Spell Resistance no
(max 5d4). A Reflex save halves the damage. This spell extinguishes a single non-magical light source
within range, such as a torch, lantern, or sunrod. While
SIPHON ENHANCEMENT an alchemical-based light source such as a sunrod cannot
School abjuration; Level magus 4, shaper 4, sorcerer/ be reused, torches, lanterns, and small fires can be re-
wizard 4, vanguard 4 lit assuming they still have fuel. This spell is not strong
Casting Time 1 standard action enough to put out a fire larger than a typical campfire.
Components V, S
Range medium (100 ft. + 10 ft./level) SOLAR FLARE
Target one magic item School evocation [fire, light]; Level druid 5, elementer
Duration 1 round/level 5, magus 5, psychic 5, saboteur 5, shaman 5, sorcerer/
Saving Throw none; Spell Resistance no wizard 5
This spell allows you to steal the magical properties of a Casting Time 1 standard action
magic item and grant it to your own possessions. Components V, S
This spell functions as a targeted dispel magic, except Range 20 ft.
it can only target a magic item and, if your dispel check Area 20-ft.-radius burst, centered on you
is successful, the magic item is suppressed for 1 round Duration instantaneous, then 1d4 rounds (see text)
per caster level rather than 1d4 rounds. In addition, Saving Throw Reflex half; Spell Resistance yes
for the duration you transfer the magical properties to A flash of blinding light shines forth from you, searing
a similar object in your possession. The item you are nearby enemies with its intensity. Creatures within the

291
Spells Chapter IV
burst take 1d6 fire damage per caster level (max 15d6) Spikes is a versatile spell that causes sharp, metallic spikes
and are blinded for 1d4 rounds. A Reflex save halves to grow from a surface, object, or creature. The uses of
the fire damage and reduces the blinding effect to only spikes vary greatly, as shown below:
dazzle the creature for 1d4 rounds. • You can cover a weapon in spikes. A weapon with
A creature that has a weakness to sunlight takes a -2 spikes can be used to deal piercing damage (if it
penalty on its saving throw against this spell’s effects and couldn’t already) and causes creatures struck to take 1
is blinded for 1 round on a successful saving throw. point of bleeding damage each round.
• You can make the outside of a single suit of armor
SPATIAL COLLAPSE or a shield spiky, treating it as having armor spikes or
School transmutation; Level shaper 1 shield spikes respectively.
Casting Time 1 standard action • You can cause the handle of a weapon or shield to
Components V, S become spiky. The creature carrying it takes 1d6
Range see text piercing damage each round unless it drops the item.
Effect see text • You can cause a relatively flat surface to grow spikes,
Duration instantaneous affecting a space up to one 5-foot square per caster
Saving Throw none; Spell Resistance yes level (max 10 squares). The spaces are treated as
You must have your void open in order to cast this spell. having caltrops scattered within them, though the
The energy of the void collapses, forcing all nearby spikes deal 1d6 damage instead of just 1.
creatures and objects away. Make a bull rush combat
maneuver check against all creatures and objects in
the area of the void (except you). You can bull rush
creatures of any size, not just those up to one size larger
than your own. Your CMB for this bull rush is equal
to your caster level plus your Intelligence, Wisdom, or
Charisma modifier, whichever is highest. The bull rush
does not provoke attacks of opportunity, and you do not
move with the targets as you push them. Targets you bull
rush are moved directly outwards away from the center
of the void.
Once the spell resolves, your void immediately closes,
ending its effects. You cannot re-open the void until the
end of your next turn.

SPECTRES
School illusion (shadow) [shadow]; Level sorcerer/
wizard 9
This spell functions like shadow necromancy, except that it
duplicates any necromancy spell of 8th level or lower.
The illusory damaging effects deal four-fifths (80%)
damage to nonbelievers, and non-damaging effects are
80% likely to work against nonbelievers. You cannot
create undead with this spell.

SPIKES
School transmutation [metal]; Level antipaladin 2,
bloodrager 2, cleric 2, magus 2, occultist 2, sorcerer/
wizard 2, vanguard 2, summoner 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target or Area see text
Duration 1 min./level (D)
Saving Throw Will negates (object), see text; Spell
Resistance yes (object), see text

292
Chapter IV Spells
• You can make a creature’s skin grow spikes. You can the second trap, enhancing its function. A trap that is
affect all or some of its body. The target’s natural enhanced by a sprawling extension can be triggered from
attacks and unarmed strikes deal piercing damage, and more than one square. You chose one kind of expanded
any creature striking the target with natural weapons trigger the trap gains, as listed below:
or grappling it takes 1d6 points of piercing damage • Aerial Trigger: The trap can be triggered by creatures
(this damage occurs each round it is grappled). above its space. Any creature that moves or flies over
• You can make a single unattended object spiky all the trap’s square that is less than 5 feet per two caster
over. The object cannot exceed 2 cubic feet per caster levels over the trap (max 50 feet) triggers it.
level (max 20 cubic feet). Any creature that carries, • Proximity trigger: The trap triggers on any creature that
wears, touches, or wields the object takes 1d6 piercing comes within a set radius of the trap. The trap triggers
damage each round. when a creature enters within a 15-foot radius of its
The spell can create any other effect that would location. A trap placed into the proximity trigger is
logically extend from making an object spiky, such as prevented from being triggered for 1 round after you
growing spikes from boots or a wagon wheel to create place it, giving you ample time to leave its trigger area.
traction, subject to GM discretion. A creature or magic • Wide Trigger: The trap gains multiple adjacent squares
item that does not wish to receive a spikes spell can make that can trigger it. You choose up to one 5-foot square
a Will save to negate its effects, and Spell Resistance on the ground per caster level (max 20) that are
applies. Non-magic items do not receive a saving throw adjacent to a previous square, starting with the square
unless they are attended. the trap is placed in. A creature stepping in any of
these spaces triggers the trap.
SPORE SURGE A saboteur trap’s effects come into effect centered on
School conjuration (creation) [acid, plant, poison]; the point the creature triggered the trap; a mechanical or
Level druid 3, invoker 3, shaman 3 mundane trap gains no such benefit, triggering upon the
Casting Time 1 standard action space it was placed in as normal. The trap can still only
Components V, S be disarmed in its original space, meaning certain uses
Range medium (100 ft. + 10 ft./level) of this trap can make disarming much more difficult.
Area 15-ft.-radius burst The sprawling extension lasts until the trap is triggered,
Duration instantaneous disarmed, or breaks apart (if the trap does so, as a
Saving Throw Reflex half; Spell Resistance no saboteur trap does). Only one “extension” spell can be
A sudden cloud of spores bursts forth from a point added to a particular trap.
you specify within range. Each creature in the area takes
1d8 acid damage per two caster levels (max 5d8) and SQUIRE’S AID
is sickened for 1d4 rounds. A successful Reflex save School conjuration (teleportation); Level antipaladin
halves the damage and negates the sickening effect. The 1, bard 1, cleric 1, inquisitor 1, magus 1, paladin 1,
sickening effect is considered a poison effect. shaper 1, vanguard 1
Casting Time 10 minutes
SPRAWLING EXTENSION Components V, S
School transmutation; Level saboteur 5 Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 standard action Target unattended objects within a 10-ft. cube
Components S Duration 8 hours until discharged
Range see text Saving Throw none; Spell Resistance no
Effect one trap extension A handy spell when ambushed during a rest, squire’s aid
Duration see text packs up belongings and equips creatures.
Saving Throw none; Spell Resistance no All objects to be targeted by squire’s aid must be within
A sprawling extension allows you to modify the next trap a 10-foot cube at the time of casting. All objects are
you place in the same square to have a wider, modified then marked with a small arcane mark that is unreadable,
trigger area. except by means of a read magic spell, to anyone but you.
You first place the sprawling extension as a saboteur trap Once the objects are marked, they can be thereafter
in a square adjacent to you, just as you would any other moved about without any issue.
saboteur trap. At any point within the next minute, you At any point during the spell’s duration, you can use
must place a second trap in that same square (either a a standard action to trigger the effects of squire’s aid,
saboteur trap or a mundane trap). This effect supersedes after which the spell is discharged. All marked objects
the normal rule that two saboteur traps cannot be placed are packed into their respective containers; bedrolls are
in the same space. The sprawling extension merges with rolled and bound, mess kits are cleaned and packed,

293
Spells Chapter IV
and bags of supplies are repacked for transportation. fear effects. In addition, upon casting steadfast companion
Any wearable equipment can be packed in an organized your companion immediately receives a second saving
fashion or equipped to nearby creatures, donning throw to negate any harmful mind-affecting effect it
the armor and clothing neatly and appropriately for is currently subject to (with the +4 resistance bonus
the creature. A creature is aware of what gear you are granted by the spell), using the same DC as the original
equipping it with and can prevent you from doing so effect. If successful, the effect ends (or is reduced, in
should it not want you to (no check needed). the case of spells with a partial effect on a save) as if
All objects that you wish to pack or don or any your companion had succeeded its initial saving throw
creatures you wish to equip must be within range of the against the spell.
spell at the time of you triggering these effects, otherwise
the effect fails on that particular object or creature. STEALTH EXTENSION
School illusion (glamer); Level saboteur 2
STATIC DISCHARGE Casting Time 1 standard action
School evocation [electricity]; Level vanguard 6 Components S
Casting Time 1 swift action Range see text
Components V Effect one trap extension
Range medium (100 ft. + 10 ft./level) Duration see text
Area 20-ft.-radius burst Saving Throw none; Spell Resistance no
Duration instantaneous A stealth extension allows you to modify the next trap you
Saving Throw Fortitude partial; Spell Resistance yes place in the same square to be harder to disarm.
You must have a resonance in effect to cast this spell. You first place the stealth extension as a saboteur trap
With a single command you release the resonant energy in a square adjacent to you, just as you would any other
built up between you and your companion in a wave saboteur trap. At any point within the next minute, you
of stunning energy, ending the resonance immediately. must place a second trap in that same square (either a
Each enemy within 20 feet of your construct companion saboteur trap or a mundane trap). This effect supersedes
takes 4d6 electricity damage and is stunned for 1 round. the normal rule that two saboteur traps cannot be placed
A Fortitude save reduces the stunning effect to being in the same space. The stealth extension merges with
only staggered for 1 round instead. Creatures that take the second trap, enhancing its function. A trap that is
no electricity damage from the spell are unaffected to enhanced by a stealth extension has the Perception DC to
the stunning and staggering effects. notice the trap increased by your caster level (max +10)
The magical effect of the resonance allows it to and has the DC to disarm the trap increased by half this
discern between friend and foe; allies are not affected by amount (max +5).
the static discharge. The stealth extension lasts until the trap is triggered,
disarmed, or breaks apart (if the trap does so, as a
STEADFAST COMPANION saboteur trap does). Only one “extension” spell can be
School enchantment [emotion, mind-affecting]; Level added to a particular trap.
druid 3, paladin 2, ranger 2, shaman 3, sorcerer/
wizard 3, spiritualist 2, summoner 2, vanguard 2, STEEL SIGHT
witch 3 School divination [metal]; Level alchemist 2, druid 2,
Casting Time 1 standard action psychic 3, shaman 2, sorcerer/wizard 3, vanguard 2
Components V, S Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Components V, S, M (one silver coin)
Target your companion Range 60 ft.
Duration 1 min./level (D) Area cone-shaped emanation
Saving Throw Will negates (harmless); Spell Duration 1 min./level (D)
Resistance no Saving Throw none; Spell Resistance no
Steadfast companion is used by those that bond with When you cast this spell, your eyes glaze over with a
another creature to strengthen their connection, making silver sheen before polishing, appearing as though your
their companion devoted in the face of hardship. eyes were actually mirrors.
Steadfast companion can only be cast on your companion Steel sight lets you see through metal as if it were
creature, such as an animal companion, construct invisible. You can see through walls, armor, weapons,
companion, eidolon, familiar, or a paladin’s mount. containers, objects, and creatures that are made of
Your companion gains a +4 resistance bonus on saves metal. This can even penetrate metals that normally
against mind-affecting effects and gains immunity to block divinations, such as lead. However, this does not

294
Chapter IV Spells
allow any other divination effects you have active to A long sliver of wood flies from your outstretched hand,
bypass metal. piercing a single target as a ranged attack. On a hit, the
Normally you see through any sort of metal, but you thorn deals 1d6 piercing damage per caster level (max
can designate either a specific metal to see through, or 5d6). A creature struck begins bleeding for 1 point of
see through all metals save for a specific type. damage each round. The bleeding can be stopped as
normal with a DC 15 Heal check or the application of
STINGING THORN any effect that restores hit points. At 3rd caster level, the
School conjuration (creation) [plant]; Level druid 1, bleed damage increases to 1d4, and at 5th caster level the
invoker 1, shaman 1 bleeding increases to 1d6.
Casting Time 1 standard action
Components V, S STORMBLAST
Range close (25 ft. + 5 ft./2 levels) School evocation [cold, electricity]; Level druid 7,
Effect wooden splinter elementer 6, magus 6, nightblade 6, saboteur 6,
Duration instantaneous shaman 7, sorcerer/wizard 6
Saving Throw none; Spell Resistance no Casting Time 1 standard action
Components V, S
Range 60 ft.
Area 60 ft. cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
This spell creates a destructive blast of lightning, rain,
and hail from your outstretched hand, unleashing the
might of a fearsome thunderstorm. Any creature caught
in the area of the stormblast must make a Reflex save
or take 1d6 damage per caster level (max 20d6). Half
this damage is cold damage, the other half is electricity
damage. Creatures that fail their Reflex saves are blinded
and deafened for 1 round by the flash of lightning and
peal of thunder.

SUMMON CLOCKWORK SPY


School conjuration (creation) [metal]; Level occultist 3,
sorcerer/wizard 3, vanguard 3
Casting Time 1 round
Components V, S, F (a gemstone worth 50 gp)
Range 0 ft.
Effect one clockwork spy
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
As you finish casting this spell, you place the gemstone
upon the ground. Small cogs and gears form into being
around the gemstone, rapidly assembling itself into a
small construct.
This spell creates a clockwork spyB3. The clockwork
spy avoids combat at all costs. You can have it execute
simple movement, such as following a target you specify,
staying in a particular location, or patrolling an area.
There is no range to how far the spy can travel.
Its true usefulness lies in its ability to record audio. The
created spy has its normal Record Audio supernatural
ability, allowing it to record nearby sounds as a swift
action, archiving all sound within a 20-foot spread onto
the small gemstone you used as a focus for the spell. The
spy can record up to 1 hour of audio.

295
Spells Chapter IV
Since the spy is not intelligent, it must be given simple Table: Summon Horror
commands as to when it should start recording sounds. 1st Level Source
The spy can differentiate between creature types and
Beheaded, Flaming Screaming B4
subtypes, but not between specific individuals—it can be
Bloody Skeleton, Human B1
ordered to start recording sound as soon as a humanoid
(human) or an aberration comes in range, but it cannot Crawling Hand B2
be ordered to start recording when a specific person Exoskeleton, Giant Cockroach B6
comes within range. Once the clockwork spy begins Ectoplasmic Creature, Human B4
recording sound, it cannot cease recording early. It can Grindylow B2
only make a single recording. Isitoq B4
Once it has finished making a recording, it makes
Sagari B3
its way back to you to the best of its ability. The spy
knows your location at all times and moves as quickly Zombie, Human B1
and safely as possible to you. As soon as it reaches you,
the clockwork spy falls apart, leaving only the gemstone 2nd Level Source
behind. You can start and stop the playback of the sound Akaname B5
recorded on the gemstone as a swift action as long as it
Akata B2
is in your hand, but another creature can so with a DC
Bogwiggle MC
25 Spellcraft check.
A particular gemstone can only have one audio Devil, Lemure B1
recording stored. Once a recording has been placed on Dossenus B4
a gemstone, it cannot be used as a focus component for Festrog B3
summon clockwork spy again. Fleshdreg B4
Ghoul B1
SUMMON HORROR I
Reefclaw B2
School conjuration (summoning) [evil]; Level
antipaladin 1, bard 1, cabalist 1, cleric 1, medium 1,
nightblade 1, psychic 1, sorcerer/wizard 1, spiritualist 3rd Level Source
1, summoner 1, witch 1 Choker B1
Casting Time 1 round Daemon, Cacodaemon B2
Components V, S, M (a pinch of powdered bonemeal
Draugr B2
and ash)
Huecuva B3
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature Kyton, Augur B3
Duration 1 round/level (D) Lurking Ray, Executioner’s Hood B4
Saving Throw none; Spell Resistance no Qlippoth, Cythnigot B2
This spell summons a terrifying creature (typically an Sahkil, Esipil B5
aberration, outsider, or undead). It appears where you Sinspawn B2
designate and acts immediately, on your turn. It attacks
Thought Eater B5
your opponents to the best of its ability. If you can
communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other 4th Level Source
actions. The spell conjures one of the creatures from the Daemon, Lacridaemon B6
1st Level list on Table: Summon Horror. You choose Devil, Accuser B2
which kind of creature to summon, and you can choose
Ettercap B1
a different one each time you cast the spell.
Fleshwarp, Grothlut B4
A summoned creature cannot summon or otherwise
conjure another creature or create spawn, nor can it use Gloomwing B2
any teleportation or planar travel abilities. Creatures Grick B2
cannot be summoned into an environment that cannot Shriezyx B4
support them. Creatures summoned using this spell Urdefhan B2
cannot use spells or spell-like abilities that duplicate Vukodlak B6
spells with expensive foci or material components (such
Wight B1
as wish).

296
Chapter IV Spells
5th Level Source 9th Level Source
Cloaker B1 Daemon, Thanadaemon B3
Crawling Hand, Giant B2 Deep Walker B6
Daemon, Venedaemon B6 Demodand, Tarry B3
Deathweb B3 Gashadokuro B3
Elder Thing B4 Ghorazagh B2
Gibbering Mouther B1 Nightshade, Nightwing B2
Grimslake B5 Qlippoth, Augnagar B2
Kyton B1 Vemerak B2
Nightmare B1
Sahkil, Wihsaak B6
SUMMON HORROR II
School conjuration (summoning) [evil]; Level
6th Level Source antipaladin 2, bard 2, cabalist 2, cleric 2, medium 2,
Capramace B5 nightblade 2, psychic 2, sorcerer/wizard 2, spiritualist
Chaos Beast B2 2, summoner 2, witch 2
Daemon, Suspiridaemon B6
This spell functions like summon horror I, except that you
can summon one creature from the 2nd-level list or 1d3
Dullahan B2
creatures of the same kind from the 1st-level list.
Guecubu B3
Hound of Tindalos B2 SUMMON HORROR III
Lurking Ray, Lurker Above B4 School conjuration (summoning) [evil]; Level
Qlippoth, Shoggti B2 antipaladin 3, bard 3, cabalist 3, cleric 3, nightblade
Sahkil, Ichkoh B6 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3
This spell functions like summon horror I, except that you
Shadow Demon B1
can summon one creature from the 3rd-level list, 1d3
creatures of the same kind from the 2nd-level list, or
7th Level Source 1d4+1 creatures of the same kind from the 1st-level list.
Daemon, Piscodaemon B2
SUMMON HORROR IV
Fext B5
School conjuration (summoning) [evil]; Level
Fleshwarp, Ghonhatine B4
antipaladin 4, bard 4, cabalist 4, cleric 4, medium 3,
Gholdako B4 nightblade 4, psychic 4, sorcerer/wizard 4, spiritualist
Gug B2 4, summoner 3, witch 4
Kyton, Sacristan B4 This spell functions like summon horror I, except that you
Qlippoth, Nyogoth B2 can summon one creature from the 4th-level list, 1d3
Sahkil, Zohanil B6 creatures of the same kind from the 3rd-level list, or
1d4+1 creatures of the same kind from the 2nd-level
Spawn of Yog-Sothoth B4
list.
Yangethe B5

SUMMON HORROR V
8th Level Source School conjuration (summoning) [evil]; Level bard 5,
Daemon, Meladaemon B2
cabalist 5, cleric 5, medium 4, nightblade 5, psychic 5,
sorcerer/wizard 5, spiritualist 5, summoner 4, witch 5
Dorvae B4
This spell functions like summon horror I, except that you
Kyton, Interlocutor B3
can summon one creature from the 5th-level list, 1d3
Moon-Beast B3 creatures of the same kind from the 4th-level list, or
Nightmare, Cauchemar B4 1d4+1 creatures of the same kind from the 3rd-level list.
Pale Stranger B3
Qlippoth, Gongorinan B6 SUMMON HORROR VI
School conjuration (summoning) [evil]; Level bard 6,
Somalcygot B5
cabalist 6, cleric 6, nightblade 6, psychic 6, sorcerer/
Witchfire B2
wizard 6, spiritualist 6, summoner 5, witch 6

297
Spells Chapter IV
This spell functions like summon horror I, except that you
can summon one creature from the 6th-level list, 1d3
creatures of the same kind from the 5th-level list, or VARIANT RULE: ALTERNANT SUMMONS
1d4+1 creatures of the same kind from the 4th-level list. The spell line of summon horror is meant to be an
equivalent spell to summon monster; it uses creatures of
SUMMON HORROR VII similar Challenge Rating and ability, but provides a
School conjuration (summoning) [evil]; Level cleric 7, more sinister list of creatures to choose from. It also
psychic 7, sorcerer/wizard 7, summoner 6, witch 7 is a great way to make a low-cost necromancer, as each
This spell functions like summon horror I, except that you level of summon horror has at least one undead creature
can summon one creature from the 7th-level list, 1d3 to summon.
creatures of the same kind from the 6th-level list, or GMs are encouraged to allow this spell as a substitute
1d4+1 creatures of the same kind from the 5th-level list. for summon monster for archetypes and abilities that
use summon monster. Examples include an antipaladin’s
SUMMON HORROR VIII fiendish boon class feature, the bottled ally I-IX class
School conjuration (summoning) [evil]; Level cleric 8, feature for the preservationistUM alchemist archetype, or
psychic 8, sorcerer/wizard 8, witch 8 the black beast path power for nightblades on the Path
This spell functions like summon horror I, except that you of the Umbral Host.
can summon one creature from the 8th-level list, 1d3 Some GMs may feel that having an additional creature
creatures of the same kind from the 7th-level list, or list for conjuration-focused casters to choose from may
1d4+1 creatures of the same kind from the 6th-level list. be too strong. It is reasonable to require a player to
choose either summon horror or summon monster; once they
SUMMON HORROR IX select one line of summon spells, they cannot learn any
School conjuration (summoning) [evil]; Level cleric 9, from the other.
psychic 9, sorcerer/wizard 9, witch 9
This spell functions like summon horror I, except that you
can summon one creature from the 9th-level list, 1d3
creatures of the same kind from the 8th-level list, or
1d4+1 creatures of the same kind from the 7th-level list. if killed. The soldiers can act without your presence,
but you must specify how they should protect the area
SUMMON SENTRIES (such as preventing passage or guarding an object
School conjuration (summoning) [metal]; Level from theft). The soldiers always respond to aggression
occultist 6, sorcerer/wizard 7, vanguard 5 in kind, but can be directed to attack creatures that
Casting Time 1 round or 10 minutes, see text attempt to pass peacefully.
Components V, S You can only have one summon sentries spell in effect at
Range close (25 ft. + 5 ft./2 levels) one time. If you cast this spell while another casting is
Effect two or more clockwork soldiers, no two of which still in effect, the previous casting is dispelled.
can be more than 30 ft. apart (see text)
Duration 1 hour/level or 1 round/level (D), see text SUNDERING SHIELD
Saving Throw none; Spell Resistance no School abjuration; Level bloodrager 3, elementer 3,
This spell conjures and animates 1d4+1 clockwork magus 3, psychic 4, shaper 3, sorcerer/wizard 4,
soldiersB3. The soldiers willingly aid you in combat or vanguard 3
battle or defend an area; depending on how you use Casting Time 1 immediate action
them, the spell functions differently: Components V
• Combat: You can summon the soldiers in 1 round to Range personal
fight immediately. This functions as a summon monster Target you
VII spell and lasts for 1 round per caster level. Duration 1 round or until discharged
• Defense: You can summon the soldiers to protect You create a destructive barrier between yourself and
a given location. Summoning the soldiers in this your opponent’s weapon, reducing the damage you
manner takes 10 minutes, but the soldiers remain for take by forcing the strength of the blow back into the
1 hour per caster level. You must designate a given attacker’s weapon.
location for the soldiers to defend; the soldiers remain The barrier protects you against one physical attack,
there vigilant and defend it. They must remain within granting you DR/– equal to your caster level against
close range (25 ft. + 5 ft./2 levels) of that location; that attack. The wielder of the weapon must then make
if a solider is moved out of this range, it vanishes as a Reflex save or have the force of the blow flow back

298
Chapter IV Spells
into the weapon, dealing damage to the weapon equal Components V, S, M (mercury and phosphorous, plus
to double the damage prevented this way (hardness powdered diamond and opal worth a total of 1,000 gp)
applies). Sundering shield protects against natural weapons Range 0 ft.; see text
or unarmed strikes but deals no damage to the attacker. Effect one symbol
Once the shield has blocked a single attack in this Duration see text
manner, the spell is discharged. Saving Throw Fortitude negates; Spell Resistance yes
This spell functions as symbol of death, except all creatures
SYMBIOSIS within 60 feet of a symbol of blinding are permanently
School abjuration; Level druid 5, invoker 4, psychic 6 blinded (as blindness/deafness). Unlike symbol of death,
Casting Time 1 standard action symbol of blinding has no hit point limit; once it is
Components V, S triggered, a symbol of blinding remains active for 1 minute
Range close (25 ft. + 5 ft./2 levels) per caster level.
Targets you and one willing creature Symbol of blinding can be made permanent with a
Duration 10 min./level (D) permanency spell by a caster of 11th level or higher for the
Saving Throw none; Spell Resistance yes (harmless) cost of 10,000 gp.
You form a symbiotic link between yourself and the
target, your vital essences intertwined. Symbiosis causes SYMBOL OF DARKNESS
spells and effects that affect the wellbeing of one of you School evocation [darkness]; Level cabalist 2, cleric 2,
two to affect the other. This has several implications: occultist 2, witch 2
First, any damage taken by you or the linked creature Casting Time 10 minutes
(including bleed damage) is split evenly between both Components V, S, M (mercury and phosphorous, plus
of you, similar to the effects of shield other but working powdered diamond and opal worth a total of 100 gp)
in both directions. Effects that restore hit points or Range 0 ft.; see text
grant temporary hit points are likewise divided evenly Effect one symbol
between yourself and the linked creature. If one of you Duration see text
would become fatigued, exhausted, sickened, nauseated, Saving Throw Fortitude negates, see text; Spell
blinded, or deafened, that effect is applied to both of Resistance yes, see text
you with the duration split in half where applicable This spell functions as symbol of death, except upon
(see below) to a minimum of 1 round. Removing the activation the light level within 60 feet of the symbol
condition from one of you removes it from the other. immediately drops to darkness, regardless of existing
Ability score penalties (such as from a ray of enfeeblement), lighting conditions. All creatures within 60 feet of a
ability damage, and ability drain are similarly split symbol of darkness must make a Fortitude save or become
between both of you; penalties are halved and last half fatigued. This effect cannot make a creature already
as long but affect both, while permanent damage and fatigued become exhausted. Unlike symbol of death, symbol
drain are simply split evenly. An effect that is shared of darkness has no hit point limit; once it is triggered,
through the link grants no saving throw to the shared a symbol of darkness remains active for 1 minute per
creature. For example, if the linked creature is subjected caster level.
to a ray of sickeningUM and fails its save, you will also be Symbol of darkness can be made permanent with a
sickened without getting a save. permanency spell by a caster of 10th level or higher for the
Any effects not mentioned above are not shared cost of 5,000 gp.
through symbiosis. If you or the other creature are
immune to an effect that would be shared (such as being SYMBOL OF LOCKING
immune to fatigue), that effect works at full strength on School abjuration [force]; Level occultist 5, sorcerer/
the non-immune target and is not split to the immune wizard 6
target. Permanent effects, such as failing a save against Components V, S, M (mercury and phosphorous, plus
blindness/deafness, affect both of you for the duration powdered diamond and opal worth a total of 200 gp)
of symbiosis but is removed from whoever was not Duration see text
the original target once this spell ends. Symbiosis ends Saving Throw Reflex half; Spell Resistance yes
immediately if you or the target are slain. This spell functions as symbol of death, except that you
use it to seal a single container, doorway, or portal of no
SYMBOL OF BLINDING more than 30 square feet per level in size.
School necromancy; Level cabalist 4, cleric 4, occultist An object sealed in such a manner cannot be opened
3, sorcerer/wizard 4, witch 4 by any means save for breaking the door or object in
Casting Time 10 minutes question. The object can not be passed through by

299
Spells Chapter IV
incorporeal creatures in any direction. Creatures that Symbol of locking can be made permanent with a
you attune to the symbol of locking (including yourself) permanency spell by a caster of 14th level or higher for
can open and close the portal or container without any the cost of 10,000 gp. A symbol of locking that triggers
difficulty and without triggering the symbol; an object becomes inactive for 10 minutes, but then reappears,
shuts itself after 1 minute when opened this way. closing the container or portal it is scribed upon and
The sealed object gains 5 hit points per caster level sealing it again.
and has its break DC increased by 10. The symbol does
not cover the object in its entirely, it instead appears TELEPORT STRUCTURE
in a single location on the object or portal and can be School conjuration (teleportation); Level cleric 8,
anywhere from 1 inch to 3 feet in diameter. psychic 7, sorcerer/wizard 7, summoner 6, witch 7
In addition to the normal triggers you can give to Casting Time 8 hours
the symbol of locking (such as reading it), the symbol also Components V
triggers if the container, doorway, or portal it is sealing is Range personal and touch
destroyed or forced open in any way. The symbol of locking Targets you and one free-standing structure whose total
explodes when triggered, dealing 1d6 force damage per area does not exceed 1000 sq. ft./level (S)
caster level to any creature within 20 feet of the symbol Duration instantaneous
(max 20d6). A Reflex save halves the damage. Objects Saving Throw none; Spell Resistance no
in the area, including the object the symbol of locking was This spell functions as teleport, but it instead teleports
scribed upon, are not harmed by this blast of force. an entire structure, rather than creatures. The structure

300
Chapter IV Spells
can be up to 1000 square feet per caster level and up to You temper a single object to make it more resilient to
20 feet high. You can teleport a structure taller than 20 damage. First, the object is repaired, as a make whole spell.
feet by dividing the total area among multiple floors of After being repaired it is then hardened and refined,
the building. increasing its hardness by 1 point per two caster levels
All objects within the structure are teleported with it. (max 10) for the duration of the spell. While tempered
If any creatures other than you are within the structure in this manner, the object is impervious to decay and
(harmless insects and pests not included), the spell fails. rusting effects, including those magical in nature such as
rusting grasp. The object also loses the fragile quality, if it
TELEPORTING EXTENSION has it. It does not, however, protect it from direct attacks
School conjuration (teleportation); Level saboteur 4 (aside from the increase in hardness).
Casting Time 1 standard action Only one tempering effect can be in effect on a given
Components S object. If a second tempering is cast upon an object, only
Range see text the stronger of the two effects remain.
Effect one trap extension
Duration see text TEMPERING, GREATER
Saving Throw none; Spell Resistance no School transmutation; Level cleric 5, elementer 5,
A teleporting extension allows you to modify the next trap occultist 5, psychic 5, shaper 4, sorcerer/wizard 5,
you place in the same square to teleport you near it upon vanguard 5
triggering. Target object whose volume is up to 10 cu. ft./level
You first place the teleporting extension as a saboteur trap Duration instantaneous and permanent, see text
in a square adjacent to you, just as you would any other This spell functions as tempering, except it initially heals
saboteur trap. At any point within the next minute, you the object for 1d6 hit points per caster level (max 15d6),
must place a second trap in that same square (either a and the increase to the object’s hardness is permanent
saboteur trap or a mundane trap). This effect supersedes (along with the protection against rust and decay).
the normal rule that two saboteur traps cannot be placed Additional castings of greater tempering or tempering can
in the same space. The teleporting extension merges with still repair the object while this effect lasts, but the other
the second trap, enhancing its function. A trap that is effects do not stack.
enhanced by a teleporting extension notifies you mentally
when it is triggered, similar to the mental alarm provided TEMPEST HAMMER
by an alarm spell but out to any range. You are not given School evocation [air]; Level druid 7, elementer 7,
any information about the triggering creature. shaman 7
At any point in time within 10 minutes of receiving Casting Time 1 standard action
the alarm, you can choose to transport yourself and Components V, S
other willing creatures to a location within 100 feet of Range long (400 ft. + 40 ft./level)
the square you placed the teleporting extension, as the spell Area cylinder (30-ft.-radius, 200 ft. high)
teleport. You can teleport up to 100 miles per caster level Duration 1 round
and have the usual chances of arriving off-target, as Saving Throw Fortitude partial (object); Spell
described in teleport. Resistance yes (object)
The teleporting extension lasts until the trap is triggered, An intense blast of air slams down from above, crushing
disarmed, or breaks apart (if the trap does so, as a anything below with tornado-strength winds. Each
saboteur trap does). Only one “extension” spell can be creature, unattended object, and structure inside the area
added to a particular trap. when the spell is cast takes 1d6 bludgeoning damage per
caster level (max 20d6); this damage counts as magic for
TEMPERING the purpose of overcoming damage reduction. Creatures
School transmutation; Level cleric 3, elementer 3, are knocked prone, and flying creatures are immediately
occultist 3, psychic 3, shaper 3, sorcerer/wizard 3, forced to the ground and knocked prone, taking falling
vanguard 3 damage as appropriate for the height it fell. A successful
Casting Time 1 minute Fortitude save halves the damage and negates both the
Components V, S prone effect and grounding effect. This effect only
Range touch occurs once, when the spell is cast.
Target object whose volume is up to 5 cu. ft./level For 1 round thereafter, the wind continues to blast
Duration instantaneous and 10 min./level downward, acting as hurricane-strength winds directly
Saving Throw Will negates (harmless, object); Spell towards the ground (see the Environment rules in
Resistance yes (harmless, object) Chapter 13 of the Pathfinder Roleplaying Core Rulebook).

301
Spells Chapter IV
Any flying creature in the area must make a DC 25 Fly TITAN’S WRATH
check (with a -12 penalty imposed by the hurricane force School conjuration (creation) [metal]; Level cleric 8,
of the wind) or be forced immediately to the ground and sorcerer/wizard 8
knocked prone, taking falling damage as normal. Loose Casting Time 1 standard action
objects are scattered about, and objects and structures Components V, S, F (a sword)
that are still intact after the initial damage of the spell Range long (400 ft. + 40 ft./level)
may be further damaged by the powerful winds. Effect one colossal blade
Duration 1 round/level
TEMPORAL COLLAPSE Saving Throw Reflex negates and Reflex half, see text;
School transmutation; Level shaper 2 Spell Resistance no
Casting Time 1 standard action Calling upon the power of the ancient titans, you hold
Components V, S the blade aloft and let out a valiant battle cry. Above
Range see text your foes, a weapon of massive proportions appears,
Effect see text slamming down with immense force.
Duration instantaneous Titan’s wrath conjures a colossal greatsword, throwing
Saving Throw Will partial; Spell Resistance yes it point-first into the ground with a powerful blow.
You must have your void open in order to cast this spell. You designate a point on the ground for the blade to
The energy of the void collapses, disrupting the flow impact. The blade flies straight down onto that point,
of time within to disorient opponents. All creatures flying through a 5-foot-radius column, 100 feet high.
within the area of your void (except you) are dazed for 1 Any creature in the path of the blade takes 1d6 slashing
round. A successful Will save reduces the effect to being damage per two caster levels (max 10d6) with a Reflex
staggered for 1 round, instead. save negating the damage.
Once the spell resolves, your void immediately closes, Any creature within 20 feet of the impact point
ending its effects. You cannot re-open the void until the is struck by an upheaval of debris and stone, taking
end of your next turn. 1d6 bludgeoning damage per two caster levels (max
10d6) and is knocked prone. A Reflex save halves the
TENEBROUS FORM damage and negates the prone effect; a creature that was
School transmutation [darkness]; Level alchemist 4, struck directly by the blade (as described above) takes
bard 4, magus 4, nightblade 3, spiritualist 3, sorcerer/ a -2 penalty on its Reflex save to avoid the debris. The
wizard 4, witch 4 damage only occurs once, right when the blade impacts
Casting Time 1 standard action the ground.
Components V, S, M (some ink and powdered chalk) The massive tremor caused by the blade’s impact also
Range touch causes the ground within 20 feet of the blade to become
Target willing corporeal creature touched difficult terrain; this difficult terrain remains even after
Duration 2 min./level (D) the spell’s duration ends.
Saving Throw none; Spell Resistance no The blade remains for 1 round per caster level. As a
The subject of this spell turns into a natural shadow. colossal weapon, the blade is 10 feet wide and 60 feet
This functions as the spell gaseous form, though the long, with 10 feet of its blade being stuck in the ground.
subject does not gain a fly speed; instead, it can move at It otherwise acts as a wall of iron while it remains, though
a speed of 30 feet along any surface, including walls and it does not fall over unless it is pulled from the ground
ceilings. The target must remain adjacent to a surface (requiring a DC 60 Strength check).
for the duration. Unlike with gaseous form, the creature is Titan’s wrath can only be cast in a space that can hold
not subject to wind effects and can enter water or other the blade and allow it to fall (at least 100 feet high).
liquids, though it cannot enter into areas of supernatural
darkness. While in this form, the creature gains a TOXIC BLOOM
competence bonus on Stealth checks while in dim light, School conjuration (creation) [plant, poison]; Level
darkness, or supernatural darkness equal to your caster druid 5, invoker 4, shaman 5, witch 5
level (maximum +10). The creature can also turn itself Casting Time 1 standard action
back and forth from shadow form to its normal material Components V, S, M (a drop of nectar)
form as a full-round action. Each time it returns to its Range close (25 ft. + 5 ft./2 levels)
normal form, the duration of the spell is decreased by Effect toxic flower blossom
2 minutes. The creature cannot take any items with it Duration 1 round/level (D); see text
when it turns into a shadow that it did not have in its Saving Throw Fortitude partial or Fortitude negates
possession when the spell was cast. (see text); Spell Resistance no

302
Chapter IV Spells
The nectar dissolves in your hand as an oversized flower
springs forth from the ground nearby. The toxic bloom is
considered a Small object (roughly 3 feet in height and
diameter) and must be conjured in a space sufficient to
hold it. It must be conjured on a surface, but the surface
does not have to be conducive to plants: the bloom can
grow upon solid stone as easily as it can in rich soil.
The bloom itself is magically hardened, having
hardness 8, 5 hit points per caster level, and an AC of 5.
Fire damage ignores its hardness and deals full damage to
it. While the bloom remains, it emits a cloud of noxious
vapor in a 15-foot-radius spread around itself, depending
on the type of flower conjured. You can choose one of
three flower types to create with toxic bloom:
• Nightshade: The bloom is surrounded by an aura of
deadly poison. Creatures that fail their saving throw
take 1d3 Constitution damage. A successful save
halves the damage (minimum 0).
• Rafflesia: The bloom emits a disgusting aroma. Any
creature that fails its saving throw is nauseated for 1
round. A successful save renders the creature sickened
for 1 round instead.
• Rose: The bloom is sickeningly sweet. Creatures
with 8 HD or less that fail their saving throw fall
asleep. Creatures with more than 8 HD become
drowsy, taking a -5 penalty on perception checks
and staggering them for 1 round. A successful save
negates the effect for that turn only.
Destroying the toxic bloom ends its effect, but any
already-applied penalties remain. Creatures with the
scent ability take a -4 penalty on their saving throws
against this spell. Spells that wither and destroy plants
like blight destroy the blossom instantly, ending its effects.

TRANSFER ENHANCEMENT
School transmutation; Level bard 5, magus 5, occultist
5, sorcerer/wizard 5, vanguard 5
Casting Time 1 hour
Components V, S, M (gold dust worth 50 gp or more,
see text)
Range touch that has additional costs for enhancing (such as a cold
Target one magic item and one non-magic item of a iron weapon), you must pay that cost as an additional
similar kind touched, see text material component unless the item you are transferring
Duration instantaneous the enhancements from is made of the same material.
Saving Throw none; Spell Resistance no You cannot target an artifact with transfer enhancement.
This spell allows you to permanently transfer the magical
properties of a magic item to a different item. The item TRANSMUTE METAL TO STONE
to be transferred to must be of a comparable type; you School transmutation [earth, metal]; Level occultist 6,
could transfer the magical properties of a sword onto a sorcerer/wizard 7, vanguard 5
spear, but not from a bag of holding onto a pair of gloves. Casting Time 1 standard action
Any incompatible enhancements, such as trying to Components V, S, M (a lump of unrefined iron ore)
transfer the keen property from a sword onto a club, Range long (400 ft. + 40 ft./level)
are lost forever in the transfer and cannot be restored. Targets all metal objects, surfaces, and structures in a
Should you try to transfer properties onto an item 40-ft.-radius burst

303
Spells Chapter IV
Duration instantaneous TREMORSENSE, COMMUNAL
Saving Throw none; Spell Resistance yes (object), see School transmutation; Level alchemist 5, druid 4,
text elementer 5, invoker 4, psychic 5, shaman 4, sorcerer/
This spell enables you to change all metal objects within wizard 5
its area to stone. Weapons, armor, and other metal Targets creatures touched
objects carried by creatures are affected as well. A magic This spell functions like tremorsense, except you may
object made of metal effectively has Spell Resistance divide the duration in 10-minute intervals among the
equal to 20 + its caster level against this spell. Artifacts creatures touched.
cannot be transmuted. Weapons converted from metal
to stone take a -2 penalty on attack and damage rolls. TRICKSTER SHADE
Weapons and armor gain the fragile quality. School transmutation [shadowmorph]; Level bard 2,
Transmute stone to metal can restore objects to their nightblade 2, sorcerer/wizard 2, witch 2
original form, along with limited wish, miracle, or wish. Casting Time 1 standard action
Transmute metal to stone counters and dispels transmute stone Components V, S, M (a candlestick)
to metal. Range close (25 ft. + 5 ft./2 levels)
Target one creature
TRANSMUTE STONE TO METAL Duration 1 round/level
School transmutation [earth, metal]; Level occultist 6, Saving Throw Will partial; Spell Resistance yes
sorcerer/wizard 7, vanguard 5 The target’s shadow detaches momentarily, imparted
Casting Time 1 standard action with the will of a mercurial trickster.
Components V, S, M (a lump of unrefined iron ore) The trickster shade harasses the target each round
Range long (400 ft. + 40 ft./level) (including the round you cast the spell), performing a
Targets all stone objects, surfaces, and structures in a dirty trick or trip combat maneuver or taking the aid
40-ft.-radius burst another action to help your allies hit the target. You
Duration instantaneous choose which action the shadow takes and can make a
Saving Throw none; Spell Resistance yes (object), see new choice each round (no action required).
text The shadow’s combat maneuver bonus is equal to your
This spell enables you to change all stone objects within caster level + your Intelligence, Wisdom, or Charisma
its area to metal, usually iron or an iron alloy. Weapons, modifier, whichever is highest. It also uses this value for
armor, and other stone objects carried by creatures its attack bonus when performing aid another checks.
are affected as well. A magic object made of stone A Will save reduces the duration of the spell to
effectively has Spell Resistance equal to 20 + its caster 1 round. Even on a failed save, the target can take a
level against this spell. Artifacts cannot be transmuted. standard action on any of its turns to grab onto the
Weapons and armor converted from stone to metal lose shade to try and will it back in place, granting it an
the fragile quality (if they have it). additional Will save to end the spell.
Transmute metal to stone can restore objects to their
original form, along with limited wish, miracle, or wish. TUNE OBJECT
Transmute stone to metal counters and dispels transmute School transmutation [sonic]; Level bard 0
metal to stone. Casting Time 1 standard action
Components V, S, F (a fork)
TREMORSENSE Range touch
School transmutation; Level alchemist 4, druid 3, Target object touched
elementer 4, invoker 3, psychic 4, shaman 3, sorcerer/ Duration 1 min./level or instantaneous, see text
wizard 4 Saving Throw none; Spell Resistance no
Casting Time 1 standard action With a touch, you tune an object to ring with a specific
Components V, S pitch when struck. Only objects that vibrate for a
Range touch noticeable time when struck can be targeted; you could
Target creature touched use tune object on a sword, but not a leather strap or dirt.
Duration 10 min./level Alternatively, you can use tune object on a musical
Saving Throw Will negates (harmless); Spell instrument that can be tuned, such as a mandolin or
Resistance yes (harmless) trumpet. The instrument is tuned to whatever key(s)
You grant the touched creature an acute sensitivity to you have in mind perfectly, slides adjusting and strings
the subtle vibrations within the ground. The target gains tightening and loosing to acquire the correct tone. Using
tremorsense to a range of 30 feet. tune object in this manner is an instantaneous effect.

304
Chapter IV Spells
UMBRAL ASSISTANT Range close (25 ft. + 5 ft./2 levels)
School illusion (shadow) [shadowmorph]; Level Target you, see text
nightblade 1 Duration 1 round/level (D)
Casting Time 1 round Saving Throw Fortitude partial, see text; Spell
Components V, S, M (a vial of average invisible ink Resistance yes, see text
worth 10 gp) As you finish the spell, you open the bottle of invisible
Range close (25 ft. + 5 ft./2 levels) ink and pour it upon your shadow. Your shadow detaches
Target you, see text from you and rises into a tenebrous copy of yourself
Duration 10 min./level (D) holding a massive weapon, its pure-white eyes blazing
Saving Throw none; Spell Resistance no with a silent fury.
As you finish the spell, you open the bottle of invisible The umbral berserker is a warrior that attacks with a
ink and pour it upon your shadow. Your shadow detaches weapon of shadowstuff and draining negative energy. It
from you and rises into a tenebrous copy of yourself, is Medium-sized and composed entirely out of shadows,
ready to serve you unquestioningly. regardless of your size (though it is still corporeal
Umbral assistant is but one of many spells created by and takes up a space). It is treated as an object, not a
nightblades to better utilize the powers of their shadow creature, for all effects. It looks like you, but made of
magic. It is Medium-sized and composed entirely out of tenebrous shadows and devoid of color, while carrying a
shadowstuff, regardless of your size (though it is still fearsomely-large melee weapon: the physical appearance
corporeal and takes up a space). It is treated as an object, of the weapon does not affect its statistics or abilities. It
not a creature, for all effects. It looks like you, but made has AC 15 + your base attack bonus and hit points equal
of tenebrous shadows and devoid of color. It has AC to 15 + 2 hit points per caster level. Its attack bonus
12, 15 hit points, a Strength score of 6 (meaning it can is equal to your base attack bonus + your Charisma
lift up to 60 pounds and drag up to 300 pounds), and a modifier and it has a speed of 30 feet. It uses your
speed of 30 feet. It uses your saving throws for its own. saving throws for its own. If reduced to 0 hit points,
If reduced to 0 hit points, the spell ends. It has a Stealth the spell ends. It has a Stealth bonus equal to your caster
bonus equal to your caster level, with an additional level, with an additional +10 bonus on Stealth checks
+10 bonus on Stealth checks to remain unseen when to remain unseen when in dim light; in darkness or
in dim light; in darkness or supernatural darkness, it is supernatural darkness, it is effectively invisible. If you
effectively invisible. If the assistant ever moves beyond have low-light vision, darkvision, or the see in darkness
the spell’s range (measured from your current position) ability, so does the berserker. If the berserker ever moves
it moves back towards you and awaits new orders. beyond the spell’s range (measured from your current
The assistant can lift or carry objects, open doors, or position), it spends its actions moving back to you and
perform simple tasks as you direct it, similar to an unseen will not otherwise act until given a new target.
servant. It has a skill bonus to all non-Intelligence and The berserker deals 1d10 damage per hit, + 1 point
non-Charisma skills equal to your Charisma modifier per three caster levels (maximum +5 at 15th level), with a
+ 1 per three caster levels (max +5), but it can only critical threat range of 19-20 and dealing double damage
perform skill checks alone if the DC is 15 or less. It can on a critical hit. Upon creating the umbral berserker, you
also perform aid another to help other creatures with designate a creature within range for it to target, which
their Skill checks. It cannot attempt any Intelligence- it attacks on each of its turns if able and does its best to
based or Charisma-based skill checks, whether alone or move towards the target if it is out of reach. Each round
aiding another. after the first, you can use a move action to redirect the
If you have the shadow surge class feature, you can berserker to a new target. If you do not, it continues to
spend 1 shadow surge as a swift action to let the assistant attack the previous round’s target. It follows the normal
use the aid another action in combat; for this purpose, rules for movement, and the only actions it takes are to
its attack bonus is equal to your base attack bonus + move or attack (including full-attack actions, if it has a
your Charisma modifier. The assistant cannot otherwise high enough base attack bonus to get multiple attacks).
attack or harm another creature. It strikes as a spell, not as a weapon, and as such can
damage creatures with damage reduction and deal half
UMBRAL BERSERKER damage to incorporeal targets. It threatens the space
School illusion (shadow) [shadowmorph]; Level within 5 feet and can grant flanking bonuses. Your feats
nightblade 2 or combat actions do not affect the berserker. When the
Casting Time 1 round berserker first attacks a creature, you must overcome
Components V, S, M (a vial of average invisible ink that creature’s Spell Resistance or have the berserker be
worth 10 gp) rendered unable to harm it for the duration of the spell.

305
Spells Chapter IV
If you have the shadow surge class feature, you can attacks). Every time it hits with an opportunity attack,
spend 1 shadow surge as a swift action to empower the the defender makes a combat maneuver check against
berserker’s next attack. The next attack it makes gains that creature. The defender’s CMB is equal to its attack
a +4 bonus to its attack roll, and on a hit the struck bonus + 5. If successful, the target cannot move for the
creature must make a Fortitude save or take 1d3 points rest of its turn, as if the defender had the Stand Still feat.
of Strength damage. This cannot reduce a creature’s If you have the shadow surge class feature, you can
Strength score below 1. This is considered a negative spend 1 shadow surge as an immediate action when
energy effect. you would take damage to share the damage with
the defender. Half of any damage you take from the
UMBRAL DEFENDER triggering effect is directed to the defender (similar to
School illusion (shadow) [shadowmorph]; Level the effects of shield other). This cannot redirect more
nightblade 3 damage than the defender has hit points remaining.
Casting Time 1 round
Components V, S, M (a vial of good invisible ink worth UMBRAL HUNTER
25 gp) School illusion (shadow) [shadowmorph]; Level
This spell functions as umbral berserker, but the defender nightblade 4
comes equipped with a one-handed weapon and shield, Casting Time 1 round
ready to protect you. Components V, S, M (a vial of good invisible ink worth
The defender has AC 20 + your base attack bonus and 25 gp)
hit points equal to 20 + 5 per caster level. The defender This spell functions as umbral berserker, but the hunter
can only make one attack per round on its turn. However, comes equipped with a shortbow, eyes keen for threats.
it can make an additional attack of opportunity each The hunter has the same statistics as an umbral berserker.
round for every five caster levels you have (max 3 extra Instead of a melee weapon, it attacks with a bow. The

306
Chapter IV Spells
bow has a maximum range of 60 feet and has no range UMBRAL NIGHTBLADE
increment, and it does not threaten any space. The School illusion (shadow) [shadowmorph]; Level
hunter is keenly aware of threats, having blindsense to nightblade 6
a range of 30 feet and a Perception bonus equal to your Casting Time 1 round
caster level + your Charisma modifier. When attacking Components V, S, M (a vial of superior invisible ink
a foe with concealment, it rolls twice on its miss chance worth 75 gp)
and takes the better result. This spell functions as umbral berserker, but you create
If you have the shadow surge class feature, you can a near exact replica of yourself, imparting it with the
spend 1 shadow surge as a swift action to have the extent of your knowledge.
hunter mark their next target. The next attack it makes The nightblade has AC 20 + your base attack bonus
gains a +2 bonus to its attack roll, and the hunter and hit points equal to 20 + 5 per level. Its attacks deal
treats any total concealment possessed by the target as 2d6 damage + 1 point per two caster levels (max +10),
normal concealment for the attack. On a hit, the target threaten a critical hit on an 18-20, and deal double
is surrounded by iridescent, shadowy particles, as a faerie damage on a critical hit. Each time it strikes a foe, the
fire effect for the remainder of this spell’s duration. target must make a Fortitude save or take 1 point of
Any creature attacking the marked target gains a +2 Strength damage; if the attack was a critical hit, it deals
competence bonus to their attack rolls. 2 Strength damage, instead. This is a negative energy
effect.
UMBRAL MAGICIAN The umbral nightblade has access to nightblade arts, as
School illusion (shadow) [shadowmorph]; Level an actual nightblade. It gains one art per six caster levels
nightblade 5 chosen from the following list: cloak and dagger, deaden
Casting Time 1 round senses, dusk strike, fall of night, ghostwalker, shadow
Components V, S, M (a vial of superior invisible ink motion, shadow run, warp strike, or any art that you
worth 75 gp) have, assuming it can benefit from the art. It uses these
Saving Throw Fortitude negates or Reflex half, see text; arts as you direct it to (a free action for you). To use the
Spell Resistance yes, see text arts, it is created with its own reserve of shadow surges
This spell functions as umbral berserker, but the magician equal to 1 shadow surge per six caster levels (max 3),
comes equipped with an arcane staff, empowering their though it cannot create any on its own. The save DC of
master’s magic. its arts (if any are required) is equal to this spell’s DC.
The magician has the same statistics as an umbral If you have the shadow surge class feature, you can
berserker. Instead of a melee weapon, it attacks with a spend 1 shadow surge as a swift action to empower the
magic staff. It does not make multiple attacks per round, nightblade, granting it a shadow surge. If the nightblade
instead firing a single bolt of shadowy force at a target is in dim light, darkness or supernatural darkness, it can
within 120 feet. The bolt is a ranged touch attack that immediately teleport to another location within dim
deals 4d8 force damage + 1 per two caster levels (max light, darkness or supernatural darkness within 60 feet,
+10), has a critical range of 20, and deals double damage as if using the shadow jump nightblade class feature (no
on a critical hit. As a force effect, it can strike incorporeal action needed).
creatures for full damage.
Any arcane spells cast within 10 feet of the magician UNCHAIN COMPANION
can be cast as if one of the following metamagic feats School transmutation; Level vanguard 2
was applied to it without increasing the spell level or Casting Time 1 standard action
casting time: Enlarge Spell, Extend Spell, Silent Spell, or Components V, S, M (a broken chain)
Still Spell. You choose the metamagic feat that is applied Range medium (100 ft. + 10 ft./level)
when you cast umbral magician, and can will the magician Target your construct companion
to change to a different metamagic feat (a full-round Duration 10 min./level
action for the magician). Saving Throw none; Spell Resistance no
If you have the shadow surge class feature, you can This spell breaks the link between you and your
spend 1 shadow surge as a swift action to make the companion. This spell allows your construct companion
magician unleash a blast of arcane force. Rather than to venture more than 100 feet away from you without
making a ranged attack roll, it designates a point within penalty (or greater distance, if the companion has the
120 feet to create a detonation of force, dealing damage greater link ability). It can travel any distance while this
to all creatures within 10 feet of the blast’s center. The spell is in effect without penalty, but if the spell expires
damage is equal to the magician’s normal attack, with a while the construct is farther than its link allows, it runs
Reflex save halving the damage dealt. the risk becoming staggered or shutting down entirely.

307
Spells Chapter IV
UNFATHOMABLE DUALITY
School transmutation; Level cabalist 5
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/4 levels
You cannot cast this spell if you are not in either the
formless body or opened mind binding.
Your body and mind are connected to the infinite
possibilities across realms, fluctuating you between
innumerable causalities. If you are in the formless body
binding, you roll twice on all weapon attack rolls and
weapon damage rolls and take the better result. If you
are in the opened mind binding, all enemies that attack you
must roll twice on their attack rolls and take the worse
result, and you roll twice on all concentration checks
and caster level checks to overcome Spell Resistance and
take the better result.
If you switch bindings while the spell lasts, you lose
the benefits for your old binding and gain the effects of
the new one, as described above.

UNMAKE
School transmutation; Level druid 5, occultist 5, psychic
6, shaper 4, sorcerer/wizard 6, vanguard 5, witch 6
Casting Time 1 round or 10 minutes, see text
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one object, structure, or construct (see text)
Duration instantaneous
Saving Throw Fortitude negates (object) or Will half,
see text; Spell Resistance yes (object) or no, see text
This spell reduces a created object, construct, or construct, it is reduced down to its base components as
structure into its base components. described above.
An object or structure falls apart into a scattered mess When used on a magic item or construct, only the
as its individual parts become undone; worked metal materials composing its actual structure remain; any
becomes clumps of ore, rope unravels into strands of material components used during the enchanting
fiber, carved stone becomes slabs of rough earth, glass process or animation of the construct are not produced
is reverted to sand, and so on. A magic item gains a by unmake.
bonus on its saving throw equal to half its caster level Using unmake on a singular object or construct has
(max +10), while a structure gains a +1 bonus on its a casting time of 1 round. If you target a structure or
saving throw per ten occupants (max +10). Objects and building, the casting time is 10 minutes, instead.
structures can only be targeted if its total volume fits
within one 10-foot cube per caster level, though you VANGUARD’S CALL
might be able to unmake a portion of a structure if it School conjuration (teleportation); Level vanguard 5
is distinct enough (such as a gate or a supporting pillar Casting Time 1 standard action
within a grand hall), subject to GM discretion. Artifacts Components V, S
and similarly unique items are unaffected by unmake. Range see text
If used on a construct, the spell instead wracks the Target your construct companion
target and unravels it, dealing 1d8 damage per caster Duration instantaneous
level (max 20d8) and affects the creature as if the spell Saving Throw none; Spell Resistance no
did not allow Spell Resistance. A Will save halves the You instantly summon your construct companion
damage. Should this damage be enough to destroy the to your side, similarly to a call constructUM spell with no

308
Chapter IV Spells
material component required. The companion appears Casting Time 1 standard action
anywhere within 100 feet of you that you designate. Components V, S, M (a snake fang, see text)
If your construct companion is destroyed, the spell Range personal
fails, but you know roughly where your companion’s Target you
remains are. This spell does not work across planes. Duration 1 min./level
Your teeth elongate and your jaw unhinges, a gleam of
VERDANT SURGE venom dripping from your newly-grown fangs.
School conjuration (creation) [plant]; Level druid 4, This spell grants you a venomous bite attack. The bite
invoker 3, ranger 3, shaman 4 is a primary natural weapon that deals 1d8 damage (1d6
Casting Time 1 standard action if you are Small). The bite carries a deadly venom, which
Components V, S, M (a few seeds and some soil) is inflicted each time you successfully deal damage with
Range medium (100 ft. + 10 ft./level) the bite attack (Viper Fang: Injury; save Fort DC equal to
Effect grassy field with a maximum radius of 5 ft./2 this spell’s DC; frequency 1/round for 6 rounds; effect 1d2
levels, plus a tree of varying size and height (see text) Con damage; cure 1 save).
Duration 1 min./level As part of casting this spell, you can also drink a single
Saving Throw Reflex half and none (see text); Spell dose of injury poison to infuse it into your fangs. Doing
Resistance no so replaces the inherent poison granted by viper fang with
You toss the seeds into the air as the spell consumes the effects of the poison you consumed. A single dose
them. Nearby, the ground becomes lush with grass and of poison is sufficient for any number of bite attacks
foliage as a large tree springs forth in its center. made with the spell, as poisonous glands granted to you
Verdant surge creates a field of thick grass and by the spell produce more of the toxin.
underbrush with a tree at its center. The field must
be conjured upon the ground and grows up beneath VITAL DUALITY
creatures and objects in the area. The ground does not School conjuration (healing); Level cabalist 3
have to be conducive to plant life. It will not grow up Casting Time 1 standard action
beneath a building, but can spread across its floor if Components V, S
created there. You can choose to make the underbrush Range personal
thick enough to make the area difficult terrain. Target you
In the center of the field, a single tree sprouts into Duration instantaneous
existence up from the ground. The tree is Large sized, You cannot cast this spell if you are not in either the
but its species is up to you (the spell’s effect does not formless body or opened mind binding.
change). Any creature standing where the tree emerges Tapping into eldritch powers, you restructure your
takes bludgeoning damage equal to 3d6 + your caster body and mind to cleanse it of ailments. If you are in
level (max +20, Reflex half) from the force of its rapid the formless body binding, you end all of the following
growth and is pushed aside to the nearest open space. conditions on you (if any): sickened, nauseated, fatigued,
For every three caster levels above 7th, the size of the exhausted, poisoned, or diseased. If you are in the
tree increases by one size category (starting at Large, and opened mind binding, you instead end all of the following
progressing to Huge, Gargantuan, then Colossal at 16th conditions on you (if any): shaken, frightened, panicked,
level). The tree will grow within the bounds of whatever confusion, dazzled, blinded, or deafened.
area it is conjured in. As long as there enough space You also cure ability score damage you’ve suffered
for the trunk (about 3 feet in diameter, increasing by 3 depending on your binding. You heal 1d4 Strength,
feet in diameter per size category above Large) the spell Constitution, and Dexterity damage if you are in formless
can be cast, but it will only grow high enough that its body, or 1d4 Intelligence, Wisdom, and Charisma damage
occupied space allows. if you are in opened mind.
Any spells you cast with the plant descriptor that
targets the plants conjured by verdant surge have their save VOID FIELD
Difficulty Class (if any) increased by +1. Other creatures School illusion (glamer) [darkness]; Level cabalist 5,
attempting to cast plant spells upon your verdant surge nightblade 5, occultist 5, saboteur 5, shaper 4
must make an opposed caster level check against you: if Casting Time 1 round
you win the opposed check, their spell fails. Components V, S
Range medium (100 ft. + 10 ft./2 levels)
VIPER FANG Area 20-ft.-radius emanation centered on a point in space
School transmutation [animal, poison]; Level alchemist Duration 1 round/level (D)
4, druid 4, occultist 5, shaman 5, witch 5 Saving Throw none; Spell Resistance no

309
Spells Chapter IV
This spell creates an area devoid of all sensory input. 4, cleric 5, inquisitor 5, magus 5, nightblade 5, paladin
The lighting in the area of the spell immediately 4, shaper 4, sorcerer/wizard 5, vanguard 5
drops to supernatural darkness, regardless of existing Casting Time 1 standard action
conditions. No sound permeates the space, as if under Components V, S
the effects of a silence spell. Creatures within the area are Range touch
considered both blind and deaf. Scents and tastes are Target slashing melee weapon touched
completely erased in the area, preventing creatures from Duration 10 min./level or until discharged
using the scent ability and nullifying the effects of spells Saving Throw Will negates (harmless, object); Spell
that rely on smell or taste, such as stinking cloud. Creatures Resistance yes (harmless, object)
cannot properly feel things by touch; this negates the You pass your hand over the targeted weapon, its
effects of spells with the pain descriptor and prevents edge shimmering and wavering. With a final touch,
creatures from using extraordinary abilities that rely on the weapons edge begins to gleam with deadly power,
touch or vibrations, such as tremorsense. Creatures are its bearer feeling a subtle pull towards the necks of
unaware of any injury they receive while in the area of creatures with each strike.
the void field (as they cannot feel pain), but they still take The weapon you target with this spell gains the vorpal
full damage. As they cannot properly perceive things with weapon property, causing it to decapitate victims on a
their senses, creatures take a -10 penalty on all Strength- natural 20 critical hit. The vorpal effect can decapitate
and Dexterity-based skill checks and automatically fail all one victim per six caster levels (max 3), after which the
Perception checks while in the area. spell is discharged.

VOID PRISON VORTEX OF STEEL


School conjuration (creation); Level cabalist 5, School conjuration (creation) [metal]; Level magus 5,
nightblade 5, occultist 5, psychic 5, saboteur 5, shaper saboteur 5, sorcerer/wizard 5, vanguard 5
4, sorcerer/wizard 5 Casting Time 1 standard action
Casting Time 1 standard action Components V, S, F (a broken dagger)
Components V, S, M (a marble of black glass) Range medium (100 ft. + 10 ft./level)
Range close (25 ft. + 5 ft./2 levels) Effect swirling cloud of jagged metal in a 20-ft.-radius,
Target one creature or object, see text 20 ft. high
Duration 1 round/2 levels or until discharged (D) Duration 1 round/level (D)
Saving Throw none and Reflex half, see text; Spell Saving Throw Reflex half; Spell Resistance no
Resistance no, see text Innumerable metallic shards spring into being, forming
You bend space around the target creature or object, a dizzying spiral of razor-sharp blades.
surrounding them with a hazy prison of nothingness. The vortex deals 3d8 slashing damage + 1 per caster
The target does not receive an initial saving throw level (max +20) per round to creatures in the area, with
against this effect. If the creature or object does not a Reflex save halving the damage dealt that round only.
move from their space for the duration of the spell, the The damage is considered magical for the purpose of
void prison dissipates without effect. However, if they overcoming damage reduction. Ranged attacks made
move while the prison surrounds them, the null-reality into, out of, or through the area take a -4 penalty as the
collapses upon itself, exploding with concussive force. countless blades clash with and intercept the attacks.
The target and all creatures within 10 feet of its space You can use a free action on your turn to suppress
take 1d8 damage per two caster levels (max 10d8) and the effects of the spell for 1 round, causing the blades to
are dazed for 1 round; the damage is half force and half disperse momentarily (which negates both the damage
cold. A successful Reflex save halves the damage and and attack penalty). They resume spinning at the start of
negates the dazing effect. Spell Resistance applies to the your next turn unless you repeat this action.
damage caused by void prison.
If the trapped object or creature teleports out of the WALL OF DARKNESS
prison it still collapses, but the creature is not damaged School evocation [darkness]; Level nightblade 3,
by the effect unless their ending point leaves them within occultist 3, shaman 3, shaper 3, sorcerer/wizard 3
the radius of the prison’s explosion. Casting Time 1 standard action
Once the void prison detonates as described above, the Components V, S
spell is discharged. Range medium (100 ft. + 10 ft./level)
Effect opaque wall of shadows up to 10-ft. long/level,
VORPAL EDGE 20 ft. high and 5 ft. thick
School transmutation; Level antipaladin 4, bloodrager Duration 1 round/level

310
Chapter IV Spells
Saving Throw see text; Spell Resistance yes This spell functions as wall of darkness, except as noted
You create a wall of black shadows that cannot be seen above. In addition, the area within the wall is treated
through and saps the strength of those that pass through as supernatural darkness (as the spell deeper darkness).
it. The lighting within the area of the wall is lowered to Creatures on opposite sides of the wall have total
darkness (regardless of existing lighting conditions) and concealment (50% miss chance) from each other unless
the light level within 10 feet of the wall is lowered by 1 they possess the see in darkness ability or some other
step. Creatures on opposite sides of the wall have total method of seeing through supernatural darkness. A
concealment (50% miss chance) from each other unless creature passing through the wall must make a Fortitude
they possess darkvision. If a creature attempts to pass save or become exhausted.
through the wall, they must make a Fortitude save or
be fatigued. This effect cannot make a creature that is WAR TRAINING
already fatigued become exhausted. School enchantment (compulsion) [mind-affecting];
The wall must be vertical and rectangular. It need not Level alchemist 4, antipaladin 3, cleric 4, inquisitor
touch the ground. The wall must be continuous and 4, magus 4, paladin 3, sorcerer/wizard 4, vanguard 4
unbroken when formed. If its surface is broken by any Casting Time 1 standard action
object or creature when it is cast, the spell fails. Components V, S, F (the crest of an army)
Range close (25 ft. + 5 ft./2 levels)
WALL OF DARKNESS, GREATER Target one creature
School evocation [darkness]; Level nightblade 5, Duration 10 min./level
occultist 5, shaman 5, shaper 4, sorcerer/wizard 5 Saving Throw Will negates (harmless); Spell
Effect opaque wall of shadows up to 20 ft. long/level Resistance yes (harmless)
or a ring of darkness with a radius of up to 5 ft./two You grant a creature knowledge and skill with an
levels; either form 20 ft. high and 5 ft. thick assortment of weapons and armor, preparing it for
battle. The creature gains proficiency in all simple
weapons, martial weapons, armor, and shields (including
tower shields). This does not grant an arcane spellcaster
the ability to ignore arcane armor failure chance.

WARD OBJECT
School abjuration; Level cleric 2, druid 2, elementer 2,
occultist 2, psychic 2, ranger 2, shaman 2, shaper 2,
sorcerer/wizard 2, summoner 2, vanguard 2
Casting Time 1 standard action
Components V, S
Range touch
Target object touched
Duration 1 hour/level or until discharged
Saving Throw Will negates (harmless, object); Spell
Resistance yes (harmless, object)
This spell functions as protection from energy, except it can
only affect objects and lasts for much longer.

WASP STING
School transmutation; Level druid 2, occultist 2,
shaman 2, witch 2
Casting Time 1 standard action
Components V, S, M (the wing of a wasp)
Range touch, see text
Target a potion or dose of injury poison
Duration 1 round/level, see text
Saving Throw none; Spell Resistance no
The potion or poison you touch is transformed into a
large wasp about as wide as your palm.
Upon casting the spell, choose a target creature you

311
Magic Items Chapter V
can see. The wasp immediately enters that creature’s Range 0 ft.
space and attempts to sting it. It makes a melee touch Effect one conjured weapon
attack to sting its target, using your bonuses. If it stings Duration 10 min./level
the creature, it is injected with the used potion or poison. Saving Throw none; Spell Resistance no
The potion affects the creature as if consumed, while a You conjure a non-magical, masterwork weapon of
poison affects it as if applied by an attack. A creature can your faith which appears in your hand. The weapon
choose to be willingly stung by the wasp, should it want takes the form of the favored weapon of your deity
to benefit from a transmuted potion. The wasp will not and is appropriately sized for you. You are considered
go after a creature that is further than close range (25 ft. proficient with this weapon, if you are not already.
+ 5 ft./2 levels) away from you. It is fast enough where The weapon of the faithful can be enhanced like any
it can always reach its target within 1 round, as long as other weapon with spells such as magic weapon. If the
there is an available route to it. The wasp itself is a Tiny weapon is destroyed, the spell ends. You can only cast
object with an AC of 15 and 5 hit points. If destroyed, this spell if you follow a deity, and only if its favored
the spell ends and the potion or poison used is ruined. weapon is not an unarmed strike or natural attack.
If the wasp fails to sting its target, it can attempt to
do so again each round for the duration of the spell until WEATHER SHIELD
it is successful. You can also redirect it on your turn to School abjuration; Level druid 3, elementer 3, invoker
sting a different creature (no action required). Once it 2, ranger 2, shaman 3, sorcerer/wizard 3
stings a creature, the wasp immediately returns to your Casting Time 1 standard action
hand and the spell ends, leaving behind only an empty Components V, S
bottle. This also happens if the duration of the spell Range close (25 ft. + 5 ft./2 levels)
expires before it manages to sting anything. Target one creature, or one object up to 20 lbs./level
Duration 1 hour/level
WEAKEN STRUCTURE Saving Throw Will negates (harmless, object); Spell
School transmutation; Level bloodrager 2, cleric 2, Resistance yes (harmless, object)
druid 2, occultist 2, psychic 2, shaman 2, sorcerer/ A magical barrier surrounds the target, protecting it
wizard 2, vanguard 2, witch 2 from harsh conditions. While normally invisible, it
Casting Time 1 standard action faintly outlines the target when the weather worsens.
Components V, S A target affected by weather shield is shielded from
Range close (25 ft. + 5 ft./2 levels) several types of common and hazardous weather. This
Target section of an object or structure within one imparts a number of benefits, as follows:
5-ft.-cube/level (S) • The target becomes waterproofed: they are protected
Duration 1 min./level from any liquids and dry off instantly, and their melee
Saving Throw Fortitude negates (object); Spell attacks are not penalized for being underwater.
Resistance yes (object) • The target is unaffected by strong or severe winds (up
This spell reduces the structural integrity of an object or to 50 mph). This prevents them from being checked
a structure. Weaken structure affects one 5-foot cube of or blown away by the wind, but does not allow them
material per caster level; if the target is too large to fit to make ranged attacks without penalty (unless the
in this area, only the portion within the area is affected. ammunition itself has been targeted by weather shield
The affected portion of the object or structure is or a similar effect). For every four caster levels above
made more vulnerable to damage, reducing its hardness 5th, the creature is unaffected by even stronger levels
by 10 (minimum 0) and reducing its hit points to 10 per of wind, as follows: windstorms (50-74 mph) at 9th
inch of thickness; if the object already has less than 10 level, hurricanes (75-174 mph) at 13th level, and
hit points per inch of thickness (such as ice or leather), it tornadoes (175+ mph) at 17th level. For this purpose,
is reduced to 1 hit point per inch of thickness. air spells such as wind wall that create wind (but don’t
The effects of weaken structure are removed after the specify a speed) are considered severe winds if they
spell ends, but any portions of the structure damaged or are 3rd level or lower, windstorm if they are 4th or 5th
destroyed during the spell remain that way. level, hurricane strength if they are 6th or 7th level,
and tornado-strength if they are 8th level or above.
WEAPON OF THE FAITHFUL • The target is protected from extreme temperatures,
School conjuration (creation); Level antipaladin 1, cleric as endure elements.
1, inquisitor 1, paladin 1 • The target does not take damage from naturally-
Casting Time 1 standard action occurring lightning or hail. Tiny or smaller debris
Components V, DF blown about by wind avoids the creature: anything

312
Chapter V Magic Items
larger is too big to be blocked by the shield. Strength or Escape Artist check (DC equal to wild
For the purpose of targeting, 50 pieces of ammunition growth’s save DC).
count as a single object. Ammunition affected by weather
shield can fire accurately through water (be it heavy rain or WILDFIRE
standing water) and can shoot through windy conditions School evocation [fire]; Level druid 5, elementer 5,
without penalty, so long as the wind category is one that shaman 5, sorcerer/wizard 5
the shield can withstand, as described above. Casting Time 1 standard action
Components V, S, M (a tindertwig worth 1 gp)
WEATHER SHIELD, MASS Range close (25 ft. + 5 ft./2 levels)
School abjuration; Level druid 5, elementer 5, invoker Area two or more 10-ft.-cubes of flame, see text
4, ranger 4, shaman 5, sorcerer/wizard 5 Duration 1 round/level (D)
Targets one creature or object/level, no two of which Saving Throw Reflex half (object); Spell Resistance
can be more than 30 ft. apart yes (object)
This spell functions As weather shield, except it affects This spell ignites a spreading wildfire which grows in area
multiple creatures or objects. Each affected object can as the spell persists. When you first cast the spell, you
weigh up to 20 pounds per caster level, and 50 pieces of create two 10-foot cubes of flame: these cubes must be
ammunition counts as a single object. adjacent to each other. A creature that enters into the
flame or starts their turn within it takes fire damage equal
WILD GROWTH to 3d6 + 1 per caster level (max +20), with a Reflex save
School conjuration (creation) [plant]; Level druid 9, halving the damage taken that round. Plant life and other
shaman 9 combustible objects inside also take this damage.
Casting Time 1 standard action Each round at the start of your turn the fire spreads,
Components V, S, DF adding two additional 10-foot cubes to the spell’s area.
Range medium (100 ft. + 10 ft./level) These cubes must be adjacent to at least one of the
Effect dense plant growth in a 60-foot-radius spread already-existing cubes of the wildfire. If you are observing
Duration 1 min./level (D) the spell, you can direct where these cubes are created: if
Saving Throw Reflex partial; Spell Resistance no not, the cubes are placed randomly, prioritizing moving
You clasp your hands around your focus as an immense downwind (if there is any wind blowing).
growth of foliage erupts from the ground, thick roots Exposure to moderate winds (11-20 mph) fans the
and twisting vines forming a dense, tangled brier. flames, adding an additional 10-foot cube per round
All creatures in the area at the time the plants appear the winds affect the area, while strong winds (21+mph)
take 1d6 bludgeoning damage per caster level (max instead add two additional 10-foot cubes each round.
20d6) and are entangled for 1d4 rounds. A Reflex save
halves the damage and negates the entangling effect. WITHERING DUALITY
This damage occurs once, when the spell is cast. School necromancy; Level cabalist 2
Thereafter, the entire area is treated as extreme Casting Time 1 standard action
undergrowth. At a baseline, this has similar effects to Components V, S
heavy undergrowth: it costs 4 squares of movement to Range close (25 ft. + 5 ft./2 levels)
move into and provides concealment with a 30% miss Target one creature
chance (instead of the usual 20%). It increases the DC Duration instantaneous plus 1d4 rounds, see text
of Acrobatics checks by 10. Creatures more than 20 feet Saving Throw Fortitude partial or Will partial, see text;
apart have total concealment (50% miss chance) from Spell Resistance yes
each other. As the plant growth fills the entire volume, You cannot cast this spell if you are not in either the
creatures can essentially climb through any given space formless body or opened mind binding.
within the spell’s volume. The dense foliage makes flying A crackling yellow aura of eldritch power surrounds
through the area practically impossible for any creature a single creature you designate, assaulting their body or
larger than Small size, and even then they still take the mind depending on your current binding. If you are in
movement penalty due to the foliage. the formless body binding, the target takes 1d6 damage per
A creature that enters into or starts their turn within two caster levels (max 5d6) and is then nauseated for 1d4
the wild growth is grasped by the ever-flowing verdant rounds; a Fortitude save halves the damage and negates
growth, entangling them. A Reflex save negates the the nausea. If you are in the opened mind binding, the
entanglement, but the save must be repeated each round target takes 1d6 damage per two caster levels (max 5d6)
the creature remains in the area. Entangled creatures and is then blinded for 1d4 rounds; a Will save halves the
can attempt to break free as a move action, making a damage and negates the blindness.

313
Magic Items Chapter V
CHAPTER V
MAGIC ITEMS
Magical items are a key component in any adventurer’s PRICE
arsenal. Those that control magic themselves often use Blending +1 bonus
such items to further enhance their arcane arts, while SLOT none CL 3rd WEIGHT –
stout warriors wield mystical weapons and don sturdy
Aura faint illusion
raiments to challenge mighty foes.
The magic items and special equipment properties in Blending armor blurs and distorts when in dim lighting
this section of the book are divided into the categories conditions. As long as the wearer of a suit of blending
outlined in Pathfinder Roleplaying Game Ultimate Equipment, armor is in dim light, the miss chance due to concealment
allowing you to use them easily with random treasure increases to 50% (instead of 20%). This does not grant
generators. If you are running a game that has an NPC total concealment; it just increases the miss chance.
with levels in one of the classes found in Chapter I, or CONSTRUCTION REQUIREMENTS
have a player character that has levels in one of these Cost +1 bonus
classes, consider using items from this book rather than Craft Magic Arms and Armor, silent image
determining random loot from a generator, or adding
these items to the generator. PRICE
Donning +1 bonus
Armor Special Abilities SLOT none CL 5th WEIGHT –
The following are new armor or shield special abilities.
Aura faint conjuration
Armor and shields must have at least a +1 enhancement
bonus before other abilities are added. For more A donning suit of armor or shield can be teleported to its
information, see the Armor section in Chapter 15 of the owner as a swift action that does not provoke attacks of
Pathfinder Roleplaying Game Core Rulebook. opportunity, even if the equipment is in the possession
of another creature. A suit of armor equips itself to the
PRICE owner neatly and properly, while a shield is strapped to
Barbed +2 bonus the owner’s arm. If the owner is already wearing similar
SLOT none CL 8th WEIGHT – equipment, the donning equipment teleports to the
owner’s feet in his space. This ability has a maximum
Aura moderate transmutation
range of 100 feet, and effects that block teleportation
A suit of armor or shield must have armor spikes (or prevent the equipping of donning armor. Donning
shield spikes) before it can be given the barbed property. equipment must be in a creature’s possession for at least
Armor spikes and shield spikes on barbed equipment deal 24 hours for this ability to function.
damage as if one size category larger (this stacks with CONSTRUCTION REQUIREMENTS
the size bonus shield spikes already give to a shield’s Cost +1 bonus
damage). In addition, the wearer of barbed armor can Craft Magic Arms and Armor, squire’s aid*
add the armor’s enhancement bonus to AC as a bonus
to attack and damage rolls made with the armor spikes PRICE
as if it were a weapon enhancement bonus. The same Energized +2 bonus
applies for adding a shield’s enhancement bonus to AC SLOT none CL 12th WEIGHT –
as a bonus to attack and damage rolls made with the Aura strong evocation
shield as if it were a weapon enhancement bonus.
CONSTRUCTION REQUIREMENTS A suit of energized armor or a shield enhances the power
Cost +2 bonus of a planar aegis. While the wearer of the armor or
Craft Magic Arms and Armor, spikes* bearer of the shield is under the effects of the aegis

314
Chapter V Magic Items
Table: Armor Special Abilities CONSTRUCTION REQUIREMENTS
+1 Armor Special Ability Base Price1 Cost +2 bonus
Craft Magic Arms and Armor, animate objects, chain gang*
Blending2 +1 bonus
Donning2 +1 bonus
PRICE
Energized 2
+1 bonus Gloom +6,000 gp
Lifegiving2 +1 bonus SLOT none CL 4th WEIGHT –
Prowling +1 bonus
Aura faint conjuration
Verdant +1 bonus
Resilient2 +2,000 gp
The world seems slightly darker around the bearer of
gloom armor or shields. The surface of the armor appears
Weathered 2
+3,000 gp
to be covered in a fine black dust, but is not actually dirty.
Mundane and alchemical lighting effects within 60 feet
+2 Armor Special Ability Base Price1 of the wearer, such as sunrods and torches, only give
Barbed2 +2 bonus light out to half their normal distances. This effect can
Energized 2
+2 bonus be suppressed and reactivated as a move action. Once
Fettering +2 bonus per day, the wearer can command the armor or shield
to emit a cloud of the black dust that coats its surface,
Weathered 2
+3,000 gp
functioning as a dust of twilightAPG spell within a 10-foot
radius spread around the wearer (DC 13). The wearer
+3 Armor Special Ability Base Price1 is immune to the dust of twilightAPG effect. An armor or
Lifegiving, Greater2 +3 bonus shield cannot have both this special ability and an ability
Gloom 2
+6,000 gp that creates light (such as the radiant ability).
1
Add to the enhancement bonus of the armor to CONSTRUCTION REQUIREMENTS
determine the total price Cost +3,000 gp
2
This special ability can also be applied to shields. Craft Magic Arms and Armor, dust of twilightAPG

PRICE
class feature, the enhancement bonus of the equipment Lifegiving +1 bonus
is increased by +2. If the wearer has the barrier class SLOT none CL 4th WEIGHT –
feature, any resistances gained from that class feature are Aura faint conjuration
increased by 5 while the wearer is in aegis form.
While this property can be added to both armor and Lifegiving armor is infused with latent healing power
shields, a creature can only benefit from one energized that triggers when its wearer is in danger. Whenever the
property at a time. If they are wearing more than one wearer of a set of lifegiving armor or bearer of a lifegiving
piece of equipment that is energized, they choose which shield is reduced to half their hit points or less, they
one activates when they enter aegis form. gain fast healing 1. The fast healing ends as soon as the
CONSTRUCTION REQUIREMENTS creature’s hit points exceed half their maximum.
Cost +2 bonus A creature cannot heal more than 2 hit points her Hit
Craft Magic Arms and Armor, elemental auraAPG, protection Die per day from lifegiving armor. A new owner gains no
from energy healing from a lifegiving armor or shield until she owns it
for 24 consecutive hours, and a bearer can be attuned to
PRICE only one lifegiving or greater lifegiving equipment at a time.
Fettering +2 bonus CONSTRUCTION REQUIREMENTS
SLOT none CL 6th WEIGHT – Cost +1 bonus
Aura moderate transmutation Craft Magic Arms and Armor, cure moderate wounds

Armor with the fettering property is wrapped in numerous PRICE


chains and shackles which latch onto nearby creatures. Lifegiving, Greater +3 bonus
The wearer adds the armor’s enhancement bonus as SLOT none CL 8th WEIGHT –
a competence bonus to his CMB when attempting a Aura moderate conjuration
grapple and as a bonus to his CMD against an opponent’s
attempts to escape his grapples (be that by a combat This special ability functions as the lifegiving special
maneuver check or Escape Artist check). ability, except it grants fast healing 3 and the daily limit

315
Magic Items Chapter V
of healing is 5 hit points per Hit Die of the owner. A move them from their current space or knock them
creature can be attuned to only one lifegiving or greater prone. The rooting lasts until the wearer moves from
lifegiving armor or shield at a time. their space (either willingly or not).
CONSTRUCTION REQUIREMENTS In addition, the armor is treated as a source of plants
Cost +3 bonus for the purpose of the entangle spell and its variants (such
Craft Magic Arms and Armor, cure critical wounds as sickening entanglementACG). The effect ends if the wearer
moves outside of the spell’s area. Any entangle effect
PRICE extends out to 5 feet around the wearer (the wearer
Prowling +1 bonus being unaffected); if they are rooted, it extends out to
SLOT none CL 7th WEIGHT – 20 feet, instead.
Aura moderate evocation CONSTRUCTION REQUIREMENTS
Cost +1 bonus
A suit of prowling armor allows its wearer to step quickly Craft Magic Arms and Armor, anchored stepACG, entangle,
through shadows. When the wearer takes a 5-foot step verdant surge*
while in dim light or darkness, he can move 10 feet
instead of 5 feet. The ending of the 5-foot step must PRICE
also be in dim light or darkness to gain this benefit. If Weathered +3,000 gp
the wearer is in supernatural darkness, his 5-foot step SLOT none CL 5th WEIGHT –
can instead go 15 feet.
Aura faint abjuration
In either case, this benefit does not allow the wearer to
exceed their speed with a single 5-foot step (for example, A shield or suit of armor that is weathered is completely
a creature whose speed is 10 feet cannot move 15 feet waterproof: a suit of weathered armor protects its
while in supernatural darkness). wearer from getting wet but does not otherwise reduce
CONSTRUCTION REQUIREMENTS the effect of water-based attacks. Weathered equipment
Cost +1 bonus reduces the effect of wind on the wearer by two steps
Craft Magic Arms and Armor, abjuring stepACG, darkness and grants a +4 bonus on saving throws made against
natural weather phenomena like lightning, sweltering
PRICE heat, or intense cold.
Resilient +2,000 gp CONSTRUCTION REQUIREMENTS
SLOT none CL 4th WEIGHT – Cost +1,500 gp
Craft Magic Arms and Armor, weather shield*
Aura faint transmutation

Resilient armor and shields slowly repair themselves over


time. They regain lost hit points at a rate of 2 hit points Specific Armors and Shields
per hour (or 1 hit point if the equipment has the broken The following section includes armors and shields with
condition). In addition, once per day when a resilient suit unusual powers or magical abilities. These pieces of
of armor or shield would be reduced to 0 hit points equipment can have abilities that need to be activated to
and destroyed (or destroyed outright by effects like function or powers that work passively and constantly.
disintegrate), it is instead reduced to only 1 hit point and
left with the broken condition. PRICE
CONSTRUCTION REQUIREMENTS Bladeward Armor 28,200 gp
Cost +1,000 gp SLOT armor CL 7th WEIGHT 30 lbs.
Craft Magic Arms and Armor, mending, tempering*
Aura moderate abjuration and transmutation

PRICE Bladeward armor protects its wearer from deadly weapon


Verdant +1 bonus attacks. It functions as a +1 resilient adamantine breastplate.
SLOT none CL 7th WEIGHT – Being that it’s made of adamantine, it provides the
wearer DR 2/–. As an immediate action when struck by
Aura moderate conjuration
a weapon attack, the wearer can redirect the damage of
Verdant armor is coated in thick vines and leaves. As the attack to the armor. The armor takes the full damage
a move action while on the ground, the wearer of the of the attack instead of the wearer, and the armor’s
verdant armor can anchor themselves in place with roots. hardness is reduced by half against that attack. This
While rooted, they add double the armor’s enhancement ability must be used after the result of the attack roll is
bonus to their CMD against maneuvers that would revealed (including if it is a critical hit) but before the

316
Chapter V Magic Items
Stormlord’s Raiment

Heart of Oak Infiltrator’s Armor


Impaling Plate

Bladeward Armor

Grasping Iron Entropic Raiment Silhouette

Defender’s Tower Bountiful Harvest Mirror of the Planes Penumbral Ward Marksman’s Bane

damage is revealed. While this ability can be used any The bountiful harvest is a +2 greater lifegiving light wooden
number of times each day, it can only be used when the shield that is overgrown with leaves and fruits of varying
bladeward armor is at full hit points. size. The bearer of the bountiful harvest can grant the fast
CONSTRUCTION REQUIREMENTS healing from the greater lifegiving property to an ally within
Cost 19,200 gp 30 feet that is below half their maximum hit points as
Craft Magic Arms and Armor, mending, shield other, an immediate action. The fast healing lasts as long as
tempering* the ally remains within 30 feet of the bearer and ends
once its hit points exceed half its normal maximum.
PRICE Hit points granted to allies in this way count against the
Bountiful Harvest 52,403 gp total hit points the bearer can recover per day with the
SLOT shield CL 12th WEIGHT 3 lbs. greater lifegiving property, and only one creature (either the
bearer or one of his allies) can benefit from the healing
Aura strong conjuration
at a time.

317
Magic Items Chapter V
In addition to the above, the fruits upon the shield Table: Specific Armors And Shields
can be picked off and eaten (a standard action). The Lesser Major Armor Price
shield has the following fruit upon it:
Infiltrator’s Armor 17,025 gp
• Six blueberries, which each function as a single
Grasping Iron 18,250 gp
goodberry.
• Two strawberries, which grant the effect of either Mirror of the Planes 22,859 gp
neutralize poison or remove disease, chosen when eaten. Defender’s Tower 23,180 gp
• A single plum, which grants the effect of death ward
when eaten. Greater Major Armor Price
The maker of the bountiful harvest can change what Bladeward Armor 28,200 gp
type of fruit is grown for taste (for example, growing
Impaling Plate 28,950 gp
cherries instead of blueberries) but the effects do not
change. Once a particular fruit is picked, it must be eaten Penumbral Ward 33,159 gp
within 1 minute or its magical effects are lost. Any fruit Silhouette 33,640 gp
missing from the bountiful harvest regrows at dawn on the Stormlord’s Raiment 36,875 gp
following day. Marksman’s Bane 45,370 gp
CONSTRUCTION REQUIREMENTS Bountiful Harvest 52,403 gp
Cost 26,278 gp
Heart of Oak 61,460 gp
Craft Magic Arms and Armor, create food and water, cure
Entropic Raiment 99,350 gp
critical wounds, deathward, goodberry, neutralize poison, remove
disease

PRICE negate any penalties or bonuses the wearer may have


Defender’s Tower 23,180 gp gained from aging naturally, and the wearer still ages as
SLOT shield CL 5th WEIGHT 45 lbs. normal for his race. In addition, the creature emanates
the effect of a desecrate spell, centered on himself, so long
Aura faint conjuration and transmutation
as he wears the raiment.
This +2 donning tower shield can be used to create a wall CONSTRUCTION REQUIREMENTS
to protect allies. By placing the tower shield upright and Cost 44,850 gp
speaking a command word, the tower shield transforms Craft Magic Arms and Armor, control undead, desecrate,
into a solid barrier, as a conjure barricade* spell (DC 13) sands of timeUM
adjacent to the user. The effect lasts for 5 minutes or
until either the same command word is given or the PRICE
donning ability is used, at which point it reverts to its Grasping Iron 18,250 gp
normal shape. When using the donning ability, the shield SLOT armor CL 6th WEIGHT 25 lbs.
reverts to its normal shape prior to being equipped to
Aura moderate transmutation
its owner.
CONSTRUCTION REQUIREMENTS More a tangled mass of chains than truly armor, the
Cost 11,680 gp grasping iron functions as a +1 fettering chainshirt. The
Craft Magic Arms and Armor, alter weapon*, conjure chains can elongate and reach out to pull at creatures,
barricade*, squire’s aid* essentially giving the wearer reach when he attempts a
combat maneuver check to grapple. Once he initiates
PRICE a grapple with this reach, he must move the creature
Entropic Raiment 99,350 gp adjacent to himself, as normal.
SLOT armor CL 15th WEIGHT 30 lbs. In addition, three times per day the wearer can speak
a command word to unleash numerous chains around
Aura strong necromancy
him, acting as a pulling chains* (DC 13) effect centered
Created to harness the powers of death and decay, this on himself. If a creature is pulled within his reach by
+4 deathless undead controlling breastplate bolsters both the this effect, he can use an immediate action to attempt
wearer’s defenses against death and the strength of his a grapple without provoking an attack of opportunity.
undead servants. A creature wearing an entropic raiment CONSTRUCTION REQUIREMENTS
cannot be magically aged by any means, rendering it Cost 9,250 gp
immune to effects such as sands of timeUM, entropic storm*, Craft Magic Arms and Armor, animate objects, chain gang*,
or a ghost’s corrupting touch ability. This does not pulling chains*

318
Chapter V Magic Items
PRICE the glamered ability on the armor, the wearer can instead
Heart of Oak 61,460 gp
change his entire appearance, as disguise self, for 1 hour.
SLOT armor CL 13th WEIGHT 15 lbs. Using the glamered ability a second time ends the disguise.
Aura strong transmutation CONSTRUCTION REQUIREMENTS
Cost 8,600 gp
The heart of oak is a +1 moderate fortification verdant Craft Magic Arms and Armor, disguise self, invisibility, silent
greenwood scale mail, with roots wrapping around a faintly- image, snuff*
glowing gemstone in the middle of the chest. It’s treated
as light armor for all purposes except proficiency. It has PRICE
an arcane failure chance of 10%, a maximum Dexterity Marksman’s Bane 45,370 gp
bonus of +5, and an Armor Check Penalty of -1. SLOT shield CL 12th WEIGHT 15 lbs.
When the wearer uses the verdant property to anchor Aura strong abjuration
himself in place, he may choose to transform into an oak
tree (as tree shape). The transformation lasts for 1 hour or Created to defend both its wearer and allies from
until dismissed, as described in tree shape. Furthermore, incoming ranged weapons, this +2 arrow catching arrow
once per day he may speak a command word to deflection heavy steel shield intercepts arrows from a wider
transform into a powerful treantB1, as plant shape III. This area; its arrow catching property functions on any ranged
transformation lasts for 10 minutes or until dismissed as attacks made within 10 feet, instead of 5 feet. Once per
a standard action by the wearer. While transformed into day as an immediate action the wearer can reflect all
a treant he is treated as rooted for the purpose of the ranged weapons back to their sources, as the spell repel
armor’s verdant property, even if he moves. projectiles*. This effect also repels projectiles that were
CONSTRUCTION REQUIREMENTS redirected to the wielder by the shield’s arrow catching
Cost 31,205 gp property.
Craft Magic Arms and Armor, anchored stepACG, entangle, CONSTRUCTION REQUIREMENTS
tree shape, verdant surge* Cost 22,770 gp
Craft Magic Arms and Armor, repel projectiles*, shield
PRICE
Impaling Plate 28,950 gp PRICE
SLOT armor CL 10th WEIGHT 60 lbs.
Mirror of the Planes 22,859 gp

Aura moderate conjuration and transmutation SLOT shield CL 14th WEIGHT 6 lbs.
Aura strong abjuration
This +2 barbed spiked full plate suit comes complete with
armor spikes. Any creature that strikes the wearer with This +1 energized mirrored light steel shield is faintly etched
a melee weapon, unarmed strike, or a natural weapon with the symbology of the four elements upon its
or tries to grapple the wearer takes 1d6+1 points of polished surface. An elementer that bears the mirror of
piercing damage from the armor’s spikes unless using a the planes gains the absorption class feature, if she didn’t
weapon with reach. In addition, once per day the wearer have it already. If she has that class feature, she gains
can speak a command word to cause the spikes to grow 1 point of energy per 15 points of damage prevented,
to great length to impale nearby foes, as a flash of spikes* rather than every 20 points.
spell (DC 14). When the bearer of the mirror of the planes would gain
CONSTRUCTION REQUIREMENTS energy through the absorption ability, she can choose
Cost 15,325 gp to let the shield absorb the energy, rather than gaining
Craft Magic Arms and Armor, flash of spikes*, spikes* points in her energy pool. The energy is absorbed into
the shield for 1 minute, during which any shield bash
PRICE attacks made with the shield deal an additional 1d6
Infiltrator’s Armor 17,025 gp points of damage. At any point during this time, the
SLOT armor CL 11th WEIGHT 20 lbs. bearer of the mirror of the planes can use a swift action
Aura moderate illusion to unleash a bolt of energy from the shield as a ranged
touch attack against a target within 60 feet of her. The
This suit of armor is used by spies, assassins, and the bolt deals 2d8 points of damage for every 1 point of
occasional adventurer to better conceal oneself. In energy she directed to the shield.
addition to being a set of +2 blending glamered shadow The damage added to shield bash attacks and dealt
studded leather, it grants the wearer the ability to cast snuff* with the bolt is the same type as whatever energy type
at-will as a spell-like ability. Once per day when using activated the absorption ability in the first place (acid,

319
Magic Items Chapter V
cold, electricity, or fire). The elemental damage added to CONSTRUCTION REQUIREMENTS
shield bashes stacks with any energy damage the shield Cost 16,900 gp
might already deal. Craft Magic Arms and Armor, darkness, tenebrous form*
Once the mirror of the planes is charged with energy,
it cannot absorb any more until the bolt of energy is PRICE
released or for 1 minute, at which point the energy Stormlord’s Raiment 36,875 gp
within the shield dissipates harmlessly. SLOT armor CL 10th WEIGHT 40 lbs.
CONSTRUCTION REQUIREMENTS Aura moderate evocation
Cost 11,509 gp
Craft Magic Arms and Armor, protection from energy, spell The stormlord’s raiment is +3 burdenless weathered chainmail
turning, creator must be an elementer infused with the might of the storm. The wearer gains
a +2 bonus on saving throws against air, electricity, and
PRICE sonic effects. This stacks with the bonuses provided by
Penumbral Ward 33,159 gp the weathered property, if those effects are caused by the
SLOT shield CL 15th WEIGHT 6 lbs. weather. Additionally, the wearer reduces any penalties
imparted due to wind or rain (be they magical or natural)
Aura strong transmutation
by half and is never checked or blown away by wind.
Made by denizens of the night to withstand the light The armor check penalty from the stormlord’s raiment
of day, this lightweight, translucent shield appears to never applies to the wearer’s Acrobatics or Fly checks.
be made entirely out of darkness. The penumbral ward When in strong winds or higher, the wearer gains a fly
functions as a +2 ghost touch gloom light steel shield. A speed. The speed and maneuverability of this fly speed
creature bearing the shield gains the effect of a constant depends on how strong the winds are, as follows:
protective penumbraUM spell. • Strong: 30 feet (average)
CONSTRUCTION REQUIREMENTS • Severe: 30 feet (good)
Cost 16,659 gp • Windstorm: 60 feet (good)
Craft Magic Arms and Armor, etherealness, protective • Hurricane: 60 feet (perfect)
penumbraUM • Tornado: 90 feet (perfect)
If the fly speed is removed due to entering calm
PRICE winds, the wearer floats slowly to the ground, similar to
Silhouette 33,640 gp the ending of a fly spell.
SLOT armor CL 9th WEIGHT 8 lbs. CONSTRUCTION REQUIREMENTS
Cost 18,587 gp
Aura moderate evocation and transmutation
Craft Magic Arms and Armor, air walk, control winds,
The silhouette is an incredibly light-weight suit that can weather shield*
magically shroud its bearer. It is +1 prowling leather that is
thin enough to be worn under most common clothing
without notice. It has no maximum Dexterity bonus. Weapon Special Abilities
The wearer of the silhouette can transform into a The following are new weapon special abilities.
shadow, as the spell tenebrous form*, up to three times Weapons with a special ability must have at least a +1
per day as a standard action. When transforming into a enhancement bonus before other abilities are added. For
shadow, she can choose a creature within 30 feet of her. more information, see the Weapons section in Chapter
Instead of becoming a free-moving shadow (as normal 15 of the Pathfinder Roleplaying Game Core Rulebook.
for tenebrous form*), she replaces that creature’s shadow.
While replacing the shadow, she automatically moves PRICE
with the creature and mimics its movement: to outside Blackout +2 bonus
observers, she looks no different than the creature’s SLOT none CL 5th WEIGHT –
actual shadow. The wearer of the silhouette can take Aura weak necromancy
no action except to transform back to normal or to
detach from the creature (resuming the normal effects Blackout weapons are used by assassins and scoundrels
of tenebrous form* and returning the creature’s shadow to strike down foes while remaining concealed. Attacks
to normal). Once she detaches from a creature, she with a blackout weapon can deal sneak attack damage
cannot replace that creature’s shadow again for the (if the wielder has it) to a creature with concealment
remaining duration of the tenebrous form* effect. This is a or total concealment. Additionally, the first time each
shadowmorph effect. round a blackout weapon strikes a creature, it must make

320
Chapter V Magic Items
a DC 14 Will save or lose the benefits of its low-light Table: Weapon Special Abilities
vision, darkvision, and see in darkness abilities for 1d4 +1 Weapon Special Ability Base Price1
rounds, if they have them. The duration does not stack. Brutal +1 bonus
A creature that succeeds on its save is immune to this
Covert +1 bonus
effect from a particular blackout weapon for 1 minute.
CONSTRUCTION REQUIREMENTS Crushing +1 bonus
Cost +2 bonus Feral +1 bonus
Craft Magic Arms and Armor, sensory deprivation* Resonant +1 bonus
Sundering +1 bonus
PRICE +1 bonus
Brutal +1 bonus
Tracking
Twilight +1 bonus
SLOT none CL 6th WEIGHT –
Aura moderate transmutation
+2 Weapon Special Ability Base Price1
A brutal weapon is more effective at dealing singular, Blackout +2 bonus
powerful strikes. Whenever the wielder uses the Vital Blindstrike +2 bonus
Strike, Improved Vital Strike, or Greater Vital Strike Cycling +2 bonus
feats, he multiplies the weapon’s enhancement bonus to Glacial +2 bonus
damage by the number of times he multiplies his weapon
Morphic +2 bonus
dice: twice for Vital Strike, three times for Improved
Vital Strike, or four times for Greater Vital Strike. The Necrotic +2 bonus
additional damage is multiplied on a critical hit. Vengeful +2 bonus
CONSTRUCTION REQUIREMENTS
Cost +1 bonus +3 Weapon Special Ability Base Price1
Craft Magic Arms and Armor, bull’s strength Cycling Burst +3 bonus
Greater Crushing +3 bonus
PRICE
Blindstrike +2 bonus
Greater Twilight +3 bonus
Necrotic Burst +3 bonus
SLOT none CL 7th WEIGHT –
Solar +3 bonus
Aura moderate necromancy
1
Add to the enhancement bonus of the weapon to
A blindstrike weapon clouds its victims’ sight. Whenever determine the total price
the wielder of a blindstrike weapon confirms a critical
hit on a creature, the wielder can choose to forgo the
additional damage dice to instead cloud the target’s by using an identify spell and making a DC 11 Will save
vision, effectively blinding it. The blindness lasts for 1 (as with magic aura). In addition, the wielder gains a
round if the weapon has a x2 critical multiplier, 2 rounds bonus on Sleight of Hand checks made to conceal the
if the weapon has a x3 critical multiplier, or 3 rounds if weapon equal to its enhancement bonus. A concealed
the weapon has a x4 critical multiplier or higher. weapon never sheds light (as some magic weapons do).
CONSTRUCTION REQUIREMENTS A weapon cannot have both this special ability and the
Cost +2 bonus brilliant energy special ability.
Craft Magic Arms and Armor, blindness/deafness CONSTRUCTION REQUIREMENTS
Cost +1,500 gp
PRICE Craft Magic Arms and Armor, magic aura
Covert +3,000 gp
SLOT none CL 3rd WEIGHT – PRICE
Crushing +1 bonus
Aura faint illusion
SLOT none CL 7th WEIGHT –
A covert weapon is hard to detect. Upon command, the Aura moderate transmutation
wielder of a covert weapon can alter the magical aura of
the weapon as if using a magic aura spell. The altered Only bludgeoning weapons can be given the crushing
aura persists even after the user lets go of the weapon property. A crushing weapon smashes the defenses of
and does not change until another command is issued. those struck, lowering their damage reduction by 1 on
The true properties of the weapon can only be detected a hit. This effect lasts for 1 minute and stacks up to a

321
Magic Items Chapter V
reduction of 5 to the creature’s damage reduction. This PRICE
Feral +1 bonus
cannot affect damage reduction without a type (DR/–)
or DR/epic. Multiple crushing weapons can stack their SLOT none CL 8th WEIGHT –
penalties together, but their combined penalty cannot Aura moderate transmutation
exceed 5.
CONSTRUCTION REQUIREMENTS This special ability can only be placed on melee
Cost +1 bonus weapons. The magic weapon functions as an extension
Craft Magic Arms and Armor, expose* of the wielder’s physique, allowing her to use any special
abilities that apply to hits with her natural attacks to hits
PRICE with the weapon. This includes disease, bleed effects,
Crushing, Greater +3 bonus rend, and so on, with the exception of abilities that
SLOT none CL 11th WEIGHT – logically require an open appendage to use (such as grab
Aura moderate transmutation or swallow whole).
If the wielder has more than one type of natural
This functions as the crushing property, but it lowers the attack, she can only apply the effects of one of those
target’s damage reduction by 2 per hit and can lower it attacks to a given attack with the feral weapon. If the
by up to 10. In addition, it can lower typeless damage wielder is a shifter, attacks with a feral weapon overcome
reduction (DR/–) and/or a target’s hardness, but lowers the same damage reduction as her shifter’s claws.
it by only 1 per hit and only to a maximum of 5. CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS Cost +1 bonus
Cost +3 bonus Craft Magic Arms and Armor, animal aspectAPG, magic fang
Craft Magic Arms and Armor, expose*
PRICE
PRICE
Glacial +2 bonus
Cycling +2 bonus SLOT none CL 9th WEIGHT –
SLOT none CL 11th WEIGHT – Aura moderate evocation
Aura moderate evocation
A glacial weapon is perpetually coated in a thin layer of
Upon command, a cycling weapon is wreathed in energy, ice. A creature struck by the weapon has its movement
as the flaming property. Once per round, the wielder speed reduced by 10 feet for 1d4 rounds. Multiple hits
of a cycling weapon can change the elemental property, do not stack the duration or penalty. On a critical hit,
making the weapon either corrosive, flaming, frost, or shock. the target becomes partially encased in ice, entangling it.
The elemental energy does not harm the wielder. The The duration of the entanglement is based on the critical
effect remains until another command is given. multiplier of the weapon: 1 round (x2 critical multiplier),
CONSTRUCTION REQUIREMENTS 2 rounds (x3 multiplier), or 3 rounds (x4 multiplier or
Cost +2 bonus higher). Further critical hits do not stack the duration
Craft Magic Arms and Armor, elemental touchAPG of this entanglement. A creature that is immune to cold
damage is immune to the glacial property’s effects. A
PRICE weapon cannot have both the glacial property and any
Cycling Burst +3 bonus other property that inflicts fire damage, such as fiery burst.
SLOT none CL 13th WEIGHT – CONSTRUCTION REQUIREMENTS
Aura strong evocation Cost +2 bonus
Craft Magic Arms and Armor, creeping iceACG
A cycling burst weapon functions as a cycling weapon, but
instead of the weapon switching between the corrosive, PRICE
flaming, frost, or shock properties, it instead allows the Morphic +2 bonus
wielder to switch between corrosive burst, flaming burst, icy SLOT none CL 9th WEIGHT –
burst, and shocking burst. Aura moderate transmutation
Even if the cycling ability is not active, the weapon still
deals its extra elemental damage on a successful critical Morphic weapons can create subtle changes to their
hit (for whichever property was last active). shape, adding spikes, blunt sections, and edges to better
CONSTRUCTION REQUIREMENTS bypass a creature’s defenses. A morphic weapon can be
Cost +3 bonus used to deal bludgeoning, piercing, or slashing damage,
Craft Magic Arms and Armor, elemental touchAPG as opposed to the weapon’s normal damage type. This

322
Chapter V Magic Items
does not allow weapon properties that only function for resonance (either a vanguard himself or his construct
certain damage types to be added to a weapon that is not companion), the weapon’s threat range doubles, and the
that type naturally, such as adding vorpal to a bludgeoning weapon’s enhancement bonus becomes +2 better than
weapon. normal. This benefit doesn’t stack with any other effects
CONSTRUCTION REQUIREMENTS that expand the threat range of a weapon (such as the
Cost +2 bonus keen edge spell or the Improved Critical feat).
Craft Magic Arms and Armor, greater alter weapon* CONSTRUCTION REQUIREMENTS
Cost +1 bonus
PRICE Craft Magic Arms and Armor, keen edge, lead bladesAPG
Necrotic +2 bonus
SLOT none CL 8th WEIGHT – PRICE
Solar +3 bonus
Aura moderate necromancy
SLOT none CL 12th WEIGHT –
Upon command, a necrotic weapon is sheathed in deathly Aura strong evocation
energies that deals an extra 1d6 points of negative energy
damage on a successful hit. The negative energy does A solar weapon radiates with the light of the sun. It
not harm the wielder, nor does it heal or harm undead. functions as (and does not stack with) the glorious weapon
The effect remains until another command is given. property. The wielder adds the weapon’s enhancement
CONSTRUCTION REQUIREMENTS bonus to the effective spell level of the daylight effect (for
Cost +2 bonus example, a +2 solar longsword emits a 5th-level daylight).
Craft Magic Arms and Armor, and either enervation or The weapon deals an additional 1d8 points of damage
inflict serious wounds to undead and creatures or objects that are vulnerable to
sunlight (like fungi, vampires, and so on). This damage is
PRICE multiplied on a critical hit and ignores damage reduction
Necrotic Burst +3 bonus and hardness. When a solar weapon scores a critical hit, a
SLOT none CL 10th WEIGHT – creature struck is affected as if exposed to direct, natural
Aura moderate necromancy sunlight for 1 round, in addition to the blinding effect.
CONSTRUCTION REQUIREMENTS
A necrotic burst weapon functions as a necrotic weapon that Cost +3 bonus
also bursts with unlife upon striking a successful critical Craft Magic Arms and Armor, daylight, sunbeam
hit. The negative energy does not harm the wielder, nor
does it heal or harm undead. In addition to the extra PRICE
negative energy damage from the necrotic ability (see Sundering +1 bonus
above), a necrotic burst weapon deals an extra 1d10 points SLOT none CL 8th WEIGHT –
of negative energy damage on a successful critical hit. If Aura moderate transmutation
the weapon’s critical multiplier is x3, add an extra 2d10
points of negative energy damage instead, and if the A sundering weapon is especially effective at breaking
multiplier is x4 or higher, add an extra 3d10 points of inanimate objects. When used to attack an object or when
negative energy damage. making a sunder attempt, the wielder adds the weapon’s
Even if the necrotic ability is not active, the weapon still enhancement bonus as an additional competence bonus
deals its extra negative energy damage on a successful to attack rolls (this stacks with the attack bonus the
critical hit. enhancement bonus normally provides). The wielder
CONSTRUCTION REQUIREMENTS of a sundering weapon does not provoke attacks of
Cost +3 bonus opportunity for making sunder attempts if he uses the
Craft Magic Arms and Armor, and either enervation or weapon to do so.
inflict serious wounds CONSTRUCTION REQUIREMENTS
Cost +1 bonus
PRICE Craft Magic Arms and Armor, breakAPG
Resonant +1 bonus
SLOT none CL 5th WEIGHT – PRICE
Tracking +1 bonus
Aura weak transmutation
SLOT none CL 3rd WEIGHT –
A resonant weapon responds to wielders that are capable Aura weak divination
of using resonances. When its wielder is using a

323
Magic Items Chapter V
A tracking weapon helps mark targets for the hunt. If Vengeful weapons strike for increasing power against
the wielder has the studied target, quarry, or hunting creatures that harm its wielder. When the wielder takes
bond (companions) class feature, they can activate one damage from a creature that he can see, he can declare
of those class features as a free action upon striking an vengeance upon that foe as a free action. He gains a +1
opponent. The wielder must target the creature struck bonus to damage rolls and critical hit confirmation rolls
with the chosen class feature and must otherwise follow against that creature. Each round he wields his vengeful
its normal rules (such as maximum number of studied weapon, the bonus increases by +1, up to an amount
targets or the waiting period between denoting quarries). equal to the weapon’s enhancement bonus + 3. He can
CONSTRUCTION REQUIREMENTS only declare vengeance on one creature at time, and
Cost +1 bonus cannot declare vengeance on another target until the
Craft Magic Arms and Armor, know the enemyUM target is slain or for 1 hour, whichever comes first.
CONSTRUCTION REQUIREMENTS
PRICE Cost +2 bonus
Twilight +1 bonus Craft Magic Arms and Armor, vengeful outrageUM
SLOT none CL 8th WEIGHT –
Aura moderate evocation
Specific Weapons
A twilight weapon has its own magical store of shadow The following section includes weapons with unusual
surges. The surge is often stored in special engravings powers or magical abilities. These pieces of equipment
along the weapon’s length, or within a charm or trinket can have abilities that need to be activated to function or
that hangs from the weapon. The weapon holds a single powers that work passively and constantly.
shadow surge, which refreshes at the start of each day
and can be used with any abilities that utilize shadow PRICE
surges. Whether or not the wielder of a twilight weapon Arrow of Forgotten Graves 456 gp
has methods of expending shadow surges, she can SLOT none CL 13th WEIGHT –
always spend 1 shadow surge from the weapon as a free Aura strong necromancy
action when making a Stealth check to enshroud herself
in darkness, letting her roll twice and take the better An arrow of forgotten graves has various religious symbols
result. This ability cannot be placed on ammunition. of death and burial rites etched along its shaft. This +2
CONSTRUCTION REQUIREMENTS phantom ammunition arrow bears a powerful curse. If an
Cost +1 bonus arrow of forgotten graves is used to kill a living creature,
Craft Magic Arms and Armor, darkness, creator must be the arrow’s curse is placed upon the corpse. Anyone that
a shadow surge user views the corpse must make a DC 19 Will save or forget
ever seeing the corpse. The creature treats the corpse as
PRICE if it didn’t exist for the next three days, failing to notice
Twilight, Greater +3 bonus its presence, smell, and so on. At the end of this time,
SLOT none CL 12th WEIGHT – if the creature perceives the corpse again, it must make
Aura strong evocation the saving throw again or forget seeing the corpse for
another three days, repeating this cycle until it makes its
A greater twilight weapon is nearly identical to a twilight saving throw. This is a mind-affecting effect. A creature
weapon, but its reservoir holds 3 shadow surges instead that witnessed the victim being killed by an arrow of
of 1. A weapon cannot have both this special ability and forgotten graves gains a +2 bonus on their save against
the twilight special ability. This ability cannot be placed the memory-altering effect. A creature that succeeds on
on ammunition. its Will save does not need to make any further saves
CONSTRUCTION REQUIREMENTS to perceive the corpse, regardless of how much time
Cost +3 bonus passes. The creature that fired the arrow of forgotten graves
Craft Magic Arms and Armor, deeper darkness, creator automatically succeeds on its saving throw to perceive
must be a shadow surge user the corpse. The curse upon the corpse is permanent,
but can be removed with a break enchantment, limited wish,
PRICE miracle, remove curse, or wish spell (DC 24 to remove).
Vengeful +2 bonus CONSTRUCTION REQUIREMENTS
SLOT none CL 12th WEIGHT – Cost 228 gp
Aura strong enchantment Craft Magic Arms and Armor, disintegrate, major curseUM,
and either memory lapseAPG or modify memory

324
Chapter V Magic Items
Corona

Hand of the Monolith Wheel of Elements

Bloody Talon

Tane’s Lash

Edge of Oblivion Executioner Gatecrasher Hunting Knife

PRICE A bloody talon is a +1 feral wounding sickle. The wielder gains


Blast Bolt 130 gp a +2 bonus on trip attempts made with the weapon and
SLOT none CL 3rd WEIGHT – inflicts its bleed damage on successful trip attempts.
Aura weak transmutation Whenever the wielder kills a creature that has at least 1
Hit Die with a melee attack or through bleed damage,
This +1 adamantine crossbow bolt deals full damage when she can use an immediate action to grant herself 1d10 +
used to attack an object (instead of the usual half for 5 temporary hit points. These temporary hit points last
ranged weapons) and deals an additional 1d6 damage to for 1 minute and do not stack.
objects. If a blast bolt reduces an object’s hit points to 0, If a creature wielding two or more bloody talons takes a
the destroyed object explodes into jagged shards, dealing charge action, their speed is increased by 20 feet for that
1d6 slashing and piercing damage to all creatures within charge and they do not provoke attacks of opportunity
5 feet of the destroyed object’s location (DC 11 Reflex for movement made during the charge.
negates). The shards also count as whatever special CONSTRUCTION REQUIREMENTS
materials the destroyed item was made of (for example, Cost 21,056 gp
the shards from a silver weapon overcome DR/silver). Craft Magic Arms and Armor, animal aspectAPG, bleed, death
CONSTRUCTION REQUIREMENTS knell, magic fang
Cost 95 gp
Craft Magic Arms and Armor, sundering shardsACG PRICE
Corona 125,502 gp
PRICE SLOT none CL 18th WEIGHT 6 lbs.
Bloody Talon 41,806 gp Aura strong evocation
SLOT none CL 10th WEIGHT 2 lbs.
Aura moderate transmutation A brilliantly ornate spear dedicated to deities of sunlight
and warmth, this +2 spear is the sun’s might given form.

325
Magic Items Chapter V
A creature must keep the corona in their possession for a DC 16 Will save or be instantly slain and decapitated
24 hours to attune to it, after which the spear glows by the executioner. Creatures without a discernible head
with its true power, turning into a +2 distance returning (such as an ooze) are immune to this effect. Whenever
solar spear. It counts as silver for overcoming damage the wielder decapitates a worthy foe in this manner (a
reduction. When thrown, it immediately returns to the creature whose Hit Dice is greater than or equal to the
wielder’s grasp after the attack resolves, dissipating in a wielder’s Hit Dice - 4), the wielder gains a +1 luck bonus
flash of light and reforming in the wielder’s hand. on attack rolls, damage rolls, AC, and to their effective
Three times per day, the wielder of the corona can caster level for 1 minute. The increase in caster level
throw the spear as a full-round action to turn it into does not grant access to more spells. The bonus stacks
a bolt of sunlight, functioning as a single beam of a for each decapitation to a maximum of +3, with each
sunbeam spell (DC 20). Once the effect is resolved, the kill resetting the effect’s duration.
corona reforms out of light in the wielder’s hands. The DC to resist the decapitation effect increases by
An undead or any creature vulnerable to sunlight that +2 if the attacker used the Vital Strike, Improved Vital
attempts to wield the corona takes 3d8 damage per round Strike, or Greater Vital Strike feats to deliver the blow
and gains two negative levels. These negative levels that reduced the creature to -1 hit points or lower.
cannot be overcome except by dropping the weapon. CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS Cost 21,320 gp
Cost 62,902 gp Craft Magic Arms and Armor, bull’s strength, heightened
Craft Magic Arms and Armor, daylight, sunbeam death knell, deadly juggernautUC

PRICE PRICE
Edge of Oblivion 141,015 gp Gatecrasher 33,400 gp
SLOT none CL 18th WEIGHT 4 lbs. SLOT none CL 15th WEIGHT 14 lbs.
Aura strong necromancy Aura strong abjuration

A longsword that draws upon the entropic energy The gatecrasher is a +2 sundering adamantine earth breaker
between the Plane of Shadow and the Plane of able to break down structures and objects with ease.
Negative Energy, the edge of oblivion is a +1 adamantine However, it’s true ability lies in its ability to “sunder”
necrotic vorpal longsword that utterly destroys those that it abjuration effects. The wielder of the gatecrasher can, as a
critically strikes. Rather than decapitating the victim on standard action, strike at an abjuration effect cast upon a
a natural 20 critical hit (as with a normal vorpal weapon), creature or object, such as mage armor. He can also strike
the edge of oblivion unleashes a burst of entropic power, at an abjuration effect that affects an area, such as an
aging the creature so far that it is reduced to a fine dust. antimagic field or wall of force. He makes a sunder attempt
A creature reduced to dust in this manner can only be as normal against a CMD of 20 + the effect’s caster level.
revived via miracle, wish, or true resurrection. This ability If he succeeds, the effect is dispelled, as dispel magic. This
allows the edge of oblivion to function on creatures that effect can even dispel abjurations that cannot normally
normally would not be slain by a vorpal weapon, such be dispelled, such as prismatic sphere. If the check fails,
as aberrations, oozes, and undead; however, creatures the weapon is subjected to any harmful effect that would
that are immortal or immune to magical aging become occur for touching the abjuration effect. The gatecrasher
immune to this effect instead. Beings made of entropy, can be used for this purpose three times per day.
such as nightshadesB2, are also immune to this effect. CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS Cost 18,220 gp
Cost 72,015gp Craft Magic Arms and Armor, breakAPG, greater dispel magic
Craft Magic Arms and Armor, circle of death, enervation,
entropic storm*, keen edge PRICE
Hand of the Monolith 19,301 gp
PRICE SLOT none CL 7th WEIGHT 1 lb.
Executioner 42,320 gp Aura moderate evocation and transmutation
SLOT none CL 9th WEIGHT 12 lbs.
Aura moderate necromancy and transmutation Carved from magically-enchanted stone, the hand of the
monolith acts as a +1 crushing stone cestus that is as flexible
The executioner is a deadly +2 brutal greataxe that saps the as a typical cestus but hard as rock. If the wielder has the
vital energy of each life it claims. A creature struck with Improved Unarmed Strike feat, the hand of the monolith
the axe and reduced to -1 hit points or lower must make grants them the Stunning Fist feat, even if they don’t

326
Chapter V Magic Items
Table: Specific Weapons CONSTRUCTION REQUIREMENTS
Lesser Minor Weapons Price Cost 9,801 gp
Craft Magic Arms and Armor, earth tremorUW, expose*
Blast Bolt 130 gp
Arrow of Forgotten Graves 456 gp
PRICE
Hidden Blade 18,302 gp
Lesser Medium Weapons Price SLOT none CL 8th WEIGHT 1 lb.
Resonator 10,800 gp Aura moderate illusion

Greater Medium Weapons Price


This short curved blade is a +2 covert sneaky dagger, made
to take out targets quietly. Three times per day upon
Hidden Blade 18,302 gp
successfully sneak attacking a foe, the wielder of the
Hand of the Monolith 19,301 gp weapon can use a swift action to create a silence effect, as
Hunting Knife 21,308 gp the spell, centered on himself for 1 round.
Tyrant’s Decree 22,435 gp CONSTRUCTION REQUIREMENTS
Cost 9,302 gp
Lesser Major Weapons Price Craft Magic Arms and Armor, doom, magic aura, silence
Gatecrasher 33,400 gp
PRICE
Wheel of Elements 34,324 gp Hunting Knife 21,308 gp
SLOT none CL 7th WEIGHT 2 lbs.
Greater Major Weapons Price
Aura moderate divination
Bloody Talon 41,806 gp
Executioner 42,320 gp This +1 huntsman tracking kukri is used by hunting
Phantom Pain 53,875 gp
parties to take down prey. When the wielder uses the
hunting bond (companion) ability to share their favored
Tane’s Lash 58,301 gp
enemy with their allies, they also share the benefit of the
Protean Edge 66,315 gp weapon’s huntsman property with those allies. Sharing the
Rimeflower 72,380 gp property lasts as long as the hunting bond ability persists.
Tormentor’s Shackle 75,325 gp Allies can deal extra damage with the huntsman property
Ocularius 80,328 gp as long as the wielder of the hunting knife tracked the
Twilight Reaver 83,336 gp shared target in the past 24 hours.
CONSTRUCTION REQUIREMENTS
Corona 125,502 gp
Cost 10,808 gp
Edge of Oblivion 141,015 gp
Craft Magic Arms and Armor, know the enemyUM

PRICE
meet its other prerequisites. If they wielder already has Ocularius 80,328 gp
the feat, they can use it an additional 2 times each day. SLOT none CL 13th WEIGHT 5 lbs.
The wielder’s Stunning Fist attacks can stun earth- and Aura strong divination and necromancy
stone-based creatures or creatures with the earth subtype
(such as a clay golemB1 or earth elementalB1) even if they The ocularius is a disturbing +2 blackout silver light flail that
would normally be unaffected by Stunning Fist. is brushed with a dark finish, with numerous ridges in
Once per minute, the wielder can spend two uses the weapon’s striking head that are reminiscent of closed
of Stunning Fist as a full-round action to smash his eyes. A spellcaster can hold the head of the ocularius
fist into the ground, creating a 10-foot-radius tremor when casting a spell from the divination school to use it
around himself; this tremor extends into the ground as a focus item instead of the spell’s material component
and can affect burrowed creatures within 10 feet of the or focus requirement, as long as the cost of the material
impact point. Each creature (other than himself) within component or focus is no more than 1,000 gp.
this range is subjected to his Stunning Fist as if he hit Three times per day when the wielder of the ocularius
with them with the hand of the monolith (though it doesn’t confirms a critical hit against a creature, the wielder can
deal damage). The burst also splits the ground, creating use an immediate action to force the struck creature to
difficult terrain in the area. Only creatures on the ground make a DC 20 Will save or be affected by a greater sensory
or burrowed within the area are affected. deprivation* spell. A creature that succeeds on its saving

327
Magic Items Chapter V
Tyrant’s Decree

Ocularius

Resonator Phantom Pain Rimeflower

Hidden Blade Protean Edge Tormentor’s Shackle Twilight Reaver

throw cannot be affected again by the same ocularius for PRICE


24 hours. Phantom Pain 53,875 gp
If the effect succeeds, the wielder can choose one of SLOT none CL 10th WEIGHT 2 lbs.
the creature’s lost extraordinary or supernatural senses, Aura moderate conjuration
such as darkvision or lifesense (he cannot choose a
divination effect that was removed by the greater sensory This shortbow creates magical arrows that vanish after
deprivation*, such as true seeing). As long as the creature striking their target. The phantom pain is a +1 adaptive endless
remains cursed, the ridges upon the ocularius open to ammunition necrotic composite shortbow. Any ammunition
reveal numerous glass eyes, and the wielder gains the fired with the weapon, including ammunition created by
chosen sense while they are wielding or in possession the phantom pain’s endless ammunition ability, is treated
of the ocularius. as having the phantom ammunition property. A command
The ocularius can only grant one sense at a time, word can be given to suppress or reactivate this ability.
regardless of how many creatures it curses. Selecting a CONSTRUCTION REQUIREMENTS
new sense removes the previous sense. If the creature Cost 27,125 gp
whose sense was stolen ever has the greater sensory Craft Magic Arms and Armor, disintegrate, major creation
deprivation* effect removed, the eyes on the ocularius
close, and the sense is lost. A cursed creature that was PRICE
slain allows the sense to be maintained for 24 hours Protean Edge 66,315 gp
after its death. The ocularius cannot steal the senses of a SLOT none CL 10th WEIGHT 4 lbs.
summoned creature, though it can still curse them. Aura moderate transmutation
CONSTRUCTION REQUIREMENTS
Cost 49,328 gp An unstable weapon infused with the powers of chaos,
Craft Magic Arms and Armor, greater sensory deprivation*, this +1 anarchic morphic transformative scimitar is almost
prying eyes never seen in its natural state; in fact, unlike most

328
Chapter V Magic Items
transformative weapons, the protean edge does not revert to Craft Magic Arms and Armor, creeping iceACG, icy prisonUM
its true form when unattended. Changing the shape of
the protean edge requires no action from its wielder, and it PRICE
often does so randomly if left in the same shape for too Tane’s Lash 58,301 gp
long. Upon confirming a critical hit against an opponent, SLOT none CL 12th WEIGHT 2 lbs.
the wielder of the protean edge can overwhelm his target Aura strong necromancy
with pure chaotic power, confusing it for 1 round as the
spell confusion (DC 16). The duration does not stack. A vicious whip resembling the tail of a bandersnatch,
CONSTRUCTION REQUIREMENTS this +3 deadly whip has spikes running down its length.
Cost 33,315 gp On a critical hit, the whip lodges a spike inside the
Craft Magic Arms and Armor, confusion, greater alter creature struck, dealing 3d10 additional piercing damage
weapon*, major creation, creator must be chaotic and sickening the creature until it is removed. A DC 20
Heal check made as a full-round action can remove a
PRICE spike from a creature. For every 5 by which the check
Resonator 10,800 gp exceeds the DC, one additional spike can be removed.
SLOT none CL 6th WEIGHT 9 lbs. On a failed check, a spike is still removed but the process
Aura moderate transmutation deals 1d10+6 points of damage to the victim.
As a full-round action, the wielder of the tane’s lash
A specialized firearm for use by a vanguard, this +1 can crack the whip to launch multiple spikes against her
resonant musket can be used to enhance the powers of foes. This releases up to four spikes from the whip as
construct companions. When activating a resonance, the ranged attacks, which have a maximum range of 100
wielder of a resonator can grant the effects of the resonant feet with no range increment. Each attack uses the
property to his construct companion’s weapon attacks, wielder’s full base attack bonus. Each spike must target a
rather than to his own. He must choose to do so upon different creature, and all targets must be within 30 feet
starting the resonance, and can make a different choice of each other. On a hit, the spike lodges in the creature,
each time. This does not stack with any other resonant dealing 1d10 piercing damage (x3 critical hit multiplier)
properties on the companion’s weapons. and sickening it, as described above. Once the tane’s lash
CONSTRUCTION REQUIREMENTS makes this special attack, it requires 1 minute to regrow
Cost 6,300 gp the spikes before it can be done again, during which the
Craft Magic Arms and Armor, enable function*, keen edge, critical effect does not function.
lead bladesAPG CONSTRUCTION REQUIREMENTS
Cost 29,301 gp
PRICE Craft Magic Arms and Armor, inflict light wounds, pain
Rimeflower 72,380 gp strikeAPG, ray of sickeningUM
SLOT none CL 13th WEIGHT 4 lbs.
Aura strong evocation PRICE
Tormentor’s Shackle 75,325 gp
The rimeflower appears as an icy-blue longbow whose SLOT none CL 12th WEIGHT 10 lbs.
limbs are wrapped by pale white vines, small crystalline Aura strong evocation and necromancy
leaves and buds running down its length. The wielder of
this +1 adaptive glacial icy burst composite longbow is shielded A wicked chain invented by cruel individuals, a tormentor’s
from extreme cold (as endure elements). Sleet, snowfall, and shackle allows its wielder to tailor the weapon to what
other wintry precipitation (both magical and mundane) would best torture its victims. The weapon in its normal
do not penalize the wielder’s vision or their attack rolls state functions as a +3 cruel ominous spiked chain. By
with the rimeflower. Once per day as a standard action speaking a command word, the special abilities on the
the user can fire a single rime shot at a creature within weapon can change to two different forms, losing the
the bow’s first range increment: on a hit, the target is cruel and ominous abilities and gaining either the wounding
affected by the spell icy prisonUM (DC 17). If the attack or the blindstrike special property. The weapon remains
was a critical hit, the glacial and icy burst properties apply in its chosen form until another command is given. In
before the icy prisonUM does. The prison takes the form of addition, the user can fasten the manacle on the end of
a blossoming flower of clear ice, typically a rose, which the chain to his own wrist, granting the same benefits as
gives the rimeflower its name. if using a locked gauntlet (+10 to CMD against disarm
CONSTRUCTION REQUIREMENTS attempts). This benefit does not stack with any actual
Cost 36,390 gp locked gauntlet the wielder may be using.

329
Magic Items Chapter V
CONSTRUCTION REQUIREMENTS which element of the cycling property is active, as follows:
Cost 37,825 gp • Corrosive: The weapon is also neutralizing.
Craft Magic Arms and Armor, bleed, blindness/deafness, • Flaming: The weapon is also thawing.
cause fear, doom • Frost: The weapon is also quenching.
• Shock: The weapon is also grounding.
PRICE CONSTRUCTION REQUIREMENTS
Twilight Reaver 83,336 gp Cost 17,324 gp
SLOT none CL 12th WEIGHT 10 lbs. Craft Magic Arms and Armor, elemental touchAPG
Aura strong evocation

The blade of this +2 cold iron keen greater twilight scythe Rings
gleams with shades of black and blue, as if reflecting the Rings bestow magical powers upon their wearers. A
night sky just after sunset. Whenever the wielder of a character can gain the benefits of only two magic rings
twilight reaver scores a critical hit with the scythe, she can at a time.
spend a swift action to absorb some of her target’s life
force, storing it in the scythe as a shadow surge. She can PRICE
only do so if the twilight reaver has less than three shadow Chimera Loop Varies
surges in it. Chimera loop 11,500 gp
CONSTRUCTION REQUIREMENTS Greater chimera loop 17,000 gp
Cost 41,836 gp
SLOT ring CL 5th WEIGHT –
Craft Magic Arms and Armor, deeper darkness, keen edge,
Aura weak transmutation
creator must be a shadow surge user
The chimera loop is a garnet-set ring engraved with animal
PRICE motifs, but the animals have mismatched bodies and
Tyrant’s Decree 22,435 gp limbs. It allows the user to speak a command word to
SLOT none CL 13th WEIGHT 6 lbs. grant themselves the benefit of an animal aspectUC spell.
Aura strong enchantment They can do so up to 5 minutes per day; this duration
does not need to be consecutive, but must be spent in
A terrible blade originally designed for use by a ruthless 1-minute increments.
lord, what was once called the lord’s decree has since If the wearer of the ring has the shifter aspect class
been given its current moniker. The wielder of this +1 feature, they can gain the benefits of animal aspectUC each
vengeful bastard sword can give a command word to declare time they use a minor aspect from their shifter’s aspect
vengeance upon a foe as a standard action, even if the ability or when they use wild shape (no action required)
target has not yet harmed the wielder. When declaring without counting against the daily limit the chimera loop
vengeance upon a foe in this manner, the wielder can provides its wearer. This ignores the normal limitation
also choose to give the creature an order, as a command of multiple polymorph effects on one creature. They
spell (DC 13), or order another creature within 30 feet to can only choose one animal type from animal aspectUC
attack the designated foe, as a murderous commandUM spell each time they use shifter aspect or wild shape, even if
(DC 13). A creature can only be given one order in a 24 they are benefiting from more than one shifter aspect
hour period from a single tyrant’s decree. (such as from the chimeric aspect ability).
CONSTRUCTION REQUIREMENTS There also exists a greater version of the chimera loop,
Cost 11,385 gp which grants the effects of greater animal aspectUC instead
Craft Magic Arms and Armor, command, murderous but otherwise has the same function.
commandUM, vengeful outrageUM CONSTRUCTION REQUIREMENTS
Cost varies; 5,750 gp (normal), 8,500 gp (greater)
PRICE Forge Ring, greater animal aspectUC
Wheel of Elements 34,324 gp
SLOT none CL 11th WEIGHT 10 lbs. PRICE
Homeward Ring 5,500 gp
Aura moderate evocation
SLOT ring CL 3rd WEIGHT –
This wheel of elements is an intricate starknife, each of Aura weak divination
its four blades embedded with different gemstones
representing the four elements. It functions as a +1 cycling A homeward ring is a simple copper ring with a faint air of
starknife that gains an additional property depending on nostalgia around it. Once per day, the wearer can speak

330
Chapter V Magic Items
a command word to designate his current location as Table: Rings
“home”. From thereafter, the wearer is always aware Greater Minor Ring Price
of what direction his home lies from him and its
Homeward Ring 5,500 gp
approximate distance. He gains a +5 competence bonus
on Survival checks to avoid hazards and to navigate back
to his home location. He cannot get lost while traveling Lesser Medium Ring Price
to his home barring magical or supernatural interference. Ring of Ownership 9,000 gp
The ring can only be attuned to a single “home” Shadow Walker’s Ring 10,000 gp
location at a time, and designating a new location Chimera Loop 11,500 gp
dismisses the previous one. The homeward ring does not Spiriter’s Band 16,000 gp
function across planes, though the wearer is aware if he
Greater Chimera Loop 17,000 gp
is not on the same plane as his home location.
CONSTRUCTION REQUIREMENTS
Cost 2,750 gp Greater Medium Ring Price
Forge Ring, guiding starAPG Ring of Shadow Mastery 18,000 gp
Saboteur’s Signet 18,000 gp
PRICE Ring of Essence Mastery 21,000 gp
Ring of Essence Mastery 21,000 gp
SLOT ring CL 14th WEIGHT –
Aura strong abjuration and conjuration
The wearer gains a +2 competence bonus on
The ring of essence mastery is a rigid band of obsidian as Perception checks to notice anything trying to take any
black as night. It allows a wearer with a quintessence pool of his equipment and a +2 bonus to his CMD against
to store up to 4 quintessence points in the ring as a swift steal and disarm attempts. If the item in question is one
action. These points remain in the ring until used. The of the attuned items, these bonuses increase to +6.
wearer can use the quintessence points normally, or can If one of the attuned items is taken from him, the
gain the following benefits when she has quintessence person with the item must make a DC 20 Will save or be
points stored in the ring. All effects from the ring use the unable to use the item for 24 hours, whatever that item
wearer’s shaper level to determine their effect. may be. A weapon cannot be swung to harm something,
As an immediate action, the wearer can spend up to a potion cannot be opened and consumed, and clothing
4 quintessence points from the ring to use the cancel cannot be donned; the extent this effect creates is subject
distortion. to GM discretion. This does not prevent the person from
As a move action, the wearer can spend 1 quintessence holding the item or keeping it in his possession, so items
point from the ring to use the fold space distortion. that function just by having them (such as a lit torch or a
As a full-round action, the wearer can spend 2 bag of holding) work for that creature. Even if the creature
quintessence points from the ring to use the shockwave succeeds, it must repeat this saving throw each day to
distortion. use the item. The attunement to objects (and the effect
CONSTRUCTION REQUIREMENTS is has on them) ends if the wearer of the ring of ownership
Cost 10,500 gp ever takes off the ring for more than 24 hours.
Forge Ring, dimension door, dispel magic, the creator must CONSTRUCTION REQUIREMENTS
have a quintessence pool Cost 4,500 gp
Forge Ring, locate object, qualmUC
PRICE
Ring of Ownership 9,000 gp PRICE
SLOT ring CL 8th WEIGHT –
Ring of Shadow Mastery 18,000 gp
Aura moderate enchantment SLOT ring CL 12th WEIGHT –
Aura strong illusion
The ring of ownership allows its wearer to prevent items
from being taken from him, and prevents others from This ring is a helix of silver and cold iron. The helix at
using those items easily. The wearer can attune the ring one point opens into an eye, within which an onyx stone
to up to three object in his possession, none of which is set. Twice per day, the user can store shadow surges
can weigh more than 15 pounds each. Doing so takes 10 into the ring of shadow mastery. Doing so takes 1 minute
minutes per item, and the wearer can replace an item by of concentration for each surge. She can store up to 2
attuning something else to the ring. shadow surges within the ring in this way. She can spend

331
Magic Items Chapter V
the shadow surges stored in the ring as normal for her PRICE
Shadow Walker’s Ring 10,000 gp
own abilities, or in one of the following ways:
As a swift action, the wearer can spend 1 shadow SLOT ring CL 14th WEIGHT -
surge stored in the ring to grant herself a +2 bonus on Aura strong illusion
Sleight of Hand, Bluff, and Stealth checks for 1 minute.
As a swift action, the wearer can spend 1 shadow A shadow walker’s ring is made of polished silver with
surge stored in the ring to use the dusk strike nightblade intricate engravings along its surface depicting a
art, allowing her next attack to target touch AC. horizon of mountains, valleys, and plains. When worn,
As a standard action, the wearer of the ring can spend the engravings constantly shift and distort in size and
2 shadow surges stored within the ring to cast shadow placement along the ring, representing the mutable nature
conjuration, as the spell (DC 16). of the Plane of Shadows. The wearer casts illusion spells
Any shadow surges stored in the ring disappear at the of the shadow subschool that allow for teleportation at
start of each day. +4 caster level, such as shadow walk, shadow stepUM, shadow
CONSTRUCTION REQUIREMENTS space*, or shadow gate*. When using the shadow walk spell,
Cost 9,000 gp both the wearer and his companions always arrive on
Forge Ring, shadow conjuration, creator must be a shadow target without being shunted in a random direction
surge user upon arrival.
In addition, if the wearer has the ability to teleport
PRICE through the Plane of Shadows a daily distance measured
Saboteur’s Signet 18,000 gp in feet, such as a shadowdancer’s shadow jump ability,
SLOT ring CL 9th WEIGHT – a nightblade’s shadow shift, or the shadow step ability
Aura moderate divination of the wizard’s shadow subschool, he can teleport an
additional 50 feet each day with that ability. If he has
A favored tool for saboteurs, a saboteur’s signet at first multiple such abilities, he can divide this extra distance
looks as any other signet ring. The signet is usually between each ability.
custom-made to be a call sign for a particular saboteur. CONSTRUCTION REQUIREMENTS
Pressing the signet into wax to seal a letter magically seals Cost 5,000 gp
the letter; this is similar to an arcane lock, but prevents Forge Ring, shadow step, shadow walk
anyone from opening the letter. The arcane lock effect
does not create an actual lock, and as such it can only be PRICE
removed by dispel magic or knock. The user of the ring can Spiriter’s Band 16,000 gp
designate up to three other creatures that can open the SLOT ring CL 16th WEIGHT -
letter, chosen at the time of sealing it. The wearer of the Aura strong transmutation
saboteur’s signet can always open letters she seals.
While anyone can use the above effect, the ring is The spiriter’s band comes in numerous varieties, each one
especially potent in the hands of an actual saboteur. The keyed to a different invoker spirit like Sun Burns with
ring is keyed to one of the four types of mark a saboteur Glorious Heat or Blinding Sands Scour the Desert. An invoker
can use with her marked target class feature. When a that wears the ring gains access to that spirit’s spirit
saboteur uses that type of mark, she treats her saboteur power, if he didn’t already have it, and uses his invoker
level as being +4 levels higher to determine the effects level to determine its effects.
of that mark (including any saboteur tricks that improve If the invoker has a spirit invoked whose dominion
that mark, such as deep wounds or combat insight). To or oath matches the dominion or oath of the spirit
randomly determine what mark type the ring is keyed to, keyed to the spiriter’s band, he gains the keyed spirit’s
roll on the following table: lesser invocation, as well. If that invocation improves
d% Mark Type when gaining the spirit’s intermediate, greater, or grand
01–25 Assassin’s Mark invocations (such as the speed increase and ability to
negate wind effects for Tempests Herald a Coming Storm),
26–50 Charlatan’s Mark
he gains those improvements if he has the intermediate,
51–75 Duelist’s Mark
greater, or grand invocations of any invoked spirit,
76–100 Informant’s Mark instead. Duplicate invocations do not stack.
CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS Cost 8,000 gp
Cost 9,000 gp Forge Ring, dominion’s blessing*, creator must be an
Forge Ring, arcane lock, locate weaknessUC, read magic invoker or a spirit companion

332
Chapter V Magic Items
Table: Rods Table: Random Metamagic Rods (+1 level)
Lesser Medium Rods Price d% Metascript Rod Type (Low Effect)
Metamagic, harmonic, lesser 1,500 gp 01-20 Beastlord Spell
Metamagic (+1 spell level), lesser 3,000 gp 21-40 Metallic Spell
Metamagic, harmonic, normal 5,500 gp 41-60 Reinforced Spell
Metamagic (+1 spell level), normal 11,000 gp 61-80 Twilight Spell
81-100 Volcanic Spell
Greater Medium Rods Price
Metamagic, harmonic, greater 12,500 gp
Cost varies; 750 gp (lesser); 2,750 gp (normal); 6,125 gp
(greater)
Lesser Major Rods Price Craft Rod, Harmonic Spell*
Metamagic (+1 spell level), greater 24,500 gp

PRICE
Metamagic Rod, Metallic Varies
Rods Lesser metallic metamagic rod 3,000 gp
Rods are scepterlike devices that have unique magical Metallic metamagic rod 11,000 gp
powers and usually do not have charges. Anyone can
Greater metallic metamagic rod 24,500 gp
use a rod. All of the rods featured in this section are
SLOT none CL 17th WEIGHT 5 lbs.
metamagic rods.
Normal metamagic rods can be used with spells of Aura strong (no school)
6th level or lower. Lesser rods can be used with spells of The wielder can cast up to three spells per day that gains
3rd level or lower, while greater rods can be used with the metal descriptor and overcome damage reduction as
spells of 9th level or lower. though using the Metallic Spell* feat.
CONSTRUCTION REQUIREMENTS
PRICE Cost varies; 1,500 gp (lesser); 5,500 gp (normal);
Metamagic Rod, Beastlord Varies 12,500 gp (greater)
Lesser beastlord metamagic rod 3,000 gp Craft Rod, Metallic Spell*
Beastlord metamagic rod 11,000 gp
PRICE
Greater beastlord metamagic rod 24,500 gp Metamagic Rod, Reinforced Varies
SLOT none CL 17th WEIGHT 5 lbs.
Lesser reinforced metamagic rod 3,000 gp
Aura strong (no school)
Reinforced metamagic rod 11,000 gp
The wielder can cast up to three spells per day that affect
Greater reinforced metamagic rod 24,500 gp
vermin and magical beasts as though using the Beastlord
SLOT none CL 17th WEIGHT 5 lbs.
Spell* feat.
CONSTRUCTION REQUIREMENTS Aura strong (no school)
Cost varies; 1,500 gp (lesser); 5,500 gp (normal); The wielder can cast up to three spells per day that create
12,500 gp (greater) more durable objects as though using the Reinforced
Craft Rod, Beastlord Spell* Spell* feat.
CONSTRUCTION REQUIREMENTS
PRICE Cost varies; 1,500 gp (lesser); 5,500 gp (normal);
Metamagic Rod, Harmonic Varies 12,500 gp (greater)
Lesser harmonic metamagic rod 1,500 gp Craft Rod, Reinforced Spell*
Harmonic metamagic rod 5,500 gp
PRICE
Greater harmonic metamagic rod 12,250 gp Metamagic Rod, Twilight Varies
SLOT none CL 17th WEIGHT 5 lbs.
Lesser twilight metamagic rod 3,000 gp
Aura strong (no school)
Twilight metamagic rod 11,000 gp
The wielder can cast up to three spells per day to not
Greater twilight metamagic rod 24,500 gp
harm vegetation or plants as though using the Harmonic
SLOT none CL 17th WEIGHT 5 lbs.
Spell* feat.
CONSTRUCTION REQUIREMENTS Aura strong (no school)

333
Magic Items Chapter V
The wielder can cast up to three spells per day that create The head of this sky-blue staff is carved to look like
stronger areas of light or darkness as though using the a billowing cloud. It allows use of the following spells:
Twilight Spell* feat. • Cloudburst* (1 charge)
CONSTRUCTION REQUIREMENTS • Fog cloud (1 charge)
Cost varies; 1,500 gp (lesser); 5,500 gp (normal); • Downpour* (2 charges)
12,500 gp (greater) • Gaseous form (2 charges)
Craft Rod, Twilight Spell* CONSTRUCTION REQUIREMENTS
Cost 16,400 gp
PRICE Craft Staff, cloudburst*, downpour*, fog cloud, gaseous form
Metamagic Rod, Volcanic Varies
Lesser volcanic metamagic rod 3,000 gp PRICE
Volcanic metamagic rod 11,000 gp Crook of Spores 85,000 gp
Greater volcanic metamagic rod 24,500 gp SLOT none CL 15th WEIGHT 5 lbs.
SLOT none CL 17th WEIGHT 5 lbs. Aura strong conjuration
Aura strong (no school) The crook of spores is a gnarled wooden staff that’s slightly
The wielder can cast up to three spells per day that create damp to the touch, with small mushrooms and lichens
lava and burn as though using the Volcanic Spell* feat. growing more dense towards its tip. It can be wielded as
CONSTRUCTION REQUIREMENTS a +1 corrosive quarterstaff. It allows use of the following
Cost varies; 1,500 gp (lesser); 5,500 gp (normal); spells:
12,500 gp (greater) • Spore surge* (1 charge)
Craft Rod, Volcanic Spell* • Leeching spores* (2 charges)
• Fungal scourge* (3 charges)
CONSTRUCTION REQUIREMENTS
Staves Cost 42,800 gp
A staff is a long shaft that stores several spells. Staves Craft Staff, fungal scourge*, leeching spores*, spore surge*
usually hold spells grouped by a theme, and sometimes
possess other abilities that they grant to the wielder. A
PRICE
staff has 10 charges when created, but can be recharged Golemancer’s Staff 99,600 gp
by a spellcaster with the appropriate spells.
SLOT none CL 13th WEIGHT 8 lbs.
Aura strong transmutation
PRICE
Aberrant Beacon 105,300 gp A heavy metallic baton about 4 feet in length, the
golemancer’s staff allows use of the following spells:
SLOT none CL 13th WEIGHT 5 lbs.
• Disable constructACG (1 charge)
Aura strong conjuration
• Enable function* (1 charge)
An aberrant beacon appears as a pale, coiled mass of flesh • Soothe constructUM (1 charge)
and sinew that seems to twitch as if alive. It allows use • Reconstruct* (1 charges)
of the following spells: • Control constructUM (2 charges)
• Black tentacles (1 charge) • Mark of the golem* (2 charges)
• Mad sultan’s melodyHA (1 charge) CONSTRUCTION REQUIREMENTS
• Aberrant anatomy III* (2 charges) Cost 49,800 gp
• Summon horror VII* (spawn of Yog-SothothB4 only; 2 Craft Staff, control constructUM, disable constructACG, enable
charges) function*, mark of the golem*, reconstruct*, soothe constructUM
CONSTRUCTION REQUIREMENTS
Cost 52,650 gp
PRICE
Craft Staff, aberrant anatomy III, black tentacles, mad sultan’s Jailer’s Staff 45,200 gp
melodyHA, summon horror VII*
SLOT none CL 8th WEIGHT 10 lbs.
Aura moderate conjuration
PRICE
Cloudstaff 32,800 gp The jailer’s staff doubles as a +1 mancatcher. It allows use
of the following spells:
SLOT none CL 8th WEIGHT 3 lbs.
• Binding chains* (1 charge)
Aura moderate conjuration
• Chain gang* (1 charge)

334
Chapter V Magic Items
Void Aberrant Staff of Cloudstaff Crook of Jailer’s Golemancer’s Staff of Staff of Staff of the Staff of Quartermaster’s
Staff Beacon Twisting Shadows Spores Staff Staff Climates Twilight Rumbling Earth Unity Staff

• Dead weight* (1 charge) Staff of Climates


PRICE
49.600 gp
• Lockdown* (2 charges)
CONSTRUCTION REQUIREMENTS SLOT none CL 9th WEIGHT 5 lbs.
Cost 22,915 gp Aura moderate evocation and transmutation
Craft Staff, binding chains*, chain gang*, dead weight*,
lockdown* The staff of climates is a thin, polished metal staff that
grants the wielder the constant benefit of endure elements,
even when the staff is out of charges. It allows use of
PRICE
Quartermaster’s Staff 25,850 gp the following spells:
• Coldsnap* (1 charge)
SLOT none CL 8th WEIGHT 5 lbs.
• Control temperature* (1 charge)
Aura moderate conjuration
• Heat wave* (1 charge)
This simple mahogany staff provides useful spells to CONSTRUCTION REQUIREMENTS
supply a group. The wielder can cast conjure tool* at-will, Cost 24,800 gp
even if the staff is out of charges. It allows use of the Craft Staff, coldsnap*, endure elements, control temperature*,
following spells: heat wave*
• Conjure armor* (1 charge)
• Conjure weapon* (1 charge)
PRICE
• Squire’s aid* (1 charge) Staff of the Rumbling Earth 129,000 gp
• Create food and water (3 charges)
SLOT none CL 15th WEIGHT 9 lbs.
CONSTRUCTION REQUIREMENTS
Aura strong evocation
Cost 12,925 gp
Craft Staff, conjure armor*, conjure tool*, conjure weapon*, This heavy staff is carved from magically-reinforced
create food and water, squire’s aid* stone. The wielder of the staff of the rumbling earth can

335
Magic Items Chapter V
Table: Staves Staff of Twisting Shadows
PRICE
72,000 gp
Lesser Major Staves Price
SLOT none CL 9th WEIGHT 5 lbs.
Quartermaster’s Staff 25,850 gp
Aura moderate illusion
Cloudstaff 32,800 gp
Jailer’s Staff 45,200 gp The staff of twisting shadows is a spiraled, black staff that
Staff of Unity 46,600 gp constantly emits a thin, wispy smoke. It allows use of the
Staff of Climates 49,600 gp following spells:
• Shadow conjuration (1 charge)
Greater Major Staves Price
• Shadow evocation (1 charge)
• Shadow necromancy* (1 charge)
Staff of Twilight 57,100 gp
CONSTRUCTION REQUIREMENTS
Staff of Twisting Shadows 72,000 gp Cost 36,000 gp
Crook of Spores 85,000 gp Craft Staff, shadow conjuration, shadow evocation, shadow
Void Staff 85,000 gp necromancy*
Golemancer’s Staff 99,600 gp
Aberrant Beacon 105,300 gp PRICE
Staff of the Rumbling Earth 129,000 gp
Staff of Unity 45,500 gp
SLOT none CL 11th WEIGHT 5 lbs.
Aura moderate abjuration and divination

slam the end of the staff into the ground as a standard The staff of unity is a brightly-colored staff that grants its
action to cast thunderstompACG, even if the staff is out of wielder a +2 competence bonus on Diplomacy checks.
charges. It allows use of the following spells: It allows use of the following spells:
• Earth tremorUW (1 charge) • Shared technique* (1 charge)
• Greater thunderstompACG (1 charge) • Shield other (1 charge)
• Tremorsense* (1 charge) • Battlemind linkUM (3 charges)
• Rushing earth* (2 charges) CONSTRUCTION REQUIREMENTS
• Earthquake (3 charges) Cost 23,300 gp
CONSTRUCTION REQUIREMENTS Craft Staff, battlemind linkUM, shared technique*, shield other
Cost 64,500 gp
Craft Staff, earth tremorUW, earthquake, rushing earth*,
PRICE
thunderstomp (greater)ACG­, tremorsense* Void Staff 85,000 gp
SLOT none CL 9th WEIGHT 8 lbs.
PRICE Aura moderate evocation
Staff of Twilight 57,100 gp
This dark-purple, crystalline staff has a pitch-black orb
SLOT none CL 9th WEIGHT 5 lbs.
set at the top that reflects no light. A person holding the
Aura moderate evocation
void staff does not need to breathe (unless desired) and
This double-headed staff has a glass orb set in each end; can survive in the airless vacuum of space. It allows use
one crystal clear with a faint glow in its center, the other of the following spells:
opaque with shifting darkness swirling within. It can be • Abyssal surge* (1 charge)
wielded as a masterwork quarterstaff. The staff of twilight • Void field* (1 charge)
grants the wielder the ability to cast light and snuff* at- • Void prison* (1 charge)
will, even if the staff is out of charges. It allows use of CONSTRUCTION REQUIREMENTS
the following spells: Cost 42,500 gp
• Daylight (1 charge) Craft Staff, abyssal surge*, void field*, void prison*
• Deeper darkness (1 charge)
• Moonblast* (2 charges)
• Solar flare* (2 charges) Wondrous Items
CONSTRUCTION REQUIREMENTS Wondrous items are diverse. Some must be worn in a
Cost 28,850 gp specific item slot in order to work, while others must
Craft Staff, daylight, deeper darkness, moonblast*, light, solar merely be possessed and used. Anyone can use a
flare*, snuff* wondrous item unless the item itself specifies otherwise.

336
Chapter V Magic Items
PRICE This effect always works on magic items, regardless of
Amulet of Construct Control 52,200 gp
their caster level.
SLOT neck CL 15th WEIGHT — CONSTRUCTION REQUIREMENTS
Aura strong transmutation Cost 625 gp
Craft Wondrous Item, keen edge, mending
An amulet of construct control gives its wearer greater
control over constructs, both those he creates and those PRICE
he comes across. Any construct he is in control of and Arimger’s Pauldron Varies
is within 30 feet of has no chance of going berserk. The +1 bonus 3,000 gp
wearer gains a +4 bonus on any checks involved to take +2 bonus 8,000 gp
control of or maintain control of a construct (such as
+3 bonus 15,000 gp
Spellcraft checks as part of the control constructUM spell).
+4 bonus 24,000 gp
Any spell he casts that affects one or more constructs
(and no other creatures) gains a +2 bonus to its caster +5 bonus 35,000 gp
level and save DC. Once per day, the wearer can speak a SLOT shoulders CL 4th WEIGHT 2 lbs.
command word to use a control constructUM spell. He gains Aura faint abjuration
the amulet’s +4 bonus on checks with this ability.
The properties of this item can be added to a This sturdy iron pauldron is strapped over one shoulder
controlling amulet for a shield guardianB1 golem. and serves to enhance the bond between a vanguard
CONSTRUCTION REQUIREMENTS and his construct companion. The armiger’s pauldron acts
Cost 26,100 gp as a cloak of resistance. In addition, if the wearer has a
Craft Wondrous Item, control constructUM, soothe constructUM construct companion, the range of his companion’s link
is doubled. Three times per day as an immediate action
PRICE when his companion would make a saving throw, the
Appraiser’s Goggles 14,600 gp wearer of the armiger’s pauldron can let the companion use
SLOT eyes CL 9th WEIGHT 1/2 lbs. his saving throw bonus in place of its own.
Aura moderate divination CONSTRUCTION REQUIREMENTS
Cost varies; 1,500 gp (+1); 4,000 gp (+2); 7,500 gp (+3);
These goggles come complete with several magnifying 12,000 gp (+4); 17,500 gp (+5)
glasses to aid in inspection of rare and mysterious items. Craft Wondrous Item, shield companionACG, creator’s caster
It grants the wearer a +2 competence bonus on Appraise level must be at least three times the pauldron’s bonus
checks and Spellcraft checks to identify magic items.
Once per day as a move action the wearer can examine a PRICE
single target within 100 feet, learning its properties as an Bottled Blade 1,500 gp
analyze construction* spell. SLOT none CL 6th WEIGHT 2 lbs.
CONSTRUCTION REQUIREMENTS Aura moderate conjuration
Cost 7,300 gp
Craft Wondrous Item, analyze construction* This bottle holds a murky liquid with a silver sheen.
When poured, the contents form into a single melee
weapon, suitable for a Medium or Small creature to
PRICE
Apprentice’s Whetstone 1,250 gp wield. The user of the bottled blade determines what sort
of melee weapon is created when he empties the bottle.
SLOT none CL 4th WEIGHT 1 lb.
The weapon is masterwork and has a +1 enhancement
Aura faint transmutation
bonus, but has no other special properties. However,
At first glance, this appears to be a simple whetstone, and a single weapon blanch can be mixed with the liquid
can be used as such to keep weaponry in good condition. before pouring, causing that blanch to last for the
However, an apprentice’s whetstone makes weapons sharper duration of the blade, instead of for only one attack.
than most. By spending 15 minutes sharpening a bladed The blade lasts for 1 hour, after which is falls apart into
weapon, the weapon gains a +1 bonus to damage rolls a worthless liquid. The bottle only has enough liquid to
for the next 8 hours or until the weapon loses any hit form one weapon, but it refills itself after 24 hours and
points, whichever comes first. This effect works on both can be used again.
mundane and magical items. In addition, three times per CONSTRUCTION REQUIREMENTS
day the user can press the whetstone to any item and Cost 750 gp
speak a command word to repair it, as the spell mending. Craft Wondrous Item, conjure weapon*, magic weapon

337
Magic Items Chapter V
PRICE These mystical bracers enhance the bond between an
Bracers of Dusk and Dawn 3,000 gp
invoker and his spirit companion. Both the invoker and
SLOT wrists CL 7th WEIGHT 1 lb. his companion each wear one of the two bracers, taking
Aura moderate evocation up the wrist slot for both of them. Other versions exist
for exotic spirits that lack “wrists”, but they are rare.
This pair of leather bracers each have a distinct rune, Both the invoker and his companion gain the benefit
one bracer bearing a bright white symbol, the other’s of a status spell, targeting the other. The range of the
symbol black as coal. With a command word, the wearer spirit’s link ability is doubled. Three times per day, either
of the bracers of dusk and dawn can create an aura of the invoker or the companion can use a move action
light or darkness within a 30 foot radius of himself. to teleport to an open space adjacent to the other; this
This can be either normal light, dim light, or darkness, teleportation has a maximum range of 100 feet. If the
chosen when the command word is spoken, and lasts invoker uses his avatar class feature, his companion can
until another command is given to either turn off the activate this ability of the covenant bracers as an immediate
effect or to change it to a different lighting level. While action, allowing it to teleport to the invoker’s side to
the light and darkness created by the bracers is magical initiate the avatar ability.
(therefor overriding natural lighting conditions), it does CONSTRUCTION REQUIREMENTS
not have an effective spell level, and as such any magical Cost 12,950 gp
effects that create light or darkness (even 0-level effects Craft Wondrous Item, dominion’s blessing*, status
like dancing lights) suppress the effects of the bracers.
CONSTRUCTION REQUIREMENTS PRICE
Cost 1,500 gp Forgemaster’s Hammer 12,500 gp
Craft Wondrous Item, control light* SLOT none CL 13th WEIGHT 3 lbs.
Aura strong transmutation
PRICE
Cloak of the Realmwalker Varies A forgemaster’s hammer is an incredibly durable smithing
+1 bonus 2,200 gp hammer that grants its user great insight into smithing,
+2 bonus 5,800 gp even if they had no prior experience. A person holding
a forgemaster’s hammer gains a +5 competence bonus on
+3 bonus 11,800 gp
Craft checks related to weaponry or armor, such as Craft
+4 bonus 20,200 gp
(bows) or Craft (armor). In addition, the forgemaster’s
+5 bonus 31,000 gp hammer allows its user to create magic weapons and
SLOT shoulders CL 5th WEIGHT 1 lb. armor as if they had the Craft Magic Arms and Armor
Aura faint abjuration and divination item creation feat. The user must use his Craft skill in
place of his Spellcraft skill when making magic items
This well-worn cloak appears to be made of ordinary, with the forgemaster’s hammer.
dull fabrics, but small slivers of cold iron twinkle CONSTRUCTION REQUIREMENTS
within the cloth. The cloak of the realmwalker acts as a Cost 6,250 gp
cloak of resistance. In addition, the wearer adds the cloak’s Craft Magic Arms and Armor, Craft Wondrous Item,
bonus as a competence bonus to Survival checks and crafter’s fortuneAPG
Knowledge (geography) checks. The wearer halves
the nonlethal damage taken and is immune to fatigue
PRICE
caused by hustling or forced marches, and her overland Forgotten Grimoire 21,000 gp
movement speed is increased by 50%.
SLOT none CL 14th WEIGHT 4 lbs.
CONSTRUCTION REQUIREMENTS
Aura strong divination and conjuration
Cost varies; 1,100 gp (+1); 2,900 gp (+2); 5,900 gp (+3);
10,100 gp (+4); 15,500 gp (+5) This heavy tome contains maddening insights to dark
Craft Wondrous Item, resistance, tireless pursuitAPG, creator’s rituals. Referencing the forgotten grimoire while performing
caster level must be at least three times the cloak’s bonus an occult ritual grants a +2 insight bonus to all skill
checks made as part of the ritual (see the Occult Rituals
PRICE section in Chapter 5 of Pathfinder Roleplaying Game Occult
Covenant Bracers 25,900 gp Adventures for rules on occult rituals). It also contains
SLOT wrists CL 11th WEIGHT 1 lb. instructions on the breach the veil of dreamsOA, fugue of
Aura moderate conjuration and divination oblivionHA, and seeded doomHA occult rituals. The skill bonus
is doubled when performing these three rituals.

338
Chapter V Magic Items
In the hands of a cabalist with the ritual magic ability, CONSTRUCTION REQUIREMENTS
the forgotten grimoire shows the means to call upon eldritch Cost varies; 3,000 gp (+2); 12,000 gp (+4); 26,000 gp (+6)
beings. He adds contact other plane and contact entity I-IVHA Craft Wondrous Item, commune with nature, owl’s wisdom
to the spells he can cast with his ritual magic ability, as
long as he would be high enough level to cast those PRICE
spells normally. Hands of the Chirurgeon 13,500 gp
CONSTRUCTION REQUIREMENTS SLOT hands CL 7th WEIGHT –
Cost 10,500 gp Aura moderate conjuration
Craft Wondrous Item, contact entity IVHA, contact other plane
The hands of the chirurgeon are plain, supple leather that
do not restrict the wearer’s coordination. They grant the
PRICE
Frostfire Boots 16,400 gp wearer a +2 competence bonus on Heal checks. If the
wearer has the remedy ability, they can store up to 2 uses
SLOT feet CL 6th WEIGHT 2 lbs.
of remedy in the gloves as a swift action. These uses of
Aura moderate evocation
remedy remain in the gloves until used. The wearer can
These sturdy boots are trimmed with striped patterns activate these uses or remedy normally, or can gain the
of orange flames and sky-blue ice. The wearer of the following benefits while there are remedies in the gloves.
frostfire boots can travel across ice or snow at their normal As a standard action, he can spend 1 use of remedy
speed without penalty and without making Acrobatics from the gloves to use the shaman’s cure secret, using his
checks. They can walk across molten rock, tar, or warden level to determine its effects.
scorching sands without taking damage or being slowed As long as there is at least one remedy stored in the
down. This does not grant the wearer the ability to walk hands of the chirurgeon, the wearer’s remedy also cures any
across liquids, so any pool of lava or tar deeper than a fatigue on the recipient (but not exhaustion). If there are
few inches will still cause him to sink in and take damage. two uses in the hands, it also cures exhaustion.
Three times per day as a standard action, the wearer CONSTRUCTION REQUIREMENTS
can stomp on the ground to charge his movement with Cost 6,750 gp
ice or fire. If he stomps with his left foot, he gains the Craft Wondrous Item, restoration
benefit of icy trail* (DC 13); if he uses his right foot, he
gains the benefit of flame dash* (DC 13). PRICE
CONSTRUCTION REQUIREMENTS Hidden Step Shoes 1,500 gp
Cost 8,200 gp SLOT feet CL 4th WEIGHT 1 lb.
Craft Wondrous Item, flame dash*, icy trail* Aura faint illusion

PRICE These simple shoes are dyed with black and grey colors
Guardian Band Varies and are surprisingly quiet to move in. The wearer of these
+2 bonus 6,000 gp shoes can move at full speed while using the Stealth skill
+4 bonus 24,000 gp without penalty. Once per day as an immediate action,
the wearer can make all of their movement quieter,
+6 bonus 54,000 gp
ignoring penalties to Stealth checks due to armor or
SLOT headband CL 9th WEIGHT 1 lb.
encumbrance for 1 minute.
Aura moderate divination CONSTRUCTION REQUIREMENTS
This silver headband is lightly engraved with swirling Cost 750 gp
waves, vines, and other simple designs. The guardian band Craft Wondrous Item, silence
acts as a headband of inspired wisdom. In addition, each one
is keyed to a specific facet, as the warden class feature. PRICE
If the wearer can prepare facets, he is treated as having Informant’s Script 450 gp
the lesser version of that facet prepared at all times. The SLOT none CL 5th WEIGHT –
+4 version of the guardian band instead grants both the Aura faint transmutation
lesser and greater versions of that facet, whereas the +6
version grants the lesser, greater, and grand versions of The unassuming piece of paper is often used by spies
the facet. This does not grant the wearer the ability to and informants to pass messages. It appears as an
use a facet tier higher than he can normally use (i.e. he ordinary piece of parchment, but can be used to conceal
must be able to prepare greater facets to gain the greater text. After a message has been written on the page, the
facet provided by a guardian band +4). writer can fold the page in half and speak a command

339
Magic Items Chapter V
word to activate the informant’s script, altering the text a metal ring with eight inlaid gemstones, representing
upon the page as a secret page spell. The type of text is the phases of the moon (the most common being
decided upon by the writer upon speaking the command moonstone, diamonds, onyx, or pearls).
word. The same command word can be used to activate Each night, the orb in the center of a lunar amulet
the various capabilities of the secret page spell, but once it changes to display a different phase of the moon. This
has been triggered the first time, it will always turn into grants the wearer the benefits of a lunar prophecy* spell
the same secret page. each day, granting him a different power he can use once
CONSTRUCTION REQUIREMENTS each day based on the phase of the moon shown in the
Cost 225 gp amulet. The phase shown is randomly determined, as
Craft Wondrous Item, secret page done with a lunar prophecy* spell. Similarly, the wearer
of the lunar amulet can attempt to force the amulet to
PRICE show a different lunar phase (30% chance of success).
Ironfist Gloves 41,000 gp He may only attempt this once per day, and only if he
SLOT hands CL 10th WEIGHT 1 lb. hasn’t used the effect granted by the amulet that day.
Aura moderate transmutation If he succeeds, the amulet changes to show the desired
moon phase, and he can use its granted effect that day.
These fingerless, weighted gloves are made of a flexible If he fails, the orb of the amulet clouds over, as if trying
leather that has been dyed red. Three times per day by to view the moon on an overcast night, and he loses the
striking his fists together as a move action, the wearer amulet’s benefits until the next night where it shows a
of the ironfist gloves can harden his hands like steel, new, randomly determined lunar phase.
functioning as a fists of steel* spell on himself. CONSTRUCTION REQUIREMENTS
When worn by a creature that can make a ki strike or a Cost 8,000 gp
creature with the brawler’s strike class feature, they treat Craft Wondrous Item, lunar prophecy*
their level in the class that grants that ability as +4 higher
to determine the effects of that ability. PRICE
CONSTRUCTION REQUIREMENTS Mosslord Mask 31,500 gp
Cost 20,500 gp SLOT head CL 13th WEIGHT 1 lb.
Craft Wondrous Item, fists of steel* Aura strong divination

This fearsome wooden mask features narrow slits for


PRICE
Kineticist’s Bangle 14,000 gp eyes, but has no mouth. The wearer gains greensight 60
feet and has the constant benefit of speak with plants. They
SLOT wrists CL 7th WEIGHT 1 lb.
also gain a +4 bonus on saving throws against inhaled
Aura moderate evocation
poisons, toxins, and molds (such as yellow mold).
The kineticist’s bangle is actually several thin bracelets worn CONSTRUCTION REQUIREMENTS
on each wrist. There are multiple varieties of kineticist’s Cost 15,750 gp
bangle, each with slightly different designs representing Craft Wondrous Item, greensightUW­, speak with plants
one of the elements (air, earth, fire, etc.). If the wearer
has the expanded element kineticist class feature, they PRICE
gain the bangle’s designated element as an expanded Night Candle 90 gp
element, but only for the purpose of determining what SLOT none CL 3rd WEIGHT –
composite blasts they can use. Aura faint evocation
CONSTRUCTION REQUIREMENTS
Cost 7,000 gp This ordinary-looking candle is made of a black wax.
Craft Wondrous Item, creator must be a kineticist with When lit, the wick on the end produces no flame, though
the same element being added to the bangle smoke still rises from its tip as if it were aflame. So long
as it is “lit” in this manner, the area within 30 feet of the
candle is treated as if under a hidden illumination* spell.
PRICE
Lunar Amulet 16,000 gp The candle can burn for up to 30 minutes before the
entirety of the wick is used up, which must be used in
SLOT neck CL 10th WEIGHT –
1-minute increments.
Aura moderate divination
CONSTRUCTION REQUIREMENTS
The centerpiece of the lunar amulet is a glass orb that Cost 45 gp
glows as the moon on a clear night. Around this orb is Craft Wondrous Item, hidden illumination*

340
Chapter V Magic Items
Table: Wondrous Items Table: Wondrous Items (Cont.)
Least Minor Wondrous Items Price Greater Medium Wondrous Items Price
Night Candle 90 gp Trapsetter’s Toolbag 18,500 gp
Informant’s Script 450 gp Primsweave Headband +4 20,000 gp
Shadowstruct Flask 600 gp Cloak of the Realmwalker +4 20,200 gp
Forgotten Grimoire 21,000 gp
Least Minor Wondrous Items Price Armiger’s Pauldron +4 24,000 gp
Apprentice’s Whetstone 1,250 gp Guardian Band +4 24,000 gp
Bottled Blade 1,500 gp Covenant Bracers 25,900 gp
Hidden Step Shoes 1,500 gp
Cloak of the Realmwalker +1 2,200 gp Lesser Major Wondrous Items Price
Armiger’s Pauldron +1 3,000 gp Cloak of the Realmwalker +5 31,000 gp
Bracers of Dusk and Dawn 3,000 gp Mosslord Mask 31,500 gp
Shroud of Shadows 34,000 gp
Greater Minor Wondrous Items Price Armiger’s Pauldron +5 35,000 gp
Warlord’s Saddle 4,000 gp Robe of Forbidden Insight 39,000 gp
Primsweave Headband +2 5,000 gp Ironfist Gloves 41,000 gp
Survivalist’s Compass 5,600 gp Prismweave Headband +6 45,000 gp
Cloak of the Realmwalker +2 5,800 gp
Guardian Band +2 6,000 gp Greater Major Wondrous Items Price
Tempering Oil 6,200 gp Amulet of Construct Control 52,200 gp
Shadowcraft Gloves 7,800 gp Guardian Band +6 54,000 gp
Trophy Belt 92,800 gp
Lesser Medium Wondrous Items Price
Armiger’s Pauldron +2 8,000 gp
Trickster’s Visage 8,800 gp The prismweave headband acts as a headband of vast intelligence.
Cloak of the Realmwalker +3 11,800 gp When worn by an elementer with the spell twist ability,
Forgemaster’s Hammer 12,500 gp the wearer of a prismweave headband +2 gains the warp
spell twist, if they didn’t have it already. A prismweave
Timeless Vest 13,000 gp
headband +4 gains the same benefit, and if the wearer
Hands of the Chirurgeon 13,500 gp
uses the warp spell twist or the Elemental SpellAPG feat
Kineticist’s Bangle 14,000 gp to change a spell’s damage type, she increases its save
Appraiser’s Goggles 14,600 gp DC (if any) by +1. If she splits the spell’s damage to do
Shaper’s Fold 14,600 gp half its original type and half of a different type, its DC
Armiger’s Pauldron +3 15,000 gp is instead increased by +2.
Lunar Amulet 16,000 gp
A prismweave headband +6 functions as a +4 version,
but when using the warp spell twist, the maximum level
Frostfire Boots 16,400 gp
of spell she can affect with that twist increases by 2.
CONSTRUCTION REQUIREMENTS
Cost varies; 2,500 gp (+2); 10,000 gp (+4); 22,500 gp (+6)
PRICE Craft Wondrous Item, fox’s cunning, prism burst*
Prismweave Headband Varies
+2 bonus 5,000 gp PRICE
Robe of Forbidden Insight 39,000 gp
+4 bonus 20,000 gp
SLOT body CL 11th WEIGHT 2 lbs.
+6 bonus 45,000 gp
Aura moderate enchantment and transmutation
SLOT headband CL 9th WEIGHT 1 lb.
Aura moderate evocation and divination The sickly-yellow robe grants seekers of eldritch
This metallic headband refracts with a prismatic knowledge the ability to dive deeper into its secrets.
spectrum of colors, depending on the ambient lighting. Only a cabalist with the binding and insight abilities

341
Magic Items Chapter V
may benefit from the robe of forbidden insight. When in determines which structure is created at the time of
the formless body binding, the wearer doubles the binding’s pouring the contents.
bonus to attack rolls when confirming critical hits. When CONSTRUCTION REQUIREMENTS
in the opened mind binding, he doubles the binding’s Cost 300 gp
bonus to his AC against critical hit confirmation rolls. Craft Wondrous Item, shadow structure*
The true power of the robe of forbidden insight comes
when he switches bindings. When entering into the PRICE
formless body binding, the wearer can choose a single Shaper’s Fold 14,600 gp
insight from opened mind he knows, gaining the effects SLOT eyes CL 11th WEIGHT –
of that insight while in formless body. He can also do the Aura moderate divination
reverse while entering opened mind (choosing a single
formless body insight to gain while in opened mind). He can This dark blindfold blocks vision for most creatures, but
make a different choice each time he enters a binding, when worn by a shaper with the eldritch sight ability,
though he cannot chose an insight that can only be used it instead enhances their vision. The shaper’s fold does
once per binding, such as dual realities or erratic motion. not block such a creature’s sight at all, and increases
CONSTRUCTION REQUIREMENTS the range of their eldritch sight (and improved eldritch
Cost 19,500 gp sight, if they have it) by 30 feet. The wearer can see co-
Craft Wondrous Item, empowering duality*, polymorph planar, incorporeal, or ethereal creatures as if affected by
see invisibility, and suffers no miss chance when attacking
PRICE creatures affected by blink. Other miss chances (such as
Shadowcraft Gloves 7,800 gp normal concealment) still apply, and this does not let the
SLOT hands CL 10th WEIGHT - wearer see any other kinds of invisible creatures.
Aura moderate illusion CONSTRUCTION REQUIREMENTS
Cost 7,300 gp
These dark velvet gloves have the shapes of various tools Craft Wondrous Item, arcane sight, detect magic, see invisibility
and weapons stitched into their surface. As a full-round
action, the wearer of a pair of shadowcraft gloves can create PRICE
a quasi-real object that weighs no more than 10 pounds. Shroud of Shadows 34,000 gp
The equipment remains as long as the wearer holds on SLOT shoulders CL 14th WEIGHT 1 lb.
to it plus 1 minute before fading away. The shadowstuff Aura strong illusion
can replicate simple materials, such as wood, stone,
glass, or metal, but it cannot contain any moving parts. This black cloak comes with a pair of clasps to hold it
The wearer could use this ability to create a dagger or about the wearer’s neck. It appears ordinary at a glance,
a rope, but not a flask of acid. Created equipment is but upon close observation its fabric appears to be
unrefined; weapons created are treated as improvised constantly shifting and stretching, as if made of a murky
weapons, and tools are always non-masterwork. Any liquid. The shroud of shadows is infused with shadowstuff,
created equipment is mundane and cannot be magically allowing it to create a variety of effects.
enhanced by any means. As a standard action, the wearer can tear off the
CONSTRUCTION REQUIREMENTS shroud of shadows from its clasps and use it for one of the
Cost 3,900 gp following effects:
Craft Wondrous Item, minor creation, shadow conjuration Three times per day, the wearer can throw the shroud
onto a creature within 30 feet (no attack roll required).
PRICE The shroud covers the creature in darkness, functioning
Shadowstruct Flask 600 gp as a shadow binding* spell (DC 13).
SLOT none CL 6th WEIGHT – Twice per day, the wearer can cover himself with the
Aura moderate illusion shroud and meld with it, functioning as a tenebrous form*
spell for 10 minutes.
This small clear bottle appears to have a dark, cloudy Once per day, the wearer can cover an object within
fluid filling its volume, the liquid constantly swirling 10 feet with the shroud, melding it into the cape as a
about even as the flask stays at rest. The bottle is actually shadow courier* spell, using the shroud to store the item
filled with a mixture of arcane energy and shadowstuff. rather than his own shadow (DC 16). He can only store
As a standard action, the contents of the bottle can be one object in the shroud at a time.
poured out in an adjacent square, functioning as a shadow Once per day, the wearer can place the shroud onto a
structure* spell (DC 14). The person that poured the flask surface to open a gateway to the Plane of Shadows; this

342
Chapter V Magic Items
functions as a shadowy havenARG spell, though it lasts for object and allowed to soak in for 10 minutes, the object
only 8 hours. becomes magically reinforced against, as a tempering spell
After using one of these abilities, the fabric of the (though it does not restore hit points to the object, as
cloak appears to fade away, but the clasps for the shroud tempering does). In addition to this effect, the item is
of shadows remains around the wearer’s neck. The user protected from when its owner fails its saving throws.
must wait 1d4 rounds between using any of these If the creature in possession of a tempered object rolls
abilities, during which the fabric of the shroud of shadows a natural 1 on a saving throw against an effect, and the
flows out from the clasps like running ink to reform tempered object would be dealt damage due to being
the cloak. Items stored within the cloak via its shadow exposed to the effect, it instead takes no damage. The
courier* ability remain stored in the cloak while it fades effects of the oil lasts for 2 hours. The bottle has enough
and reforms. liquid to be used on up to three objects. Once per day it
CONSTRUCTION REQUIREMENTS magically refills itself with enough liquid to protect one
Cost 17,000 gp object, refiling each day until the bottle is full again.
Craft Wondrous Item, shadow evocation, and either shadow CONSTRUCTION REQUIREMENTS
binding*, shadow courier*, shadow form*, or shadowy havenARG Cost 3,100 gp
Craft Wondrous Item, tempering*
PRICE
Survivalist’s Compass 5,600 gp PRICE
SLOT none CL 5th WEIGHT 1/2 lb.
Timeless Vest 13,000 gp
Aura weak divination SLOT chest CL 7th WEIGHT 3 lbs.
Aura moderate transmutation
A survivalist’s compass has several needles of different
colors, each one pointing in varying directions. In This plain-looking vest wards its wearer against aging
addition to granting a +2 circumstance bonus to Survival effects. As long as a creature wears a timeless vest, they
checks to avoid becoming lost (as a normal compass), cannot be magically aged by any means, rendering it
the compass has five needles, each pointing to a different immune to effects such as sands of timeUM or a ghost’s
nearby feature depending on the color of the needle: corrupting touch. This does not negate any penalties
• Silver: Magnetic north (as a normal compass). or bonuses the wearer may have gained from aging
• Blue: The nearest significant body of water, such as a naturally, and the wearer still ages as normal for his race.
river, lake, or the sea. CONSTRUCTION REQUIREMENTS
• Green: The nearest edible plant or fungus, as Cost 6,500 gp
determined by the bearer’s diet. Craft Wondrous Item, age resistanceUM
• Red: The nearest creature of the animal, magical beast,
or vermin type. PRICE
• Black: The nearest creature of the aberration, outsider Trapsetter’s Toolbag 18,500 gp
(non-native), or undead type. SLOT none CL 5th WEIGHT 8 lb.
The red and black needles only point to creatures Aura weak transmutation
within 1 mile of the holder’s position, and ignore any
creatures within 60 feet of him (so they do not end A trapsetter’s toolbag is a collection of myriad tools, gadgets,
up tracking their traveling companions). Aside from and supplies that aid in both creation and dismantling
the silver needle, the compass only works in a natural of traps. Any individual can use the tools within as
setting: within any settlement or urban environment, the masterwork thieves tools and as masterwork tools for all
other needles spin aimlessly. Disable Device and Craft (traps) checks.
CONSTRUCTION REQUIREMENTS When used by someone that can create saboteur traps,
Cost 2,800 gp three times per day she can spend 1 minute to modify a
Craft Wondrous Item, find the path, signs of the landUW trap in one of the following ways:
• Enhance a placed trap (or saboteur trap), as an improve
PRICE trapARG spell.
Tempering Oil 6,200 gp • Exchange the spell within a saboteur trap she has
SLOT none CL 12th WEIGHT 1 lb. placed for a different one in her assembly book. The
Aura strong transmutation new effect must be the same spell level or lower.
CONSTRUCTION REQUIREMENTS
This pint-sized bottle is filled with an oily liquid that can Cost 9,250 gp
protect an item from damage. When poured upon an Craft Wondrous Item, conjure tool*, improve trapARG

343
Magic Items Chapter V
PRICE trophies he has, gaining their chosen abilities for 10
Trickster’s Visage 8,800 gp
minutes. He uses each ability at the same strength as
SLOT head CL 10th WEIGHT 1/2 lb. the creature the trophy was taken from (for example, a
Aura moderate transmutation trophy for a breath weapon from an adult black dragonB1
deals 12d6 acid damage in an 80-foot line). However, the
There are multiple varieties of trickster’s visage, though Difficulty Class of a used ability (if any) is always DC
they are universally decorated with bright colors, 22, regardless of its original DC. He cannot claim any
depicting exaggerated features such as a long, thin nose trophies while this effect is active. This is a polymorph
or tall, pointed fox ears. The wearer of the trickster’s visage effect. At the end of this duration, all trophies he
gains a +2 competence bonus on Bluff, Sleight of Hand, currently has crumble to dust and are destroyed.
and Performance checks. If the wearer adds a sixth trophy, he must choose one
Once per day, the wearer can transform into a tiny of his current trophies to replace. The replaced trophy
animal for up to 10 minutes, as beast shape II. The type of crumbles to dust, providing no benefit. Trophies remain
animal is always the same for a particular mask, the most on the belt if it is removed, but only the creature that
common of which are a foxB3 or hawk. If the wearer claimed a trophy can activate its effects.
of the trickster’s visage has the wild shape feature, they CONSTRUCTION REQUIREMENTS
add the mask’s animal form to the list of available forms Cost 46,400 gp
they can transform into using wild shape, even if they Craft Wondrous Item, death knell, greater polymorph
otherwise could not turn into that animal.
While shapeshifted into this form (either by the visage’s PRICE
ability or by wild shape), the wearer is still able to speak Voidsight Goggles 30,000 gp
their normal languages, should they choose to do so. SLOT eyes CL 9th WEIGHT –
CONSTRUCTION REQUIREMENTS Aura moderate transmutation
Cost 4,400 gp
Craft Wondrous Item, beast shape II, speak with animals These goggles have lenses that appear as pure black
glass, but when viewed with darkvision the lenses glow a
PRICE shimmering white hue. Voidsight goggles grant their wearer
Trophy Belt 92,800 gp the see in darkness ability, allowing them to see to any
SLOT belt CL 16th WEIGHT 8 lbs. distance in darkness, including supernatural darkness.
Aura strong transmutation CONSTRUCTION REQUIREMENTS
Cost 15,000 gp
This grisly, heavy corded belt is adorned with hollowed Craft Wondrous Item, eyes of the voidAPG
skulls and bones. The trophy belt counts as a belt of physical
perfection +2. Whenever the wearer slays a creature, he PRICE
can claim a trophy from it as a free action. The trophy Warlord’s Saddle 4,000 gp
manifests upon the belt, typically as a severed body SLOT none CL 8th WEIGHT 30 lbs.
part, bone, or similar Diminutive- or Fine-sized object. Aura moderate conjuration
Trophies cannot be claimed from summoned creatures.
Upon claiming a trophy, the wielder picks one ability The warlord’s saddle is a finely-made masterwork military
from the following list. It must be an ability that the killed saddle, typically adorned with symbols of its creator’s
creature possessed: burrow, climb, fly, swim, all-around homeland, a military crest, or a symbol of a deity.
vision, blindsense, blindsight, darkvision, greensight, When placed upon a creature suitable for a mount,
lifesense, low-light vision, scent, see in darkness, the creature is immediately adorned in masterwork
telepathy, tremorsense, damage reduction, energy barding of the rider’s choice, appropriately fitted for
resistance or immunity (choose one type the creature that creature and engraved with the same symbols and
had), fast healing, regeneration, Spell Resistance, breath crests the saddle itself has. This does not function if
weapon, bleed, burn, earth glide, fear aura, ferocity, the creature is already wearing barding. The rider upon
frightful presence, hide in plain sight, natural attacks the warlord’s saddle can speak a command word to hide
(up to two), poison, pounce, rend, stench, trample, trip, or bring out this barding. The warlord’s saddle can be
vortex, water breathing, web, or whirlwind. If the slain enhanced like a set of masterwork barding, using the
creature does not possess one of these abilities, then the cost of the saddle as the cost of the masterwork item.
wearer of the trophy belt cannot claim a trophy from it. CONSTRUCTION REQUIREMENTS
The belt can hold up to five trophies. At any point, Cost 2,000 gp
the wearer can use a standard action to consume all Craft Wondrous Item, instant barding*

344
Chapter V Magic Items
PART III
Rune Magic

345
345
CHAPTER VI
RUNE MAGIC
Magic is learned in many forms. From the lengthy
incantations of a wizard to the pious chants of a Learning Rune Magic
cleric, the method by which magic is cast can be just as Only characters that have the rune magic class feature
important as its result. However, typical spellcasting is can learn runic spells. A rune spell is referred to as a
employed in the same manner regardless of its source: a “script”; those that employ rune magic are referred to
sorcerer whose power comes from his draconic ancestry as “scribes”. Each script has its own effect, description,
still uses the same words and motions that a studied and so on, as a normal spell.
wizard will, and produces the same effect. However, Where clerics can choose from their entire list of
this is not true for a caster that learns rune magic, for spells each day, and a wizard can learn more spells and
its magic synthesizes and builds upon itself in ways that add them to their spellbook, a scribe must learn their
current magic cannot hope to accomplish. scripts in advance. A scribe’s class level determines the
In many ways the basics of casting a rune spell are number of scripts he can learn, what kind of scripts he
similar to casting an arcane or divine spell, such as with can learn, and how often each day he may cast each of
needing concentration or interacting with an antimagic his prepared scripts, which is dependent on whether he
field, and most of their effects replicate familiar arcane is a major scribe, an intermediate scribe, or a lesser scribe
and divine magics. However, there are some notable (see Scribe Types, below). A scribe must have a casting
differences. This section will go into detail on each of ability score of at least 10 + a script’s level in order to
these differences, and how to incorporate runic magic learn or cast a script, and it must be a script on his script
alongside existing spellcasters in your games. list. A learned script can be of any level he is capable of
In any place that these rules do not explicitly differ casting, so long as he knows at least one script of every
from the core rules for spells (see Chapter 9 of the level below that level. For example, should a 5th-level
Pathfinder Roleplaying Game Core Rulebook), assume that the archivist wish to learn a 3rd-level script, he must already
rules are identical to casting or affecting an arcane spell. know a 1st-level and 2nd-level script.
Additionally, for every two levels a scribe gains (2nd,
WHO CAN USE RUNE MAGIC? 4th, 6th, etc.) he can replace one of his scripts known for
a different one. In effect, the scribe loses the old script
Rune magic is an esoteric art that takes dedicated study in exchange for the new one. The new script’s level must
and practice to master. As such, only a character with the be the same as that of the one being exchanged. A scribe
rune magic class feature can cast it. may swap only a single script at any given level, and must
The new archivist class at the end of this chapter is choose whether or not to swap the script at the same
the primary user of rune magic, and can use any and all time that they gain any new scripts known for the level.
of its powers. However, Chapter VII details a handful Despite “knowing” his scripts, a scribe cannot simply
of archetypes for some existing classes, such as cleric cast magic as he wishes, as a sorcerer or oracle does.
and magus. Chapter VII also details ways to give other Rune magic is reliant upon the symbology of the runes
spellcasting classes access to rune magic, along with rules themselves; as such, scribes must first create the rune to
tailored to each class and general guidelines to adapt the draw out its power.
rules to any other spellcaster in your games.
Scribing a Rune
CASTING RUNE MAGIC A runic script must be given form before it can be
used. Typically, this means creating the rune upon a
Regardless of who is casting a runic script, all solid surface, though the method of creation can vary
practitioners of rune magic function the same way when greatly from person to person. Unlike spells prepared
using their scripts. by a wizard or cleric, runic scripts don’t have to be

346
Chapter VI Rune Magic
prepared again each day unless the scribe wishes to erase reason, he still must have 8 hours of restful calm before
an existing rune and replace it with a new one. preparing any scripts.
Rest: To prepare runic scripts, a scribe must first sleep Environment: To prepare a rune, a scribe must have
for 8 hours. The scribe does not have to slumber for every enough peace, quiet, and comfort to allow for proper
minute of the time, but he must refrain from movement, concentration. The scribe’s surroundings need not
combat, casting scripts, skill use, conversation, or any be luxurious, but they must be free from distractions.
other fairly demanding physical or mental task during the Exposure to inclement weather prevents the necessary
rest period. If his rest is interrupted, each interruption concentration, as does any injury or failed saving throw
adds 1 hour to the total amount of time he has to rest in the character might experience while studying.
order to clear his mind, and he must have at least 1 hour Time: After resting, the scribe must prepare his runic
of uninterrupted rest immediately prior to preparing his scripts. Preparing all of his runes typically takes 1 hour.
scripts. If the character does not need to sleep for some Preparing fewer runes takes a proportionally smaller
amount of time, but always at least 15 minutes.
Choosing Runes: The scribe must choose which
runes he wishes to create. Each rune must be scribed
separately, and they must be one of his known scripts.
The number of runes the scribe can prepare is based
on his class level and whether he is a major scribe, an
intermediate scribe, or a lesser scribe. His total number
of scripts he can prepare each day is equal to the
number of scripts he knows. The scribe can choose
not to prepare his maximum allotment of runes for
the day, instead leaving some available for preparation
later. However, due to the compounding power of rune
magic, this may not be ideal (see below).
Scribing the Rune: When the scribe prepares his
runic scripts, he must scribe it onto a surface. The exact
method is largely up to the scribe, so long as the rune
stays intact on an object. Most commonly, a scribe will
choose to etch the rune into a suit of armor, a weapon,
or a staff. Other methods such as ink drawings, sewing
into fabric, or even pottery and sculptures can be used.
Scribing a rune imbues it with the caster’s own will
and arcane essence; as such, only the scribe that created
a rune can use it and bring forth its power.
A scribe does not have fixed spell slots, like most
casters do. They instead are simply given an allotment
of scripts prepared, which can be of any combination
of level. A scribe can prepare a number of runes each
day equal to the number of scripts he knows of 1st-
level or higher. For example, a 5th-level intermediate
scribe knows four scripts (excluding fundamentals), and
therefor can prepare four runes per day which can be
any combination, including preparing the same script
multiple times.
Despite this flexibility in scribing, a scribe cannot have
more scripts prepared of one level than he has of any level below
it. For example, if a scribe wishes to prepare two 4th-
level scripts, he must have prepared at least two 1st level
scripts, two 2nd level scripts, and two 3rd level scripts.
A given script can be prepared multiple times. Each
time a scribe does so, he gains an additional set of
castings for that script for the day (see below). As a
scribe can cast his lower-level scripts more frequently

347
Rune Magic Chapter VI
than his higher-level scripts, it may prove advantageous scripts per day if he has a high ability score, as shown in
to prepare multiple lower-level scripts as opposed to the Ability Scores section in Chapter 1 of the Pathfinder
always preparing the highest level possible. Roleplaying Game Core Rulebook. These extra castings
Keeping or Rewriting Scripts: As previously can be applied to any script he has prepared of the
mentioned, runes do not have to be prepared every day appropriate level. For example, an archivist with an
(typically). As they are created upon a surface, as long Intelligence score of 20 gains two additional castings
as the object that a rune is upon is kept intact, the rune each day of 1st-level scripts he has prepared, plus an
remains prepared indefinitely. Once the scribe rests for 8 additional casting each day for scripts of 2nd, 3rd, 4th,
hours, the runes recharge their magical power, granting and 5th levels. He must be able to cast a script of the
the scribe his castings of that rune for the day. given level to receive the extra castings each day.
Should the scribe wish to change his currently These castings are not granted to each script he has
prepared scripts, he may do so, using the rules above. prepared; rather, the scribe chooses which script to apply
If he has no available runes, he can simply erase a them to. In the above example, if the archivist has two
previously-scribed rune to make room for the new one. 1st-level scripts prepared (say, augment* and aegis*), he can
However, he may not erase a script that he has already choose to gain two additional castings of augment*, two
cast at least once that day. Once he does, he is stuck with additional castings of aegis*, or one additional casting of
the used script (whether it has castings remaining or not) each. He does not need to decide which script he wishes
for the rest of the day. to apply his bonus castings to each day ahead of time.
Once a scribe has cast all of his daily castings of a
Casting a Script given script, he cannot cast it again until he regains his
In order to cast a script, you must first choose which daily castings. However, the scribe may still apply his
script to cast. A scribe can only cast a script that he has bonus castings each day he receives for having a high
prepared, and only if the object that the runic script was ability score to a particular script, even if he has already
scribed upon is in his possession. used up his daily castings of that particular script.
Runic scripts require a scribe to speak words of
mystic power, which resonate with the etched rune. Counterscript
As such, you must be able to speak in order to cast a It is possible to cast any script as a counterscript. By
runic script (similar to a spell with a verbal component). doing so, you are using the script’s energy to disrupt the
Runic scripts also require you to have access to the casting of the same script by another character. This
object the rune was scribed upon; in essence, all scripts functions identically to counterspelling, save that the
have a focus requirement of the object the rune was scribe uses his script to counter a script that someone
scribed upon. If you don’t have the object in question else is casting.
in your possession (or if it is destroyed), you cannot Negation as a Counterscript: You can usually
cast any scripts that are scribed upon it. If the object is use negation* to counterscript another script being
broken (but not destroyed), you have a 30% chance for cast without needing to identify the script being cast.
the casting to fail, causing you to lose the casting as if Negation* doesn’t always work as a counterscript (see the
you failed to concentrate on it. Additionally, you must script description).
concentrate to cast a script. Runic scripts do not require Counterspell vs. Counterscript: Generally, a
somatic gestures, and as such armor and shields do not spellcaster cannot counterspell a runic script, and a
interfere with the casting of runic scripts. Runic scripts scribe cannot counterscript a spell, even if the scripts
never have material components. and spells have similar effects. However, dispel magic
If a script has multiple versions, you choose which can counter runic scripts, and negation* can counter
version to use when you cast it. You don’t have to learn a spells, and the Improved Counterspell and Improved
specific version of the script. The same applies to scripts Counterscript* feats can let you counter both (see Runic
with multiple types of overload. Designs vs. Schools of Magic on page 354).
A scribe does not have spell slots like a normal caster.
Instead, he may cast each script that he has prepared SCRIBE TYPES
a certain number of times each day, based on his class
level and whether he is a major, intermediate, or lesser Much like traditional spellcasters, scribes can have a
scribe (see Scribe Types, below). For example, a 5th-level varying degree of focus upon the runic arts.
archivist could cast each 1st-level script he has prepared Scribes have three levels of proficiency, based on how
twice each day, each 2nd-level script once each day, and much they utilize rune magic. These levels are major,
each 3rd-level script he has prepared once each day. intermediate, and lesser scribes. Each scribe has an
Like a normal spellcaster, a scribe receives bonus associated scribe type, as listed in their descriptions. The

348
Chapter VI Rune Magic
Table: Scripts Known (Major) Table: Castings per Script (Major)
Script Level
Fundamentals Scripts Known/ Max Script
Level Known Prepared Level Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 1 1st 1 — — — — — — — —
2nd 3 2 1 2nd 1 — — — — — — — —
3rd 4 3 2 3rd 1 1 — — — — — — —
4th 4 4 2 4th 2 1 — — — — — — —
5th 5 5 3 5th 2 1 1 — — — — — —
6th 5 6 3 6th 2 2 1 — — — — — —
7th 6 7 4 7th 2 2 1 1 — — — — —
8th 6 8 4 8th 3 2 2 1 — — — — —
9th 7 9 5 9th 3 2 2 1 1 — — — —
10th 7 10 5 10th 3 2 2 2 1 — — — —
11th 8 11 6 11th 3 3 2 2 1 1 — — —
12th 8 12 6 12th 3 3 2 2 2 1 — — —
13th 8 13 7 13th 3 3 3 2 2 1 1 — —
14th 8 14 7 14th 3 3 3 2 2 2 1 — —
15th 8 15 8 15th 3 3 3 3 2 2 1 1 —
16th 8 16 8 16th 3 3 3 3 2 2 2 1 —
17th 8 17 9 17th 3 3 3 3 2 2 2 1 1
18th 8 18 9 18th 3 3 3 3 2 2 2 2 1
19th 8 19 9 19th 3 3 3 3 2 2 2 2 1
20th 8 20 9 20th 3 3 3 3 2 2 2 2 2

archivist in this chapter, for example, is a major scribe, as major scribe has based on his level and the level of script
he focuses exclusively on rune magic and its use. he has prepared.
A scribe’s type determines several elements of his Appropriate tables are prepared for intermediate and
capability, including: lesser scribes, as shown on the following pages. Use
• How many scripts he knows and can prepare. these tables as needed for the scribe you are playing.
• The maximum level of runic script he may learn,
prepare, or cast. RUNIC CHARGE
• How many casting he has per script per day.
• The maximum runic charge they can hold at once (see The most notable difference between a typical arcane,
Runic Charge in the next section). divine, or psychic spell and a runic script is the runic
• How many fundamental runes he may learn. charge system.
All of these values are consistent for a given type Each rune must be given shape before it can create
of scribe, regardless of class. As an example, the rune any effects, for without form, it has no power. When
knight magus, rune binder inquisitor, and the curiologist a scribe casts a script, he speaks forth words of power
bard archetypes are all intermediate scribes, and therefor that activate the rune, causing it to glow and spark with
have identical values for how many scripts they can magic. Once the casting is complete, it flashes with
learn, how many castings they have, and so on. energy, finally bringing forth the power of the script.
For a given scribe type, the number of scripts they However, at this point, the rune is not quite finished.
can learn, how many castings they have, and so on are
described on the tables above. Table: Scripts Known Generating Runic Charge
(Major) shows how many scripts and fundamentals are Once a scribe successfully casts a script, the rune he
learned by a major scribe, and also shows the maximum just cast remains aglow, even after the script’s effects
level of script they can learn. Table: Castings Per end, still lingering with a small amount of magic power.
Script (Major) similarly details how many castings a This is known as gaining a runic charge. The charge

349
Rune Magic Chapter VI
Table: Scripts Known (Intermediate) Table: Castings per Script (Intermediate)
Script Level
Fundamentals Scripts Known/ Max Script
Level Known Prepared Level Level 1st 2nd 3rd 4th 5th 6th
1st 2 1 1 1st 1 — — — — —
2nd 2 2 1 2nd 1 — — — — —
3rd 3 3 1 3rd 1 — — — — —
4th 3 4 2 4th 1 1 — — — —
5th 3 4 2 5th 2 1 — — — —
6th 4 5 2 6th 2 1 — — — —
7th 4 6 3 7th 2 1 1 — — —
8th 4 7 3 8th 2 2 1 — — —
9th 5 7 3 9th 2 2 1 — — —
10th 5 8 4 10th 2 2 1 1 — —
11th 5 9 4 11th 2 2 2 1 — —
12th 6 10 4 12th 2 2 2 1 — —
13th 6 11 5 13th 2 2 2 1 1 —
14th 6 11 5 14th 3 2 2 2 1 —
15th 6 12 5 15th 3 2 2 2 1 —
16th 6 13 6 16th 3 2 2 2 1 1
17th 6 14 6 17th 3 3 2 2 2 1
18th 6 14 6 18th 3 3 2 2 2 1
19th 6 15 6 19th 3 3 2 2 2 1
20th 6 15 6 20th 3 3 3 2 2 2

corresponds to the design of the script that was cast. For Spellcraft DC to identify the script that created it, but
example, if the scribe casts see the unwritten*, a revelation only reveals what design of script that runic charge
script, the scribe gains a single revelation runic charge. belongs to. Effects that can be used to detect a spell or
The scribe can only have a limited number of charges script, such as detect magic and seek magic*, detect the runic
at once based on his scribe level, as shown on Table: charge as giving off a faint magic aura corresponding to
Maximum Runic Charge. If the scribe casts another that script’s design.
script while at this maximum, the scribe must choose
to either forgo the charge he would have gained from Overloading a Script
casting that script or replace one of his old runic charges Once a scribe gains runic charges, he can then add the
with the new one. The level of a script does not affect residual energies of his runic charges into his next script
what kind or how many charges are gained. to enhance it. Doing this is known as “overloading”.
If an item that a runic charge is on leaves the scribe’s When a scribe overloads a script, all runic charges he
possession, the charge can no longer be used, but still currently has are consumed, increasing the power of the
counts against his maximum allowed charges. After 1 script for each runic charge used. The scribe must have
hour of being out of the scribe’s possession, the runic at least one runic charge in order to overload a script;
charge dissipates to no effect. Runic charges in the he cannot do so while he has no charges available. The
scribe’s possession dissipate normally at the start of scribe must use all of his current runic charges when
each day when he normally regains his daily castings of overloading; he cannot choose to keep some for later.
his scripts (even if didn’t get a full night’s rest). Overloading a script is done as part of the action
Scripts that have been overloaded (see below) do not required to cast the script and does not change its
generate runic charges. Fundamentals (0-level scripts) casting time. The runic charges are consumed as part
never generate runic charge, whether overloaded or not. of the action to cast the script; if the scribe loses the
Runic charges on an object can be identified with a script, such as failing to concentrate or having his script
Spellcraft check. The DC of this check is equal to the countered, he loses the runic charges as well.

350
Chapter VI Rune Magic
Table: Scripts Known (Lesser) Table: Castings per Script (Lesser)
Script Level
Fundamentals Scripts Known/ Max Script
Level Known Prepared Level Level 1st 2nd 3rd 4th
1st — — — 1st — — — —
2nd — — — 2nd — — — —
3rd — — — 3rd — — — —
4th 1 1 1 4th 1 — — —
5th 1 2 1 5th 1 — — —
6th 1 2 1 6th 1 — — —
7th 2 3 2 7th 1 1 — —
8th 2 4 2 8th 1 1 — —
9th 2 4 2 9th 1 1 — —
10th 3 5 3 10th 1 1 1 —
11th 3 6 3 11th 1 1 1 —
12th 3 6 3 12th 1 1 1 —
13th 4 7 4 13th 1 1 1 1
14th 4 8 4 14th 1 1 1 1
15th 4 8 4 15th 2 1 1 1
16th 4 9 4 16th 2 1 1 1
17th 4 9 4 17th 2 1 1 1
18th 4 10 4 18th 2 2 1 1
19th 4 10 4 19th 2 2 1 1
20th 4 10 4 20th 2 2 1 1

Overloading a script lets it exceed its normal limits. the design of the overloaded script. Engraving a script
For example, a striking* script normally can create a does not consume the scribe’s normal runic charges,
maximum of ten darts of force energy. Each runic charge if any. While nearly all overload effects apply when
overloaded into it creates an additional dart, allowing a engraving, any overload that affects casting time (such as
scribe to make more than the normal maximum of ten. for disenchant*) does not apply when engraving a script.
Each script in the rune magic system has a specific Engraving a script uses a daily casting of that script,
overload associated with it. Most overloads can make use just as if it were cast normally. Engraving a script does
of any kind of runic charge to increase the effectiveness not generate runic charge. You can apply metascript
of the scripts, but some scripts require specific types of feats to an engraved script, except for Quicken Script*.
runic charge to get the most out of its effects.
SCRIPT FORMAT
Engraving
Some scribes may find it not worth using their current The description of each runic script is presented in
runic charges to improve the power of a more utility- a standard format. Each category of information is
based script like traverse*, but still wish to tap into the explained and defined below. The primary difference in
extra power that overloading provides. In such a case, scripts are a script’s design, the lack of components (all
the scribe can engrave the script. scripts only have verbal components), and its overload
Engraving a script takes 10 minutes, as opposed to ability. Runic scripts follow the same rules for normal
the script’s normal casting time, during which the scribe spells when it comes to range, duration, area, effects,
cannot take any other action. You cannot engrave a script targets, casting time, saving throws, and Spell Resistance.
that has a normal casting time longer than 1 round.
When the engraving is finished, the scribe overloads Name
the script with the maximum number of runic charges The first line of every script description gives the name
possible based on his level. These charges always match by which the script is generally known.

351
Rune Magic Chapter VI
Table: Maximum Runic Charge If a polymorph script causes you to change size,
apply the size modifiers appropriately, changing your
Major Intermediate Lesser armor class, attack bonus, Combat Maneuver Bonus,
Level Scribes Scribes Scribes and Stealth skill modifiers. Your ability scores are not
1st 1 1 — modified by this change unless noted by the spell. Unless
2nd 1 1 — otherwise noted, polymorph scripts cannot be used to
3rd 1 1 — change into specific individuals.
4th 2 1 1
You can only be affected by one polymorph script at
a time. If a new polymorph script is cast on you (or you
5th 2 1 1
activate a polymorph effect, such as wild shape), you can
6th 2 2 1 decide whether or not to allow it to affect you, taking
7th 2 2 1 the place of the old script. In addition, other scripts that
8th 2 2 2 change your size have no effect on you while you are
9th 3 2 2 under the effects of a polymorph spell.
10th 3 2 2
11th 3 3 2
Creation
Creation spells create something from nothing, or
12th 3 3 2
assemble unworked or broken material into a complete
13th 3 3 3 form. They also are responsible for creating life,
14th 3 3 3 including healing ailments and mending wounds..
15th 4 3 3 A creature or object brought into being by a creation
16th 4 3 3 script cannot appear inside another creature or object,
17th 4 4 3
nor can it appear floating in an empty space. It must
arrive in an open location on a surface capable of
18th 4 4 3
supporting it.
19th 4 4 4 The creature or object must appear within the script’s
20th 4 4 4 range, but it does not have to remain within the range
unless otherwise specified.
Animation: The animation subdesign creates a
construct of pure magical energy and breathes life into
Design (Subdesign) it. When the script ends or is dispelled, the construct
Beneath the script name is a line giving the design of vanishes as if it never existed to begin with. An animated
rune (and the subdesign) to which the script belongs. construct also goes away if it is killed or if its hit points
Designs are rune magic’s parallel to the eight schools drop to 0 or lower.
of magic; each group conforms to a general theme, but Generation: A generation script manipulates
their effects are more broad than the normal schools matter or force to create or repair an object in the
of magic allow. Subdesigns are the equivalent of a place the scribe designates. If the script has a duration
subschool of magic. other than instantaneous, magic holds the generated
Every script belongs to one of six runic designs as object together, and when the script ends, the created
well as a subdesign, as described below. object vanishes without a trace. If the script has an
instantaneous duration, the generated object is merely
Alteration assembled through magic. It lasts indefinitely and does
Alteration spells change the physical form. These spells not depend on magic for its existence.
can change the shape of an object or of a living creature Healing: Certain creations heal creatures or even
or alter their properties. bring them back to life. These scripts can also cleanse a
Enhancement: An enhancement script is one that creature of harmful ailments.
improves upon a creature or object, making it stronger, Protection: A protection script makes a defensive
faster, or more durable. ward to shield creatures or entire areas from harm.
Debilitation: Scripts of the debilitation subdesign
impart harmful effects and penalties upon creatures. Destruction
Polymorph: A polymorph script transforms your Destruction scripts manipulate energies that harm and
physical body. Each polymorph script can grant you destroy. These spells most commonly employ negative
a number of benefits, including movement types, energy, force effects, or sonic blasts to harm creatures
resistances, and senses. and objects. Destruction can also destroy magic itself,

352
Chapter VI Rune Magic
removing ongoing effects or suppressing magic items. Revelation
Affliction: Affliction scripts utilize negative energy Revelation scripts are the domain of the mind. These
and death effects to ravage foes, often inflicting painful scripts can enhance or dull the senses or control thought
conditions and hindering effects. and emotion.
Ruin: The ruin subdesign are scripts that use pulses Detection: A detection script allows you to notice
of arcane force and ear-splitting sound to wrack their things you otherwise couldn’t. It might improve your
targets, shattering them to pieces. natural senses, or let you perceive a location miles away.
Unraveling: The unraveling subdesign are scripts Many detection scripts have cone-shaped areas. These
that cancel out magical energies. These scripts can end move with you and extend in the direction you choose.
ongoing script effects or prevent them from taking hold The cone defines the area that you can sweep each
in the first place. round. If you study the same area for multiple rounds,
you can often gain additional information, as noted in
Invocation the descriptive text for the script.
Invocation spells call upon the forces of nature. These Lead sheeting or magical protection blocks a detection
spells can invoke the primal energies of fire, air, earth, script, and you sense that the script is blocked.
and water, manifest plants and animals, or even control Insight: An insight script is one that enhances your
light or the weather. mental acuity, allowing you to better process information.
Blessing: Blessings grant a creature a potent boon The strongest of these scripts allow for telepathic
from nature itself. communication or even a limited form of precognition,
Celestial: Celestial invocations call upon the powers informing you of events before they occur.
of the heavens above, using the sun, moon, and stars to Thought: The thought subdesign are scripts that
light the way or to sear foes. control emotions and thought. These scripts can either
Natural: The natural subdesign creates simulacrae influence a creature’s behavior or emotional state. All
of living things, typically plants and animals. However, scripts in this subdesign are mind-affecting.
these are not completely real, as they are simply energy
given a familiar form: once the script that manifested [Descriptor]
those things ends, the objects or creatures in question Appearing on the same line as the design and subdesign,
vanish. when applicable, is a descriptor that further categorizes
Primordial: The primordial subdesign controls the the script in some way. Some scripts have more than one
base elements of the wilds. This includes shifting the descriptor.
earth, conjuring flames, or altering the weather. Runic scripts use the same descriptors as normal
spells do, including those added in Pathfinder Roleplaying
Manipulation Game Ultimate Magic and the new descriptors added in
Manipulation scripts alter the flow of time and space Chapter IV of this book, and they function in the same
and control the fundamental laws of existence. manner as they do for spells.
Conviction: A conviction script manipulates the four
great cosmic energies: chaos, evil, good, and law. All of Level
these scripts utilize these energies in some way, typically The next part of a script description gives the script’s
basing their effects on their targets’ alignments. level, a number between 0 and 9 that defines the script’s
Gravity: A gravity script alters the direction or relative power. This number corresponds to the level
strength of gravity in some way. This can lift and move the script is for the archivist class. A script’s level affects
objects from a distance, allow a creature to soar through the DC for any save allowed against its effects, as well
the air, or crush foes to the ground. as determining how many times each day the scribe is
Teleportation: A teleportation script transports one capable of casting it.
or more creatures or objects a great distance. The most Fundamentals: Scripts that are level 0 are considered
powerful of these scripts can cross planar boundaries. “fundamentals”, scripts that are incredibly simple to
The transportation is one-way and not dispellable, cast and learn. A scribe tracks his fundamentals known
unless otherwise noted. separately from his normal scripts known, as shown in
Teleportation is instantaneous travel through the the scribe’s class description. Unlike scripts of level 1 or
Astral Plane. Anything that blocks astral travel also higher, fundamentals can be cast an unlimited number
blocks teleportation. of times each day, but do not generate runic charge.
Time: A time script alters the flow of time in some Fundamentals must still be scribed onto a surface
way, speeding it up, slowing it down, or stopping to be cast, but do not count against the scribe’s total
altogether, either for a single creature or in an area. amount of scripts he has prepared. He can have one of

353
Rune Magic Chapter VI
each fundamental he knows prepared at a time (unlike Spell Resistance is effective against scripts, using the
scripts of 1st level or higher, which can be scribed same mechanics. All spells that dispel or negate magic
multiple times to get additional castings). have equal effect against scripts of the same level using
the same mechanics, and vice versa. The spell dispel magic
Components also works against runic scripts, while the negation* script
Scripts do not have typical components as spells do. works against spells.
They do not require material components, nor do they Dead magic areas and antimagic fields affect runic
ever have somatic components (meaning armor and scripts, the same as a negation field* affects spells.
shields do not interfere with their casting). The spell detect magic detects scripts, their number, and
However, all scripts require the scribe to speak; his their strength and location within 3 rounds (though a
words resonating with the runes upon his belongings. As Spellcraft check is needed to identify the design of the
such, to cast a runic script, you must be able to speak in a runic aura), while seek magic* detects spells, their number,
strong voice. A silence spell or a gag spoils the incantation and their strength and location within 3 rounds (though a
(and thus the script). A scribe who has been deafened Spellcraft check is needed to identify the school of magic).
has a 20% chance of spoiling any script he tries to cast. Unless stated otherwise, feats such as metamagic
As all runic scripts have the same “components”, this feats that specifically affect spells do not affect scripts,
line is omitted in the descriptions of each script when and feats such as metascript feats that specifically affect
compared to a typical spell description. scripts do not affect spells.

Overload Runic Designs vs. Schools of Magic


Each script’s description is followed by a listed Overload Special abilities, items, and effects that provide resistances
effect. This overload effect only applies if the script or bonuses to a school of magic also provide resistances
is overloaded with runic charges. In most cases, an to runic designs (or a subdesign, in most cases).
overload effect increases in power based on the number Each subdesign within the rune magic system can
of runic charges used. be equated to a school of magic, as shown on Table:
Magic School Equivalency. A creature that resists or
INTEGRATING RUNE MAGIC is immune to a design’s equivalent school of magic is
also resistant or immune to any scripts of that subdesign.
The default rule for the interaction of runic scripts and Illusion spells and universal spells do not have an
magic is simple: scripts interact with spells and spells equivalent runic design.
interact with scripts in the same way a spell or normal Improved Counterspell/Counterscript: Normally,
spell-like ability interacts with another spell or spell-like the only way for spellcasters and scribes to counter each
ability. This is known as script–magic transparency. other’s magic is with dispel magic or negation*. However,
the feats Improved Counterspell and Improved
Script–Magic Transparency Counterscript* allow both spellcasters and scribes to
Though not explicitly called out in the spell or magic counter each others magic by using a spell or script of at
item descriptions, spells, spell-like abilities, and magic least one level higher than the spell or script they wish to
items that could potentially affect rune magic does affect counter by using spells or scripts with equivalent designs
rune magic, in the following ways: and schools, as shown below.

Table: Magic School Equivalancy


School Equivalent Runic Subdesigns
Abjuration Creation (protection), Destruction (unraveling)
Conjuration Creation (generation), Creation (healing), Invocation (natural), Manipulation (teleportation)
Divination Revelation (detection), Revelation (insight)
Enchantment Revelation (thought)
Evocation Creation (animation), Destruction (ruin), Invocation (celestial), Invocation (primordial),
Manipulation (conviction)
Necromancy Alteration (debilitation), Destruction (affliction)
Transmutation Alteration (enhancement), Alteration (polymorph), Invocation (blessing), Manipulation (gravity),
Manipulation (time)

354
Chapter VI Rune Magic
For example, a spellcaster with the Improved for each runic charge added to the scroll.
Counterspell feat can use any necromancy spell of Wands: A wand containing a runic script can be
4th-level or higher to counter decaying ray* (a 3rd-level made to use runic charges. The charges must be imbued
destruction [affliction] script), while a scribe with into the wand during its creation, and once done cannot
Improved Counterscript* could use any 4th-level or be changed. Each use of the wand is considered to be
higher invocation (celestial) script to counter a wizard’s overloaded with all runic charges put into it during its
fireball (a 3rd-level evocation spell). creation. Casting a script from a wand does not generate
runic charge for its user.
Magic Items A wand that has runic charges overloaded into it is
Creating a magic item follows most of the same rules more expensive than a normal wand. The cost to add a
as normal creation of magic items does (see Magic Item runic charge to a wand is as follows: 75 gp x the level of
Creation in chapter 15 of the Pathfinder Roleplaying Game the script x the level of the caster. This cost is cumulative
Core Rulebook). However, rune magic does have some for each runic charge added to the wand.
caveats when it comes to making magic items, due to the
runic charge system that empowers their function.
In addition to the items found in Chapter X, rune
magic users can create their own potions, scrolls, and
wands (using Brew Potion, Scribe Scroll, and Craft
Wand, respectively). These items function based on the
script’s level and the creator’s caster level, as normal.
The scribe must know the script he wishes to imbue
into the item. The act of crafting the item triggers the
script; the creator loses one use of that script for the day,
as though he had cast it. The scribe must supply all the
necessary material for these items, and must have a quiet
and well-equipped workspace, crafting the item across
one or more days based on its price.
Scribes cannot use spell completion or spell
trigger items created by arcane, divine, or
psychic casters, even if those spells have an
effect similar to a script. The same is true in
reverse; an arcane, divine, or psychic caster
cannot use a spell completion or spell trigger
item that uses runic scripts. Either are able
to do so through the use of the Use Magic
Device skill, as normal.
Potions: Potions created of runic scripts function
like any other potion. A potion made of a runic script
cannot be made with an overloaded version of that
script, nor can it be overloaded by the imbiber when
consumed; the script always functions as if cast on
the consumer with no runic charges used. Drinking a
potion does not generate runic charge.
Scrolls: A scroll containing a runic script can
be made to use runic charges. The charges must be
imbued into the scroll during its creation, and once
done cannot be changed. Using the scroll consumes all
runic charges put into it during its creation to overload
the script contained in the scroll. Casting a script from a
scroll does not generate runic charges.
A scroll that has runic charges overloaded into it is
more expensive than a normal scroll. The cost to add a
runic charge to a scroll is as follows: 2.5 gp x the level of
the script x the level of the caster. This cost is cumulative

355
Rune Magic Chapter VI
proficient with any type of armor or shield. Armor and
NEW CLASS: shields, however, do not interfere with the casting of
runic scripts.

ARCHIVIST Rune Magic: An archivist’s arcane power comes


through his understanding of scripts, an esoteric form
of magic that involves the creation and empowering of
mystic symbols called “runes”.
An archivist is a major scribe (see Scribe Types in
The archivist is a new base class for Paths of Magic that Chapter VI), which determines the number of runic
is tailored to using the rune magic system found in scripts the archivist can learn and prepare each day, as
this chapter. Other spellcasters that wish to use rune well as how many scripts he can use. Refer to Table:
magic can find those options in Chapter VII, including Scripts Known (Major) to determine how many scripts
archetypes that grant rune magic abilities and script lists he learns (and what level), as appropriate for his archivist
for all other base classes with spellcasting capability. level. The Difficulty Class for a saving throw against an
Description: Magic comes in many shapes and forms. archivist’s script is 10 + the script’s level + the archivist’s
Some invoke the power of their deity, while others find Intelligence modifier.
magic within their ancestry. An archivist, however, looks Unlike a typical spellcaster that has spell slots each
to a magic form more ancient than others. Both scholar day, an archivist can cast each script he prepares a
and student, archivists delve into the mysterious art of number of times each day based on the level of the
runic magic, meticulously etching glyphs of wondrous script, as shown in Table: Castings per Script (Major).
possibilities to invoke eldritch powers once long In addition, he receives bonus scripts per day if he has a
forgotten. The archivist learns to harness the strength high Intelligence score (see Casting a Script in Chapter
of these runes, mastering one of six designs of runic VI). These extra castings can be applied to any script he
script to evoke primal energies, wreak havoc upon foes, has prepared of the appropriate level.
or alter the very fabric of reality to suit their needs. Each An archivist must choose and prepare his scripts
script an archivist casts imparts lingering power upon ahead of time by getting 8 hours of sleep and scribing
his person, building in strength until it is unleashed with his runes. While scribing, the archivist decides which
incredible result. scripts to prepare. Once a script is written, it remains
Role: While the abilities of runic magic are diverse, prepared until the archivist chooses to replace it.
archivists must choose where the focus of their study Bonus Feat: At 1st level, 6th level, and every six
lies. Whether mastering destructive forces or creative levels thereafter, an archivist gains a bonus feat. This
energies, an archivist proves a valuable member to any bonus feat must be chosen from Design Focus*, Greater
adventuring team by making the seemingly impossible Design Focus*, an item creation feat, or a metascript*
a reality. feat. He must meet the prerequisites, as normal.
Alignment: Any Fundamentals: All archivists learn a number of
Hit Die: d6 fundamentals, scripts that are so simple that they require
Starting Age: Trained little effort to cast. An archivist begins play knowing
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In any three fundamentals of his choice. He continues to
addition, each character begins play with an outfit worth learn more fundamentals as he advances, as shown on
10 gp or less. Table: Scripts Known (Major) under “Fundamentals
Known” (see Chapter VI). Unlike other runic scripts, a
Class Skills fundamental can be cast an unlimited number of times
The archivist’s class skills are Appraise (Int), Craft per day. While fundamentals can be overloaded like any
(Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge other runic scripts, the magic is too weak to generate
(history) (Int), Knowledge (nature) (Int), Knowledge much energy: casting a fundamental does not grant the
(planes) (Int), Linguistics (Int), Perception (Wis), archivist any runic charges.
Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Study: Rather than attempt to master all runic magic,
and Use Magic Device (Cha). archivists instead focus on a specific script design. An
Skill Points Per Level: 2 + Int modifier. archivist must decide his study at 1st level. Choosing
a study grants a number of abilities to the archivist,
Class Features which are obtained at 2nd, 8th, 14th, and 20th levels.
All of the following are class features of the archivist. The abilities granted are described in each study’s entry.
Weapon and Armor Proficiency: Archivists The archivist’s chosen study also determines his study
are proficient with all simple weapons. They are not synergy ability (see below).

356
Chapter VI Rune Magic
Table: Archivist
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +0 +2 Bonus Feat, Fundamentals, Study, Study Synergy
2nd +1 +3 +0 +3 Study Ability
3rd +1 +3 +1 +3 Focused Rune
4th +2 +4 +1 +4 Altered Script 1/day
5th +2 +4 +1 +4 Enhanced Fundamentals (1 charge)
6th +3 +5 +2 +5 Bonus Feat
7th +3 +5 +2 +5 Focused Rune
8th +4 +6 +2 +6 Study Ability
9th +4 +6 +3 +6 Enhanced Fundamentals (2 charges)
10th +5 +7 +3 +7 Altered Script 2/day
11th +5 +7 +3 +7 Focused Rune
12th +6/+1 +8 +4 +8 Bonus Feat
13th +6/+1 +8 +4 +8 Enhanced Fundamentals (3 charges)
14th +7/+2 +9 +4 +9 Study Ability
15th +7/+2 +9 +5 +9 Focused Rune
16th +8/+3 +10 +5 +10 Altered Script 3/day
17th +8/+3 +10 +5 +10 Enhanced Fundamentals (4 charges)
18th +9/+4 +11 +6 +11 Bonus Feat
19th +9/+4 +11 +6 +11 Focused Rune
20th +10/+5 +12 +6 +12 Study Ability

Study Synergy (Su): At 1st level, an archivist’s any number of his runic charges out for charges of a
ability to overload his runic power into a script gains different rune design. The new charges can be of any
new function, as described in his chosen study’s entry. design, not just those that are available to the archivist
The archivist’s study synergy only functions when through his runic scripts. Starting at 16th level, the
overloading a script of 1st level or higher. archivist gains two runic charges of his choice when
Focused Rune (Ex): Beginning at 3rd level, an using this ability, instead of only one. The archivist can
archivist’s expertise with his chosen study allows him to use this ability once per day, plus an additional time per
utilize it more frequently. He gains an additional script day for every six levels past 4th, to a maximum of three
known, which, in turn, grants him an additional script he times per day at 16th level.
can prepare each day (as described in Chapter VI). The Enhanced Fundamentals (Ex): At 5th level, the
chosen script must be of a level he is capable of casting, archivist can imbue additional runic energy into his
and its design must match his study’s design. fundamentals. When casting a fundamental whose design
The additional prepared rune each day he gets from matches his chosen study, he treats that fundamental
this ability must also come from his chosen study’s as having one runic charge overloaded into it without
design, but it does not have to be the same bonus scripts spending his actual charges. The design of charge
he learned from focused rune. always matches the design of the fundamental cast. The
The archivist learns an additional script of his choice archivist can still overload his actual runic charges into
(following the above guidelines) for every four levels the script, should he desire to do so, but in such a case
past 3rd, to a total of five bonus scripts known and he must provide all of the runic charges (he cannot mix
prepared each day at 19th level. the free charges from this ability along with his own).
Altered Script (Su): At 4th level, the archivist learns For every four levels gained after 5th, the archivist’s
to adapt his rune magic to the situation at hand. As a fundamentals within his chosen study are treated as
swift action, the archivist gains a single runic charge of overloaded with an additional charge, until reaching a
his choosing. In addition, the archivist may exchange full four charges at 17th level.

357
Rune Magic Chapter VI
ARCHIVIST STUDIES alteration script, it is automatically affected by Extend
The following six studies each focus on a different design Script* without increasing its casting time. You can still
of runic script, granting the archivist deeper insight into apply a metascript feat you know to a script modified in
their chosen specialization. An archivist’s study must be this way.
chosen at 1st level, and once selected cannot be changed.
Creation
Alteration Those who study creation are masters of their craft,
A master of alteration shapes the form of the world to protecting and supporting allies while summoning
his desires, bestowing great power on allies while leaving creations and creatures to fight.
foes struggling to stand. Study Synergy: An archivist that studies creation
Study Synergy: An archivist that studies alteration gains the following ability when overloading a script.
gains the following ability when overloading a script. Runic Barrier (Su): Whenever you overload a script with
Alter Physicality (Su): Whenever you overload a script at least one creation runic charge, you create a 15-foot-
with an alteration runic charge, choose either Strength, radius barrier centered on yourself. Allies in the area
Dexterity, or Constitution. A single creature affected by (including you) gain a +1 bonus to their Armor Class for
the script is either enhanced or hindered on d20 checks each creation runic charge expended. The barrier lasts
that it makes that are based on that ability score (for until the end of your next turn.
example, Dexterity-based checks involve attack rolls Study Abilities: Your powers unlock the secrets of
with a ranged weapon, Acrobatics skill checks, Reflex life and creation.
saving throws, and so on). If it is enhanced, it adds Writ of Recovery (Ex): At 2nd level, when you cast
+1d4 to the result of those checks, if it is hindered, it a creation (healing) script that targets one or more
instead subtracts -1d4 from those checks. The creature creatures, you may target one additional creature. In
is enhanced or hindered on one check of the chosen addition, the maximum amount of hit points your healing
type per alteration runic charge expended. The checks scripts can heal is based on your archivist level, not the
must be made within 1 minute or the effect is lost. If the script’s normal maximum. For example, if you were 8th
creature successfully saved against the overloaded script, level and cast a recover* script, it would heal 1d6+8 hit
this effect does not apply. If the script does not target points instead of the normal 1d6+5 maximum.
a creature, you can instead grant this effect to yourself. Generate (Sp): At 8th level, you can create materials
Study Abilities: Your control over the physical form and structures as a standard action, as if using a create*
is unparalleled. script. You can use this ability a number of times each
Physical Might (Ex): At 2nd level, you gain a +1 inherent day equal to your Intelligence modifier (minimum 0).
bonus to either Strength, Dexterity, or Constitution. You You can have no more than one create* effect active at a
can change which ability score the bonus applies to when time that was made by this ability; using it again ends the
you regain your scripts each day. The bonus increases by previous create* effect. This does not grant you a runic
+1 at 8th, 14th, and 20th levels to a maximum of +4. charge.
Resilience (Ex): At 8th level, you can reflexively alter In addition, for every three archivist levels past 8th,
your physical form to deflect deadly blows. You have a this ability is treated as if overloaded with a single runic
25% chance to negate critical hits and sneak attacks used charge of your choice, up to a full four runic charges at
against you. This increases to 50% at 14th level. 20th level.
Mass Alteration (Ex): At 14th level, once per day when Warding Sigil (Su): At 14th level, any object, barrier,
you cast an alteration script that targets one or more or construct you make with creation scripts have their
creatures (including a script with a range of personal), hardness increased by 5 and hit point total increased by
you may have it target twice the number of creatures 10, where applicable. As long as you are within 10 feet
instead. All additional targets must be within range of of an object, barrier, or construct you’ve created with a
the script’s effects. If the script has a range of personal, creation script, you gain a +2 morale bonus to all saving
the second target must be a willing creature within 30 throws and to AC.
feet of you. If you overload that script, all targets receive Purity (Ex): At 20th level, your mastery over healing
the effects of the overloaded script. The script still only creations provides you with constant protection. You are
grants one runic charge as normal (or none, if you immune to fatigue, exhaustion, sickness, nausea, energy
overloaded it). drain, and death effects. Whenever you overload a script
Perfection (Ex): At 20th level, you achieve physical that restores hit points, it is automatically affected by
perfection. You gain DR 5/– and become immune to Empower Script* without increasing its casting time.
critical hits, sneak attacks, and polymorph effects (unless You can still apply a metascript feat you know to a script
you allow them to affect you). When you overload an modified in this way.

358
Chapter VI Rune Magic
Destruction Spirit’s Blessing (Su): Whenever you overload a script,
Destruction masters harness powers that harm and you can grant yourself or a willing creature within 30 feet
destroy, bringing ruin to their enemies with wracking a +1 morale bonus to all saving throws per invocation
pain and killing force. charge used. The bonus lasts for 1 minute and can
Study Synergy: An archivist that studies destruction only be granted to one creature at a time; granting it
gains the following ability when overloading a script. to another creature ends any previously-granted blessing
Writ of Destruction (Su): Whenever you overload a script, you’ve given out.
you gain a +1 bonus to your caster level for determining Study Abilities: Your every step brings you closer to
the damage of the script for each destruction runic the natural world.
charge expended. This benefit also applies to your caster Primordial Affinity (Su): At 2nd level, you are protected
level for determining how many rays or missiles are from extreme temperatures as if under the effects of
created for damage-dealing scripts such as striking* and
decaying ray*.
Study Abilities: You rain destruction upon those
who stand in your way.
Powerful Blasts (Ex): At 2nd level, whenever you cast
a script that deals damage, you deal an additional +1
damage per die rolled.
Mass Destruction (Ex): At 8th level, whenever you deal
damage to more than one creature within 1 round with
your scripts, the save DCs of your scripts increase by +1
and you gain a +1 bonus on attack rolls with scripts until
the end of your next turn. If during this time you again
deal damage to more than one creature within 1 round
with your scripts, the DC and attack bonuses increases
by an additional +1, and the duration of the bonus
extends for 1 round. The DC and attack bonuses cannot
increase above +2, but the duration can be continuously
extended so long as you keep harming multiple creatures
with your scripts each round.
Devouring Barrier (Su): At 14th level, you gain Spell
Resistance equal to your archivist level + 12. You
can spend a runic charge to lower this barrier’s Spell
Resistance as a move action, instead of a standard action.
Whenever the barrier successfully resists a spell or script,
you can use an immediate action to consume part of the
effect’s power, granting you a destruction runic charge.
You can only gain charges this way a number of times
per day equal to your Intelligence modifier (minimum 0).
Bringer of Ruin (Ex): At 20th level, abilities that reduce
damage on a successful save, such as evasion, improved
evasion, and stalwart do not function and provide no
benefit against your destruction scripts. When you
overload any script that deals damage, it is automatically
affected by Intensify Script* without increasing its
casting time. You can still apply a metascript feat you
know to a script modified in this way.

Invocation
Students of invocation commune with the forces of
nature, calling forth elemental energy, primal forces, and
natural disaster with a single word.
Study Synergy: An archivist that studies invocation
gains the following ability when overloading a script.

359
Rune Magic Chapter VI
an endure elements spell. Additionally, choose either acid, to notice a foe, but you are still considered flat-footed
cold, electricity, or fire. You gain resistance 5 against the until you take an action. In addition, you receive a bonus
chosen energy type. This resistance increases to 15 at 8th on initiative checks equal to 1/2 your archivist level.
level and to 30 at 14th level. Whenever you overload a Spatial Leap (Su): At 8th level, you can bend space
script, you can change which energy type your resistance around you to teleport short distances. You can use this
applies to. ability to teleport up to 30 feet per archivist level per day
Natural Resilience (Ex): At 8th level, you become as a standard action, either in a single round or broken
immune to poison and disease, even ones that are magical up across multiple spatial leaps. This movement must
in nature. You also gain a +2 natural armor bonus. The be used in 10-foot increments and does not provoke
natural armor bonus increases to +4 at 14th level. an attack of opportunity. When you arrive, space is
World Walker (Su): At 14th level, the elements grant still distorted around you, granting you concealment
you a new way to traverse the world. Choose one of the (20% miss chance) for 1 round. You may bring other
following options. Once chosen, it cannot be changed: willing creatures with you, but you must expend an equal
• Air: You gain a fly speed of 40 feet with average amount of distance for each additional creature brought
maneuverability. At 18th level, it increases to 60 feet with you. They likewise are surrounded by spatial
with good maneuverability. distortion for 1 round.
• Earth: You gain a burrow speed of 30 feet and can Astral Lock (Sp): At 14th level, as a swift action you
breath normally while in the ground. At 18th level, can prevent any extradimensional travel near you, as if
you gain the earth glide universal monster ability. you had a dimensional lock spell centered on your space
• Fire: Your land speed increases by 20 feet, and you are that moves with you. This does not interfere with your
no longer slowed by difficult terrain. At 18th level, own scripts or abilities (such as spatial leap). The astral
your speed increases by an additional 20 feet. lock lasts for 1 minute, and can be dismissed early as a
• Water: You gain a swim speed of 30 feet, you take standard action. You can use this ability once per day,
no penalties to attack rolls or damage rolls for being plus an additional time per day at 20th level.
underwater, and can breath underwater. At 18th Temporal Mastery (Su): At 20th level, you become a
level, your swim speed increases to 60 feet and you master of both time and space. You stop aging, cannot
no longer take damage or penalties for being deep be magically aged, and no longer take penalties to your
underwater, such as pressure damage. ability scores for aging. Age bonuses still accrue, though
One With the World (Ex): At 20th level, you become you do not die from old age and still physically appear
one with the forces of nature. You become immune to as the age you were when you gained this ability. When
paralysis, sleep, and petrification. When you overload a you overload a manipulation script, it is automatically
script that deals damage, you may alter its damage type boosted by your choice of Extend Script* or Enlarge
as if you affected it with Elemental Script* (letting you Script* without increasing its casting time. You can still
change it to another type or split the damage, so half apply a metascript feat you know to a script modified in
is the original type and the other half is a new one) this way.
without increasing its casting time. You can still apply a
metascript feat you know to a script modified in this way. Revelation
Those who study revelation are masters of the mind,
Manipulation gaining prescient insight while also manipulating the
Masters of manipulation can alter the very fabric of thoughts and emotions of those around them.
reality, crossing great distances, distorting space, and Study Synergy: An archivist that studies revelation
even changing the flow of time to their whims. gains the following ability when overloading a script.
Study Synergy: An archivist that studies manipulation Prescient Casting (Su): Whenever you overload a script,
gains the following ability when overloading a script. you gain a stacking +2 insight bonus on concentration
Script Distortion (Su): Whenever you overload a script, checks to cast the script and on caster level checks to
you gain a +2 bonus to your caster level to determine overcome Spell Resistance with that script for each
either the duration or range of the script for each revelation runic charge expended.
manipulation runic charge expended. You choose which Study Abilities: You have unparalleled insight into
bonus each charge provides (either duration or range) the world around you.
when you overload the script. Breadth of Knowledge (Ex): At 2nd level, you gain all
Study Abilities: You are a master of reality, able to Knowledge skills as class skills. You gain a bonus on all
bend time and space as you desire. Knowledge checks equal to 1/2 your archivist level and
Celerity (Ex): At 2nd level, you can always act in the can make Knowledge skill checks untrained.
surprise round even if you fail to make a Perception roll Moment of Prophecy (Su): At 8th level, you can grant

360
Chapter VI Rune Magic
powerful insight to a creature, blessing it with visions Gnome: Add +1/4 to caster level when casting
of success or cursing it with knowledge of its coming revelation (thought) scripts.
failure. As a standard action, you designate a single Goblin: Add +1/2 point of bonus damage dealt with
creature within 30 feet to be blessed or cursed by its destruction scripts.
insight. Until the start of your next turn, the creature Grippli: Gain 1/6 of a bonus metascript feat.
rolls twice on all d20 checks. If it was blessed, it takes Half-Elf: The archivist gains 1/6 of an additional
the better result of each roll; if it was cursed, it takes daily use of his altered script ability.
the worse result of each roll. Once a creature has been Half-Orc: Add a +1 bonus on concentration checks
affected by this ability, it cannot be targeted again for to cast archivist scripts.
24 hours. You can use this ability once per day, plus an Halfling: Add a +1/4 luck bonus to saving throws
additional use each day for every three levels past 8th, to against language-dependent effects and symbol spells.
a maximum of five uses per day at 20th level. Hobgoblin: Add a +1/4 to caster level when casting
Legends Untold (Sp): At 14th level, you can delve into destruction (ruin) scripts.
the past to learn ancient secrets and lost information. Human: Add +1/2 bonus to Spellcraft and Use
This functions as a legend lore spell, though it requires no Magic Device checks.
materials and can be used at-will. You must take the full Ifrit: Add +1/4 to caster level when casting invocation
casting time of the legend lore spell, as appropriate for the (primordial) scripts.
information you have and are seeking. Kitsune: Add +1/4 to caster level when casting
Secrets Revealed (Su): At 20th level, you constantly have revelation (thought) scripts.
the benefit of see the unwritten*. Whenever you overload a Kobold: Add a +1/4 luck bonus to saving throws
script, you can change the benefits granted by this ability against language-dependent effects and symbol spells.
as if you had overloaded those runic charges into the Merfolk: Add +1/4 to caster level when casting
see the unwritten* effect. The new benefits persist until invocation (blessing) scripts.
you choose to change them again or until you regain Nagaji: Add +1/4 to caster level when casting
your scripts each day. When you overload a revelation alteration (polymorph) scripts.
script, it is automatically affected by Controlled Script* Orc: Add a +1/4 to caster level when casting
without increasing its casting time. You can still apply a destruction (ruin) scripts.
metascript feat you know to a script modified in this way. Oread: Add +1/4 to caster level when casting
invocation (primordial) scripts.
FAVORED CLASS OPTIONS Ratfolk: Gain 1/6 of a bonus feat, which must be
Instead of receiving an additional skill rank or hit point either Design Focus or Greater Design Focus.
whenever a character gains a level, a character with Samsaran: Gain 1/3 of a new fundamental script.
archivist as their favored class can choose a different Strix: Gain 1/6 of a bonus metascript feat.
benefit based on his or her race. Racial favored class Suli: The archivist gains energy resistance 1 against
options were first introduced in the Pathfinder Roleplaying acid, cold, electricity, or fire, which stacks with his
Game Advanced Players Guide. inherent resistances from his race. Each time the
Aasimar: Add +1/4 to caster level when casting archivist selects this reward, increase his resistance to
manipulation (conviction) scripts. one of these energy types by +1 (maximum 10 for any
Catfolk: Gain 1/3 of a new fundamental script. one type).
Changeling: Gain 1/6 of a bonus metascript feat. Svirfneblin: Add a +1/4 luck bonus to saving throws
Dhampir: Add +1/4 to caster level when casting against language-dependent effects and symbol spells.
destruction (affliction) scripts. Sylph: Add +1/4 to caster level when casting
Drow: Add a +1 bonus on concentration checks to invocation (primordial) scripts.
cast archivist scripts. Tengu: Gain 1/6 of a bonus feat, which must be
Duergar: Add +1/2 on checks made to craft magic either Design Focus or Greater Design Focus.
items. Tiefling: Add +1/2 point of bonus damage dealt
Dwarf: Gain 1/6 of a bonus item creation feat. with destruction scripts.
Elf: Gain 1/6 of a bonus metascript feat. Undine: Add +1/4 to caster level when casting
Fetchling: The archivist gains energy resistance 1 invocation (primordial) scripts.
against cold or electricity, which stacks with his inherent Vanara: Gain 1/6 of a bonus metascript feat.
resistances from his race. Each time the archivist selects Vishkanya: Add +1/4 to caster level when casting
this reward, increase his resistance to one of these alteration (debilitation) scripts.
energy types by +1 (maximum 15 for any one type). Wayang: Add +1/4 to caster level when casting
Gillmen: Gain 1/3 of a new fundamental script. invocation (celestial) scripts.

361
Rune Magic Chapter VI
CHAPTER VII
RUNE MAGIC OPTIONS
The powers of rune magic were once lost to the ages.
While archivists act as the primary masters of this art,
scholars, sages, and even the occasional adventurer ARCHIVIST
will take it upon themselves to understand this arcane
symbology.
An artist emulates the intricate patterns seen in With much of the knowledge of rune magic coming
ancient tombs and barrows, each line and etching within from ancient texts and withered scrolls, it’s unsurprising
his works a small piece of a glyph of power. A knight that many archivists have their own interpretation of
of the church places ancient warding symbols onto the their meaning. Some might simply narrow the application
weak and frail, their sigils protecting them from harm. A of their runes, while others combine it skill at arms to
tribal hunter covers himself with the ritualistic scars and use rune magic on the battlefield.
tattoos passed down his family line for generations, their
magical power infusing his very flesh. Many of these INHERITOR (ARCHETYPE)
practitioners may not fully realize they are utilizing the An extremely rare few archivists discover the powers of
lost art of rune magic, but all who witness can see the rune magic manifesting upon their bodies. Much like a
supernatural powers that they can create. sorcerer, these inheritors have glyphic strength running
Presented in this chapter are new class options and through their veins, passed down through the ages.
archetypes for the archivist presented in Chapter VI. It Rune Tattoos: An inheritor does not learn rune
additionally provides archetypes for a handful of existing magic through study; instead, the ancient magics are
classes in the Pathfinder Roleplaying Game. These granted to him innately via arcane symbols on his body.
archetypes replace certain features of these classes with New tattoos arrive as the inheritor grows in power, and
new options to incorporate the powers of rune magic. may even change form given enough time.
For full detail on how archetypes function, see Chapter 2 An inheritor does not need to prepare his scripts.
of the Pathfinder Roleplaying Game Advanced Player’s Guide. Instead, each of his scripts appears directly on his body
While these archetypes provide a more focused and once they are learned in the form of magical tattoos,
detailed approach to using rune magic, the number and remain permanently prepared and cannot be erased:
of magically-inclined classes and options within the in effect, his scripts known are also his scripts he has
Pathfinder Roleplaying Game that could use rune prepared. This means that his scripts known must follow
magic–if given the chance–is quite high. To that end, the the same rules as his scripts prepared in regards to how
later half of this chapter details ways to give rune magic many he can have of a given level (for example, if he
to the vast majority of spellcasters in the game. Along wants to know two 3rd-level scripts, he must know at
side this are general guidelines to giving a spellcaster least two 2nd-level scripts and two 1st-level scripts).
rune magic, providing players and GMs the tools to Since he cannot prepare scripts, if he wants additional
add rune magic to their favorite classes and options castings of a particular script, he must “learn” it a
from any source. These rules are also necessary to use second time, at which point an additional tattoo (and
the archetypes found here, such as the scarred mystic therefor runic script) appears on his body to grant him
bloodrager and the rune master cleric. the additional castings.
The power of rune tattoos is inherited, and relies on
force of will instead of study. As such, the inheritor
uses Charisma to determine all abilities related to rune
magic and his archivist abilities, including the DCs of
his scripts, what level of script he can learn, his study
abilities, and so on. This alters rune magic.

362
Chapter VII Rune Magic Options
MYRMIDON (ARCHETYPE) FOCUSED STUDIES
The nature of rune magic makes it ideal for use on the Archivists must all choose a study of rune magic to
battlefield. By etching their runes onto weaponry and focus their abilities. Some choose to focus their study
armor, a myrmidon forsakes a portion of their magical even further, gaining a more specialized set of abilities.
potential for enhanced skill at combat. Archivists that choose a focused study gain their normal
Weapon And Armor Proficiencies: A myrmidon class features, such as bonus feats and altered script, but
gains proficiency with light armor, shields (but not tower the focused study changes one or more of the abilities
shields), and with one martial weapon of his choice. granted by their study. An archivist must take all of the
Warmage (Ex): At 1st level, a myrmidon’s Hit Dice replacement abilities associated with his focused study.
from archivist levels is a d8, instead of a d6. Additionally, Once a focused study is chosen, it cannot be changed.
the myrmidon’s base attack bonus is equal to three-
quarters his class level (the same as a bard or rogue). Affliction Study
This replaces the archivist’s normal bonus feats and Associated Study: Destruction
enhanced fundamentals. Replacement Abilities: The following study abilities
Martial Feats: At 3rd level and every four levels replace the mass destruction and devouring barrier
thereafter, the myrmidon gains a bonus feat. These abilities of the destruction archivist study.
bonus feats must be selected from the following list: Compounding Ruin (Ex): At 8th level, you can take
Combat Casting, Greater Runebound Equipment*, advantage of a creature’s weakened state. Creatures that
Runebound Equipment*, or any combat feat. He must are fatigued, exhausted, sickened, nauseated, blinded,
meet the prerequisites of these feats as normal. This or deafened take a -1 penalty to saving throws and AC
replaces focused rune. against your scripts. This penalty stacks for each of these
conditions on the creature, up to -2.
Ailment Sending (Su): At 14th level, you can transfer
harmful effects to another creature within 30 feet as a
swift action. If you are fatigued, exhausted, sickened,
nauseated, blinded, or deafened, you immediately
transfer all of those conditions onto the targeted
creature. The creature can make a separate Fortitude save
(DC 10 + 1/2 your archivist level + your Intelligence
modifier) for each condition to prevent that condition
from transferring (leaving you with that ailment). Only
non-permanent ailments can be transferred, and the
condition continues from its current duration.
Unlike most abilities, you can use ailment sending
while you are nauseated (as your move action for that
turn). You can use ailment sending a number of times
per day equal to your Intelligence modifier (minimum 0).

Animation Study
Associated Study: Creation
Replacement Abilities: The following study abilities
replace the writ of recovery and generate abilities of the
creation archivist study.
Familiar (Su): At 2nd level, you gain a familiar, as
a wizard equal to your archivist level. Your archivist
level stacks with any wizard levels you posses when
determining the powers of your familiar.
Blessing of Anima (Su): At 8th level, you
increase the duration of your creation (animation)
scripts by a number of rounds equal to your Intelligence
modifier (minimum 1). You automatically treat all
creation (animation) scripts you cast as if they were
overloaded with a single runic charge of your choice;
this is in addition to any runic charges you overload into

363
Rune Magic Options Chapter VII
the script normally. At 14th level, you treat these scripts You can use this ability a number of times per day equal
as being overloaded with two runic charges of your to 3 + your Intelligence bonus.
choice, instead of one. Weakening Aura (Su): At 8th level, you can create
an aura that weakens your opponents. Enemies within 30
Blessing Study feet of you take a -2 penalty on saving throws and have
Associated Study: Invocation all forms of movement reduced by half. You can use this
Replacement Abilities: The following study abilities aura a number of rounds each day equal to your archivist
replace the primordial affinity and world walker abilities level. These rounds do not have to be consecutive.
of the invocation archivist study.
Ancient Wisdom (Su): At 2nd level, whenever you Detection Study
use the aid another action to assist an ally, the bonus Associated Study: Revelation
you grant is increased by 1. The bonus increases by an Replacement Abilities: The following study abilities
additional 1 at 8th, 14th, and 20th levels. replace the breadth of knowledge and the moment of
Spiritual Interference (Su): At 14th level, when prophecy abilities of the revelation archivist study.
an enemy within 30 feet hits an ally with an attack, you Detection Adept (Ex): At 2nd level, you gain a
can sacrifice a daily casting of one of your scripts as an bonus to Perception checks equal to half your archivist
immediate action to make the enemy reroll the attack level. Whenever you pass within 10 feet of a trap, hidden
roll. The second attack roll takes a penalty equal to the passage, or secret door, you can attempt an immediate
level of the script casting you sacrifice; you can only Perception check to notice the trap or passage. This
sacrifice a casting of a script of 1st-level or higher. This check should be made in secret by the GM.
grants you a runic charge as if you had cast the script At 8th level, you also gain blindsense to a range of 10
normally. Whether or not the second attack is successful, feet. This range increases to 30 feet at 14th level.
you cannot use this effect on the same creature again for Hard to Find (Su): At 8th level, you gain the constant
24 hours. benefits of a nondetection spell, functioning as if you cast
it on yourself. You can suppress or reactivate this ability
Conviction Study as a free action.
Associated Study: Manipulation
Replacement Abilities: The following study abilities Gravity Study
replace the celerity and spatial leap abilities of the Associated Study: Manipulation
manipulation archivist study. Replacement Abilities: The following study abilities
Seek Conviction (Sp): At 2nd level, you can use detect replace the spatial leap and astral lock abilities of the
chaos, detect evil, detect good, and detect law at-will. You can manipulation archivist study.
only use one of these at a given time. Gravity Master (Su): At 8th level, you can traverse
At 8th level, you no longer need to concentrate to surfaces of any incline, including walls and ceilings,
maintain any of these effects, though you can still only as easily as walking on the ground. You move at your
use one at a time. normal speed when doing so and have no penalties
Resist Conviction (Su): At 8th level, you constantly normally associated with climbing.
have the benefit of a ward of conviction* script. The At 14th level, you become immune to any effects
deflection bonus to AC and the resistance bonus to that change gravity, such as reverse gravity, manipulation
saving throws increases by +1 for every two archivist (gravity) scripts, or different gravity properties on any
levels past 8th (maximum +8). You choose which plane of existence, unless you allow them to affect you.
alignment the ward of conviction* protects against, and can Repulsor (Su): At 14th level, you can use a swift
change the alignment it protects you from whenever you action to create a 15-foot-radius aura of unstable gravity
overload a script. that pushes away foes and attacks. Ranged weapon
attacks passing through this area automatically miss,
Debilitation Study while particularly large weapons (such as siege engines)
Associated Study: Alteration can still hit you, albeit with a -4 penalty to their attack roll.
Replacement Abilities: The following study abilities Rays are unaffected. Additionally, upon activating this
replace the physical might and resilience abilities of the aura and any time a creature (aside from you) enters into
alteration archivist study. or starts their turn within the field, they are pushed away,
Enfeeble (Su): At 2nd level, you can greatly hinder as a repulse* script. This can only affect a creature once
the abilities of a creature within 30 feet as a standard per round, regardless of circumstances. You can use this
action. That creature takes a penalty to its AC and on aura a number of rounds per day equal to your archivist
attack rolls equal to 1/2 your archivist level for 1 round. level; these rounds do not have to be consecutive.

364
Chapter VII Rune Magic Options
Healing Study Transformation (Sp): At 14th level, you can alter
Associated Study: Creation your form. This can function as elemental body III, form
Replacement Abilities: The following study abilities of the dragon I, or monstrous physique III. At 18th level, it
replace the runic barrier study synergy and the generation instead functions as elemental body IV, form of the dragon
ability of the creation archivist study. II, giant form I, or monstrous physique IV. You can use this
Healing Chant (Su): Whenever you overload a script ability for 1 minute per day, plus an additional minute for
with at least one creation runic charge, you gain fast every level past 14th. This duration does not have to be
healing equal to the level of the script you overloaded. consecutive, but must be spent in 1-minute increments.
The fast healing lasts a number of rounds equal to the
number of creation runic charges expended. Thought Study
Curative Word (Su): At 8th level, whenever you cast Associated Study: Revelation
a script that restores hit points to a creature, you may Replacement Abilities: The following study abilities
also cleanse it of one of the following conditions: dazed, replace the breadth of knowledge and the legends
fatigued, shaken, sickened, or staggered. You choose untold abilities of the revelation archivist study.
which condition to cleanse at the time of casting. If the Behavioral Analysis (Ex): At 2nd level, you gain
script targets more than one creature, you must cleanse Bluff, Diplomacy, and Intimidate as class skills, and gain
all targets of the same condition. a bonus to those skills equal to half your archivist level.
Thought Scour (Sp): At 14th level, you can read
Natural Study creatures’ minds, as if using seek thoughts, except the
Associated Study: Invocation save DC is equal to 10 + 1/2 your archivist level + your
Replacement Abilities: The following study abilities Intelligence modifier. You can do so for a number of
replace the spirit’s blessing study synergy, as well as the minutes per day equal to your Intelligence bonus. This
primordial affinity and natural resilience abilities of the duration does not have to be consecutive, but it must be
invocation archivist study. used in 1-minute increments.
Animal Companion (Ex): At 1st level, you gain an In addition, while reading a creature’s thoughts
animal companion. Your effective druid level for this you may search their mind to determine their general
ability is equal to your archivist level - 3 (minimum 1st). emotional state, learning some basic information about
Pack Leader (Ex): At 8th level, whenever you cast their fears, desires, and so on. While the information
an invocation (natural) script that creates one or more you learn is subject to GM discretion, your knowledge
creatures, those creatures are more powerful. Their causes the creature to take a -4 penalty against the next
natural armor bonus increases by +2 and they gain a +4 revelation (thought) script you affect it with in the next
bonus on saving throws against mind-affecting effects. minute. Whether or not the creature saves, a creature can
only be affected by this penalty once in a 24-hour period.
Polymorph Study
Associated Study: Alteration Unraveling Study
Replacement Abilities: The following study abilities Associated Study: Destruction
replace the alter physicality study synergy and the mass Replacement Abilities: The following study abilities
alteration ability of the alteration archivist study. replace the writ of destruction study synergy and the
Rune Shift (Su): Whenever you overload a script mass destruction ability of the destruction archivist study.
with at least one alteration runic charge, you gain a Magic Disruption (Su): Whenever you overload
minor alteration to your physical form. You can select a script with at least one destruction rune, you may
from the following benefits: disrupt the magical energies of creatures affected by the
• One claw, bite, or gore attack, which deals damage as script. You may affect one creature per destruction runic
appropriate for your size. You can select this benefit charge used. For 1 round, each creature you affect has
multiple times. to make a concentration check when casting a spell (DC
• Darkvision 30 feet. 20 + twice the spell’s level) or lose the spell. Treat this as
• The scent ability. casting defensively.
• Swim speed 30 feet and the ability to breathe Counterscript Mastery (Su): At 8th level, you gain
underwater Improved Counterscript* as a bonus feat. If you already
• Climb speed 30 feet. have this feat, you can choose any other feat you qualify
• +10 feet to base land speed. for. You may attempt to counterscript an opponent’s
• +2 natural armor bonus. script or spell as an immediate action (instead of a ready
You gain one of the above benefits for each alteration action). You can use this ability once per day, plus one
runic charge used, and the benefits last for 10 minutes. additional time per day every three levels beyond 8th.

365
Rune Magic Options Chapter VII
Artistic Inspiration: A curiologist influences those
BARD around him not with typical performance, but with
artistic expression. Whenever a bardic performance
calls for a Perform check, he must instead substitute it
with a Craft check of his choice. All of the curiologist’s
CURIOLOGIST (ARCHETYPE) bardic performances require visual components only,
A curiologist is an artist that incorporates runic patterns and requires him to have a free hand to present a piece
into their art. Using clay, brush, and chisel, they create of artwork. This alters bardic performance.
mystical patterns to influence minds and inspire others. Unbreakable Craft (Su): At 1st level, the curiologist
Rune Magic: A curiologist’s arcane power comes gains Runebound Equipment* as a bonus feat, though
through his understanding of scripts, an esoteric form it only applies when his runes are scribed onto or
of magic that involves the creation and empowering of incorporated into artistic pieces (pottery, paintings, etc.).
mystic symbols called “runes”. For this purpose, weapons, armor, wands, rods, and
A curiologist is an intermediate scribe (see Scribe staves do not benefit from this ability, but clothing, rings
Types in Chapter VI), which determines the number and wondrous items can.
of runic scripts the curiologist can learn and prepare At 6th level, the curiologist gains Improved
each day, as well as how many scripts he can use. Runebound Equipment* as a bonus feat, even if he
Refer to Table: Scripts Known (Intermediate) to doesn’t meet the prerequisites. It is also limited to artistic
determine how many scripts he learns (and what level), items, as described above.
as appropriate for his level. The Difficulty Class for a At 18th level, any artistic item that the curiologist has
saving throw against a curiologist’s script is 10 + the scribed a rune onto is virtually indestructible and cannot
script’s level + the curiologist’s Charisma modifier. The be damaged or sundered.
curiologist uses the bard script list, as found at the end This ability replaces countersong, suggestion, and
of this chapter. mass suggestion.
Unlike a typical spellcaster that has spell slots each day, Versatile Artistry (Ex): At 2nd level, a curiologist
a curiologist can cast each script he prepares a number can choose one type of Craft skill. He can use his bonus
of times each day based on the level of the script, as in that skill in place of his bonus in associated skills.
shown in Table: Castings per Script (Intermediate). When substituting in this way, the bard uses his total
In addition, he receives bonus scripts per day if he has Craft skill bonus, including class skill bonus, in place of
a high Charisma score (see Casting a Script in Chapter its associated skill’s bonus, whether or not he has ranks
VI). These extra castings can be applied to any script he in that skill or if it is a class skill. At 6th level, and every
has prepared of the appropriate level. 4 levels thereafter, the curiologist can select an additional
A curiologist must choose and prepare his scripts type of Craft to substitute.
ahead of time by getting 8 hours of sleep and scribing The types of Craft and their associated skills
his runes. While scribing, the curiologist decides which are: Books (Linguistics, Sense Motive), Calligraphy
scripts to prepare. Once a script is written, it remains (Diplomacy, Linguistics), Cloth (Disguise, Sleight of
prepared until the curiologist chooses to replace it. Hand), Glass (Diplomacy, Intimidate), Jewelry (Disable
This ability replaces the bard’s spell class feature. A Device, Sleight of Hand), Paintings (Bluff, Sense
curiologist does not gain his normal spell abilities and Motive), Pottery (Bluff, Diplomacy), and Sculptures
cannot activate spell trigger or spell completion items (Disable Device, Intimidate).
from the bard spell list unless he uses Use Magic Device This replaces versatile performance.
to do so. Curio Lore (Ex): At 2nd level, a curiologist gains a
Fundamentals: All curiologists learn a number of bonus on Appraise checks, Spellcraft checks to identify
fundamentals, scripts that are so simple that they require magic items, and Use Magic Device checks equal to half
little effort to cast. A curiologist begins play knowing any his bard level and can take 10 on such checks. He can use
two fundamentals of his choice. He continues to learn Disable Device to disarm magical traps as per a rogue’s
more fundamentals as he advances, as shown on Table: trapfinding ability and gains a +4 bonus on saves against
Scripts Known (Intermediate) under “Fundamentals magical traps and symbols, glyphs, and magical writings
Known” (see Chapter VI). Unlike other runic scripts, a of any kind. This ability replaces well-versed.
fundamental can be cast an unlimited number of times Object Reading (Su): At 5th level, a curiologist gains
per day. While fundamentals can be overloaded like any the ability to read objects and determine their function
other runic scripts, the magic is too weak to generate and history. This acts as the object reading occultist class
much energy: casting a fundamental does not grant the feature, using his curiologist level as his occultist level.
curiologist any runic charges. This replaces cantrips. This replaces lore master.

366
Chapter VII Rune Magic Options
learns a fundamental of his choice. He continues to
BLOODRAGER learn more fundamentals as he advances, as shown on
Table: Scripts Known (Lesser) under “Fundamentals
Known” (see Chapter VI). Unlike other runic scripts, a
fundamental can be cast an unlimited number of times
SCARRED MYSTIC (ARCHETYPE) per day. While fundamentals can be overloaded like any
A scarred mystic has unlocked the secrets of rune magic other runic scripts, the magic is too weak to generate
through ritual scarification. These tribal patterns unlock much energy: casting a fundamental does not grant the
magical potential within those that endure the process. scarred mystic any runic charges.
Rune Magic: Beginning at 4th level, a scarred mystic Furious Script (Su): Starting at 4th level, a scarred
gains limited understanding of scripts, an esoteric form mystic can utilize his rage to fuel his magical power. He
of magic that involves the creation and empowering of can use a swift action to convert rounds of rage into
mystic symbols called “runes”. runic charges, gaining one runic charge of his choice
A scarred mystic is a lesser scribe (see Scribe Types for every 2 rounds of rage spent. This does not let him
in Chapter VI), which determines the number of runic exceed his normal maximum amount of charges. This
scripts the scarred mystic can learn and prepare each day, replaces eschew materials.
as well as how many scripts he can use. Refer to Table: Scarred Fury (Su): At 4th level, the scars carved
Scripts Known (Lesser) to determine how many into the scarred mystic’s body flare with magical power
scripts he learns (and what level), as appropriate for his whenever he enters a bloodrage, protecting him from a
level. The Difficulty Class for a saving throw against a variety of threats.
scarred mystic’s script is 10 + the script’s level + the As long as the scarred mystic has one or more runic
scarred mystic’s Charisma modifier. The scarred mystic charges while he is raging, he gains additional benefits,
uses the bloodrager script list, as found at the end of depending on the designs of those charges. The benefits
this chapter. are applied for all types of charges he has. The effects
Unlike a typical spellcaster that has spell slots each are removed as soon as he stops raging or as soon as he
day, a scarred mystic can cast each script he prepares loses the runic charge(s), whichever comes first:
a number of times each day based on the level of the • Alteration: The scarred mystic’s skin hardens against
script, as shown in Table: Castings per Script (Lesser). injury, granting him DR 2/–. This damage reduction
In addition, he receives bonus scripts per day if he has stacks for each alteration charge he has, up to DR 8/–.
a high Charisma score (see Casting a Script in Chapter • Creation: The scarred mystic gains fast healing 2 per
VI). These extra castings can be applied to any script he creation charge he has, up to fast healing 8.
has prepared of the appropriate level. • Destruction: The scarred mystic is surrounded by an
A scarred mystic does not need to prepare his scripts. aura that lashes out at attackers. Any creature striking
Instead, each of his scripts is carved on his body once the scarred mystic with its body or a hand-held
they are learned in the form of ritual scarification, and weapon deals normal damage, but at the same time
remain permanently prepared and cannot be erased: the attacker takes 1d4 points of damage. This damage
in effect, his scripts known are also his scripts he has increases based on the number of destruction charges
prepared. This means that his scripts known must follow he has: 1d8 (two charges), 2d6 (three charges), or 2d8
the same rules as his scripts prepared in regards to how (four charges).
many he can have of a given level (for example, if he • Invocation: The scarred mystic becomes resistant to
wants to know two 3rd-level scripts, he must know at the elements, gaining acid, cold, electricity, and fire
least two 2nd-level scripts and two 1st-level scripts). Since resistance 5. This resistance stacks for each invocation
he cannot prepare scripts, if he wants additional castings charge he has, up to resistance 20 to each type.
of a particular script he must “learn” it a second time, • Manipulation: The scarred mystic accelerates his
at which point he creates a new scar (and therefor runic movement, granting him a +1 bonus to Reflex
script) on his body to grant him the additional castings. saves, AC, and to his CMD. This stacks for each
This ability replaces the bloodrager’s spell class manipulation charge he has, up to +4.
feature. A scarred mystic does not gain his normal • Revelation: The scarred mystic becomes more resilient
spell abilities and cannot activate spell trigger or spell to mental control and distraction, gaining a +1 bonus
completion items from the bloodrager spell list unless to Will saves, concentration checks, and caster level
he uses Use Magic Device to do so. checks to overcome Spell Resistance. This stacks for
Fundamentals: All scarred mystics learn a number each revelation charge he has, up to +4.
of fundamentals, scripts that are so simple that they This replaces the 4th-level bloodline power as well as
require little effort to cast. At 4th level, a scarred mystic damage reduction.

367
Rune Magic Options Chapter VII
Unlike other runic scripts, a fundamental can be cast an
CLERIC unlimited number of times per day. While fundamentals
can be overloaded like any other runic scripts, the
magic is too weak to generate much energy: casting a
fundamental does not grant the rune master any runic
RUNE MASTER (ARCHETYPE) charges. This replaces orisons.
A rune master has been blessed with mastery of arcane Domain: A rune master must select the rune domain
symbology by their deity or faith. They use their skill and cannot select a subdomain. She does not gain a
with creating runes and glyphs to create arcane wards second domain.
and traps for the unwary. Spontaneous Wards: A rune master can convert a
Rune Magic: A rune master’s arcane power comes daily casting of a script she has prepared into one of her
through her understanding of scripts, an esoteric form rune domain spells of the same level or lower. Casting a
of magic that involves the creation and empowering of domain spell this way grants her a creation runic charge.
mystic symbols called “runes”. Charged Blast (Sp): When a rune master uses her
A rune master is a major scribe (see Scribe Types in blast rune domain ability, she can spend any number of
Chapter VI), which determines the number of runic runic charges to enhance it. For each runic charge spent,
scripts the rune master can learn and prepare each day, the damage increases by 1d6, its duration increases by
as well as how many scripts she can use. Refer to Table: 1 round, its effective spell level increases by 1, and its
Scripts Known (Major) to determine how many scripts Perception and Disable Device DCs increase by 1.
she learns (and what level), as appropriate for her level. Complex Rune (Sp): The rune master’s spell rune
The Difficulty Class for a saving throw against a rune domain ability applies to runic scripts, instead of spells.
master’s script is 10 + the script’s level + the rune If she uses an overloaded script, the blast rune also gains
master’s Wisdom modifier. The rune master uses the the benefits of her charged blast ability
cleric script list, as found at the end of this chapter. (per charge overloaded into the script),
Unlike a typical spellcaster that has spell slots each day, as described above.
a rune master can cast each script she prepares a number
of times each day based on the level of the script, as
shown in Table: Castings per Script (Major).
In addition, she receives bonus scripts per day
if she has a high Wisdom score (see Casting a
Script in Chapter VI). These extra castings can
be applied to any script she has prepared of
the appropriate level.
A rune master must choose and prepare her
scripts ahead of time by getting 8 hours of
sleep and scribing her runes. While scribing,
the rune master decides which scripts to
prepare. Once a script is written, it remains
prepared until the rune master chooses to
replace it.
This ability replaces the cleric’s spell class
feature. A rune master does not gain her
normal spell abilities and cannot activate spell
trigger or spell completion items from the
inquisitor spell list unless she uses Use Magic
Device to do so.
Fundamentals: All rune masters learn a
number of fundamentals, scripts that are so
simple that they require little effort to cast. A
rune master begins play knowing any three
fundamentals of her choice. She continues
to learn more fundamentals as she advances,
as shown on Table: Scripts Known (Major)
under “Fundamentals Known” (see Chapter VI).

368
Chapter VII Rune Magic Options
does not grant the rune binder any runic charges. This
INQUISITOR replaces orisons.
Glyphic Judgment (Su): A rune binder channels the
power of her rune magic to strike down her foes. As
part of activating her judgment ability, the rune binder
RUNE BINDER (ARCHETYPE) gains a single runic charge of her choice. This cannot
Rather than learning divine magics, some inquisitors are place her above her normal maximum of runic charges
chosen to study the ancient art of runic script. Known as allowed by her level.
rune binders, these specialized clergy use mystic symbols The rune binder does not have access to her normal list
to track, control, and destroy enemies of the faith. of judgments. Instead, the rune binder has the following
Rune Magic: A rune binder’s arcane power comes runic judgments. As long as the rune binder has at least
through her understanding of scripts, an esoteric form one runic charge that matches the design of her current
of magic that involves the creation and empowering of judgment, she increases her effective inquisitor level by
mystic symbols called “runes”. a number of levels equal to the number of matching
A rune binder is an intermediate scribe (see Scribe charges she has for the purpose of determining that
Types in Chapter VI), which determines the number judgment’s effects:
of runic scripts the rune binder can learn and prepare Alteration: The rune binder becomes more resistant to
each day, as well as how many scripts she can use. bodily harm, granting her a +1 sacred bonus on Fortitude
Refer to Table: Scripts Known (Intermediate) to saves, Reflex saves, and to AC. This bonus increases by
determine how many scripts she learns (and what level), +1 for every five rune binder levels she possesses.
as appropriate for her level. The Difficulty Class for a Creation: The rune binder constantly generates healing
saving throw against a rune binder’s script is 10 + the energy, granting her fast healing 1. This healing lasts as
script’s level + the rune binder’s Wisdom modifier. The long as the rune binder is alive and the judgment lasts.
rune binder uses the inquisitor script list, as found at the The amount of healing increases by 1 point for every
end of this chapter. three rune binder levels she possesses.
Unlike a typical spellcaster that has spell slots each day, Destruction: The rune binder strikes with divine furor,
a rune binder can cast each script she prepares a number gaining a +1 sacred bonus on all attack and damage
of times each day based on the level of the script, as rolls. This bonus increases by +1 for every five levels
shown in Table: Castings per Script (Intermediate). she possesses.
In addition, she receives bonus scripts per day if she has Invocation: The rune binder wards herself from
a high Wisdom score (see Casting a Script in Chapter natural forces, gaining energy resistance 2 to acid, cold,
VI). These extra castings can be applied to any script she electricity and fire damage. The resistance increases by 2
has prepared of the appropriate level. for every three rune binder levels she possesses.
A rune binder must choose and prepare her scripts Manipulation: The rune binder alters the cosmic
ahead of time by getting 8 hours of sleep and scribing balance around her, improving her attacks and defense.
her runes. While scribing, the rune binder decides which Her weapons count as one alignment type (chaotic, evil,
scripts to prepare. Once a script is written, it remains good, or lawful) for the purpose of bypassing damage
prepared until the rune binder chooses to replace it. reduction. The type selected must match one of the rune
This ability replaces the inquisitor’s spell class feature. binder’s alignments. She also gains damage reduction
A rune binder does not gain her normal spell abilities from an alignment that is opposite the one used for her
and cannot activate spell trigger or spell completion weapons. This starts as DR 1 at 1st level, and increases
items from the inquisitor spell list unless she uses Use by 1 for every five levels she possesses. If she is neutral,
Magic Device to do so. she chooses one alignment type, treating her weapons as
Fundamentals: All rune binders learn a number of that alignment and her DR as that alignment’s opposite.
fundamentals, scripts that are so simple that they require Revelation: The rune binder gains prescient insight
little effort to cast. A rune binder begins play knowing into her foes, gaining a +1 sacred bonus on Will saves,
any two fundamentals of her choice. She continues to concentration checks, and caster level checks to overcome
learn more fundamentals as she advances, as shown a target’s Spell Resistance. This bonus increases by +1
on Table: Scripts Known (Intermediate) under for every three inquisitor levels she possesses.
“Fundamentals Known” (see Chapter VI). Unlike other This ability modifies judgment.
runic scripts, a fundamental can be cast an unlimited Rune Bind (Su): At 5th level, a rune binder can
number of times per day. While fundamentals can be brand her foes with runes, restricting their abilities while
overloaded like any other runic scripts, the magic is too enhancing her own. When the rune binder would gain a
weak to generate much energy: casting a fundamental runic charge, she can cause the runic charge to manifest

369
Rune Magic Options Chapter VII
upon a single enemy within 60 feet of her, as opposed
to on her equipment. When she does so, any scripts she
casts that include that creature as one of its targets or in
MAGUS
its area of effect is treated as overloaded with that runic
charge. If she overloads the script normally, she treats it
as though she used that charge in addition to the other RUNE KNIGHT (ARCHETYPE)
runic charges she expended. Doing this does not expend Unsatisfied with the common use of arcane magic, a
the charge scribed upon her foe. few magi looked to a form of spell far older than the
In addition to the above, the target suffers a penalty rest. These rune knights are in a constant ebb and flow,
based on the design of runic charge binding it: rapidly building runic power before unleashing its power
Alteration: The creature is weakened, taking a -2 through both spell and sword.
penalty on attack and damage rolls. Rune Magic: A rune knight’s arcane power comes
Creation: The creature heals more slowly; any healing through his understanding of scripts, an esoteric form
applied to the target (whether from healing effects, fast of magic that involves the creation and empowering of
healing, and so on) heals only half its normal hit points. mystic symbols called “runes”.
Destruction: The creature becomes more vulnerable, A rune knight is an intermediate scribe (see Scribe
taking a -2 penalty on saving throws. Types in Chapter VI), which determines the number
Invocation: The creature becomes exposed to the of runic scripts the rune knight can learn and prepare
elements, reducing any energy resistance it has by 10. each day, as well as how many scripts he can use.
Manipulation: The creature has the flow of time slowed Refer to Table: Scripts Known (Intermediate) to
around it, reducing all of its movement by half. determine how many scripts he learns (and what level),
Revelation: The creature’s weak points become exposed as appropriate for his level. The Difficulty Class for a
to its foes, reducing any damage reduction it has by 5. saving throw against a rune knight’s script is 10 + the
Rune bind lasts for a number of rounds equal to script’s level + the rune knight’s Intelligence modifier.
the rune binder’s Wisdom modifier (minimum 1), after The rune knight uses the magus script list, as found at
which the runic charge dissipates. She may only maintain the end of this chapter.
one rune binding at a time; using the ability again Unlike a typical spellcaster that has spell slots each day,
dismisses the previous binding. The runic charge that a rune knight can cast each script he prepares a number
is bound to the foe cannot be used for overloading her of times each day based on the level of the script, as
scripts, except by the method noted above, and counts shown in Table: Castings per Script (Intermediate).
against her normal maximum amount of runic charges In addition, he receives bonus scripts per day if he has a
she can have based on her level. The rune binder can use high Intelligence score (see Casting a Script in Chapter
this ability once per day, plus an additional time per day VI). These extra castings can be applied to any script he
for every three levels past 5th. This ability replaces bane. has prepared of the appropriate level.
Glyphic Power (Ex): At 8th level, when the rune A rune knight must choose and prepare his scripts
binder uses her glyphic judgment ability, she gains two ahead of time by getting 8 hours of sleep and scribing
runic charges of her choice, rather than one. This ability his runes. While scribing, the rune knight decides which
replaces second judgment. scripts to prepare. Once a script is written, it remains
Greater Rune Bind (Su): At 12th level, the rune prepared until the rune knight chooses to replace it.
binder’s rune bind ability lasts a number of minutes This ability replaces the magus’s spell class feature.
equal to her Wisdom modifier (minimum 1). So long as A rune knight does not gain his normal spell abilities
the target is bound, the rune binder gains the benefits and cannot activate spell trigger or spell completion
of a locate creature spell, using her rune binder level as her items from the magus spell list unless he uses Use Magic
caster level, and gains blindsight to a range of 15 feet; Device to do so.
this blindsight only lets her see the bound creature. This Fundamentals: All rune knights learn a number of
ability replaces greater bane. fundamentals, scripts that are so simple that they require
Glyphic Might (Ex): At 16th level, when the rune little effort to cast. A rune knight begins play knowing
binder uses her glyphic judgment ability, she gains any two fundamentals of his choice. He continues to
three runic charges of her choice, rather than two. learn more fundamentals as she advances, as shown
Each runic charge she has that matches the design of on Table: Scripts Known (Intermediate) under
her current judgment increases her effective inquisitor “Fundamentals Known” (see Chapter VI). Unlike other
level by a number of levels equal to twice the number runic scripts, a fundamental can be cast an unlimited
of matching runic charges she has. This ability replaces number of times per day. While fundamentals can be
third judgment and slayer. overloaded like any other runic scripts, the magic is too

370
Chapter VII Rune Magic Options
weak to generate much energy: casting a fundamental rune knight’s arcane recharge becomes more efficient.
does not grant the rune knight any runic charges. This For every point he spends from his arcane pool, he gains
replaces cantrips. two runic charges of his choice, rather than one. Any
Rune Strike (Su): At 2nd level, the rune knight can charges gained in excess of his maximum are lost. This
channel the power of his runic charges through his ability replaces improved spell recall..
weapon, rather than overloading them into a script. As Engraved Critical (Su): At 19th level, once per
a standard attack action, the rune knight can make a round when the rune knight scores a critical hit with a
melee attack at his full attack bonuses. The rune knight melee weapon, he gains his choice of either 1 point in
can instead do this as part of a full-attack action; if he his arcane pool or 1 runic charge of his choice. This
does, he gains an extra attack at his full attack bonuses ability replaces greater spell access.
to deliver the rune strike, but all attacks he makes during Magus Arcana: The following magus arcana
that action take a -2 penalty. complement the rune knight archetype: accurate strike,
For each runic charge the rune knight uses, the attack arcane accuracy, concentrate, and spell shield.
deals an additional 2d6 damage. The type of damage is
based on the design of the charges used:
• Alteration: Bludgeoning, piercing, or slashing
• Creation: Acid
• Destruction: Negative energy
• Invocation: Cold, electricity, or fire
• Manipulation: Force
• Revelation: Sonic
If a charge design has more than one damage type,
the rune knight chooses which one a given charge deals
and can choose different options for each charge (for
example, if the rune knight uses two invocation charges,
he can choose to deal 2d6 fire damage and 2d6 cold
damage). This attack uses the weapon’s critical range
(20, 19–20, or 18–20 and modified by the keen weapon
property or similar effects), but the rune strike damage
only deals ×2 damage on a successful critical hit, while
the weapon damage uses its own critical modifier.
Using rune strike consumes all runic charges the rune
knight currently has. If the attack misses, the effect is
not lost and can be delivered by a later weapon attack, so
long as it is made within 1 minute (after which the effect
dissipates). This ability replaces spellstrike.
Arcane Recharge (Su): At 4th level, the rune knight
can convert his arcane power into runic charge. As a swift
action, the rune knight can gain any number of runic
charges of his choice by spending an equal number of
points from his arcane pool. This cannot put him above
his normal maximum number of runic charges he can
have based on his level. This ability replaces spell recall.
Hidden Knowledge (Su): At 7th level, when a rune
knight regains his scripts for the day, he can decide to
expend 1 or more points from his arcane pool, up to
half his Intelligence bonus. For each point he expends,
he can temporarily exchange one script he knows with
a different script of the same level or lower from the
magus script list, letting him prepare the newly-gained
scripts as normal. The next time he regains his scripts,
the rune knight returns to his original list of known
scripts. This ability replaces knowledge pool.
Improved Arcane Recharge (Su): At 11th level, the

371
Rune Magic Options Chapter VII
Symbol of Consecration (Sp): At 5th level, a
PALADIN consecrator gains the ability to emblazon her symbol
upon the ground, sanctifying the area. She can cast
consecrate as a spell-like ability, using her paladin level as her
caster level and with no need for a material component.
CONSECRATOR (ARCHETYPE) At 13th level, the penalty suffered by undead within the
The consecrator uses blessed symbols of her church area increases to -2 (or -4 if the effect is centered on a
to protect the innocent. Each rune she casts grants site dedicated to her deity, as described in consecrate).
her arcane power to shield others from harm and to Additionally, at 5th level and every four levels
debilitate the wicked. thereafter, the consecrator chooses one creature type
Rune Magic: Beginning at 4th level, a consecrator aside from undead (and subtype, where applicable),
gains limited understanding of scripts, an esoteric form similar to when choosing a ranger’s favored enemy. Evil
of magic that involves the creation and empowering of creatures of that type are affected by her symbol of
mystic symbols called “runes”. consecration as if they were undead.
A consecrator is a lesser scribe (see Scribe Types in The consecrator can use this ability once per day, plus
Chapter VI), which determines the number of runic an additional time per day for every four levels past 5th.
scripts the consecrator can learn and prepare each day, This replaces divine bond.
as well as how many scripts she can use. Refer to Table: Healing Glyph (Su): At 6th level, whenever the
Scripts Known (Lesser) to determine how many consecrator uses her lay on hands ability to heal a
scripts she learns (and what level), as appropriate for creature other than herself, if she has any runic charges
her level. The Difficulty Class for a saving throw against available, she may transfer one of those charges to the
a consecrator’s script is 10 + the script’s level + the touched creature. A creature can have no more than one
consecrator’s Charisma modifier. The consecrator uses charge granted to it at a time from this ability. She may
the paladin script list, as found at the end of this chapter. still spend the runic charge(s) she has granted to another
Unlike a typical spellcaster that has spell slots each day, creature (as if she still had them herself) and they count
a consecrator can cast each script she prepares a number against her maximum amount of charges she may have.
of times each day based on the level of the script, as A charge granted to a creature with this ability fades
shown in Table: Castings per Script (Lesser). In away and is lost after a number of rounds equal to half
addition, she receives bonus scripts per day if she has the consecrator’s level.
a high Charisma score (see Casting a Script in Chapter The touched creature gains a +2 sacred bonus to a
VI). These extra castings can be applied to any script she specific check or ability depending on the design of
has prepared of the appropriate level. the runic charge used, as follows, as long as that charge
A consecrator must choose and prepare her scripts remains on them:
ahead of time by getting 8 hours of sleep and scribing • Alteration: The bonus applies to skill checks.
her runes. While scribing, the consecrator decides which • Creation: The bonus applies to AC and CMD.
scripts to prepare. Once a script is written, it remains • Destruction: The bonus applies to damage rolls.
prepared until the consecrator chooses to replace it. • Invocation: The bonus applies to Fortitude saves.
This ability replaces the paladin’s spell class feature. A • Manipulation: The bonus applies to Reflex saves.
consecrator does not gain her normal spell abilities and • Revelation: The bonus applies to Will saves.
cannot activate spell trigger or spell completion items At 12th and 18th levels, the bonus granted increases
from the paladin spell list unless she uses Use Magic by +1, to a maximum of +4. This replaces the mercies
Device to do so. gained at 6th, 12th, and 18th levels.
Fundamentals: All consecrators learn a number Writ of Protection (Su): At 11th level, the radius of
of fundamentals, scripts that are so simple that they the consecrator’s symbol of consecration increases to 30
require little effort to cast. At 4th level, a consecrator feet. As long as she is within the area of her symbol, she
learns a fundamental of her choice. She continues to can treat all other creatures in its area as being within her
learn more fundamentals as she advances, as shown on reach for the purpose of targeting them with her lay on
Table: Scripts Known (Lesser) under “Fundamentals hands ability. This replaces aura of justice.
Known” (see Chapter VI). Unlike other runic scripts, a Symbol of the Champion (Su): At 20th level, as
fundamental can be cast an unlimited number of times long as the consecrator is standing within the area of her
per day. While fundamentals can be overloaded like any symbol of consecration, she treats any allied creature
other runic scripts, the magic is too weak to generate within the symbol as being within range of all of her
much energy: casting a fundamental does not grant the paladin auras (such as aura of courage), regardless of
consecrator any runic charges. their actual position. This replaces holy champion.

372
Chapter VII Rune Magic Options
If a class gains additional spells known from a class
USING RUNE feature (such as a sorcerer bloodline or witch patron),
they still learn those spells. They may cast a spell learned

MAGIC this way by spending a casting of a runic script of the


same level or higher.
If a class has a feature that grants additional spell slots
for specific spells (such as a cleric’s domain slots), they
still gain those spell slots at the appropriate levels, but
The previous pages detailed a handful of specific not any other spell slots from their base class.
archetypes that utilize rune magic. However, there are If a class has the ability to spontaneously convert a
quite a few other classes with magical ability that have prepared spell into another spell (such as a druid casting
the potential to use rune magic, given the opportunity. summon nature’s ally) they can spontaneously cast that spell
This section details ways for GMs and players to give by spending a casting of a runic script of the same level
rune magic to all classes that can cast spells within the or higher.
Pathfinder Roleplaying Game, such as wizards, oracles, The DCs and effects of spells gained from any of
and psychics. It also provides “generic” rules for giving these features are resolved as if the character could cast
rune magic to options not included here, such as spells normally (i.e. 10 + the spell’s level + the character’s
archetypes that would normally grant a class spellcasting ability score they use to cast scripts).
or classes from other sources. Casting a spell in this manner does not grant a runic
charge to the caster, unless another rule states otherwise
GENERAL RULES (such as the spontaneous wards ability for the rune
master cleric archetype).
When applying rune magic to a class that has the ability
to cast spells, use the following rules to convert your Other Rules
class to a runic scribe. While more specific rules are If a class feature involves a metamagic feat, grants a
given for each base class in the Pathfinder Roleplaying metamagic feat as a bonus feat, or replicates the effect of
Game (see Class-Specific Rules, below), GMs should a metamagic feat, it should use metascript feats, where
use this section to adjudicate other classes, options, and possible (though not all metamagics have an equivalent
archetypes not covered here. metascript feat). Similarly, abilities that function as or
Think of these as a sort of a generic class archetype grant the Spell Focus or Greater Spell Focus feats can
that can be combined with any other archetype, with the instead grant Design Focus* or Greater Design Focus*.
exception of any archetype that also replaces spells (like Keep in mind the script–magic transparency rules and
the skirmisherAPG archetype for rangers). However, it the equivalent designs of rune magic (see Integrating
can be combined with an archetype that grant spells or Rune Magic in Chapter VI). Where possible, any abilities
change a class’s spell list to another one, so long as that that affect or use spells can work with a runic script.
spell ability functions as it would for another, existing For example, a magus can use spell combat and spell
class. For example, the psychic detectiveOA investigator strike with a runic script, while a bloodrager can use
can use these rules to cast rune magic, and would use greater bloodrage to cast a script of 2nd-level or lower
the psychic script list to do so (since its spells normally on himself when he rages.
function as a psychic’s spells).
BASIC ARCHETYPE: SCRIBE
Scribe Types
A scribe’s type is determined by what level of spells it This section details a generic “scribe” archetype that
could cast originally. If the class could cast spells of can be applies to any character that has the spells class
up to 9th level, such as wizard or psychic, it is a major feature. Use this in combination with the general rules
scribe. If the class could cast spells of up to 6th level, above and any class-specific rules in the following
such as a bard, hunter, or magus, it is an intermediate section to convert your class to a runic scribe.
scribe. If the class could cast spells of up to 4th level, Rune Magic: This character’s arcane power comes
such as medium or paladin, it is a lesser scribe. through their understanding of scripts, an esoteric form
of magic that involves the creation and empowering of
Spell Slots and Spells Known mystic symbols called “runes”.
Many classes grant a character additional spell slots and Their scribe type (either major, intermediate, or lesser)
spells known. These abilities function to a certain degree is determined by the highest level of spell the class could
with rune magic, as follows. cast originally (see Scribe Types, above). If they are a

373
Rune Magic Options Chapter VII
lesser scribe, they do not gain this feature until reaching fundamentals can be overloaded like any other runic
4th level in their class. This determines the number of scripts, the magic is too weak to generate much energy:
runic scripts the character can learn and prepare each casting a fundamental does not grant the character any
day, as well as how many scripts they can use (see Scribe runic charges.
Types in Chapter VI). Refer to the scripts known table This replaces the character’s cantrips, orisons, or
for their matching scribe type to determine how many knacks class feature, if the character had those features.
scripts they learn (and what level), as appropriate for A scribe that did not have one of these features (such as
their level, those tables being Table: Scripts Known paladins and rangers) instead gains it at 4th level without
(Major), Table: Scripts Known (Intermediate), or replacing an existing ability:
Table: Scripts Known (Lesser). The Difficulty Class
for a saving throw against their script is 10 + the script’s CLASS-SPECIFIC RULES
level + whichever ability score the character would have
used to determine the DCs of their spells (Intelligence While the above sections give a solid foundation for
for wizards, Wisdom for clerics, and so on). They use the giving rune magic to your favorite classes, those rules
matching script list for their class, as found at the end of are meant to serve as a general guideline to using the
this chapter. system. This section details more specific rules for each
Unlike a typical spellcaster that has spell slots each day, spellcasting class in the Pathfinder Roleplaying Game,
this character can cast each script they prepare a number where needed. Some classes do not need any additional
of times each day based on the level of the script, as rules for their function (such as paladin or ranger) and
shown in the appropriate table based on their scribe as such are omitted.
type, those being Table: Castings per Script (Major), Script lists for each class can be found at the end of
Table: Castings per Script (Intermediate), or Table: this chapter.
Castings per Script (Lesser). In addition, they receive
bonus scripts per day if they have a high casting ability Arcanist
score (see Casting a Script in Chapter VI). For example, Script List: The arcanist is a major scribe and uses the
a wizard gains additional casting per day for having a sorcerer/wizard script list.
high Intelligence score, while a cleric gains additional Arcane Reservoir (Su): The arcanist’s arcane
castings for having a high Wisdom score. These extra reservoir fills when she would prepare her scripts for
castings can be applied to any script they have prepared the day; even if she chooses not to replace any scripts,
of the appropriate level. she must choose a time during each day for her arcane
The character must choose and prepare their scripts pool to refill.
ahead of time by getting 8 hours of sleep and scribing Consume Spells (Su): The arcanist can consume a
their runes. While scribing, the character decides which daily casting of a script instead of a spell, granting her
scripts to prepare. Once a script is written, it remains points in her reservoir equal to the script’s level. She can
prepared until they choose to replace it. spend points from her reservoir to enhance scripts she
This ability replaces the character’s spell class feature. casts, as well as spells.
They do not gain their normal spell abilities and cannot Exploits: The quick study exploit allows an arcanist
activate spell trigger or spell completion items from their to replace a prepared script with a different one, but she
original spell list unless they use Use Magic Device to may only do so if she has not used any of its castings
do so. that day.
Fundamentals: All scribes learn a number of Magical Supremacy (Su): The ability to convert
fundamentals, scripts that are so simple that they require points from her arcane reservoir into spells instead
little effort to cast. The character learns a number of allows her to cast one of her scripts without using a daily
fundamentals based upon their scribe type. A major casting of the script. Doing so grants her runic charge as
scribe begins play with three fundamentals of their if she cast the script normally.
choice, while an intermediate scribe gains only two. A
lesser scribe learns only one fundamental, and only gains Bloodrager
it at 4th level. They continue to learn more fundamentals Eschew Materials: The bloodrager can take Expanded
as they advance, as shown on their matching table under Fundamentals* or a bloodline feat in place of this feat.
“Fundamentals Known” (see Chapter VI), those tables
being Table: Scripts Known (Major), Table: Scripts Cabalist
Known (Intermediate), and Table: Scripts Known Ritual Magic: A cabalist still learns spells from the
(Lesser). Unlike other runic scripts, a fundamental can original cabalist spell list to use with his ritual magic
be cast an unlimited number of times per day. While ability, instead of learning runic scripts.

374
Chapter VII Rune Magic Options
Cleric the script’s level. She can sacrifice daily castings of a
Domains: A cleric gains one spell slot per level of runic prepared elemental script to gain points in her energy
script she knows (except for 0th) to prepare her domain pool, though doing so does not give her runic charges.
spells in, just as a normal cleric does. She prepares her Spell Twists (Sp): The elementer can sacrifice a daily
domain spells at the same time she prepares her runic casting of an elemental script to use a spell twist. Doing
scripts. so grants runic charges as if she cast the script normally.
Spontaneous Casting: A good cleric (or a neutral Fusion (Su): An elementer that is a runic scribe does
cleric of a good deity) can channel stored runic energy not gain the fusion ability. Instead, at 6th, 10th, 14th,
into healing spells that she did not prepare ahead of and 18th levels, she can choose a bonus feat from the
time. The cleric can “lose” a single daily casting of a following list: Design Focus*, Greater Design Focus*,
runic script that is not a fundamental or domain spell Improved Rune Strike*, Rune Strike*, or a metascript
in order to cast any cure spell of the same spell level or feat. She must meet the feat’s prerequisite as normal. If
lower (a cure spell is any spell with “cure” in its name). she takes the aegis knight archetype, she instead uses the
Casting a cure spell in this way grants the cleric a creation bonus feats from that archetype to replace fusion.
runic charge.
An evil cleric (or a neutral cleric who worships an evil Hunter
deity) can’t convert her runic scripts to cure spells but Script List: The hunter is an intermediate scribe. She
can convert them to inflict spells (an inflict spell is one combines the runic scripts found on both the ranger and
with “inflict” in its name). Casting an inflict spell in this druid script lists to create her script list, just as a normal
way grants the cleric a destruction runic charge. hunter would do for spells.
A cleric who is neither good nor evil and whose deity
is neither good nor evil can convert daily castings of Invoker
her scripts to either cure spells or inflict spells (player’s Spirit Companion: The invoker’s spirit companion can
choice). Once the player makes this choice, it cannot be become a runic scribe, replacing its ability to cast spells
reversed. This choice also determines whether the cleric with rune magic. The spirit companion is considered a
channels positive or negative energy. lesser scribe and casts from the invoker script list.
The DCs of her cure spells use the same DCs as they Fundamentals: Unlike most lesser scribes, the
would if she could cast spells normally (10 + the spell’s invoker’s companion gains fundamentals at 1st level.
level + her Wisdom modifier). It does not use the normal fundamentals found for
lesser scribes; instead, it gains fundamentals as shown
Druid on Table: Scripts Known (Intermediate) under
Nature Bond: A druid that takes a domain for her “Fundamentals Known.”
nature bond gains one spell slot per level of runic script
she knows (except for 0th) to prepare her domain spells Magus
in, just as a normal druid does. She prepares her domain Magus Arcana: The spell blending arcana grants the
spells at the same time she prepares her runic scripts. magus spells known without needing a spellbook. He
Spontaneous Casting: A druid can channel stored may give up a daily casting of a runic script to cast one
runic energy into summoning spells that she hasn’t of these learned spells of the same level or lower.
prepared ahead of time. She can “lose” a single daily Spell Recall (Su): Spell recall instead grants the
casting of a runic script in order to cast any summon magus an additional casting of a runic script he has
nature’s ally spell of the same level or lower. Doing so prepared. It must be a script that he’s already used a
grants the druid an invocation runic charge. casting of that day, and he cannot use this ability to have
more castings available for that script than he normally
Elementer would have available.
Script List: The elementer is an intermediate scribe. Improved Spell Recall (Su): This ability also applies
As the runic script list is limited in size, the elementer to runic scripts. Instead of preparing a spell he has in
only has a single “elemental” script category, instead his spellbook, the magus can choose gain a casting of
of separate categories for air, earth, fire, and water. She a script he knows but does not have prepared. He may
can use scripts listed in this section for any abilities that only do so if he has used a daily casting of a script he
requires an elemental spell, such as using a spell twist. prepared that day already. Doing so takes points from
An elementer cannot take the primordialist archetype his arcane pool equal to the script’s level.
while also being a scribe. Greater Spell Access (Su): The magus learns these
Energy Pool (Su): Casting an elemental script spells without needing a spellbook. He may give up a
gives the elementer points in her energy pool equal to daily casting of a runic script to cast one of these learned

375
Rune Magic Options Chapter VII
spells of the same level or lower. In the case of 0th-level casting them. This choice is made when the oracle gains
spells, he simply always has them prepared and does not her first level and cannot be changed.
need to give up his fundamentals to cast them. The oracle can give up a casting of a runic script to
cast a cure or inflict spell she knows of the same level or
Medium lower. Casting a cure spell in this way grants the oracle a
Fundamentals: Unlike most lesser scribes, a medium creation runic charge, while casting an inflict spell grants
gains fundamentals at 1st level. He does not use the her a destruction runic charge.
normal fundamentals found for lesser scribes; instead, he
gains fundamentals as shown on Table: Scripts Known Psychic
(Intermediate) under “Fundamentals Known.” Expanded Scripts: A psychic has a deeper well of
Spirits: When a medium comes in contact with a magic to draw from. She gains one additional casting
spirit that grants him spells known and changes his spells per script level per day, similar to having bonus castings
per day (such as the archmage or hierophant), he instead from a high ability score. These additional castings can
adds one runic script per level (including a fundamental) be used for any runic script of the same level or lower.
from that class’s runic script list, instead of a spell. As
long as he is in contact with that spirit, he is treated as Shaman
an intermediate scribe for all other purposes (including Familiar: A shaman must commune with her spirit
how many scripts he can prepare, how many he can cast animal to scribe her runes, but they remain prepared
each day, and the number of runic charges he can have (and regain castings each day), even if the shaman’s spirit
at once), though this does not further affect how many animal is slain.
scripts he knows or fundamentals he knows. Spirit Magic: The shaman has one spell slot per level
A medium may prepare his runic scripts (including of runic script she knows (except for 0th). She can use
preparing the newly-gained scripts) as part of the 1 hour these spell slots to spontaneously cast spells from the list
it takes to perform his seance. of spells granted by her spirits.

Occultist Skald
Scripts Known: Much like with a normal occultist, an Script List: The skald is an intermediate scribe and uses
occultist that learns rune magic has his scripts limited by the bard script list.
his implements. His scripts known are unchanged from Spell Kenning (Su): The skald can use this ability
an intermediate scribe; he does not learn one spell per to cast a runic script from the bard or sorcerer/wizard
spell level per implement he has, as most occultists do. script list, expending a daily casting of a script of the
An occultist may only learn and prepare scripts if same level to cast the desired script.
their design matches the equivalent school of magic for
one of his implements. For example, an occultist with Sorcerer
an abjuration implement can learn and prepare creation Script List: The sorcerer is a major scribe and uses the
(protection) and destruction (unraveling) scripts. sorcerer/wizard script list.
As rune magic does not have an equivalent of illusion Expanded Scripts: A sorcerer has a deeper well of
magic, an occultist that is a runic scribe cannot select magic to draw from. She gains one additional casting
illusion implements. per script level per day, similar to having bonus castings
from a high ability score. These additional castings can
Oracle be used for any runic script of the same level or lower.
Script List: The oracle is a major scribe and uses the Eschew Materials: The sorcerer can take Expanded
cleric script list. Fundamentals*, Design Focus*, or a metascript feat in
Expanded Scripts: An oracle has a deeper well of place of this feat.
magic to draw from. She gains one additional casting
per script level per day, similar to having bonus castings Warpriest
from a high ability score. These additional castings can Script List: The warpriest is an intermediate scribe and
be used for any runic script of the same level or lower. uses the cleric script list.
Spells Known: In addition to the spells gained by an Spontaneous Casting: A good warpriest (or a
oracle’s mystery, each oracle also adds all of either the neutral warpriest of a good deity) can channel stored
cure spells or the inflict spells to her list of spells known runic energy into healing spells. The warpriest can
(cure spells include all spells with “cure” in the name, expend a single daily casting of a runic script that is
inflict spells include all spells with “inflict” in the name). not a fundamental to cast any cure spell of the same
These spells are added as soon as the oracle is capable of spell level or lower. A cure spell is any spell with “cure”

376
Chapter VII Rune Magic Options
in its name. Casting a cure spell in this way grants the Bard
warpriest a creation runic charge. 0-Level Bard Scripts: address, crack, decipher, fortify, lift,
An evil warpriest (or a neutral warpriest of an evil make, minor alteration, move, repair, seek magic, sunspark
deity) can’t convert castings of runic scripts to cure 1st-Level Bard Scripts: anima (minor), breaking,
spells, but can convert them to inflict spells. An inflict comprehension, disorient, hinder, hypnotize, phase, pulse, recover,
spell is any spell with “inflict” in its name. Casting an slow fall, speed
inflict spell in this way grants the cleric a destruction 2nd-Level Bard Scripts: beseech the wilds, bolster, course
runic charge. of action, disrupt, empath, moonshadow, morph, rebuild, slide,
A warpriest that is neither good nor evil and whose soothe, unveil
deity is neither good nor evil chooses whether he can 3rd-Level Bard Scripts: addle, anima (lesser), chameleon,
convert castings of his scripts into either cure spells enhance mind, enhance physique, negation, panacea, paradox,
or inflict spells. Once this choice is made, it cannot rumble, shift, shimmer
be changed. This choice also determines whether the 4th-Level Bard Scripts: alter flow, disenchant, falsify
warpriest channels positive or negative energy. senses, jaunt, pressure, sight beyond sight
5th-Level Bard Scripts: control emotions, negation burst,
Witch revitalize, stop, traverse, twisting futures, unhindered
Familiar: A witch’s scripts known are kept by her 6th-Level Bard Scripts: accelerate, anima, cacophony,
familiar. She must commune with her familiar to scribe enhance mind (mass), enhance physique (mass), persuasion,
her runes, but they remain prepared (and regain castings weaken willpower
each day), even if the witch’s familiar is slain.
Bloodrager
Wizard 0-Level Bloodrager Scripts: chill, crack, decipher, pain,
Arcane School: A wizard that selects a school gains repair, seek magic, sunspark, weakness
one additional casting per script level per day, similar to 1st-Level Bloodrager Scripts: aegis, afflict, breaking,
having bonus castings from a high ability score. These disorient, hinder, pulse, slow fall, speed, strongarm, winter’s bite
additional castings can be used for any runic script of 2nd-Level Bloodrager Scripts: armament, disrupt,
the same level or lower whose equivalent school matches enhance mind, enhance movement, enhance physique, nature’s
the wizard’s chosen school. For example, a wizard that embrace, repel, striking, ward of conviction, wrack
chooses the necromancy school can use these castings 3rd-Level Bloodrager Scripts: addle, alter form (lesser),
to cast any alteration (debilitation) or destruction decaying ray, float, negation, rumble, sharpness, shift, shimmer,
(affliction) script he has prepared. sun and moon, tremor
As rune magic does not have an equivalent of illusion 4th-Level Bloodrager Scripts: alter flow, bladeward,
magic, a wizard that is a runic scribe cannot select cripple, dawn’s fury, diamond skin, life drain, miasma, pressure,
illusion for his arcane school. resize, stormcall, war razor

ALTERNATE SCRIPT LISTS Cabalist


0-Level Cabalist Scripts: address, age, decipher, fortify,
This section details script lists used for each class that can lift, minor alteration, move, pain, seek magic, staunch, sunspark,
use rune magic. GMs are encouraged to expand these vigor, weakness
lists with the scripts in Chapter IX to accommodate for 1st-Level Cabalist Scripts: afflict, anima (minor),
archetypes and character themes not captured here. augment, comprehension, disorient, hinder, hypnotize, recover,
speed, strongarm
Antipaladin 2nd-Level Cabalist Scripts: bolster, course of action,
0-Level Antipaladin Scripts: age, crack, decipher, pain, disrupt, drain, enhance movement, moonshadow, morph, repel,
repair, seek magic, staunch, sunspark, vigor, weakness soothe, unveil, ward of conviction, wrack
1st-Level Antipaladin Scripts: afflict, augment, 3rd-Level Cabalist Scripts: addle, alter form (lesser),
breaking, disorient, hinder, speed, strongarm anima (lesser), decaying ray, empath, enhance mind, enhance
2nd-Level Antipaladin Scripts: armament, course of physique, negation, panacea, paradox, sun and moon
action, disrupt, drain, enhance mind, enhance physique, ward of 4th-Level Cabalist Scripts: cleansing, cripple, falsify
conviction, wrack senses, life drain, miasma, natural medicine, resize, sight beyond
3rd-Level Antipaladin Scripts: arbitrate, bulwark, sight
decaying ray, negation, sun and moon 5th-Level Cabalist Scripts: alter form, control emotions,
4th-Level Antipaladin Scripts: cripple, judgement, life deformity, disenchant, link, revitalize, twisting futures, weaken
drain, miasma, sharpness, wither willpower, wither

377
Rune Magic Options Chapter VII
6th-Level Cabalist Scripts: anima, banish, enhance Other: address, decipher, make, move, repair, seek magic
mind (mass), enhance physique (mass), negation burst, languish, 1st-Level Elementer Scripts:
persuasion, psychic blast, revivify Elemental: pulse, slow fall, speed, winter’s bite
Other: aegis, comprehension, phase, strongarm
Cleric 2nd-Level Elementer Scripts:
0-Level Cleric Scripts: age, decipher, fortify, invoke Elemental: moonshadow, nature’s embrace, repel
elements, repair, seek magic, staunch, sunspark, vigor Other: disrupt, rebuild, slide, striking, unveil
1st-Level Cleric Scripts: aegis, afflict, anima (minor), 3rd-Level Elementer Scripts:
augment, comprehension, hinder, recover Elemental: float, rumble, sun and moon, tremor
2nd-Level Cleric Scripts: bolster, course of action, drain, Other: chameleon, enhance mind, enhance physique,
nature’s embrace, rebuild, soothe, ward of conviction negation, shimmer
3rd-Level Cleric Scripts: anima (lesser), arbitrate, 4th-Level Elementer Scripts:
bulwark, enhance mind, enhance physique, negation, panacea, sun Elemental: crush, dawn’s fury, pressure, primordial ward
and moon Other: alter flow, create, jaunt, sharpness
4th-Level Cleric Scripts: cleansing, cripple, dawn’s fury, 5th-Level Elementer Scripts:
natural medicine, sharpness, sight beyond sight, war razor Elemental: diamond skin, gravity surge, stormcall
5th-Level Cleric Scripts: adaptation, deformity, Other: adaptation, banish, barrier, bladeward, blowout,
disenchant, judgement, revitalize, twisting futures, unhindered dimensional shift, pulverize, traverse
6th-Level Cleric Scripts: anima, banish, dimensional 6th-Level Elementer Scripts:
shift, consume, negation burst, revivify, see the unwritten, shardwall Elemental: elemental mantle, grasp of stone, shape gravity,
7th-Level Cleric Scripts: dissolve, enhance mind (mass), split the sky
enhance physique (mass), expose weakness, prediction, prevention, Other: accelerate, chain blast, enhance mind (mass), enhance
recuperate, split the sky physique (mass), expose weakness, negation burst
8th-Level Cleric Scripts: bastion, negation field, portal,
reforge, rejuvenation Inquisitor
9th-Level Cleric Scripts: anima (greater), debilitate, flesh 0-Level Inquisitor Scripts: decipher, fortify, pain, seek
and blood, obliteration, restore balance magic, staunch, sunspark, vigor, weakness
1st-Level Inquisitor Scripts: afflict, augment,
Druid comprehension, disorient, hinder, pulse, recover, speed
0-Level Druid Scripts: chill, decipher, fortify, invoke 2nd-Level Inquisitor Scripts: armament, bolster,
elements, repair, seek magic, staunch, sunspark, vigor course of action, drain, nature’s embrace, soothe, unveil, ward of
1st-Level Druid Scripts: beseech the wilds, hinder, recover, conviction, wrack
speed, strongarm, tangled roots, winter’s bite 3rd-Level Inquisitor Scripts: arbitrate, bulwark,
2nd-Level Druid Scripts: bolster, call of the hunt, empath, enhance mind, enhance physique, negation, paradox, sun
enhance movement, moonshadow, nature’s embrace and moon
3rd-Level Druid Scripts: chameleon, enhance mind, 4th-Level Inquisitor Scripts: cleansing, cripple, falsify
enhance physique, float, negation, panacea, sun and moon, tremor senses, sharpness, sight beyond sight
4th-Level Druid Scripts: cleansing, crush, dawn’s fury, 5th-Level Inquisitor Scripts: banish, diamond
natural medicine, primordial ward, sight beyond sight skin, disenchant, judgement, link, revitalize, see the unwritten,
5th-Level Druid Scripts: call of the wilds, diamond skin, unhindered
gravity surge, poison thorns, revitalize, stormcall, unhindered 6th-Level Inquisitor Scripts: banish, enhance mind
6th-Level Druid Scripts: corrosive spores, elemental (mass), enhance physique (mass), languish, negation burst,
mantle, harmonize, negation burst, see the unwritten prediction, prevention, shardwall
7th-Level Druid Scripts: aurora, call of the elders,
dissolve, enhance mind (mass), enhance physique (mass), Invoker
recuperate, split the sky 0-Level Invoker Scripts: chill, decipher, fortify, invoke
8th-Level Druid Scripts: eclipse, grasp of stone, primal elements, seek magic, staunch, sunspark, vigor
vigor, rejuvenation 1st-Level Invoker Scripts: augment, beseech the wilds,
9th-Level Druid Scripts: elements incarnate, inversion, hinder, recover, slow fall, speed, tangled roots, winter’s bite
light of the sun, wrath of the ancients 2nd-Level Invoker Scripts: bolster, call of the hunt,
enhance mind, enhance movement, enhance physique, moonshadow,
Elementer nature’s embrace
0-Level Elementer Scripts: 3rd-Level Invoker Scripts: chameleon, negation, natural
Elemental: chill, invoke elements, sunspark medicine, panacea, sun and moon, tremor

378
Chapter VII Rune Magic Options
4th-Level Invoker Scripts: call of the wilds, dawn’s fury, Nightblade
harmonize, poison thorns, primordial ward, stormcall 0-Level Nightblade Scripts: address, age, chill, crack,
decipher, lift, minor alteration, move, pain, repair, seek magic,
Magus sunspark, weakness
0-Level Magus Scripts: chill, decipher, lift, make, minor 1st-Level Nightblade Scripts: afflict, anima (minor),
alteration, move, pain, seek magic, sunspark, weakness breaking, comprehension, disorient, hinder, hypnotize, phase,
1st-Level Magus Scripts: aegis, afflict, breaking, hinder, pulse, slow fall, speed, winter’s bite
pulse, slow fall, speed, strongarm, winter’s bite 2nd-Level Nightblade Scripts: armament, disrupt,
2nd-Level Magus Scripts: armament, disrupt, enhance drain, enhance movement, moonshadow, morph, repel, slide,
movement, moonshadow, morph, repel, slide, striking striking, unveil, wrack
3rd-Level Magus Scripts: alter form (lesser), decaying 3rd-Level Nightblade Scripts: anima (lesser),
ray, enhance mind, enhance physique, float, negation, rumble, shift, chameleon, decaying ray, empath, enhance mind, enhance physique,
shimmer, tremor float, negation, rumble, shift, shimmer, sun and moon
4th-Level Magus Scripts: alter flow, crush, dawn’s fury, 4th-Level Nightblade Scripts: alter flow, cripple, crush,
falsify senses, jaunt, life drain, miasma, primordial ward, resize, falsify senses, jaunt, life drain, miasma, pressure, sharpness, sight
sharpness, war razor beyond sight, war razor
5th-Level Magus Scripts: barrier, bladeward, blowout, 5th-Level Nightblade Scripts: barrier, bladeward,
diamond skin, gravity surge, pulverize, stop, twisting futures, deformity, gravity surge, negation burst, pulverize, stormcall, stop,
wither weaken willpower, wither
6th-Level Magus Scripts: alter form, barricade, chain 6th-Level Nightblade Scripts: anima, aurora, consume,
blast, dust to dust, enhance mind (mass), enhance physique (mass), eclipse, enhance mind (mass), enhance physique (mass), languish,
negation burst, shape gravity, spatial ripple, traverse see the unwritten, traverse

Medium Occultist
0-Level Medium Scripts: address, age, decipher, fortify, 0-Level Occultist Scripts: address, age, crack, decipher,
lift, minor alteration, move, seek magic, staunch, sunspark, vigor fortify, lift, make, move, pain, repair, seek magic, staunch,
1st-Level Medium Scripts: anima (minor), sunspark, vigor, weakness
comprehension, disorient, pulse, speed 1st-Level Occultist Scripts: augment, aegis, breaking,
2nd-Level Medium Scripts: bolster, course of action, comprehension, disorient, recover, slow fall, speed, strongarm,
enhance mind, enhance movement, enhance physique, morph, slide, winter’s bite
ward of conviction, wrack 2nd-Level Occultist Scripts: armament, course of
3rd-Level Medium Scripts: anima (lesser), alter flow, action, drain, enhance movement, nature’s embrace, rebuild, repel,
empath, falsify senses, float, jaunt, life drain, negation, paradox, slide, soothe, wrack
sight beyond sight 3rd-Level Occultist Scripts: bulwark, chameleon,
4th-Level Medium Scripts: cripple, disenchant, link, enhance mind, enhance physique, float, negation, paradox, rumble,
prediction, resize, see the unwritten, traverse, twisting futures, shimmer
unhindered 4th-Level Occultist Scripts: addle, alter flow, create,
cripple, dawn’s fury, disenchant, falsify senses, jaunt, pressure,
Mesmerist resize, sharpness, sight beyond sight, war razor
0-Level Mesmerist Scripts: address, decipher, lift, minor 5th-Level Occultist Scripts: adaptation, barrier,
alteration, move, seek magic, sunspark, weakness bladeward, deformity, diamond skin, revitalize, stop, stormcall,
1st-Level Mesmerist Scripts: comprehension, disorient, see the unwritten, twisting futures, unhindered, weaken willpower,
hinder, hypnotize, speed wither
2nd-Level Mesmerist Scripts: course of action, empath, 6th-Level Occultist Scripts: blowout, dust to dust,
morph, slide, soothe, unveil, wrack elemental mantle, enhance mind (mass), enhance physique (mass),
3rd-Level Mesmerist Scripts: addle, chameleon, enhance expose weakness, negation burst, psychic blast, shape gravity,
mind, enhance physique, negation, panacea, paradox, shimmer traverse, persuasion, spatial ripple
4th-Level Mesmerist Scripts: cleansing, cripple,
disenchant, falsify senses, jaunt, life drain, link, sight beyond sight Paladin
5th-Level Mesmerist Scripts: control emotions, 0-Level Paladin Scripts: decipher, fortify, invoke elements,
deformity, stop, unhindered, weaken willpower repair, seek magic, staunch, sunspark, vigor
6th-Level Mesmerist Scripts: enhance mind (mass), 1st-Level Paladin Scripts: augment, hinder, recover,
enhance physique (mass), expose weakness, persuasion, psychic speed, strongarm
blast, see the unwritten 2nd-Level Paladin Scripts: armament, bolster, enhance

379
Rune Magic Options Chapter VII
mind, enhance physique, nature’s embrace, ward of conviction decipher, lift, make, minor alteration, move, pain, repair, seek
3rd-Level Paladin Scripts: arbitrate, negation, natural magic, sunspark, weakness
medicine, panacea, sun and moon 1st-Level Shaper Scripts: aegis, afflict, breaking,
4th-Level Paladin Scripts: cleansing, disenchant, comprehension, hinder, phase, pulse, slow fall, speed
judgement, revitalize, sharpness 2nd-Level Shaper Scripts: armament, disrupt, drain,
enhance mind, enhance movement, enhance physique, moonshadow,
Psychic morph, nature’s embrace, rebuild, repel, slide, striking, ward of
0-Level Psychic Scripts: address, age, crack, decipher, conviction, wrack
fortify, lift, minor alteration, move, pain, repair, seek magic, 3rd-Level Shaper Scripts: alter flow, bulwark, chameleon,
staunch, sunspark create, decaying ray, float, jaunt, negation, paradox, rumble, shift,
1st-Level Psychic Scripts: aegis, anima (minor), shimmer, sun and moon
breaking, comprehension, disorient, hinder, hypnotize, phase, 4th-Level Shaper Scripts: adaptation, banish, barrier,
pulse, slow fall, speed crush, dimensional shift, gravity surge, stop, war razor
2nd-Level Psychic Scripts: beseech the wilds, course
of action, disrupt, enhance movement, morph, nature’s embrace, Shaman
rebuild, repel, slide, soothe, striking, unveil, wrack 0-Level Shaman Scripts: age, chill, decipher, fortify,
3rd-Level Psychic Scripts: anima (lesser), chameleon, invoke elements, repair, seek magic, staunch, sunspark, vigor,
empath, enhance mind, enhance physique, float, negation, paradox, weakness
rumble, shift 1st-Level Shaman Scripts: afflict, augment, beseech the
4th-Level Psychic Scripts: addle, alter flow, create, wilds, comprehension, recover, tangled roots, winter’s bite
crush, disenchant, falsify senses, jaunt, life drain, link, pressure, 2nd-Level Shaman Scripts: bolster, call of the hunt,
resize, sight beyond sight, war razor drain, moonshadow, nature’s embrace, soothe, ward of conviction
5th-Level Psychic Scripts: barrier, bladeward, control 3rd-Level Shaman Scripts: bulwark, chameleon, enhance
emotions, deformity, diamond skin, gravity surge, pulverize, stop, mind, enhance physique, float, negation, sun and moon, tremor
twisting futures, unhindered 4th-Level Shaman Scripts: cleansing, cripple, dawn’s
6th-Level Psychic Scripts: accelerate, adaptation, fury, miasma, natural medicine, primordial ward, sharpness
anima, blowout, chain blast, harmonize, negation burst, psychic 5th-Level Shaman Scripts: call of the wilds, diamond
blast, see the unwritten, shape gravity, shardwall, traverse, weaken skin, disenchant, poison thorns, revitalize, stormcall
willpower 6th-Level Shaman Scripts: consume, corrosive spores,
7th-Level Psychic Scripts: aurora, banish, dimensional elemental mantle, harmonize, negation burst, revivify, see the
shift, dissolve, dust to dust, enhance mind (mass), enhance unwritten
physique (mass), enigma, expose weakness, persuasion, prediction, 7th-Level Shaman Scripts: aurora, banish, call of the
prevention, spatial ripple elders, dimensional shift, enhance mind (mass), enhance physique
8th-Level Psychic Scripts: arsenal, bastion, cacophony, (mass), expose weakness, prediction, recuperate, split the sky
decrepify, misgiving, mystic sight, negation field, out of time, 8th-Level Shaman Scripts: eclipse, grasp of stone,
portal, sap primal vigor, reforge, rejuvenation
9th-Level Psychic Scripts: anima (greater), control, 9th-Level Shaman Scripts: elements incarnate, flesh and
devastation, inversion, obliteration, overwhelm, prescience, sixfold blood, light of the sun, wrath of the ancients
veil, temporal distortion, unraveling, unstoppable
Sorcerer/Wizard
Ranger 0-Level Sorcerer/Wizard Scripts: address, age,
0-Level Ranger Scripts: chill, decipher, fortify, invoke chill, crack, decipher, fortify, invoke elements, lift, make, minor
elements, make, repair, seek magic, staunch, sunspark, vigor alteration, move, pain, repair, seek magic, sunspark, weakness
1st-Level Ranger Scripts: beseech the wilds, recover, 1st-Level Sorcerer/Wizard Scripts: aegis, afflict,
speed, tangled roots, winter’s bite anima (minor), breaking, comprehension, disorient, hinder,
2nd-Level Ranger Scripts: call of the hunt, enhance hypnotize, phase, pulse, slow fall, speed, strongarm, winter’s bite
mind, enhance physique, nature’s embrace, unveil 2nd-Level Sorcerer/Wizard Scripts: armament,
3rd-Level Ranger Scripts: chameleon, negation, panacea, disrupt, enhance movement, moonshadow, morph, nature’s
sun and moon, tremor embrace, rebuild, repel, slide, striking, ward of conviction, wrack
4th-Level Ranger Scripts: call of the wilds, harmonize, 3rd-Level Sorcerer/Wizard Scripts: alter form (lesser),
natural medicine, poison thorns, primordial ward, unhindered anima (lesser), chameleon, decaying ray, empath, enhance mind,
enhance physique, float, negation, paradox, rumble, shift, shimmer,
Shaper sun and moon, tremor
0-Level Shaper Scripts: address, age, chill, crack, 4th-Level Sorcerer/Wizard Scripts: addle, alter flow,

380
Chapter VII Rune Magic Options
create, cripple, crush, dawn’s fury, falsify senses, jaunt, life drain, 4th-Level Summoner Scripts: alter flow, call of the
miasma, pressure, primordial ward, resize, sharpness, sight beyond wilds, create, jaunt, miasma, resize
sight, war razor 5th-Level Summoner Scripts: adaptation, anima,
5th-Level Sorcerer/Wizard Scripts: barrier, banish, diamond skin, dimensional shift, negation burst, stop,
bladeward, deformity, diamond skin, disenchant, gravity surge, traverse, wither
link, pulverize, stop, stormcall, twisting futures, wither 6th-Level Summoner Scripts: barricade, call of the
6th-Level Sorcerer/Wizard Scripts: accelerate, elders, enhance mind (mass), enhance physique (mass), out of time,
adaptation, alter form, anima, blowout, chain blast, elemental portal, see the unwritten, spatial ripple
mantle, negation burst, psychic blast, see the unwritten, shape
gravity, traverse, weaken willpower Vanguard
7th-Level Sorcerer/Wizard Scripts: aurora, banish, 0-Level Vanguard Scripts: address, crack, decipher,
barricade, cannonade, dimensional shift, dust to dust, enhance fortify, invoke elements, lift, make, move, repair, seek magic,
mind (mass), enhance physique (mass), expose weakness, languish, staunch, sunspark
persuasion, spatial ripple, split the sky 1st-Level Vanguard Scripts: aegis, augment, breaking,
8th-Level Sorcerer/Wizard Scripts: alter form comprehension, pulse, recover, slow fall, speed, strongarm
(greater), arsenal, bastion, cacophony, decrepify, eclipse, enigma, 2nd-Level Vanguard Scripts: armament, bolster,
grasp of stone, mystic sight, negation field, out of time, portal, enhance movement, nature’s embrace, rebuild, repel, slide, striking
reforge, sap 3rd-Level Vanguard Scripts: bulwark, empath, enhance
9th-Level Sorcerer/Wizard Scripts: anima (greater), mind, enhance physique, negation, panacea, rumble, shift, shimmer
control, debilitation, devastation, inversion, invincible, light of 4th-Level Vanguard Scripts: alter flow, create, crush,
the sun, overwhelm, prescience, sixfold veil, temporal distortion, dawn’s fury, jaunt, pressure, primordial ward, resize, sharpness,
unraveling, unstoppable sight beyond sight, war razor
5th-Level Vanguard Scripts: barrier, bladeward,
Spiritualist blowout, cannonade, diamond skin, disenchant, link, pulverize,
0-Level Spiritualist Scripts: address, age, decipher, revitalize, stormcall
fortify, lift, move, pain, repair, seek magic, staunch, sunspark, 6th-Level Vanguard Scripts: arsenal, barricade, chain
vigor, weakness blast, dust to dust, enhance mind (mass), enhance physique (mass),
1st-Level Spiritualist Scripts: aegis, afflict, anima reforge, shardwall
(minor), comprehension, recover, slow fall, speed
2nd-Level Spiritualist Scripts: bolster, drain, nature’s Witch
embrace, slide, ward of conviction, wrack 0-Level Witch Scripts: address, age, chill, decipher, fortify,
3rd-Level Spiritualist Scripts: anima (lesser), cripple, invoke elements, pain, repair, seek magic, staunch, vigor, weakness
empath, enhance mind, enhance physique, float, negation, panacea 1st-Level Witch Scripts: aegis, afflict, anima (minor),
4th-Level Spiritualist Scripts: addle, alter flow, comprehension, disorient, hinder, pulse, recover, winter’s bite
cleansing, create, disenchant, jaunt, life drain, link, sight beyond 2nd-Level Witch Scripts: course of action, disrupt,
sight, war razor drain, moonshadow, morph, slide, wrack
5th-Level Spiritualist Scripts: adaptation, banish, 3rd-Level Witch Scripts: animal (lesser), decaying ray,
control emotions, deformity, dimensional shift, negation burst, empath, enhance mind, enhance physique, float, negation, panacea,
revitalize, stop, unhindered, weaken willpower, wither paradox, shimmer
6th-Level Spiritualist Scripts: anima, consume, dust 4th-Level Witch Scripts: addle, create, cripple, jaunt, life
to dust, enhance mind (mass), enhance physique (mass), expose drain, miasma, resize, sight beyond sight, war razor
weakness, languish, prediction, psychic blast, revivify, see the 5th-Level Witch Scripts: bladeward, deformity,
unwritten, traverse disenchant, link, revitalize, stormcall, twisting futures, wither
6th-Level Witch Scripts: anima, blowout, consume,
Summoner negation burst, psychic blast, see the unwritten, traverse, weaken
0-Level Summoner Scripts: address, decipher, fortify, willpower
lift, make, move, repair, seek magic, sunspark, vigor 7th-Level Witch Scripts: aurora, dimensional shift,
1st-Level Summoner Scripts: aegis, anima (minor), dissolve, enhance mind (mass), enhance physique (mass), expose
disorient, slow fall, speed weakness, persuasion, prediction, recuperate, spatial ripple, split
2nd-Level Summoner Scripts: call of the hunt, enhance the sky
movement, moonshadow, morph, nature’s embrace, slide, ward of 8th-Level Witch Scripts: decrepify, enigma, mystic sight,
conviction out of time, rejuvenation, sap
3rd-Level Summoner Scripts: anima (lesser), empath, 9th-Level Witch Scripts: anima (greater), control,
enhance mind, enhance physique, float, negation, shimmer debilitate, flesh and blood, invincible, prescience, unstoppable

381
Rune Magic Options Chapter VII
CHAPTER VIII
FEATS FOR RUNE MAGIC
Feats are abilities, skills, and talents that characters can Prerequisite: Some feats have prerequisites. Your
obtain through understanding, training, or by means of character must have the indicated ability score, class
their race or heritage. All feats in this section are for use feature, feat, skill, base attack bonus, or other quality
with rune magic. designated in order to select or use that feat. A character
can gain a feat at the same level at which he gains the
TYPES OF FEATS prerequisite. This entry will be absent if the feat has no
Though some of the feats in this chapter are general and prerequisites.
have no special rules governing them, some feats belong Feats that have prerequisites found in this book,
to a type or types of feats that have special shared rules. particularly other feats in this chapter, are marked with
The types a feat belongs to appear in parentheses after a dagger (†).
the feat name. This chapter of Paths of Magic features the Benefit: What a feat enables a character to do (“you”
following types of feats. in the description). If a character has the same feat more
than once, its benefit does not stack unless otherwise
Combat Feats noted in the description.
Several classes can select combat feats as bonus feats. Normal: What a character who does not have this
Members of other classes can take these feats provided feat is limited to or restricted from doing. If not having
they meet the prerequisites. the feat has no drawback, this entry is absent.
Special: Additional information about the feat, such
Metascript Feats as being able to take the feat multiple times.
A metascript feat is the equivalent of a metamagic feat
for rune magic. As scribes do not have spell slots, they Augmented Pattern
instead can only apply a particular metascript feat to Creatures you create are stronger than most.
their scripts a set number of times per day based on their Prerequisite: Design Focus (creation)† or Design
scribe level. All metascript feats also limit what level of Focus (invocation)†
script they can be applied to (based on the highest level Benefit: Each creature you create with any creation
of script the scribe can cast). (animation) script or invocation (natural) script gains a
Applying a metascript feat to a script increases +4 enhancement bonus to Strength and Constitution
its casting time to a full-round action, just like when for the duration of the script that created it.
applying a metamagic feat to a spontaneously cast spell.
The exception to this is the Quicken Script* feat, which Complex Metascript
instead reduces the casting time of a script to a swift You can combine your metascript effects to make brand-
action. A scribe cannot modify a single casting of a new effects.
script with more than one metascript feat at a time. Prerequisite: Any two metascript† feats
Benefit: You can now apply two metascript feats to
FEAT DESCRIPTIONS a single casting of a runic script, instead of only one
Feats are summarized on Table: Feats. Note that the (three if you use a metascript rod). The maximum level
prerequisites and benefits on the table are abridged for of script you can apply both of the feats to is lowered by
reference. See each feats’ description for full details. 1, and you use the lower of the two levels to determine
The following format is use for feat descriptions. to which script you can apply the feats.
Feat Name: The feat’s name includes what For example, if you want to use both Enlarge Script†
subcategory of feat, if any, that feat belongs to, such as and Persistent Script†, you could only apply them to a
Combat or Metascript. The name is followed by a brief script at least three levels below your maximum, as
description of what the feat does. Persistent normally requires the script be at least two

382
Chapter VIII Feats for Rune Magic
levels lower, which is lowered by an additional level by Normal: You must spend all of your runic charges
Complex Metascript†. when you overload a script.

Controlled Script (Metascript) Design Focus


You can overload a script without expending all of your Choose any design of runic script. Any scripts you cast
runic charges. of that design are harder to resist.
Benefit: When you overload a controlled script, you Benefit: Add +1 to the Difficulty Class for all saving
do not have to spend all of your runic charges. You can throws against scripts from the design of runic script
choose which ones to spend and which to keep. you select.
You can control a script once per day, plus an Special: You can gain this feat multiple times. Its
additional time each day at 5th, 9th, 13th, and 17th effects do not stack. Each time you take the feat, it
levels. The script must be at least one level lower than applies to a new design of script.
the highest level of script you can cast.
Elemental Script (Metascript)
The elements alter to you whims.
Benefit: Choose one energy type: acid, cold, electricity,
or fire. You may replace a script’s normal damage with
that energy type or split the script’s damage, so that half
is of that energy type and half is of its normal type.
You can use this once per day, plus an additional time
each day at 5th, 9th, 13th, and 17th levels. The script
must be at least one level lower than the highest level of
script you can cast.
Special: You can gain this feat multiple times. Each
time you must choose a different energy type.

Empower Script (Metascript)


You can increase the power of your scripts, causing
them to deal more damage.
Prerequisite: Able to cast 2nd-level runic scripts,
scribe level 3rd
Benefit: All variable, numeric effects of an empowered
script are increased by half including bonuses to those
dice rolls.
Saving throws and opposed rolls are not affected, nor
are scripts without random variables.
You may empower a script once per day, plus an
additional time per day at 8th, 13th, and 18th levels. The
script must be at least two levels lower than the highest
level of script you can cast.

Energizing Script (Metascript)


Your scripts generate more runic power than a typical
script does.
Prerequisite: Able to cast 2nd-level runic scripts,
scribe level 3rd
Benefit: An energized script generates two runic
charges, instead of one. The second gained charge is
of the same design as the script. This does not let you
exceed your normal maximum amount of charges.
You may energize a script once per day, plus an
additional time per day at 8th, 13th, and 18th levels. The
script must be at least two levels lower than the highest
level of script you can cast.

383
Feats for Rune Magic Chapter VIII
Table: Feats
FEAT PREREQUISITES BENEFIT
Complex Metascript Any two metascript† feats Apply two metascript feats to a single casting of a script.
Design Focus None +1 bonus on save DCs for one runic design.
Augmented Pattern Design Focus† (creation) or (invocation) Created creatures gain +4 Str and Con.
Fluctuating Sigil Design Focus† (manipulation) Take a 5-foot step when you cast a manipulation script.
Greater Design Focus † +1 bonus on save DCs for one runic design.
Design Focus
Subtle Signs Design Focus† (revelation) Creatures might not notice you casting revelation scripts.
Writ of Resistance † Alteration scripts are harder to dispel, grant you DR/–.
Design Focus (alteration)
Word of Ruin Design Focus† (destruction) Reroll 1s and 2s on damage rolls for destruction scripts.
Expanded Fundamentals † Learn two additional fundamentals.
Scribe level 1st, fundamental class
feature
Fundamental Mastery Scribe level 9th, fundamental† class Your fundamentals are always overloaded.
feature
Improved Counterscript None Counterscript with script of the same design.
Metascript Mastery † No longer increase casting time when using Metascript
Scribe level 7th, two metascript feats
feats for a select number of scripts.
Overload Item None Use runic charges with potions, wands, and scrolls.
Rune Strike Able to cast runic scripts +1 damage and weapons are considered magic
Improved Rune Strike Able to cast runic scripts, Rune Strike† Change damage bonus from Rune Strike.
Runebound Equipment None Items with runes on them are harder to break.
Greater Runebound Scribe 7th, Runebound Equipment† Items with charges are masterwork.
Equipment
Runic Crafting Scribe level 3rd Use runic scripts to craft magical items.
Shatter Rune Scribe level 9th Break rune to rapidly generate charges.
Transfer Charge None Give your runic charges to another scribe.
METASCRIPT FEATS PREREQUISITES BENEFIT
Controlled Script None Overload a script without spending all runic charges.
Elemental Script None Inflict energy damage instead of regular script damage.
Empower Script Scribe level 3rd, able to cast 2nd-level Increase script variables by 50%.
runic scripts
Energizing Script Scribe level 3rd, able to cast 2nd-level Script generates additional charge.
runic scripts
Enlarge Script None Double script range.
Extend Script None Double script duration.
Intensify Script None Increase maximum damage dice by 5 levels.
Maximize Script Scribe level 5th, able to cast 3rd-level Maximize script variables.
runic scripts
Overcharged Script Scribe level 3rd, able to cast 2nd-level Overload script with two extra charges.
runic scripts
Persistent Script Scribe level 3rd, able to cast 2nd-level Creatures who saved against a script must save again.
runic scripts
Piercing Script None Affected script treats creatures with SR as having an SR
of 5 lower.
Quicken Script Scribe level 7th, able to cast 4th-level Cast script as a swift action.
runic scripts
Selective Script Spellcraft 10 ranks Exclude targets from an area effect script.
Silent Script None Cast script without speaking.
Widen Script Scribe level 5th, able to cast 3rd-level Double script area.
runic scripts

384
Chapter VIII Feats for Rune Magic
Enlarge Script (Metascript) This feat does not stack with other abilities that
You can increase the range of your scripts. overload your scripts for free, such as the enhanced
Benefit: You can alter a script with a range of close, fundamentals† archivist class feature.
medium, or long to increase its range by 100%. An
enlarged script with a range of close now has a range Greater Design Focus
of 50 ft. + 5 ft./level, while medium-range scripts have Choose any design of runic script to which you have
a range of 200 ft. + 20 ft./level and long-range scripts already applied the Design Focus feat. Any scripts you
have a range of 800 ft. + 80 ft./level. cast of this design are very hard to resist.
Scripts whose ranges are not defined by distance, as Prerequisite: Design Focus†
well as scripts whose ranges are not close, medium, or Benefit: Add +1 to the Difficulty Class for all saving
long, do not benefit from this feat. throws against scripts from the design of runic script
You can enlarge a script once per day, plus an you select. This bonus stacks with the bonus from
additional time each day at 5th, 9th, 13th, and 17th Design Focus†.
levels. The script must be at least one level lower than Special: You can gain this feat multiple times. Its
the highest level of script you can cast. effects do not stack. Each time you take the feat, it
applies to a new design to which you already have
Expanded Fundamentals applied the Design Focus† feat.
Fundamental scripts come to you easily.
Prerequisite: Fundamental† class feature Improved Counterscript
Benefit: You learn an additional two fundamentals You are skilled at countering the scripts of others using
from your script list, and can prepare them normally. similar scripts.
Benefit: When counterscripting, you may use a script
Extend Script (Metascript) of the same design that is one or more levels higher than
You can make your scripts last twice as long. the target script.
Benefit: An extended script lasts twice as long as Normal: Without this feat, you may counter a script
normal. A script with a duration of concentration, only with the same script.
instantaneous, or permanent is not affected by this feat.
You can extend a script once per day, plus an additional Improved Rune Strike (Combat)
time each day at 5th, 9th, 13th, and 17th levels. The The charges upon your weapons alter your rune strike.
script must be at least one level lower than the highest Prerequisite: Able to cast runic scripts, Rune Strike†
level of script you can cast. Benefit: When you use your Rune Strike feat, you
can spend 1 or more runic charges. For each charge
Fluctuating Sigil spent, the benefits of Rune Strike last for 1 additional
Manipulations you cast flicker you through space. round without needing to use swift actions to activate
Prerequisite: Design Focus (manipulation)† it. Furthermore, depending on the charge you used, you
Benefit: Whenever you cast a manipulation script, can grant your weapon an extra bonus, as follows:
you can take a 5-foot step as part of the casting action. • Alteration: You can deal slashing, bludgeoning, or
This does not count as your 5-foot step for the turn piercing damage, instead of the weapon’s normal type.
and can be taken before or after the results of the script • Creation: Your weapons count as both silver and cold
come into effect. iron for overcoming damage reduction.
• Destruction: The damage from Rune Strike becomes
Fundamental Mastery sonic damage. This damage is still multiplied on a
The basics of rune magic are strengthened for you. critical hit.
Prerequisite: Scribe level 9th, fundamental† class • Invocation: The damage from Rune Strike becomes
feature your choice of cold, electricity, or fire damage. This
Benefit: All fundamentals you cast are automatically damage is still multiplied on a critical hit.
overloaded with a single runic charge. The design of • Manipulation: The weapon counts as one alignment of
charge always matches the design of the fundamental your choice for the purpose of overcoming damage
itself. You can still choose to overload your actual runic reduction.
charges into the fundamental, should you desire to do • Revelation: The weapon deals nonlethal damage
so, but you cannot exceed the normal amount of charges without taking any penalty to your attack roll.
you could overload based on your level. At 17th level, all You only can choose one of the above abilities,
of your fundamentals are overloaded with two charges, regardless of how many charges you spend, and it lasts
instead of just one. as long as the bonus from Rune Strike does.

385
Feats for Rune Magic Chapter VIII
Improved Runebound Equipment Prerequisite: Able to cast 2nd-level runic scripts,
The runes on your gear magically improve them. scribe level 3rd
Prerequisite: Able to cast runic scripts, Craft 7 Benefit: An overcharged script is overloaded with up
Ranks, Runebound Equipment† to two free runic charges. You can still use your own
Benefit: Any object that has one of your runes charges in addition to these two free charges, but cannot
scribed onto it gains an additional 10 hit points. If an exceed your normal maximum amount of charges for
object has your runic charges on it, it gains a +1 bonus your scribe level. The two free charges are the same
to all saving throws against effects per charge upon it design as the script you cast.
and is considered a masterwork item, if applicable. You may overcharge a script once per day, plus an
additional time per day at 8th, 13th, and 18th levels. The
Intensify Script (Metascript) script must be at least two levels lower than the highest
Your scripts can go beyond normal limitations. level of script you can cast.
Benefit: An intensified script increases the maximum
number of damage dice by 5 levels. You must actually Overload Item
have sufficient caster levels to surpass the maximum in You can use runic charges to improve magic items, as if
order to benefit from this feat. No other variables of the you cast the scripts yourself.
script are affected, and scripts that inflict damage that is Benefit: You can use your runic charges to overload a
not modified by caster level are not affected by this feat potion, scroll, or wand that contains a runic script. You
You can intensify a script once per day, plus an still cannot overload more charges that you normally
additional time each day at 5th, 9th, 13th, and 17th could use for your level. If the item in question already
levels. The script must be at least one level lower than has runic charges in it (in the case of overloading a scroll
the highest level of script you can cast. or wand that already has charges in it), you must use
the charges within the item before using and of your
Maximize Script (Metascript) own runic charges. You can only overload a potion you
Your scripts have the maximum possible effect. imbibe yourself.
Prerequisite: Able to cast 3rd-level runic scripts, Normal: A scribe cannot spend runic charges when
scribe level 5th drinking a potion, nor when casting a script from a scroll
Benefit: All variable, numeric effects of a script or wand, though scrolls and wands can be crafted to
modified by this feat are maximized. Saving throws and have charges in them already.
opposed rolls are not affected, nor are scripts without
random variables. Persistent Script (Metascript)
You can maximize a script once per day, plus an You can modify a script to become more tenacious.
additional time each day at 11th and 17th levels. The Prerequisite: Able to cast 2nd-level runic scripts,
script must be at least three levels lower than the highest scribe level 3rd
level of script you can cast. Benefit: Whenever a creature targeted by a persistent
script or within its area succeeds on its saving throw
Metascript Mastery against the script, it must make another saving throw
You can combine your metascript effects to make brand- against the effect. If a creature fails this second saving
new effects. throw, it suffers the full effects of the script, as if it had
Prerequisite Any two metascript† feats, scribe level failed its first saving throw.
7th Scripts that do not require a saving throw to resist or
Benefit: Choose one script of your choice that you lessen the script’s effect do not benefit from this feat.
know. You no longer increase the casting time when You may use persistent script once per day, plus an
applying a metascript feat to that script. additional time per day at 8th, 13th, and 18th levels. The
You gain an additional script of your choice to benefit script must be at least two levels lower than the highest
from this feat upon reaching scribe level 13th and 19th, level of script you can cast.
and can change which scripts it applies to each time you
gain a level. Piercing Script (Metascript)
Normal: Applying a metascript feat to a script Your studies have helped you develop methods to
increases its casting time to a full-round action, with the overcome Spell Resistance.
exception of Quicken Script†. Benefit: When you cast a piercing script against a
target with Spell Resistance, it treats the Spell Resistance
Overcharged Script (Metascript) of the target as 5 lower than its actual SR.
You pour additional power into your script. You can make a script piercing once per day, plus

386
Chapter VIII Feats for Rune Magic
an additional time each day at 5th, 9th, 13th, and 17th
levels. The script must be at least one level lower than Rune Strike (Combat)
the highest level of script you can cast. You draw upon runic sigils to enhance your weapons
with magical energy.
Quicken Script (Metascript) Prerequisite: Able to cast runic scripts
You can cast scripts in a fraction of the normal time. Benefit: As a swift action, you can imbue your
Prerequisite: Able to cast 4th-level runic scripts, weapons with a fraction of your power. For 1 round,
scribe level 7th your weapons deal +1 damage and are treated as magic
Benefit: Casting a quickened script is a swift action. for the purpose of overcoming damage reduction. For
You can perform another action, even casting another every five caster levels you possess, this bonus increases
script, in the same round as you cast a quickened script. by +1, to a maximum of +5 at 20th level.
A script whose casting time is more than 1 round or 1
full-round action cannot be quickened. Runebound Equipment
Casting a quickened script doesn’t provoke an attack The runes upon your gear shield them from damage.
of opportunity. Prerequisite: Able to cast runic scripts, Craft 3 ranks
You can quicken a script once per day, plus an Benefit: Any object that has one of your runes
additional time each day at 18th level. The script must scribed onto it has its hardness increased by 10, and
be at least four levels lower than the highest level of you gain a +2 bonus to your CMD against attempts to
script you can cast. sunder, disarm, or steal those objects.

387
Feats for Rune Magic Chapter VIII
Runic Crafting Subtle Signs
You can use rune magic to craft magic items, substituting Your revelation scripts are hard to notice.
your scripts for common spells. Prerequisite: Design Focus (revelation)†
Prerequisite: Scribe level 3rd Benefit: When you cast a revelation script, other
Benefit: You can treat any runic script you know creatures might not notice you cast it. You can make
as a spell of the same level or lower for the purpose a Bluff check to hide the casting within your normal
of fulfilling the requirements for magic item creation conversations and gestures. Observers must make an
(except spell-completion and spell-trigger items). The opposed Perception check or a Sense Motive check to
script’s design must be within the equivalent school of realize you are casting a script.
the spell you are replacing (see Rune Magic in Chapter
VI). For example, if you wish to craft an item that Transfer Charge
requires nondetection (a 3rd-level abjuration spell), you You can move your runic charges.
could use any creation (protection) or destruction Benefit: As a standard action, you can transfer one
(unraveling) script you know of 3rd level or above to or more of your runic charges from one object to
fulfill the requirement. another. You must be touching both objects at the time
of transfer. You can do this to transfer a charge to an
Selective Script (Metascript) object that does not have a runic script on it, with the
Your allies need not fear friendly fire. charge appearing as a faint symbol on the object.
Prerequisite: Spellcraft 10 ranks If you do this as a full-round action, you can instead
Benefit: When casting a selective script with an area transfer a single runic charge to an item in the possession
effect and a duration of instantaneous, you can choose a of another scribe, at which point they gain the charge
number of targets in the area equal to your Intelligence, and you lose it. This does not allow that scribe to exceed
Wisdom, or Charisma (whichever is highest). These their maximum charges for their level; attempting to do
targets are excluded from the effects of your script. so causes the charge to dissipate to no effect.
Scripts that do not have an area of effect do not benefit
from this feat. Widen Script (Metascript)
You can make a selective script three times per day, You can cast scripts so that they occupy a larger space.
plus an additional time each day at 13th and 17th levels. Prerequisite: Able to cast 3rd-level runic scripts,
The script must be at least one level lower than the scribe level 5th
highest level of script you can cast. Benefit: You can alter a burst, emanation, or
spread-shaped script to increase its area. Any numeric
Shatter Rune measurements of the script’s area increase by 100%.
You break one of your runes to extract its power. Scripts that do not have an area of one of these four
Prerequisite: Scribe level 9th sorts are not affected by this feat.
Benefit: As a move action, you can shatter a runic You can widen a script once per day, plus an additional
script you have scribed (if scribed on an item, that item time each day at 11th and 17th levels. The script must be
must be in your possession). Doing so immediately at least three levels lower than the highest level of script
destroys that rune, causing you to lose any remaining you can cast.
castings you had for that script for the day (and requiring
you to re-scribe it the following day). For each casting Writ of Resistance
you lost, you immediately gain a runic charge. The Alteration scripts you cast are more resilient and make
charges are the same design as the script you shattered. you more resilient, in turn.
The charges must be spent within 1 round, otherwise Prerequisite: Design Focus (alteration)†
they are lost. Benefit: Increase the DC to dispel alteration scripts
you cast by +4. Whenever you cast an alteration script,
Silent Script (Metascript) you gain DR/– equal to its level until the end of your
You can cast your scripts without making any sound. next turn.
Benefit: A silent script can be cast without speaking.
You must still present the object your rune is scribed Word of Ruin
upon, as normal. Destruction is etched within your every word.
You can silence a script once per day, plus an additional Prerequisite: Design Focus (destruction)†
time each day at 5th, 9th, 13th, and 17th levels. The Benefit: When rolling for damage for a destruction
script must be at least one level lower than the highest script you cast, you can reroll any 1s or 2s on the dice a
level of script you can cast. single time, taking the second result (even if it’s worse).

388
Chapter VIII Feats for Rune Magic
CHAPTER IX
SCRIPTS
The following section lists and describes the runic
scripts of Paths of Magic. The archivist uses this entire Invocation
list for his script list: other scribes have their own script Chill: Freezing air deals 1d2 cold damage, reduces
lists that contain a subset of these scripts (see Alternate movement speed.
Script Lists in Chapter VII). The levels shown in this Invoke Elements: Create minor elemental effects.
section correspond to their appearance on the archivist Sunspark: Object shines with light.
list, and may change for other scribes.
Order of Presentation: This list presents scripts in Manipulation
alphabetical order by name, except for scripts whose Age: Advance time to tire a creature, dealing 1d4
name begins with “lesser”, “greater”, or “minor”, in nonlethal damage.
which case it is alphabetized by the second word of the Lift: Lift up to 5 pounds from a distance.
script name. Each level of script is divided by design Move: Opens or closes light objects.
so that scribes can more easily determine which scripts
belong to each design. Revelation
Hit Dice: The term “Hit Dice” is used synonymously Address: Send a brief telepathic message to another
with “character levels” for effects that affect a specific creature.
number of Hit Dice worth of creatures. Decipher: Deciphers arcane writing from scrolls and
Caster Level: A script’s power often depends on spellbooks.
caster level, which is defined as the scribe’s class level Seek Magic: Detects all magical effects and items
for the purpose of casting a particular script. The word within 60 ft.
“level” in the short script descriptions that follow always
refer to caster level. 1st-Level Runic Scripts
0-Level Runic Scripts (Fundamentals) Alteration
Augment: Allies gain +1 bonus to a single type of
Alteration check.
Fortify: Subjects gain a small bonus on one or more Hinder: Ray causes target to take a 1d6+1 penalty to
saving throws. Strength or Dexterity.
Minor Alteration: Create minor changes to an object Strongarm: Unarmed attacks deal 1d6 lethal damage
or creature. (1d4 if Small).
Vigor: +1 on one attack roll, saving throw, or skill
check. Creation
Aegis: Subject gains +2 armor bonus, blocks striking.
Creation Anima, Minor: As anima, but Small and with no
Make: Create a mundane tool. special abilities.
Repair: Make minor repairs on an object. Recover: Cure 1d6 damage +1/level (max +5).
Staunch: Target gains 1 temporary hit point, stabilizes
if dying. Destruction
Afflict: One touch/level deals 1d6 damage, possibly
Destruction sickens.
Crack: Sunder an object. Breaking: Destructive energies break objects.
Pain: Strike a target for 1d4 slashing damage. Pulse: Sonic pulse deals 1d8/2 levels (max 5d8) and
Weakness: Ray causes target to be fatigued. may temporarily deafen target.

389
Scripts Chapter IX
Invocation Manipulation
Beseech The Wilds: Speak with animals, asking Repel: Surge of gravity pushes away foes.
them questions about the environment. Slide: Teleport a short distance.
Tangled Roots: Vines and roots entangle foes, create Ward of Conviction: +2 to AC and saves, plus
difficult terrain. additional protection against selected alignment.
Winter’s Bite: Cone of ice deals 1d4/level cold
damage (max 5d4). Revelation
Course of Action: Determine a creature’s next
Manipulation course of action.
Phase: Step between planes, allowing an attack to Soothe: Suppress negative emotions.
pass through you. Unveil: Notice hidden doors, traps, and creatures in
Slow Fall: Objects and creatures fall slowly. a 30-ft. cone.
Speed: Target’s movement speed increases by 10 ft.
3rd-Level Runic Scripts
Revelation
Comprehension: You understand all spoken and Alteration
written languages. Alter Form, Lesser: As alter form, but with weaker
Disorient: Living creature of 4 HD or less loses its benefits.
next action. Bulwark: Armor or shield gains +1 enhancement per
Hypnotize: Fascinates 2d4 HD + level (max +10) four levels.
of creatures. Enhance Physique: Target gains +4 bonus to a
single physical ability score.
2nd-Level Runic Scripts
Creation
Alteration Anima, Lesser: As anima, but with weaker abilities.
Enhance Movement: Target gains a swim speed or Panacea: Multiple creatures are cleansed of a
climb speed. specified ailment.
Morph: Assume form of a Small or Medium Shimmer: Glowing dust blinds and outlines creatures.
humanoid.
Wrack: Creature takes 1d6/2 levels nonlethal damage, Destruction
-2 penalty to checks from pain. Decaying Ray: Ranged touch attack deals 3d6
negative energy damage, +1 ray/four levels (max 4).
Creation Negation: Cancels one magical script, spell, or effect.
Armament: Create a temporary weapon or shield. Rumble: Sonic burst deals 1d6/2 levels sonic damage,
Bolster: Target gains 2d4 + 1/level temporary hit deafens creatures.
points, +1 bonus to saves.
Rebuild: Repairs an object. Invocation
Chameleon: Makes everyone within 10 feet invisible.
Destruction Sun and Moon: 40-ft. radius of light or darkness.
Disruption: Target has difficulty casting, takes Tremor: Ground shakes in 30 ft. cone, staggering and
nonlethal damage if it fails. knocking prone, creating difficult terrain.
Drain: Negative energy deals 1d4 per 2/levels in a
5-ft burst. Manipulation
Striking: Missiles of force strike unerringly for Arbitrate: Ray of energy deals damage to creature of
1d6+1 damage. a chosen alignment.
Float: Subject flies at speed of 30 feet.
Invocation Shift: You randomly shift between dimensions.
Call of the Hunt: Ghostly manifestations of wolves
help you hunt and fight. Revelation
Moonshadow: Shadowy haze blocks vision, creates Empath: Detect the emotions of nearby creatures.
darkness. Enhance Mind: Target gains +4 bonus to a single
Nature’s Embrace: Target better resists heat and mental ability score.
cold, can ignore 10 points of energy per attack of Paradox: Conflicting thoughts stuns or dazes a target
a specified energy type. creature.

390
Chapter IX Scripts
4th-Level Runic Scripts Creation
Barrier: Barrier of force surrounds creatures to
Alteration protect or trap them.
Cripple: Inflict crippling penalties to a target. Bladeward: One sword/2 levels orbit allies, dealing
Resize: Increase or reduce the size of an object or slashing damage within 5 feet and granting AC.
creature. Revitalize: Multiple creatures are cured of 1d6+1/
Sharpness: Weapon gains magical enhancements or level hit points (max +15).
special properties.
Destruction
Creation Disenchant: Frees subjects from enchantments,
Cleansing: Cures the target of 1d4 ability damage, transmutations, and curses.
removes a negative level. Pulverize: Object or creature takes 1d6/level damage,
Create: Create a single object out of simple materials. breaking object and penalizing creatures.
War Razor: Longsword of force attacks, flanks with Wither: Field of negative energy deals 1d6 damage
your allies. each round, sickens creatures.

Destruction Invocation
Life Drain: Ranged touch attack deals 1d6 damage Call of the Wild: Ghostly manifestations of powerful
per two levels, grants caster temporary hit points. animals fight alongside you.
Miasma: Vapory mist inflicts penalties on creatures Poison Thorns: Growth of vines and nettles slows
in area. movement, poisons those in the area.
Pressure: Translucent bolt of force deals 1d6/level Stormcall: Lightning storm deals 10d6 damage to
in a 60-ft. line. creatures in area, wind and rain hamper vision.

Invocation Manipulation
Dawn’s Fury: Solar fire deals 1d6 damage per level, Gravity Surge: Amplified gravity burdens creatures,
20-ft.-radius. causes flying creatures to fall.
Natural Medicine: Target is cured of all diseases or Judgement: Blast of cosmic energy deals damage to
poisons. creatures of specified alignment.
Primordial Ward: Elemental forces shape into a wall Stop: Creature is frozen in time.
that protects you.
Revelation
Manipulation Control Emotions: Alter subject’s emotions, filling
Alter Flow: Speed up or slow the flow of time around them with hope or despair.
subjects, granting +1 or -1 to AC and Reflex. Link: Allies communicate telepathically.
Crush: Creature or object is forced downward by Twisting Futures: Gain limited foresight, letting you
gravity. reroll a single d20 within a certain time frame.
Jaunt: Teleports you a short distance.
6th-Level Runic Scripts
Revelation
Addle: Subjects behave oddly for 1 round/level. Alteration
Falsify Senses: Subjects perceive their surroundings Adaptation: Subject automatically adapts to hostile
incorrectly. environments.
Sight Beyond Sight: Spies on subject from a distance. Alter Form: Change your physical being.
Blowout: Creatures strikes as if two sizes larger,
5th-Level Runic Scripts staggers and bull rushes those hit.

Alteration Creation
Deformity: Painful deformity causes 2d4 Constitution Anima: Create a construct of rune magic to fight for
and Dexterity damage. you.
Diamond Skin: Subject receives DR 5/–, +2 bonus Revivify: Cures 5d8 damage + 1/level and restores
to natural armor. life to recently slain creatures.
Unhindered: Subject moves normally despite Shardwall: Wall of razors deals 1d8/2 levels, bleeds
impediments to movement. those that pass through.

391
Scripts Chapter IX
Destruction Invocation
Chain Blast: 1 dart/2 levels deals 1d6+1 damage, Aurora: Entrancing lights daze, stagger, or sickens
chains to other targets. creatures.
Consume: Black flame deals 1d6/level, continues to Call of the Elders: Ghostly manifestations of treants
burn and jump between targets. guide you and aid you in battle.
Negation, Greater: Cancels magical effects in a 20- Split the Sky: Creates storms in a local area.
ft. burst, lowers Spell Resistance.
Manipulation
Invocation Banish: Send 2 HD/level of extraplanar creature
Corrosive Spores: Cloud of toxic plant spores deal back to their home planes.
2d6 acid damage. Dimensional Shift: Multiple creatures travel to
Elemental Mantle: Target gains multiple benefits another plane.
based on a specified element. Spatial Ripple: Distorted space deals 1d8/2 levels,
Harmonize: Learn about terrain for 1 mile/level. prevents teleportation effects.

Manipulation Revelation
Accelerate: Target takes a standard or move action, Enhance Mind, Mass: As enhance mind, but affecting
loses its next turn. multiple targets.
Shape Gravity: Alter gravity to move objects, attack Persuasion: Compel creatures to follow a course of
creatures, or hurl objects and creatures. action.
Traverse: You and allies slip between dimensions to Prediction: Gain insight into future events.
travel fast.
8th-Level Runic Scripts
Revelation
Psychic Blast: Mental assault deals 1d8/2 levels, Alteration
renders foes shaken for 1 round/level. Alter Form, Greater: Like alter form, but with more
See the Unwritten: See things as they really are. powerful benefits.
Weaken Willpower: Targets take -8 penalty to a Reforge: Change the physical and magical properties
single mental ability score. of weapons and armor.
Sap: Creature is permanently sickened and entangled.
7th-Level Runic Scripts
Creation
Alteration Arsenal: Multiple weapons move at your command,
Dissolve: You become an incorporeal creature of intercept attacks.
dust for a short period of time. Bastion: Barrier protects creatures, prevents entry
Enhance Physique, Mass: As enhance physique, but from outsiders.
targeting multiple creatures. Rejuvenation: Heals for 10 hit points/level, cleanses
Expose Weakness: Multiple targets’ defenses are target of ailments.
impaired.
Destruction
Creation Cacophony: Blast of sonic energy deals 1d6/level,
Barricade: Conjure a wall of solid iron that is tough deafens targets, breaks fragile objects.
to destroy. Decrepify: Wave of negative energy causes creatures
Cannonade: Cannon of force fires each round as to be exhausted.
you direct it. Negation Field: Destructive aura negates all magic
Recuperate: Creature gains fast healing 5, resists within 10 ft.
poisons, disease, and nonlethal damage.
Invocation
Destruction Eclipse: Burst of lunar shadows deals 1d8/2 levels
Dust to Dust: Reduce a creature or object to dust. and 1d6 Dexterity damage, creates darkness.
Languish: Surge of entropy deals 1d4 Constitution Grasping Earth: Ground beneath targets’ feet pulls
damage, blinds and bleeds creatures. and traps them.
Prevention: Barrier of unraveling energy grants Primal Vigor: Glowing aura surrounds a target,
creature SR 12 + level. granting it bestial aspects.

392
Chapter IX Scripts
Manipulation
Out of Time: Push creature out of the flow of time
for a short while.
SCRIPT DESCRIPTIONS
Portal: Gateway connects two locations.
Rejection: Target creature gains several defenses
against a chosen alignment. ACCELERATE
Design manipulation (time); Level 6
Revelation Casting Time 1 swift action
Enigma: Creature becomes an enigma to outside Range touch
divinations and mental effect. Target one willing creature
Mystic Sight: See and identify ongoing magical Duration instantaneous
effects on creatures and objects. Saving Throw none; Spell Resistance no
The flow of time briefly lurches forward for the target,
9th-Level Runic Scripts allowing it to act sooner that it should. The target
creature can immediately take a standard action or move
Alteration action of its choice (but not both). Once affected by
Debilitate: Severely weaken a single creature. accelerate, the creature cannot take any actions or make
Invincible: Gain several potent defensive bonuses any attacks of opportunity until after its next turn. A
for 1 round/2 levels. creature can only be affected by accelerate once per round,
Unstoppable: Targets become faster and stronger. regardless of source.
Overload: If you overload at least two charges into
Creation this script, the target is staggered on their next turn,
Anima, Greater: As anima, but with more powerful instead of being unable to take actions. If you overload
abilities. four charges into this script, you can choose to cast
Flesh and Blood: Raise a creature from the dead. it as an immediate action. If you cast the script as an
Sixfold Veil: Barrier prevents passage. immediate action, you can only target yourself.

Destruction ADAPTATION
Devastation: Crushing force deals damage in a Design alteration (enhancement); Level 6
constantly increasing area, knocks prone. Casting Time 1 standard action
Obliteration: Ravage creatures for 10 damage/level Range personal
each round. Target you
Unraveling: Strip away a creature’s magical Duration 1 hour/level (D)
protections and abilities. Saving Throw none; Spell Resistance no
You grant yourself the ability to adapt to any
Invocation environment, even those that are outright dangerous.
Elements Incarnate: Give shape to primal energies You can adapt to underwater, extremely hot, extremely
in the form of an elemental. cold, or airless environments, allowing you to survive as
Light of the Sun: Pillar of radiance blinds creatures, if you were a creature native to that environment. You
destroys undead. can breathe and move (though penalties to movement
Wrath of the Ancients: Call forth a natural disaster. and attacks remain), and you take no damage simply
from being in that environment. You need not specify
Manipulation an environment when using this script; your body will
Inversion: Gravity repels in a 20-ft. sphere. instantly adapt to any hostile environment as needed
Restore Balance: Harms creatures based on their throughout the duration.
alignment, banishes outsiders. Overload: For every runic charge overloaded into
Temporal Distortion: Stop the flow of time nearby. this script, you can target an additional willing creature.
The creatures must be within 10 feet of you to be
Revelation targeted with this script, but can then move away from
Control: Take total control of a creature. you once the casting is complete. In addition, certain
Overwhelm: Creatures in 60 ft. have their senses runic charge designs grant additional benefits to each
overwhelmed, staggering them or worse. targeted creature, based on the type of charge used:
Prescience: Subject gains a +1 bonus/2 levels to a • Creation: You become warded against extreme
single d20 check. environmental features such as acid, lava, fire, and

393
Scripts Chapter IX
This script causes each affected creature to act
abnormally, confusing it for the duration of the script.
Overload: For every runic charge overloaded into
this script, when a confused creature determines their
action for the turn, add +5 to their result for each charge
used (a result over 100 is treated the same as a 100, i.e.
attack nearest creature).

ADDRESS
Design revelation (insight) [language-dependent];
Level 0
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)
You send a telepathic message to a single creature. The
message must be brief (less than ten words) and in a
language you speak. Address is a one-way communication.
It does not allow the target to reply.
Overload: For every charge overloaded into this
script, the length of the message you can send increases
by five words. If you overload at least three charges, the
range increases to medium (100 ft. + 10 ft./level). If you
use four charges, the range increases to long (400 ft. +
40 ft./level).

AEGIS
Design creation (protection) [force]; Level 1
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level (D)
electricity. Any environmental feature that normally Saving Throw Will negates (harmless); Spell
directly deals 1 or more dice of damage deals you only Resistance no
half the usual amount of damage. An invisible field of force surrounds the subject of an
• Invocation: You may move through any sort of aegis script, providing a +2 armor bonus to AC. The aegis
undergrowth (such as natural thorns, briers, also negates magic missile and striking attacks directed at
overgrown areas, and similar terrain) and across the target. Unlike mundane armor, aegis entails no armor
difficult terrain at your normal speed and without check penalty, arcane spell failure chance, or speed
taking damage or suffering any other impairment. reduction. Since aegis is made of force, incorporeal
Thorns, briers, and overgrown areas that have been creatures can’t bypass it the way they do normal armor.
magically manipulated to impede motion, however, Overload: For each runic charge overloaded into this
still affect you. script, the armor bonus to AC increases by +1.
• Revelation: You adapt to lower lighting conditions,
granting you low-light vision and darkvision 60 feet. AFFLICT
Design destruction (affliction); Level 1
ADDLE Casting Time 1 standard action
Design revelation (thought) [mind-affecting]; Level 4 Range touch
Casting Time 1 standard action Targets creature or creatures touched (up to one/level)
Range 30 ft. Duration instantaneous and 1 round, see text
Area cone-shaped burst Saving Throw Fortitude partial; Spell Resistance yes
Duration 1 round/level Your touch imparts a sickly green energy upon creatures.
Saving Throw Will negates; Spell Resistance yes Each touch deals 1d6 points of damage and causes the

394
Chapter IX Scripts
creature to be sickened for 1 round. A Fortitude save speed (round down to the next 5-foot increment).
negates the sickening but not the damage. You can use Multiple alter flow effects do not stack. A creature
this melee touch attack up to one time per level. cannot be quickened and affected by a haste spell at the
This script has no effect on undead. same time, nor can it be impeded and slowed at the same
Overload: For every charge overloaded into this time. Alter flow can be cast on a creature that is either
script, you can deliver an additional touch. For every quickened or impeded to counter and dispel that effect.
two charges used, the damage increases by 1d6 and the Overload: For every runic charge overloaded into
duration of the sickening effect increases by 1 round. this script, you can target three additional creatures. For
every manipulation runic charge used, the bonuses and
AGE penalties to AC and Reflex saves increases by 1.
Design manipulation (time); Level 0
Casting Time 1 standard action ALTER FORM
Range close (25 ft. + 5 ft./2 levels) Design alteration (polymorph); Level 6
Target one creature Casting Time 1 standard action
Duration instantaneous Range personal
Saving Throw Fortitude negates; Spell Resistance yes Target you
The targeted creature takes 1d4 points of nonlethal Duration 1 min./level (D)
damage as time speeds up around it, tiring it. A Fortitude You change your physical being, taking on aspects of
save negates the damage. other creatures without changing your actual shape.
Overload: For every charge overloaded into this This provides two separate benefits, as shown below:
script, it deals an additional 1d4 damage and the save enhancements, and abilities.
DC increases by 1. If you overload at least three charges, First, your body is enhanced. Choose one of the
you can choose to make the damage lethal. following enhancements:
• +4 size bonus to Strength.
ALTER FLOW • +4 size bonus to Dexterity.
Design manipulation (time); Level 4 • +4 size bonus to Constitution.
Casting Time 1 standard action • Any two enhancements from lesser alter form. You
Range close (25 ft. + 5 ft./2 levels) cannot choose the same enhancement twice.
Targets up to three creatures, no two of which can be In addition to choosing one of the above
more than 30 ft. apart enhancements, you gain two of the following abilities of
Duration 1 round/level (D) your choice. You cannot choose the same ability twice:
Saving Throw Will negates; Spell Resistance yes • A fly speed of 30 feet (good maneuverability).
You alter the flow of time around creatures, hastening • A climb speed of 60 feet.
their movement or slowing them down. When you cast • A swim speed of 60 feet.
alter flow, you must choose whether to make each target • A burrow speed of 30 feet.
quickened or impeded. You can choose to quicken some • +4 natural armor bonus.
of the targets and impede others. Depending on your • Any two abilities from lesser alter form. You cannot
choice, this has different effects on the creature: choose the same ability twice.
• Quickened: When making a full attack action, a Overload: For every runic charge overloaded into
quickened creature may make one extra attack with one this script, you can choose from different abilities, based
natural or manufactured weapon. The attack is made on the runic charge used:
using the creature’s full base attack bonus, plus any • Alteration: Damage Reduction 5/adamantine.
modifiers appropriate to the situation. The quickened • Creation: Fast healing 5.
creature also gains a +1 dodge bonus to AC and • Destruction: Natural attacks you have gain the benefit
Reflex saves. All of its movement speeds increase by of the Improved Critical feat, even if you don’t meet
30 feet (including climb, swim, burrow, or fly speeds), the prerequisites.
to a maximum of double the creature’s normal speed • Invocation: Energy resistance 20 to your choice of
for that form of movement. The movement bonus is either acid, cold, electricity, or fire damage.
considered an enhancement bonus to speed. • Manipulation: Increase base land speed by 30 feet.
• Impeded: An impeded creature is staggered and can • Revelation: Blindsense 30 feet.
take only a single move action or standard action each You can also choose the overload effect from lesser
turn, but not both (nor may it take full-round actions). alter form that corresponds to the same charge design.
Additionally, it takes a -1 penalty on AC and Reflex In addition, for every two runic charges overloaded into
saves. A slowed creature moves at half its normal this script, you gain an additional ability.

395
Scripts Chapter IX
ALTER FORM, GREATER appropriate size modifiers to AC, CMB, attack rolls,
Design alteration (polymorph); Level 8 etc). This effect does not stack with other effects that
This script functions like alter form, except with more decrease your size.
powerful enhancements and abilities. In addition to choosing one of the above
First, you gain enhancements to apply to your physical enhancements, you gain two of the following abilities of
being. Choose any two of the following enhancements: your choice. You cannot choose the same ability twice:
• +6 size bonus to Strength. • A pair of claw attacks that each deals 1d4 points of
• +6 size bonus to Dexterity. damage if Medium (1d3 if Small).
• +6 size bonus to Constitution. • A bite attack that deals 1d6 points of damage if
• Any two enhancements from alter form. You cannot Medium (1d4 if Small).
choose the same enhancement twice. • A climb speed of 30 feet.
In addition to choosing two of the above • A swim speed of 30 feet.
enhancements, you gain three of the following abilities • The scent universal monster ability.
of your choice. You cannot choose the same ability twice: • +2 natural armor bonus.
• Rend (2d8 damage). Overload: For every runic charge overloaded into
• A fly speed of 60 feet (good maneuverability). this script, you can choose from different abilities, based
• A climb speed of 90 feet. on the runic charge used:
• A swim speed of 90 feet. • Alteration: Damage Reduction 5/magic.
• A burrow speed of 60 feet. • Creation: 15 temporary hit points.
• +6 natural armor bonus. • Destruction: Natural attacks deal damage as if one size
• Any two abilities from alter form. You cannot choose category bigger.
the same ability twice. • Invocation: Energy resistance 10 to your choice of
Overload: For every runic charge overloaded into either acid, cold, electricity, or fire damage.
this script, you can choose from different abilities, based • Manipulation: Increase base land speed by 15 feet.
on the runic charge used: • Revelation: Darkvision 60 feet and low-light vision.
• Alteration: Damage Reduction 5/–. In addition, for every two runic charges overloaded
• Creation: Regeneration 5. into this script, you gain an additional ability.
• Destruction: Natural attacks you use are toxic, dealing
2d6 acid damage on a hit. ANIMA
• Invocation: Energy immunity to your choice of either Design creation (animation); Level 6
acid, cold, electricity, or fire damage. Casting Time 1 standard action
• Manipulation: Increase all movement speeds by 20 feet. Range close (25 ft. + 5 ft./2 levels)
• Revelation: See in darkness universal monster ability. Effect one magical construct
You can also choose the overload effect from alter Duration 1 round/level (D)
form or lesser alter form that corresponds to the same Saving Throw none; Spell Resistance no
charge design. In addition, for every two runic charges You assemble raw magic into a stable form, granting it
overloaded into this script, you gain an additional ability. a rudimentary level of autonomy. Its form shifts with
multiple runic patterns describing its creation.
ALTER FORM, LESSER This script creates an anima (see stat block on the
Design alteration (polymorph); Level 3 next page). It appears where you designate and acts
This script functions like alter form, except with weaker immediately, on your turn. It attacks your opponents to
enhancements and abilities. the best of its ability. You can mentally direct it not to
First, you gain an enhancement to apply to attack, to attack particular enemies, or to perform other
your physical being. Choose one of the following actions. It is created with magic, not summoned, and
enhancements: as such is not subjected to effects that would banish or
• +2 size bonus to Strength. protect against a summoned creature.
• +2 size bonus to Dexterity. In addition to the base abilities of the anima, you can
• Increase your size by one size category (+2 size bonus grant it one additional ability from the following list:
to Strength, -2 size penalty to Dexterity, appropriate • 20 additional hit points
size modifiers to AC, CMB, attack rolls, etc). This • +4 deflection bonus to AC
effect does not stack with other effects that increase • +4 resistance bonus to all saving throws
your size. • +2 morale bonus to attack and damage rolls
• Decrease your size by one size category (+2 size • Resistance 20 to your choice of acid, cold, electricity,
bonus to Dexterity, -2 size penalty to Strength, or fire damage.

396
Chapter IX Scripts
ANIMA Speed 20 ft.
Melee 2 slams +7 (1d4 + 4)
These translucent, bulky, humanoid constructs shimmer Space 5 ft.; Reach 5 ft.
with interwoven runic patterns and arcane force. STATISTICS
Str 19, Dex 14, Con —, Int —, Wis 11, Cha 10
ANIMA CR 7 BAB +3, CMB +7; CMD 19
XP 0
N Large Construct ANIMA, MINOR CR 1/2
Init +1; Senses darkvision 60 ft., low-light vision; XP 0
Perception +0 N Small Construct
DEFENSE Init +2; Senses darkvision 60 ft., low-light vision;
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, Perception +0
-1 size) DEFENSE
hp 85 (10d10+30) AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural,
Fort +3, Ref +4, Will +3 +1 size)
Immune construct traits hp 15 (1d10+10)
OFFENSE Fort +0, Ref +2, Will +0
Speed 30 ft. Immune construct traits
Melee 2 slams +18 (1d6 + 9) OFFENSE
Space 10 ft.; Reach 10 ft. Speed 20 ft.
STATISTICS Melee 2 slams +4 (1d3+2)
Str 28, Dex 13, Con —, Int —, Wis 11, Cha 10 Space 5 ft.; Reach 5 ft.
BAB +10, CMB +20; CMD 31 STATISTICS
Str 14, Dex 14, Con —, Int —, Wis 11, Cha 10
ANIMA, GREATER CR 11 BAB +1, CMB +2; CMD 14
XP 0
N Huge Construct
Init +0; Senses darkvision 60 ft., low-light vision;
Perception +0
DEFENSE
AC 32, touch 8, flat-footed 32 (+24 natural, -2 size)
hp 139 (18d10+40)
Fort +6, Ref +6, Will +6
Immune construct traits
OFFENSE
Speed 40 ft.
Melee 2 slams +31 (1d8 + 15)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 41, Dex 11, Con —, Int —, Wis 11,
Cha 10
BAB +18, CMB +35; CMD 45

ANIMA, LESSER CR 2
XP 0
N Medium Construct
Init +2; Senses darkvision 60 ft., low-light vision;
Perception +0
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 36 (3d10+20)
Fort +1, Ref +3, Will +1
Immune construct traits
OFFENSE

397
Scripts Chapter IX
• Damage Reduction 5/adamantine. attacks of opportunity. Choose either acid, cold,
• Size reduced by 1 size category. This gives the anima electricity, or fire, chosen when you grant the anima
a -2 size penalty to Strength and +2 size bonus to this ability. The cone deals 1d10 damage of the chosen
Dexterity, along with the appropriate modifiers to AC, type per three Hit Dice the anima has. A Reflex save
attack rolls, and Stealth based on its new size. (DC equal to greater anima’s DC) halves the damage.
• Any two abilities from lesser anima. You cannot select • Manipulation: The anima can teleport up to twice its
the same ability twice. speed as a move action once per round.
Overload: For every runic charge overloaded into • Revelation: Blindsight 30 feet.
this script, the duration increases by 1 round. For every You can also choose any benefits based on runic
two charges used, you can select an additional ability. charge type from anima or lesser anima.
Additionally, each charge grants you additional choices
of ability to grant the anima, as follows: ANIMA, LESSER
• Alteration: The anima gains the pounce ability. Design creation (animation); Level 3
• Creation: Fast healing 5. This script functions as anima, except it creates a lesser
• Destruction: The anima gains the Improved Critical feat anima (see stat block). When choosing an ability for your
with its slam attacks. lesser anima, you choose from the following list:
• Invocation: Choose either acid, cold, electricity, or fire • 10 additional hit points.
damage. The anima deals an additional 1d6 damage • +2 deflection bonus to AC.
of the chosen type with its slam attacks. • +2 resistance bonus to all saving throws.
• Manipulation: The anima gains a fly speed of 40 feet • +1 morale bonus to attack and damage rolls.
with good maneuverability. • Damage Reduction 2/magic.
• Revelation: Blindsense 30 feet. • Resistance 10 to your choice of acid, cold, electricity,
You can also choose any ability based on runic charge or fire damage.
type from lesser anima. • Natural attacks are magic, silver, and cold iron for the
purpose of overcoming damage reduction.
ANIMA, GREATER Overload: For every runic charge overloaded into
Design creation (animation); Level 9 this script, the duration increases by 1 round. For every
This script functions as anima, except it creates a greater two charges used, you can select an additional ability.
anima (see stat block). When choosing an ability for your Additionally, each charge grants you additional choices
greater anima, you choose from the following list: of ability to grant the lesser anima, as follows:
• 40 additional hit points • Alteration: The anima gains a climb speed or swim
• +8 deflection bonus to AC speed equal to its land speed (choose one).
• +8 resistance bonus to all saving throws • Creation: The anima can cast bolster at-will as a spell-
• +4 morale bonus to attack and damage rolls. like ability. This does not generate runic charges, nor
• Immunity to your choice of acid, cold, electricity, or can it be overloaded.
fire damage. • Destruction: The anima gains the Power Attack feat.
• Damage Reduction 10/adamantine. • Invocation: The anima can create a beam of energy as
• Natural attacks are treated as one alignment of your a ranged touch attack with a range of close (25 ft. +
choice (chaotic, evil, good, or lawful) for the purpose 5 ft./2 levels). Choose either acid, cold, electricity, or
of overcoming damage reduction. fire, chosen when you grant the anima this ability. The
• Any two abilities from anima. You cannot select the beam deals 1d10 damage of the chosen type per three
same ability twice. Hit Dice the anima has. Using the beam is a standard
Overload: For every runic charge overloaded into action that provokes attacks of opportunity.
this script, the duration increases by 1 round. For every • Manipulation: +20 foot bonus to land speed.
two charges used, you can select an additional ability. • Revelation: The anima gains ranks in Perception equal
Additionally, each charge grants you additional choices to your caster level (max 20 ranks).
of ability to grant the anima, as follows:
• Alteration: Immunity to critical hits and sneak attacks. ANIMA, MINOR
• Creation: The anima can cast cleansing and panacea at- Design creation (animation); Level 1
will as spell-like abilities. This does not generate runic This script functions as anima, except it creates a minor
charges, nor can it be overloaded. anima (see stat block). Unlike anima, a minor anima does
• Destruction: Spell Resistance equal to 10 + its Hit Dice. not gain any special abilities
• Invocation: The anima can expel a 30-foot-cone of Overload: For every charge overloaded into this
energy as a standard action that does not provoke script, the duration increases by 1 round.

398
Chapter IX Scripts
ARBITRATE script, the created equipment becomes masterwork. If
Design manipulation (conviction) [emotion, fear, mind- you overload a revelation rune, you can grant proficiency
affecting, see text]; Level 3 with any weapon or shield created with armament to any
Casting Time 1 standard action creatures that use it (including yourself).
Range medium (100 ft. + 10 ft./level)
Effect ray of cosmic energy ARSENAL
Duration instantaneous, see text Design creation (generation) [force]; Level 8
Saving Throw none or Will partial, see text; Spell Casting Time 1 standard action
Resistance yes Range 60 ft.
A scintillating bolt of energy fires from your rune, Effect one created weapon per two caster levels
bearing the judgement of the cosmos. When you cast Duration 1 round/level or until discharged (D)
arbitrate, choose either chaos, evil, good, or law, then Saving Throw see text; Spell Resistance yes
make a ranged touch attack to strike a creature with the A flock of sharpened force surrounds you, moving as
ray. If the struck creature is of the chosen alignment, you command them.
it takes 1d6 damage per caster level (max 10d6) and is The arsenal creates one longsword of force per two
shaken for 1d3 rounds. A creature with the matching caster levels. The weapons are treated as longswords, but
subtype instead takes 1d8 damage per caster level (max they always deal 1d8 + 1 force damage per two caster
10d8) and is frightened for 1d3 rounds. A Will save levels (max +10) on a hit. As weapons made of force,
negates the fear but not the damage. A creature that is they can strike incorporeal or ethereal creatures. They
the opposite alignment than the one you choose (i.e. strike as spells, and as such damage reduction does not
a good creature if you choose evil) is immune the ray, apply, but Spell Resistance does. The first time you strike
whereas a creature that is neither takes half damage and a creature with a weapon from the arsenal, you must
automatically succeeds on its saving throw. overcome the creature’s Spell Resistance. Failure causes
When you choose an alignment, this script becomes the weapon used to blink out of existence, destroying it.
a script of the opposite alignment (for example, if you When not in use, the weapons float around your
choose evil, this script gains the good descriptor). space, waiting for command. Any attacks you make with
Overload: For each runic charge you overload into the arsenal use your caster level in place of your base
this script, the fear effect lasts 1 additional round. attack bonus (if it is higher than your base attack bonus),
Additionally, the damage dealt to creatures increases possibly granting you extra attacks. As long as you have
by 1d6, while damage to creatures with the matching weapons from the arsenal available, you can perform any
subtype increases by 1d8. of the following actions:
• You can call a weapon to your hand from the arsenal
ARMAMENT as a free action. You wield weapons from the arsenal as
Design creation (generation) [metal]; Level 2 if you were proficient, and it resizes to fit your hand
Casting Time 1 standard action (the base 1d8 damage of the blade is for a Medium
Range close (25 ft. + 5 ft./2 levels) creature). You can grant any number of weapons to
Effect one weapon or shield other creatures to wield, if you desire, but they are not
Duration 10 min./level (D) automatically proficient, and once you grant a weapon
Saving Throw none; Spell Resistance no to another creature you cannot take it back (if they
You generate a weapon or shield to your specifications, drop it, the weapon dissipates and is destroyed). Any
which appears in an open space within range. The feats or abilities you or the creatures have that apply
weapon or shield must be appropriately sized for you. to longswords can be applied to the arsenal.
The piece of equipment is normal in every way, with • As a standard action, you can launch up to five
no special material or magical properties, and is not weapons at an opponent within range as a ranged
masterwork (though it can be targeted by effects that touch attack. On a hit, each weapon thrown deals
enhance weapons or shields, such as sharpness or magic damage as a normal hit (as if sized for a Medium
vestment). You may, at your choice, have the weapon or creature). Once thrown in this manner, the weapon
shield appear in the hands of a willing creature within is destroyed.
range of the script (including yourself). Once the • As a standard action, you can cause any number of
duration expires, the weapons and shields crumble away blades to rapidly whirl about your space, causing
into a fine but worthless powder. any creature within 10 feet of you to take 1d8 force
Overload: For every runic charge overloaded into this damage per blade you use. A Reflex save halves the
script, you generate an additional weapon or shield. If damage. A blade whirling around your space cannot
you overload at least two creation runic charges into this be used to block attacks (see below).

399
Scripts Chapter IX
• As an immediate action when you would be struck by BANISH
an attack, you can try to block it with a blade that is Design manipulation (teleportation); Level 7
not currently being wielded or whirling around your Casting Time 1 standard action
space. Make an attack roll using one of the weapons: Range close (25 ft. + 5 ft./2 levels)
if your attack roll meets or exceeds the incoming Targets one or more extraplanar creatures, no two of
attack, the attack is negated. Once a weapon is used which can be more than 30 ft. apart
to block a hit in this manner, it is destroyed. Duration instantaneous
Once all weapons created by the arsenal are destroyed, Saving Throw Will negates; Spell Resistance yes
the script automatically discharges. This script forces extraplanar creatures back to their
Overload: For every runic charge overloaded into proper planes if they fail a Will save. If the script is
this script, you generate an additional weapon. successful, the creature is instantly whisked away, but
there is a 20% chance of actually sending the subject
AUGMENT to a plane other than its own. As many as 2 Hit Dice of
Design alteration (enhancement); Level 1 creatures per caster level can be banished.
Casting Time 1 standard action Overload: For each runic charge overloaded into this
Range 50 ft. script, the DC increases by +1, and you can affect an
Area 50-ft.-radius burst, centered on you additional 4 HD of creatures.
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless) BARRICADE
You create minor alterations to your allies’ bodies to Design creation (generation) [metal]; Level 7
enhance their abilities. All allies in the area gain a +1 Casting Time 1 standard action
competence bonus on one of the following types of Range medium (100 ft. + 10 ft./level)
checks: attack rolls, weapon damage rolls, skill checks, Effect iron wall whose area is up to one 5-ft. square/
ability checks, Fortitude saves, Reflex saves, or Will level (S); see text
saves. All allies affected receive the same bonus. Duration instantaneous
Overload: For each runic charge overloaded into this Saving Throw Reflex negates, see text; Spell
script, the bonus applies to an additional check type. For Resistance no
every two runic charges used, the bonus applied to a You generate a vertical iron wall that is covered in spikes.
single check type (your choice) increases to +2. The wall cannot be conjured so that it occupies the same
space as a creature or another object. You can attempt
AURORA to trap a creature within an enclosed barricade (or protect
Design invocation (celestial) [emotion, light, mind- it from outsiders, depending on your perspective). A
affecting]; Level 7 creature that does not wish to be inside the barricade
Casting Time 1 standard action can make a Reflex save to avoid this entrapment, letting
Range close (25 ft. + 5 ft./2 levels) it moving to the nearest open, safe space outside the
Area 15-ft.-radius burst barricade’s edge.
Duration 1d4+1 rounds While the wall is shapeable, each section of the wall
Saving Throw Will negates or Will partial, see text; must be at least 5-feet wide and flat. It must be anchored
Spell Resistance yes to a surface (either a wall or the floor). It cannot be
Scintillating lights flow around the area, entrancing toppled, but it can be breached with enough damage.
creatures into a forced calm. The barricade is 1 inch thick per four caster levels. You
Creatures with Hit Dice less than half your caster can double the wall’s area by halving its thickness. Each
level are dazed, staggered, and sickened. Creatures with 5-foot square of the wall has 30 hit points per inch of
more Hit Dice than that, but less than your full caster thickness and hardness 10. A section of wall whose hit
level are staggered and sickened. Creatures with Hit points drop to 0 is breached. If a creature tries to break
Dice more than your caster level are only sickened. A through the wall with a single attack, the DC for the
successful Will save negates the script’s effects. Sightless Strength check is 25 + 2 per inch of thickness.
and blind creatures are unaffected by the aurora. One side of the barricade, designated by you, is covered
Overload: For each runic charge overloaded into this in spikes 1 foot in length each, spaced about six inches
script, treat all affected creatures as if their Hit Dice is 1 apart. A creature that charges into the barrier rams into
lower per charge. If you overload at least three charges, the spikes, taking 5d6 points of piercing damage; a Reflex
creatures that succeed on their saving throw are still save halves the damage taken. A creature can attempt to
affected for 1 round (based on their Hit Dice), instead climb over a barricade with a DC 15 Climb check, but
of negating the effects entirely. doing so requires it to make a Reflex save or take 3d6

400
Chapter IX Scripts
piercing damage and stop climbing that round. If you can circumvent it. It blocks ethereal creatures as well as
try to trap a creature within the barricade (as described material ones. As it’s a sphere, it extends through the
above), the spikes may only be placed on the exterior of ground, meaning an incorporeal creature cannot simply
the barricade, not the side facing inwards. go beneath the barrier to enter it.
Overload: For every runic charge overloaded into If you try to form the barrier around a creature that
this script, you treat your caster level as +2 higher to does not wish to be contained within it, they can make
determine the area of the wall. a Reflex save to avoid being trapped. Success allows the
creature to move to the nearest open, safe space outside
BARRIER of the barrier’s edge. You can only attempt to trap a
Design creation (protection) [force]; Level 5 creature if it’s small enough to fit within the barrier.
Casting Time 1 standard action Overload: For every runic charge overloaded into
Range close (25 ft. + 5 ft./2 levels) this script, the barrier gains 10 hit points. For every two
Effect 1-ft.-diameter/level sphere, centered around a charges used, the DC increases by +1 and its maximum
point in space diameter increases by 5 feet.
Duration 1 round/level (D)
Saving Throw none or Reflex negates, see text; Spell BASTION
Resistance no Design creation (protection); Level 8
A barrier creates a translucent sphere of force around a Casting Time 1 standard action
point in space. The sphere cannot move and is not easily Range 20 ft.
destroyed. A barrier is immune to negation or dispel magic. Area 20-ft.-radius sphere, centered on you
Any effect that can destroy or overcome a wall of force Duration 1 min./level (D)
can also overcome the barrier. If attacked, it has hardness Saving Throw Will partial; Spell Resistance no
30 and 10 hit points per caster level. You can make the Bastion creates an immobile sphere of protective energies
barrier smaller than its maximum size. that shields allies within its area. This has several effects.
Breath weapons, scripts, and spells cannot pass through First, the sphere blocks any attempt to project
a barrier in either direction, although teleportation effects something through it, including weapon attacks, gaze

401
Scripts Chapter IX
attacks, breath weapons, scripts, and spells. It blocks line you a general consensus of all nearby animals to the
of effect, but does not block line of sight. question based on their knowledge. An inquisitive call
Second, a creature that tries to enter into the area counts as asking three questions, instead of one.
of the bastion must succeed at a Will save to do so;
otherwise, it is unable to enter the area for the duration BLADEWARD
of bastion. Creatures that succeed on their saving throw Design creation (generation) [metal]; Level 5
do not have to save again should they leave the area of Casting Time 1 standard action
the bastion and want to re-enter. Range close (25 ft. + 5 ft./2 levels), see text
Third, allies gain fast healing 1 and a +4 shield bonus Effect one magical sword / 2 caster levels
to AC as long as they remain inside the bastion’s area. Duration 1 round/level
The area is a full sphere that extends through surfaces, Saving Throw Reflex half; Spell Resistance no
so creatures cannot circumvent it by burrowing through You create numerous magically-controlled blades, each
the ground or turning incorporeal and moving under it. one rapidly encircling your allies. Bladeward creates one
Teleportation into the area, however, is still possible. longsword per two caster levels you have (max 8). Upon
A bastion script cannot be dispelled or negated, nor creating the swords, you designate willing creatures
can an antimagic field or negation field stop it. However, within the script’s range to protect with the blades. A
mage’s disjunction or a rod of cancellation can destroy a bastion. blade can only be designated to protect one ally at a
Overload: For every runic charge overloaded into time, and a single ally cannot have more than four blades
this script, the save DC increases by +1. In addition, protecting it at once. Once you choose an ally, the blade
the bastion gains additional effects when certain charge protects it for the duration of the script.
designs are used. Multiple charges of the same type do The blades spin around the creature in a 5-foot radius
not stack their effects: emanation that moves with the creature, shielding it from
• Alteration: Allies in the area receive DR 5/adamantine attackers and harming any that draw close. A creature
so long as they remain in the area. (other than the protected ally) that starts its turn within
• Creation: The shield bonus to AC increases by +2. the emanation takes 1d8 slashing damage per blade
• Invocation: All energy damage dealt inside the bastion is surrounding the ally. A Reflex save halves the damage
reduced by 10. dealt that round. This damage is considered magical,
• Manipulation: Creatures can no longer teleport into the silver, and cold iron for the purpose of overcoming
area of the bastion, as if it were under the effect of a damage reduction. At 15th level, the damage is treated
dimensional lock spell. Teleportation effects cast while as adamantine, as well.
already inside of the bastion are not hindered. Furthermore, for every two blades around the ally,
they gain a +1 bonus to AC. This AC bonus is doubled
BESEECH THE WILDS against attacks of opportunity.
Design invocation (blessing) [animal]; Level 1 Overload: For every runic charge overloaded into
Casting Time 1 standard action this script, you create an additional sword.
Range personal
Target you BLOWOUT
Duration 10 min./level or until discharged Design alteration (enhancement); Level 6
For the duration of this script, you can ask questions Casting Time 1 standard action
of and receive answers from the creatures of the wilds. Range touch
You can ask questions of and receive answers from Target one willing creature
animals, but the script doesn’t make them any more Duration 1 round/level
friendly than normal. Wary and cunning animals are Saving Throw Fortitude partial; Spell Resistance no
likely to be terse and evasive, while the more stupid ones You greatly enhance the target’s physical attacks, letting
make inane comments. You can ask one question plus them strike with overwhelming force.
an additional question per two caster levels beyond 1st For the duration of blowout, the targeted ally treats
(max 5 questions), after which the script discharges. their weapon attacks, unarmed strikes, or natural attacks
Overload: For every runic charge overloaded into as being two size categories larger for the purpose of
this script, you can ask an additional question. If you the damage they deal. If the ally successfully scores a
overload at least two charges into this script, you can critical hit, the creature they struck is staggered for 1
choose to make an inquisitive call to any nearby creatures, round, and the ally can make a free bull rush attempt on
rather than ask a specific creature. An inquisitive call can the creature (as if they possessed the Bull Rush StrikeAPG
be heard up to one mile away. Creatures in the area reply combat feat). A Fortitude save negates the stagger but
as if you had asked them the question directly, giving not the bull rush.

402
Chapter IX Scripts
Overload: For every runic charge overloaded into Saving Throw Will negates (harmless, object); Spell
this script, the ally gains a +2 bonus to their CMB to Resistance yes (harmless, object)
bull rush with blowout. For every two charges used, the You enhance the targeted armor to provide more
DC of the script increases by 1. protection, granting the target armor or shield a +1
enhancement bonus per four caster levels (max +5).
BOLSTER An outfit of clothing counts as armor with a +0 AC
Design creation (healing); Level 2 bonus for the purpose of this script.
Casting Time 1 standard action Overload: For every runic charge overloaded into this
Range touch script, your caster level for determining the enhancement
Target creature touched bonus increases by +2. In addition, depending on the
Duration 10 min./level design of charges used, you can grant different armor
Saving Throw none; Spell Resistance yes (harmless) properties, as shown below. Each property has its listed
You surround the creature with an aura of vital energy. equivalent enhancement bonus:
The creature gains a +1 luck bonus to all saving throws • Alteration: Invulnerability (+3)
and temporary hit points equal to 2d4 + 1 per caster • Creation: Light (+1) or moderate fortification (+3)
level (max +10). • Destruction: Deathless (+1)
Overload: For every runic charge overloaded into • Invocation: Energy Resistance (+3)
this script, you grant an additional 1d4 temporary hit • Manipulation: Ghost touch (+3)
points. For every two charges used, you can target an • Revelation: Glamered (+2)
additional creature. If you use four charges, the luck Adding these properties consumes an amount of
bonus to saves increases to +2. bonus from bulwark’s effect equal to the property’s cost.
These bonuses are added to any properties the armor
BREAKING already has, but duplicate abilities do not stack.
Design destruction (ruin); Level 1
Casting Time 1 standard action CACOPHONY
Range close (25 ft. + 5 ft./2 levels) Design destruction (ruin) [sonic]; Level 8
Target one object weighing no more than 5 lbs. per Casting Time 1 standard action
caster level, see text Range 30 ft.
Duration instantaneous Area cone-shaped burst
Saving Throw Fortitude negates (object); Spell Duration instantaneous
Resistance yes (object) Saving Throw Fortitude partial or Reflex negates
You cause an object to shatter to pieces. You can use (object), see text; Spell Resistance yes (object)
this script against a single solid object, regardless of You create a blast of harmful sonic energy that deafens
composition, weighing up to 5 pounds per caster level. and damages creatures in its path. Any creature within
The object targeted by breaking loses half of its hit points the area is deafened for 1d6 rounds and takes 1d6
and gains the broken condition. If it was already broken, points of sonic damage per caster level (max 20d6).
it is instead destroyed. You can also attempt to break a A successful Fortitude save negates the deafness and
magic item, but magic items receive a +4 bonus to their reduces the damage by half. Against exposed brittle or
saving throw (on top of their normal save bonuses). crystalline objects or crystalline creatures, the damage
Magic items can be broken but not destroyed. die increases to 1d8 per level (max 20d8). A creature
Unattended objects receive no save, unless they are holding vulnerable objects can attempt a Reflex save to
magical. Items in a creatures possession use their normal negate the damage to those objects.
bonuses or the save of the creature, whichever is better. Cacophony cannot penetrate an area of silence.
Breaking cannot break artifacts or similarly unique items. Overload: For each runic charge overloaded into
Overload: For every runic charge overloaded into this script, the range increases by 10 feet, to a maximum
this script, the DC increases by 1. For every two charges of a 60-foot cone. If you overload at least two runic
used, you can target an additional item. charges, creatures are deafened for 2d6 rounds on a
failed save and for 1d6 rounds on a successful save.
BULWARK If you overload four runic charges, creatures that fail
Design alteration (enhancement); Level 3 their saving throws are deafened permanently, and
Casting Time 1 standard action brittle objects and crystalline creatures that fail their
Range close (25 ft. + 5 ft./2 levels) saving throw are instantly reduced to 0 hit points and
Target one suit of armor or a shield destroyed, regardless of their starting hit points. This
Duration 10 min./level cannot destroy an artifact or similarly unique item.

403
Scripts Chapter IX
CALL OF THE ELDERS CALL OF THE WILD
Design invocation (natural) [plant]; Level 7 Design invocation (natural) [animal]; Level 5
Effect one or more spectral treants, see text This script functions as call of the hunt, except you
This script functions as call of the hunt, except you manifest more powerful creatures. When you cast this
manifest ancient guardians of nature. When you cast this script, choose one of the following animals: dire apeB1,
script, you manifest a single treantB1. It does not have the dire boarB1, dire wolfB1, giant waspB1, grizzly bearB1,
ability to animate other treants. In addition to granting lionB1, or young orca (dolphin)B1 (if underwater). You
you a bonus to Survival, each one grants you and your manifest 1d3 of the chosen animal type.
allies a +2 bonus to Stealth checks to hide in forests, and You can only have one casting of call of the hunt or
one ally (chosen by you) the ability to speak with plants, call of the wilds in effect at the same time. Casting it again
as the spell of the same name, for the duration of the dismisses the previously-invoked animals, ending the
script. script early.
You can only have one casting of call of the elders, Overload: For every two runic charges overloaded
call of the hunt, or call of the wilds in effect at the same into this script, you manifest another animal of the
time. Casting it again dismisses the previously-invoked same type. Each animal manifested grants a stacking +2
creatures, ending the script early. bonus on Survival checks to track.
Overload: For every runic charge overloaded into
this script, you manifest another treant. Each treant CANNONADE
manifested grants a stacking +2 bonus on Stealth checks Design creation (generation) [force]; Level 7
to hide in forested areas and grants another ally the Casting Time 1 round
benefit of speak with plants. Range close (25 ft. + 5 ft./2 levels)
Effect one magical cannon
CALL OF THE HUNT Duration 1 round/level
Design invocation (natural) [animal]; Level 2 Saving Throw none; Spell Resistance yes
Casting Time 1 round Several glowing parts of a massive cannon appear from
Range close (25 ft. + 5 ft./2 levels) thin air, rapidly assembling themselves into a functional
Effect one or more spectral animals, see text siege weapon. The cannon is Medium sized and appears
Duration 10 min./level and 1 round/level (D); see text in an unoccupied square within the script’s range. If the
Saving Throw none; Spell Resistance no cannon ever leaves your line of sight, it winks out of
You invoke an aspect of natural predators to help you existence, and the script’s duration ends.
track and take down prey. Once the script is cast, a ghostly The cannon has a range increment of 60 feet. It
apparition appears within range, taking on the form of targets touch attack in the first range increment, and
a translucent wolfB1, eagleB1, or squidB1 (if underwater). it has no misfire chance. Each round on your turn, the
You choose which form the apparition takes, and it has cannon fires a single round made of solid energy. The
the same statistics as the animal it appears as. cannon’s attack bonus is equal to your caster level + your
It appears where you designate and acts immediately, Intelligence, Wisdom, or Charisma score (whichever is
on your turn. If you are not currently engaged with an highest) with an additional +1 per four caster levels
opponent, the animal stays with you for 10 minutes (maximum +5 at 20th level). On a hit, it deals 3d10
per caster level. During this time, you and the animal force damage + 1 per two caster levels (max +10). The
receive a +2 bonus on Survival checks to track. cannon’s attacks have a critical modifier of ×4.
If during this time you are attacked or attack an The cannon strikes as a spell, not as a weapon, so
opponent, or you cast this script while already in combat, for example, it can damage creatures that have damage
the script’s duration is reduced to 1 round per level, and reduction. As a force effect, it can strike incorporeal
the animal fights with you. It attacks your opponents creatures without the reduction in damage associated
to the best of its ability. If you can communicate with with incorporeality. If an attacked creature or object has
the creature, you can direct it not to attack, to attack Spell Resistance, you make a caster level check (1d20 +
particular enemies, or to perform other actions. caster level) against that Spell Resistance the first time the
You can only have one casting of call of the hunt in cannon strikes it. If the cannon is successfully resisted,
effect at the same time. Casting it again dismisses the the attack deals no damage, and the cannon cannot make
previously-invoked animals, ending the script early. any further attacks against that target. If not, the cannon
Overload: For every two runic charges overloaded has its normal full effect on that target for the duration
into this script, you manifest an additional animal of the of the script.
same type. Each animal increases the bonus on Survival The cannon cannot be attacked or harmed by physical
checks by +2. attacks, but any effect that can destroy a barrier or wall of

404
Chapter IX Scripts
multiple darts can strike a single creature. You do not
have to strike the same targets with each dart (except for
the primary target at which all darts are initially fired).
You can choose to affect less secondary targets than
the maximum. Any effect that negates magic missiles or
striking effects also protects against a chain blast. If the
primary target has an effect that would negate this script,
it deals no damage to it, but the darts still can ricochet to
secondary targets. This script does no damage to objects.
Overload: For each runic charge overloaded into this
script, you create an additional dart of force and can
strike an additional secondary target.

force can destroy it, as can negation or dispel magic. Against CHAMELEON
touch attacks, it has an AC of 10. Design invocation (blessing); Level 3
Overload: For every runic charge overloaded into Casting Time 1 standard action
this script, increase the cannon’s range increment by 20 Range personal or touch
feet. For every two charges used, the cannon deals an Area 10-ft.-radius emanation around the creature
additional 1d10 damage on a hit. Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell
CHAIN BLAST Resistance yes (harmless)
Design destruction (ruin) [force]; Level 6 The touched target and all nearby creatures blend into
Casting Time 1 standard action their surroundings.
Range long (400 ft. + 40 ft./level) The target and all creatures within 10 feet of it
Targets one primary target, plus one secondary target/2 become invisible. The center of the effect is mobile
levels (each of which must be within 30 ft. of the with the target. Those affected by chameleon can see each
primary target) other and themselves as if unaffected by it. Any affected
Duration instantaneous creature moving out of the area becomes visible, but
Saving Throw none; Spell Resistance yes creatures moving into the area after the script is cast do
Missiles of magical energy dart from your fingertips not become invisible.
to unerringly strike a target then ricochet off to strike Gear carried by each creature vanishes along with
additional targets. You make one dart per two caster them. Items dropped or put down by an invisible creature
levels (max 10). Each dart deals 1d6+1 force damage to become visible; items picked up disappear if tucked into
the primary target. the clothing or pouches worn by the creature. Light,
After a dart has struck the primary target, it then however, never becomes invisible, although a source of
ricochets to other nearby targets within 30 feet of the light can become so (thus, the effect is that of a light
primary target. Each dart can strike one additional with no visible source). Any part of an item that the
creature per two caster levels (max 10). A creature subject carries but that extends more than 10 feet from
cannot be struck by a single dart more than once, but it becomes visible.

405
Scripts Chapter IX
Of course, the subjects are not magically silenced, Saving Throw Will negates (harmless); Spell
and certain other conditions can render the recipient Resistance yes (harmless)
detectable (such as swimming in water or stepping in You cleanse the touched creature of afflictions. The
a puddle). If a check is required, a stationary invisible creature is cured of 1d4 points of ability damage dealt
creature has a +40 bonus on its Stealth checks. This to each of its ability scores. The script also removes 1
bonus is reduced to +20 if the creature is moving. temporary negative level from the target.
Chameleon ends upon a creature if they attack any This script cannot restore permanent ability drain.
creature. If the recipient of the script attacks, chameleon Overload: For every charge overloaded into this
ends for all creatures. For purposes of chameleon, an attack script, you restore an additional 1d4 ability damage and 1
includes any spell or script targeting a foe or whose area temporary negative level from the touched creature. For
or effect includes a foe. Exactly who is a foe depends every two charges used, you can also remove 1d4 points
on the invisible character’s perceptions. Actions directed of ability drain from a single ability score (your choice
at unattended objects do not break the script. Causing if more than one is drained). If you use four charges,
harm indirectly is not an attack. Thus, an invisible being you can forgo all of the above effects to instead cleanse
can open doors, talk, eat, climb stairs, summon monsters the target of all temporary negative levels and a single
and have them attack, cut the ropes holding a rope bridge permanent negative level possessed by the creature.
while enemies are on the bridge, remotely trigger traps,
open a portcullis to release attack dogs, and so forth. COMPREHENSION
If the subject attacks directly, however, it immediately Design revelation (insight); Level 1
becomes visible along with all its gear. Casting Time 1 standard action
Overload: For every charge overloaded into this Range touch
script, the distance creatures can move increases. While Target creature touched
all creatures must still be within 10 feet of each other at Duration 10 min./level (D)
the time of casting chameleon, the maximum radius of the Saving Throw Will negates (harmless); Spell
emanation thereafter increases by 5 feet per charge used. Resistance yes (harmless)
If you overload at least three charges, the emanation The touched creature can understand the spoken words
does not end when the recipient of the script attacks. of creatures or read otherwise incomprehensible written
The recipient still becomes visible, but the emanation messages. The ability to read does not necessarily impart
remains, allowing other creatures to stay invisible as insight into the material, merely its literal meaning.
long as they remain within the script’s area (or until they The script enables the target to understand or read an
themselves attack, as usual). unknown language, not speak or write it.
It does not decipher codes or reveal messages
CHILL concealed in otherwise normal text.
Design invocation (primordial) [cold]; Level 0 Overload: For every runic charge overloaded into
Casting Time 1 standard action this script, you may target an additional creature. All
Range close (25 ft. + 5 ft./2 levels) targets must be adjacent to you at the time of casting.
Effect ray If you overload at least three charges into this script,
Duration 1 round you can also grant the ability to speak all languages,
Saving Throw Fortitude partial; Spell Resistance yes not just understand them. The subjects can speak only
A bolt of ice strikes the target. You must make a ranged one language at a time, although they may be able to
touch attack to hit the target, dealing 1d2 cold damage understand several languages. This does not grant the
on a hit. A struck creature must make a Fortitude save targets the ability to speak with creatures who don’t
or have its move speed(s) reduced by 5 feet for 1 round. speak, and does not affect the disposition of creatures
Overload: For every charge overloaded into this they converse with.
script, increase the damage by 1d2 and the DC by 1. If
you overload at least three charges, the speed reduction CONSUME
becomes half the creature’s speed, instead of just 5 feet. Design destruction (affliction); Level 6
Casting Time 1 standard action
CLEANSING Range close (25 ft. + 5 ft./2 levels)
Design creation (healing); Level 4 Target one creature, see text
Casting Time 1 standard action Duration 1 round/3 levels, see text
Range touch Saving Throw Fortitude partial; Spell Resistance yes
Target creature touched A pillar of black flame engulfs the creature, burning
Duration instantaneous away its flesh with negative energy.

406
Chapter IX Scripts
When a creature is first targeted by consume, it must eyes, so it’s not as good as being there yourself, but you
make a Fortitude save or take 1d6 negative energy still get a good idea of what’s going on.
damage per caster level (max 20d6). A successful save Subjects resist this control, and any subject forced
halves the damage and ends the script. to take actions against its nature receives a new saving
If the creature fails its save, the flame lingers upon throw with a +2 bonus. Obviously self-destructive
them, dealing 1d6 negative energy damage per three orders are not carried out. Once control is established,
caster levels (max 6d6) per round, with a Fortitude save the range at which it can be exercised is unlimited, as
negating the damage for that round only. long as you and the subject are on the same plane. You
If consume slays a creature, the black fire immediately need not see the subject to control it.
jumps to another creature of your choice within close Effects that prevent mind control or possession can
range (25 ft. + 5 ft./2 levels) of the slain creature, at prevent you from controlling the creature, but do not
which point it must save as if it were the initial target of automatically dispel the script.
the script. However, the duration of the script is tracked Overload: For every runic charge overloaded into
across all targets (i.e. if your consume has a duration of 5 this script, the DC of saves the creature makes to act
rounds, it can burn for only 5 rounds total, not 5 rounds against its nature increases by +1. If you overload at
per target it burns). least two charges, the script’s duration increases to 10
Spell Resistance applies to each creature the flame minutes per level. If you overload four charges, the
jumps to, but is only checked the first time the creature duration increases to 1 hour per level.
would be affected, not each round. You can choose to
have the flame die out after slaying a creature, rather than CONTROL EMOTIONS
jumping to a new target. Consume does not heal creatures Design revelation (thought) [emotion, mind-affecting];
healed by negative energy. Level 5
Overload: For every runic charge overloaded into this Casting Time 1 standard action
script, the duration of the script increases by 1 round. Range close (25 ft. + 5 ft./2 levels)
Targets up to four creatures, no two of which can be
CONTROL more than 30 ft. apart
Design revelation (thought) [mind-affecting]; Level 9 Duration 1 min./level
Casting Time 1 round Saving Throw Will negates, see text; Spell Resistance
Range close (25 ft. + 5 ft./2 levels) yes, see text
Target one creature You manipulate the emotional state of several creatures.
Duration 1 min./level, see text For each target, you can choose to either fill it with hope
Saving Throw Will negates; Spell Resistance yes or with despair. If you choose hope, the target gains a
You exercise complete mental control over the target. +2 morale bonus on attack rolls, weapon damage rolls,
This lets you control its actions through a telepathic link skill checks, ability checks, and saving throws. If you
that you establish with the subject’s mind. choose despair, the target instead takes a -2 penalty to
If you and the subject have a common language, you those same rolls.
can generally force the subject to perform as you desire, You can apply a different emotional state to each
within the limits of its abilities. If no common language target. Applying hope to a creature is considered a
exists, you can communicate only basic commands, such harmless effect for the purpose of the script’s saving
as “Come here,” “Go there,” “Fight,” and “Stand still.” throw and Spell Resistance.
You know what the subject is experiencing, but you Overload: For every runic charge overloaded into
do not receive direct sensory input from it, nor can it this script, you can target an additional four creatures.
communicate with you telepathically.
Once you have given a command, it continues to CORROSIVE SPORES
attempt to carry out that command to the exclusion Design invocation (natural) [acid, plant]; Level 6
of all other activities. Because of this limited range of Casting Time 1 standard action
activity, a Sense Motive check against DC 15 (rather Range medium (100 ft. + 10 ft./level)
than DC 25) can determine that the subject’s behavior Effect spores spread in 20-ft. radius, 20 ft. high
is being influenced. You can change the orders given to Duration 1 round/level
the creature as a move action. Saving Throw none; Spell Resistance no
By concentrating fully on the script (a standard action), A cloud of acidic plant spores spreads out from the
you can receive full sensory input as interpreted by the point you designate. The cloud of spores obscures all
mind of the subject, though it still can’t communicate sight, including darkvision, beyond 5 feet. A creature
with you. You can’t actually see through the subject’s within 5 feet has concealment (attacks have a 20% miss

407
Scripts Chapter IX
chance). Creatures farther away have total concealment Range touch
(50% miss chance, and the attacker can’t use sight to Target non-magical object weighing no more than 1
locate the target). lb./2 caster levels, see text
The spores are highly corrosive to the touch. Each Duration instantaneous
round on your turn, starting when you cast this script, Saving Throw none; Spell Resistance yes (object)
the spores deal 2d6 acid damage to each creature within You attempt to splinter apart an object with a touch.
it. The spores are also sticky; a creature or object that has Make a sunder attempt against the object, using your
taken damage from the spores and leaves the area still caster level + your Intelligence, Wisdom, or Charisma
takes damage from the spores for 1d3 rounds. modifier (whichever is highest) in place of your CMB.
The area filled with the corrosive spores is prone to You do not provoke attacks of opportunity for the
combustion. If exposed to an open flame at least the sunder attempt, but do for casting the script, as usual.
size of a torch, or if at least 10 points of fire damage If you succeed, you deal 1d4 points of damage to
are dealt with a single action within the area, the whole the object. This damage ignores hardness. An object
area ignites, exploding to deal 1d8 fire damage per two reduced to half hit points gains the broken condition.
caster levels to all creatures in the area (max 10d8). Once Crack cannot reduce an object to below half hit points
ignited in this manner, the script ends. and can never destroy an object, only break one.
A severe wind (31+ mph) disperses the corrosive spores Overload: For every runic charge overloaded into this
in 1 round. This script does not function underwater. script, increase the maximum weight of object you can
Overload: For every runic charge overloaded into target by 1 pound. For every two charges used, you gain
this script, the radius and height of the effect can be a +1 bonus to the sunder attempt and deal an additional
increased by 5 feet. The damage dealt each round by the 1 point of damage to the object. If you overload at least
corrosive spores also increases for each runic charge used three charges into this script, its range becomes close (25
past the first, increasing to 2d8 at two charges, 3d8 at ft. + 5 ft./2 levels).
three charges, and 4d8 at four charges used.
CREATE
COURSE OF ACTION Design creation (generation); Level 4
Design revelation (thought) [mind-affecting]; Level 2 Casting Time 10 minutes
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)
Range close (25 ft. + 5 ft./2 levels) Effect unattended, non-magical object of nonliving
Target one creature matter, up to 1 cu. ft./level
Duration 1 round Duration 2 hours/level; see text
Saving Throw Will negates; Spell Resistance yes Saving Throw none; Spell Resistance no
You control an opponent’s thoughts to determine its You assemble a single object to your specification. The
next action. You can select from the following options: object is made of nonliving plant and vegetable matter
• Approach: On its turn, the subject moves toward you and is always non-magical. You must succeed on an
as quickly and directly as possible for 1 round. The appropriate Craft skill check to make a complex item.
creature may do nothing but move during its turn, and Any created items cannot be used as a material for
it provokes attacks of opportunity for this movement crafting or as a material component for a spell or ritual.
as normal. Overload: For every runic charge overloaded into this
• Flee: On its turn, the subject moves away from you script, the size of the object increases by 1 cubic foot.
as quickly as possible for 1 round. It may do nothing In addition, for every creation charge used, you can use
but move during its turn, and it provokes attacks of a better material, but the duration becomes shorter if
opportunity for this movement as normal. you do. The new materials and durations are as follows:
• Halt: The subject stands in place for 1 round. It may • One charge: Stone, crystal, base metals (1 hr./level).
not take any actions but is not considered helpless. • Two charges: Precious metals (20 min./level).
Overload: For every runic charge overloaded into • Three charges: Gemstones (10 min./level).
this script, you may target an additional creature. No two • Four charges: Rare metals, including adamantine,
targets may be more than 30 feet apart. All targets must silver, or mithral (1 round/level).
follow the same course of action. In addition, for every
two charges used, the DC increases by +1. CRIPPLE
Design alteration (debilitation); Level 4
CRACK Casting Time 1 standard action
Design destruction (ruin); Level 0 Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 standard action Target one creature

408
Chapter IX Scripts
Duration 1 min./level (D); see text DAWN’S FURY
Saving Throw Fortitude negates; Spell Resistance yes Design invocation (celestial) [fire, light]; Level 4
You significantly hinder a creature’s physical capability. Casting Time 1 standard action
Choose one of the following: Range medium (100 ft. + 10 ft./level)
• -6 penalty to either Strength, Dexterity, or Constitution Area 20-ft.-radius spread
(minimum 1). Duration instantaneous
• -4 penalty on attack rolls, saves, ability checks, and Saving Throw Reflex half; Spell Resistance yes
skill checks. Dawn’s fury invokes the power of the sun to create a brief
Overload: When you overload this script, you gain but intense burst of searing light. Creatures caught in the
different ways to hinder your target, based on the runic burst take 1d6 damage per caster level (max 10d6). Half
charges used: of this damage is fire damage, and the other half comes
• Alteration: Damage reduction (if any) is lowered by 10. from the power of the sun, ignoring fire resistance and
• Creation: Natural healing from rest is halved, and any immunity. Against undead and creatures specifically
healing applied to the target heals only half its normal harmed by sunlight, the damage increases to deal 1d8
hit points. per caster level (max 10d8).
• Destruction: Once per round when it takes damage, it Overload: For every runic charge overloaded into this
also takes an additional 1d6 damage of the same type. script, the script deals an additional die of damage (1d6
• Invocation: All energy resistances are lowered by 10. or 1d8, as noted above). If four runic charges are used,
• Manipulation: Reduce all forms of movement by half. creatures that fail their saves are treated as if exposed
• Revelation: -6 penalty to either Intelligence, Wisdom, to direct, natural sunlight for 1 round. If at least two
or Charisma (minimum 1). revelation charges are used, creatures that fail their saves
You may still only apply one effect to the target. In are blinded for 1 round by the brilliant flames.
addition, for each runic charge used (of any type) the
effect lasts for a longer time. One charge increases the DEBILITATE
duration to 10 minutes per level, two charges to 1 hour per Design alteration (debilitation); Level 9
level, three charges to 1 day per level, and four charges to Casting Time 1 standard action
permanent. A permanent cripple can only be removed by Range close (25 ft. + 5 ft./2 levels)
break enchantment, disenchant, limited wish, miracle, and wish. Target one creature
Duration 1 min./level
CRUSH Saving Throw Fortitude partial; Spell Resistance no
Design manipulation (gravity); Level 4 The most powerful form of harmful alteration, a
Casting Time 1 standard action debilitate script greatly reduces a target’s abilities. When
Range medium (100 ft. + 10 ft./level) cast, you choose to apply up to three of the following
Target one creature or object effects to the target:
Duration instantaneous and 1 round, see text • -4 penalty to Armor Class.
Saving Throw Fortitude partial (object); Spell • -4 penalty on attack rolls and damage rolls.
Resistance yes (object) • -4 penalty to all saving throws.
A surge of gravitational force hammers down upon • -4 penalty to ability checks and skill checks.
the creature. The target takes 1d6 damage per caster • Reduce the DC of any spells or spell-like abilities cast
level (max 10d6) from the force. A creature affected by the target by -4.
is knocked prone and dazed for 1 round. If the target • Reduce the DC of any extraordinary or supernatural
creature or object is not on the ground, the target is abilities the target has by -4.
immediately shoved downwards, falling up to 5 feet per • Damage reduction (if any) is lowered by 10.
caster level. If this causes it to strike the ground, it takes • All energy resistances (if any) are lowered by 10.
double the normal fall damage. A successful Fortitude • Spell Resistance (if any) is lowered by 5.
save halves the damage, halves the distance the target • Reduce all forms of movement the creature has by 30
falls (if midair), and negates the prone and daze effects. feet (minimum 0).
Whether it makes it saving throw or not, the target is You may not select the same effect twice. A successful
affected as if it were within the area of a gravity surge Fortitude save reduces the duration to 1 round.
script for 1 round. Overload: For every runic charge overloaded into
Overload: For every runic charge overloaded into this this script, you can select an additional effect to apply
script, the damage increases by 1d6 and the maximum to the target. For every two alteration charges used, you
distance the creature can be pushed downwards increases can double the penalty imposed by one effect or cause
by 10 feet. the script to last 1 additional round on a successful save.

409
Scripts Chapter IX
DECIPHER
Design revelation (insight); Level 0
Casting Time 1 standard action
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects that
would otherwise be unintelligible. This deciphering does
not normally 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, you are thereafter able to read that particular
writing without needing to decipher it again. You can read
at the rate of one page (250 words) per minute.
Overload: For every charge overloaded into this
DECAYING RAY script, you gain a +1 insight bonus to saving throws
Design destruction (affliction); Level 3 against effects that require you to read them, such as a
Casting Time 1 standard action symbol spell or explosive runes spell. If you overload at least
Range close (25 ft. + 5 ft./2 levels). three charges, the range becomes “touch” and the target
Effect one of more rays becomes “willing creature touched”. If you overload
Duration instantaneous four charges, your reading speed doubles to two pages
Saving Throw Fortitude partial, see text; Spell (500 words) per minute.
Resistance yes
You blast your enemies with a necrotic ray of negative DECREPIFY
energy. You may fire two rays, plus one additional ray for Design destruction (affliction); Level 8
every four levels beyond 5th (to a maximum of four rays Casting Time 1 standard action
at 13th level). Each ray requires a ranged touch attack to Range 30 ft.
hit and deals 3d6 points of negative energy damage. The Area cone-shaped burst
rays may be fired at the same or different targets, but Duration instantaneous
all rays must be aimed at targets within 30 feet of each Saving Throw none; Spell Resistance yes
other and fired simultaneously. You cannot fire more A burst of negative energy causes all living creatures in
than four rays at an individual creature. the script’s area to become exhausted. This script has no
Overload: For every runic charge overloaded into this effect on a creature that is already exhausted.
script, targets struck are sickened for 1 round (Fortitude Overload: For each runic charge overloaded into this
negates). In addition, for every runic charge used, you script, the range increases by 10 feet. If you overload
create an additional ray. at least two runic charges, all targets are also sickened

410
Chapter IX Scripts
for 1 minute. If you overload at least four charges, they DIAMOND SKIN
are also nauseated for 1 round. All of these overload Design alteration (enhancement); Level 5
effects function on creatures that are already exhausted Casting Time 1 standard action
(as opposed to the base effect of decrepify). Range close (25 ft. + 5 ft./2 levels)
Target one creature
DEFORMITY Duration 10 min./level (D)
Design alteration (polymorph) [pain]; Level 5 Saving Throw Will negates (harmless); Spell
Casting Time 1 standard action Resistance yes (harmless)
Range close (25 ft. + 5 ft./level) The target’s skin hardens like diamond, becoming
Target one creature resistant to injury. The subject gains DR 5/– and a +2
Duration instantaneous, then 1 round/level natural armor bonus. Once the script has prevented a
Saving Throw Fortitude partial (see text); Spell total of 10 points of damage per caster level (maximum
Resistance yes 150 points), it is discharged.
The target creature’s physique painfully twists, agonizing Overload: For each runic charge overloaded into this
it. The target must succeed on a Fortitude save. If they script, you may target an additional creature. No two
do, they take 1d4 points of Constitution and Dexterity targets can be further than 30 feet apart. Once the script
damage, and the script ends. prevents 10 points of damage per caster level (maximum
On a failed save, the target takes 2d4 Constitution 150 points) for a particular subject, its effects end for
and Dexterity damage. For the remainder of the script’s that target only.
duration, the target’s speed is reduced by half. Each
round as the start of the creature’s turn it must make DIMENSIONAL SHIFT
another Fortitude save or take 2d6 nonlethal damage as Design manipulation (teleportation); Level 7
the script aggravates the initial injury. Casting Time 1 standard action
If the ability score damage inflicted by deformity is Range touch
fulled healed, the script’s effects end early. Targets up to eight willing creatures joining hands
Overload: For each runic charge overloaded into Duration instantaneous
this script, the ability damage inflicted on a failed save Saving Throw Will negates, see text; Spell Resistance
increases by 1. For every two charges used, the nonlethal yes, see text
damage taken each round increases by 1d6. You pierce through the boundaries of dimensions,
allowing you to move between planes. You can affect
DEVASTATION up to eight willing creatures, so long as they are linking
Design destruction (ruin); Level 9 hands in a circle at the time of casting.
Casting Time 1 standard action Precise accuracy as to a particular arrival location on
Range long (400 ft. + 40 ft./level) the intended plane is nigh impossible. From the Material
Area 20-ft.-radius cylinder, 60 ft. high Plane, you can reach any other plane, though you appear
Duration 3 rounds 5 to 500 miles (5d%) from your intended destination.
Saving Throw Fortitude half (object), see text; Spell Dimensional shift only gets you to the plane you choose:
Resistance yes (object) you still have to find a way back (which can include
A devastation script pulverizes an area with crushing casting dimensional shift again).
force. Each round on your turn (starting with the round Overload: For each runic charge overloaded into
you cast devastation), all creatures and objects in the this script, the offset when you arrive is reduced by
area take 1d8 damage per two caster levels (max 10d8). 1d%. If you overload four charges, you’ve been to the
This damage bypasses hardness and damage reduction. destination plane, and are familiar with a location there,
Creatures are forced to the ground and knocked prone. you may choose that location and arrive on target at that
A Fortitude save halves the damage and negates the location with anyone else you transport with the script.
prone effect. The ground within the area of devastation
is also crushed, making the area difficult terrain. The DISENCHANT
difficult terrain lasts even when the script ends. Design destruction (unraveling); Level 5
Every round after the first, the radius of devastation Casting Time 1 minute
increases by 10 feet. Devastation has no effect on Range close (25 ft. + 5 ft./2 levels)
incorporeal creatures or creatures without a tangible Targets up to one creature/level, no two of which can
form, such as a fire elemental. be more than 30 ft. apart
Overload: For every two runic charges overloaded Duration instantaneous
into this script, the duration increases by 1 round. Saving Throw see text; Spell Resistance no

411
Scripts Chapter IX
A wave of arcane power unravels the magic upon each nonlethal damage per level of the spell or script they
creature, freeing it from detrimental enchantments, attempted to cast. A successful saving throw reduces the
transmutations, and curses. Disenchant can reverse even duration to just 1 round.
an instantaneous effect. For each such effect, you make Disrupt can only force one concentration check
a caster level check (1d20 + caster level, maximum +15) per three caster levels you have (max 5). Once those
against a DC of 11 + caster level of the effect. Success concentration checks are made (whether successful or
means that the creature is free of the script, spell, curse, not), the script discharges.
or effect. For a cursed magic item, the DC is equal to the Overload: For every runic charge overloaded into
DC of the curse. this script, the target takes a stacking -1 penalty on all
If the effect is one that cannot be dispelled by dispel Concentration checks, the DC increases by 1, and the
magic, negation, or stone to flesh, disenchant works only if that script can force an additional concentration check.
effect is 5th level or lower.
If the effect comes from a permanent magic item, DISSOLVE
disenchant does not remove the curse from the item, but Design alteration (polymorph); Level 7
it does free the victim from the item’s effects. Casting Time 1 standard action
Overload: For every runic charge overloaded into Range personal
this script, you gain a +1 bonus on your caster level Target you
check to remove the effect. If you overload at least three Duration 1 round/level
runic charges, the casting time becomes 1 full-round Your body and equipment dissolve into a fine mist. You
action. This reduction in casting time does not apply if take no penalties for squeezing, and can move through
you overload disenchant by using engraving. spaces as if you were a creature three size categories
smaller without penalty. You are also considered
DISORIENT incorporeal, though any nonmagical attack you make
Design revelation (thought) [mind-affecting]; Level 1 deals half damage (50%). Magic attacks are unaffected,
Casting Time 1 standard action and you can still use your magic items and other
Range close (25 ft. + 5 ft./2 levels) equipment as normal.
Target one creature, see text While in this form, you can use a melee touch attack
Duration 1 round once per round to partially dissolve creatures and objects
Saving Throw Will negates; Spell Resistance yes you touch, with deadly effect. The touch deals 2d6
This script clouds the mind of a single creature, dazing damage + 1 per level (max +20). This ignores damage
it for 1 round so that it takes no actions. A creature reduction and hardness, and Spell Resistance applies.
whose Hit Dice is greater than your scribe level is If the duration ends in a square that you normally
merely staggered, instead of dazed, on a failed saving cannot occupy, you take 3d6 damage and are shunted to
throw. Once a creature fails their saving throw against the nearest open space you could normally fit.
this script, they cannot be affected again for 1 minute. Overload: For every runic charge overloaded into
Overload: For every runic charge overloaded into this script, increase the duration by 2 rounds. For every
this script, increase the maximum HD of creature that two charges used, increase the damage of the dissolving
can be dazed by 1 and increase the DC by +1. If you touch by 1d6.
overload four charges into this script, creatures that
fail their save are not immune for 1 minute and can be DRAIN
affected again immediately. Design destruction (affliction); Level 2
Casting Time 1 standard action
DISRUPT Range close (25 ft. + 5 ft./2 levels)
Design destruction (unraveling); Level 2 Area 5-ft.-radius burst
Casting Time 1 standard action Duration instantaneous
Range close (25 ft. + 5 ft./2 levels) Saving Throw Fortitude half; Spell Resistance yes
Target one creature You strike the target area with draining negative energy.
Duration 1 round/level or until discharged Each creature in the area takes 1d4 negative energy
Saving Throw Will partial; Spell Resistance yes damage per two caster level (max 5d4). A Fortitude save
This script interferes with the target’s magic, making halves the damage.
it difficult to cast. For the duration of the script, the Overload: For every runic charge overloaded into
target must concentrate to cast as if having to cast this script, it deals an additional 1d4 negative energy
defensively (DC 15 + twice the spell’s level). If it fails damage. If at least three runic charges are used, the
its concentration check to cast, it takes 1d4 points of radius increases to 10 feet.

412
Chapter IX Scripts
DUST TO DUST their turn within or enter into the darkness or take 1d2
Design destruction (ruin); Level 7 points of Dexterity damage.
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level) ELEMENTAL MANTLE
Effect ray Design invocation (primordial) [see text]; Level 6
Duration instantaneous Casting Time 1 standard action
Saving Throw Fortitude partial (object); Spell Range personal
Resistance yes Target you
A black, destructive bolt emerges from your hand. You Duration 1 min./level (D); see text
must make a successful ranged touch attack to hit. Any Saving Throw see text; Spell Resistance yes, see text
creature struck by the ray takes 2d6 points of damage You invoke the powers of elementals to surround you,
per caster level (to a maximum of 40d6). Any creature protecting you from harm. When you cast this script,
reduced to 0 or fewer hit points is reduced to dust, you choose one of the following elements:
disintegrating it. The creature’s equipment is unaffected. • Air: You gain a fly speed of 40 feet (good
When used against an object, the ray simply maneuverability) and electricity resist 10. As a standard
disintegrates as much as a 10-foot cube of nonliving action, you can create a 5-foot-radius, 30-foot-high
matter. Thus, the script disintegrates only part of any lightning bolt centered on a point in space within
very large object or structure targeted. The ray affects 60 feet of you. Each creature in the area takes 4d6
even objects constructed entirely of force, such as wall electricity damage; a Reflex save halves the damage.
of force or a barrier, but not magical effects such as a globe • Earth: You gain a climb speed of 60 feet and acid
of invulnerability or an antimagic field. resist 10, and you ignore difficult terrain made of
A creature or object that makes a successful Fortitude earth, stone, or mud. As a standard action, you can
save is partially affected, taking only 6d6 points of create a small earthquake within a 20 foot radius,
damage. If this damage reduces the creature or object to centered on you. Each creature on the ground in the
0 or fewer hit points, it is reduced to dust. area must make Reflex save or be knocked prone.
Any effects or rules that interact with a disintegrate spell • Fire: Your land speed increases by 20 feet and you gain
have that same result with dust to dust. fire resistance 10. As a standard action, you can create
Overload: For every runic charge overloaded into a ray of flames. You must make a ranged touch attack
this script, the damage dealt on a successful saving throw to hit with this ray; on a hit, you deal 6d6 fire damage.
increases by 2d6. For every two charges used, you can • Water: You gain a swim speed of 60 feet and cold
destroy an additional 10-foot cube of nonliving matter. resistance 10, and you can breathe underwater. As
a standard action, you can create a 15-ft.-cone of
ECLIPSE rushing water from your hand. Each creature in the
Design invocation (celestial) [cold, darkness]; Level 8 area takes 4d6 bludgeoning damage and is pushed 10
Casting Time 1 standard action feet directly away from you. A Fortitude save halves
Range medium (100 ft. + 10 ft./level) the damage and negates the pushing effect.
Area 40-ft.-radius spread Spell Resistance applies to the damaging effects of the
Duration 1 round/level air and fire abilities, but not the earth or water abilities.
Saving Throw Fortitude partial; Spell Resistance yes Overload: For every runic charge you overload into
Eclipse calls down the might of the moon, enshrouding this script, you gain the benefit of an additional element,
the area in a pitch-black veil. All creatures in the area at and each damaging ability you gain deals 1d6 additional
the time of casting take 1d8 cold damage per two caster damage. If you overload four charges, the energy
levels (max 10d8) and 1d6 Dexterity damage as they are resistances granted to you increase to 20 each.
pierced by the intense cold of night. A Fortitude save
negates the Dexterity damage but not the cold damage. ELEMENTS INCARNATE
This only occurs once, when the script is cast. Design invocation (natural) [see text]; Level 9
For the remainder of the script’s duration, the area Casting Time 1 round
becomes as black as midnight, immediately lowering the Range close (25 ft. + 5 ft./2 levels)
light level to darkness, regardless of existing conditions. Effect one or more elementals
Overload: For every runic charge overloaded into this Duration 1 round/level (D)
script, the script deals an additional 1d8 cold damage. Saving Throw none; Spell Resistance no
If at least three charges are used, you can choose to You manifest the power of primal energy itself, forming
make the darkness further ravage creatures in the area, it into a powerful being under your control. The script
requiring them to make a Fortitude save when they start creates a single elder elementalB1,B2,B5 of your choice.

413
Scripts Chapter IX
It appears where you designate and acts immediately, Duration 1 min./level
on your turn. It attacks your opponents to the best Saving Throw Will negates (harmless); Spell
of its ability. It understands any languages you know, Resistance yes (harmless)
letting you command it not to attack, to attack particular The target’s mind is enhanced, making it smarter, more
enemies, or to perform other actions. clever, or more charismatic.
When you use elements incarnate to manifest an Choose either Intelligence, Wisdom, or Charisma.
elemental with the air, earth, fire, or water subtype, it is The creature gains a +4 enhancement bonus to the
a script of that type. chosen ability score, adding the usual benefits to skills,
Overload: For every runic charge overloaded into this ability checks, and other uses of that ability score.
script, you can manifest an additional elemental. You can Spellcasters and scribes that use the chosen ability score
summon a different type of elemental with each charge. (such as Charisma for a bard or Intelligence for an
archivist) do not have additional bonus spells/scripts for
EMPATH the increased score, but the save DCs of their abilities
Design revelation (detection); Level 3 increased. This does not grant extra skill ranks.
Casting Time 1 standard action Overload: For every two runic charges overloaded
Range 20 ft. into this script, you can grant the enhancement bonus to
Area 20-ft.-radius emanation, centered on you an additional ability score.
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no ENHANCE MIND, MASS
You detect the thoughts and feelings of creatures nearby. Design revelation (insight); Level 7
This can give you information of varying usefulness, Targets one creature/level, no two of which can be
depending on what you’re searching for. more than 30 ft. apart
You detect the presence or absence of intelligent This script functions as enhance mind, except that it affects
creatures (conscious creatures with an Intelligence score multiple creatures. All creatures must have the same
of 1 or higher) within the area. This gives you a count of ability score enhanced.
intelligent creatures nearby, but not their position. You Overload: For every two runic charges overloaded
get a general sense of the moods of creatures in the area into this script, you can grant all targets an enhancement
(angry, depressed, content, etc.) but not a reason for that bonus to an additional ability score.
mood. You can only associate a particular mood with a
creature if you can see the creature itself. ENHANCE MOVEMENT
Emotional states are fickle and ever-changing, and Design alteration (enhancement); Level 2
can be directed based on events or conversations nearby. Casting Time 1 standard action
You could use this to get insights into a creature (such Range close (25 ft. + 5 ft./2 levels)
as noticing it swell with stress at a pointed question), but Target one creature
it won’t determine the exact nature of the reaction. This Duration 1 min./level (D)
does, however, grant you a +1 insight bonus on Sense Saving Throw Fortitude negates (harmless); Spell
Motive checks per two caster levels (max +10) against Resistance yes (harmless)
creatures in the area. You grant the subject a new form of movement, chosen
The script can penetrate barriers, but 1 foot of stone, from the two options below:
1 inch of common metal, a thin sheet of lead, or 3 feet • The subject gains a swim speed of 30 feet along with
of wood or dirt blocks it. the standard +8 bonus on Swim checks and the ability
Overload: For every runic charge overloaded into to take 10 even if distracted or endangered. It can also
this script, the range/area increases by 10 feet. If use the run action while swimming, provided it swims
you overload at least two manipulation charges into in a straight line. This does not grant the target any
the script, you also determine the alignment of any ability to breathe water.
intelligent creatures in the area, similar to the effects of • The subject gains a climb speed of 20 feet and a
a detect evil spell but for any alignment. This does not let +8 racial bonus on Climb skill checks. The creature
you detect magic items or spell effects, only creatures. retains its Dexterity bonus to Armor Class (if any)
while climbing, and opponents get no special bonus
ENHANCE MIND to their attacks against it. It cannot, however, use the
Design revelation (insight); Level 3 run action while climbing.
Casting Time 1 standard action Overload: For every runic charge overloaded into
Range close (25 ft. + 5 ft./2 levels) this script, you may target an additional creature. No
Target one creature two targets can be more than 30 feet apart. All targets

414
Chapter IX Scripts
must receive the same form of movement. If you use at
least one invocation runic charge when granting a swim
speed, all targets gain the ability to breathe underwater
for the duration of the script.

ENHANCE PHYSIQUE
Design alteration (enhancement); Level 3
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 min./level
Saving Throw Fortitude negates (harmless); Spell
Resistance yes (harmless)
You enhance a target’s physique, making it stronger,
tougher, or more agile.
Choose either Strength, Dexterity, or Constitution.
The creature gains a +4 enhancement bonus to the
chosen ability score, adding the usual benefits to skills,
ability checks, and other uses of that ability score (such as
melee attack rolls for Strength or AC for Dexterity). Hit
points gained by a temporary increase in Constitution
score are not temporary hit points. They go away when
the subject’s Constitution drops back to normal. They
are not lost first as temporary hit points are.
Overload: For every two runic charges overloaded
into this script, you can grant the enhancement bonus to
an additional ability score.

ENHANCE PHYSIQUE, MASS


Design alteration (enhancement); Level 7
Targets one creature/level, no two of which can be
more than 30 ft. apart
This script functions as enhance physique, except that it
affects multiple creatures. All creatures must have the In the case of effects that scans an area the creature is
same ability score enhanced. in, such as arcane eye, the spell works but the creature
Overload: For every two runic charges overloaded simply isn’t detected. Scrying attempts that are targeted
into this script, you can grant all targets an enhancement specifically at the subject do not work at all.
bonus to an additional ability score. Overload: For every runic charge overloaded into
this script, targets of the script gain a +1 insight bonus
ENIGMA to saving throws against all mind-affecting effects, and
Design revelation (insight); Level 8 you can target an additional creature. No two targets
Casting Time 1 standard action may be further than 30 feet apart at the time of casting.
Range close (25 ft. + 5 ft./2 levels)
Target one creature EXPOSE WEAKNESS
Duration 10 min./level (D) Design alteration (debilitation); Level 7
Saving Throw Will negates (harmless); Spell Casting Time 1 standard action
Resistance yes (harmless) Range medium (100 ft. + 10 ft./level)
The subject becomes an enigma to divinations and Targets up to three creatures, no two of which can be
mental effects. Enigma protects from all devices, scripts, more than 30 ft. apart
and spells that gather information about the target Duration 1 round/level
through divination or revelation magic (such as detect evil, Saving Throw Fortitude partial; Spell Resistance no
locate creature, empath, or sight beyond sight). Enigma even foils You alter each target’s physical being to reduce its
limited wish, miracle, and wish spells when they are used defenses. You inflict each target with a single penalty,
in such a way as to gain information about the target. chosen from the list below:

415
Scripts Chapter IX
• -4 penalty to Armor Class. Flesh and blood restores life to a living creature that has
• -4 penalty to all saving throws. died within up to 1 day per caster level. The subject’s
• Spell Resistance (if any) is lowered by 5. soul must be free and willing to return. If the subject’s
• Damage reduction (if any) is lowered by 10. soul is not willing to return, the script does not work;
• All energy resistances (if any) are lowered by 10. therefore, a subject that wants to return receives no
All targets are affected by the same penalty. A saving throw.
Fortitude save reduces the duration to 1 round. The condition of the remains is not a factor. So long
Overload: For every runic charge overloaded into as some small portion of the creature’s body still exists,
this script, you may target an additional three creatures. it can be brought back to life, but the portion receiving
If you overload at least three runic charges into this the script must have been part of the creature’s body at
script, you apply two penalties, rather than just one. You the time of death.
cannot choose the same penalty twice. Upon completion of the script, the creature is
immediately restored to half its original hit points. The
FALSIFY SENSES subject gains two permanent negative levels when it is
Design revelation (thought) [mind-affecting]; Level 4 raised, just as if it had been hit by an energy-draining
Casting Time 1 standard action creature. If the subject is 1st level, it takes 2 points of
Range medium (100 ft. + 10 ft./level) Constitution drain instead (if this would reduce its Con
Target one creature to 0 or less, it can’t be resurrected).
Duration concentration, up to 1 min./level (D) You can revive someone killed by a death effect or
Saving Throw Will negates; Spell Resistance yes someone who has been turned into an undead creature
You can make a creature perceive things incorrectly. The and then destroyed. You cannot restore life to someone
subject sees, hears, and so on whatever you falsify. You who has died of old age. Constructs, elementals,
cannot create sensory input where none exists to begin outsiders, and undead creatures can’t be raised. Once
with, nor can you completely block out a sensation. a creature has benefited from this script, it cannot be
You could make an object or creature look like targeted again for 1 week.
something or someone else, be in a different position Overload: For every two runic charges overloaded into
(though in the same space), or sound different. You this script, the touched creature recovers an additional
could make a painful slash feel like a gentle breeze, or 25% of its hit points and receives one less negative
make a conversation sound like a riotous crowd. level (or one less Constitution drain, if the creature is
You can change which sense(s) you falsify each round. 1st level). If you overload four creation scripts, you can
You can’t alter the perceived size of an object or creature forgo these increases in healing to instead reduce the
by more than half with this script. You couldn’t make a casting time to 1 round. This reduction in casting time
fortress appear as a shack, nor a rat appear as a giant. cannot be used if you overload this script via engraving.
If the target attempts to cast a spell or script, you
can alter its senses in such a way that it becomes FLOAT
disoriented (as an immediate action), forcing it to make Design manipulation (gravity); Level 3
a concentration check as if entangled or lose the spell. Casting Time 1 standard action
Because you falsify a victim’s senses directly, the effect Range close (25 ft. + 5 ft/2 levels)
works even on a victim who is using a divination or Target one creature
revelation effect or some other non-mundane method Duration 1 min./level
of gathering information, assuming you know that the Saving Throw Will negates (harmless); Spell
victim is actively using such an effect. Resistance yes (harmless)
Overload: For every runic charge overloaded into The subject can alter the direction of gravity about itself,
this script, you can target an additional creature. No letting it float through the air. The subject can fly at a
two targets may be further than 30 feet apart. All targets speed of 40 feet (or 20 feet if it wears medium or heavy
must be affected in the same manner each round. armor, or if it carries a medium or heavy load). It can
ascend at half speed and descend at double speed, and
FLESH AND BLOOD its maneuverability is average.
Design creation (healing); Level 9 Floating requires only as much concentration as
Casting Time 10 minutes walking, so the subject can attack or cast spells and
Range touch scripts normally. The subject can charge but not run,
Target dead creature touched and it cannot carry aloft more weight than its maximum
Duration instantaneous load, plus any armor it wears. The subject gains a bonus
Saving Throw none; Spell Resistance yes (harmless) on Fly skill checks equal to 1/2 your caster level.

416
Chapter IX Scripts
Should the script duration expire while the subject is pulled further down, knocking it prone. On the third
is still aloft, the magic fails slowly. The subject floats failed saving throw, the creature becomes pinned to the
downward 60 feet per round for 1d6 rounds. If it reaches ground. In addition, every round the creature fails its
the ground in that amount of time, it lands safely. If saving throw, it takes 4d6 bludgeoning damage as the
not, it falls the rest of the distance, taking 1d6 points earth crushes it. A creature that makes its saving throw
of damage per 10 feet of fall. Since dispelling a script takes half damage and goes back one step in the above
effectively ends it, the subject also descends safely in this progression (from pinned to prone, prone to entangled,
way if the script is dispelled, but not if it is negated by and entangled to free).
an antimagic effect (such as antimagic field or negation field). An affected creature can attempt to break out as a
Overload: For every runic charge overloaded into this standard action, making either a Strength check (DC =
script, the subject’s fly speed increases by 10 feet and the grasping earth’s save DC) or an Escape Artist check (DC =
duration increases by 5 minutes. At two charges used, its grasping earth’s save DC + 5). Success breaks it out of the
maneuverability increases to good. At four scripts used, earth’s grasp, but if it does not leave the area the earth
its maneuverability increases to perfect. will attempt to grab it again on your next turn.
An object affected by grasping earth instead takes
FORTIFY 4d6 damage each round as it is crushed by the earth,
Design alteration (enhancement); Level 0 which ignores hardness. It cannot be moved by another
Casting Time 1 standard action creature unless first pulled out with a Strength check
Range close (25 ft. + 5 ft./2 levels) (DC = grasping earth’s save DC).
Target one creature This script only works when on natural terrain or on
Duration 1 minute worked stone and soil; it does not work on metallic or
Saving Throw Fortitude negates (harmless); Spell wooden surfaces. You are immune to the effects of your
Resistance yes (harmless) own grasping earth.
You fortify the target’s defenses. Choose either Fortitude, Overload: For every runic charge overloaded into
Reflex, or Will saves. The target gains a +1 competence this script, you may increase the radius of its area by
bonus to the chosen saving throw. 5 feet. For every two charges used, the damage dealt
Overload: For every charge overloaded into this increases by 1d6.
script, increase its duration by 1 minute. For every two
charges used, you apply the bonus to an additional GRAVITY SURGE
saving throw type. If you overload at least three charges, Design manipulation (gravity); Level 5
you can target two creatures, instead of one, and the Casting Time 1 standard action
competence bonus is increased to +2 on the first saving Range medium (100 ft. + 10 ft./level)
throw a target makes during the script’s duration. Area cylinder (20-ft.-radius, 60-ft. high)
Duration 1 min./level (D)
GRASPING EARTH Saving Throw none; Spell Resistance no
Design invocation (primordial) [earth]; Level 8 You amplify the effects of gravity in the area, causing
Casting Time 1 standard action creatures to feel sluggish and fall under their own weight.
Range close (25 ft. + 5 ft./2 levels) Everything in the target area has its weight doubled
Area 30-ft.-radius spread (including objects and structures). This may cause certain
Duration 1 round/level fragile items to break or cause structures to collapse,
Saving Throw Fortitude partial (object); Spell subject to GM discretion. Since this affects the items
Resistance no being carried by creatures, this essentially doubles the
The ground in the target area pulls at creatures and current carry weight of all creatures in the area, which
objects, holding them to the ground and crushing them. may put them at a medium or heavy load (or higher).
The entire area is treated as difficult terrain for the The increased weight causes falling objects and creatures
duration of the script. Immediately, and at the beginning to take double falling damage (and deal double damage
of each of your turns, every creature and object touching to anything they fall on), though it cannot exceed the
the ground (or less than 5 feet above it) within the area normal maximum of 20d6 that falling damage allows.
of the script must make a Fortitude save. Creatures that Movement in the area is difficult, halving the
enter the area of effect are also automatically attacked. movement speed of all creatures. Creatures in the area
The first time a creature fails its saving throw, the take a -5 penalty on Acrobatics, Climb, Fly, and Swim
target becomes held by the earth, entangling it. Entangled checks and cannot take 10 on those checks. Flying
opponents can’t move without breaking free (see below). creatures must make a Fly check each round (DC 15
A target that is entangled and fails its next saving throw + half your caster level) or fall to the ground and take

417
Scripts Chapter IX
falling damage. Creatures on the ground must make a No two targets may be further than 30 feet apart, and
Strength check each round (DC 15) or fall prone. All you must apply the same penalty to all targets.
creatures in the area have their dodge bonuses to AC (if
any) reduced by 2 (minimum 0) and take a -2 penalty to HYPNOTIZE
attack rolls, but gain a +2 bonus on weapon damage rolls Design revelation (thought) [mind-affecting]; Level 1
(as their weapons strike with more weight). Casting Time 1 round
Overload: For every runic charge overloaded into Range close (25 ft. + 5 ft./2 levels)
this script, you can increase the radius of the area by Area 10-ft.-radius spread, centered on a point in space
5 feet and the height by 10 feet. In addition, each runic Duration concentration, up to 1 minute
charge increases the DC of the Fly checks to continue Saving Throw Will negates; Spell Resistance yes
flying by +2 and Strength checks to stand by +1. You fill the minds of creatures in the area with euphoric
thoughts, fascinating creatures within it. Roll 2d4 and add
HARMONIZE your caster level (maximum 10) to determine the total
Design invocation (blessing); Level 6 number of HD of creatures affected. Creatures with the
Casting Time 10 minutes fewest HD are affected first; and, among creatures with
Range personal equal HD, those who are closest to the script’s point of
Target you origin are affected first. HD that are not sufficient to
Duration instantaneous affect a creature are wasted. Affected creatures become
Saving Throw Fortitude half; Spell Resistance yes fascinated for as long as you concentrate, up to 1 minute.
You become one with nature, attaining knowledge of Creatures that are already in combat automatically
the surrounding territory. You instantly gain knowledge succeed on their saving throw. A creature that fails its
of as many as three facts from among the following save does not remember you hypnotizing it.
subjects: the ground or terrain, plants, minerals, bodies Overload: For every runic charge overloaded into
of water, people, general animal population, presence this script, the total HD of creatures affected increases
of woodland creatures, presence of powerful unnatural by 1d4, and the effect lasts for 1 additional round after
creatures, or even the general state of the natural setting. you cease concentration. For every two charges used,
In outdoor settings, the script operates in a radius of 1 increase the save DC by +1.
mile per caster level. In natural underground settings—
caves, caverns, and the like—the script is limited to 100 INVERSION
feet per caster level. It does not function where nature Design manipulation (gravity); Level 9
has been replaced by construction or settlement, such as Casting Time 1 standard action
in dungeons and towns. Range medium (100 ft. + 10 ft./level)
Overload: For every runic charge overloaded into Area 20-ft.-radius emanation, centered on a point in
this script, you may gain knowledge of an additional space
fact. If you overload four charges, the casting time is Duration 1 round/level (D)
reduced to 1 minute and the effects’s radius doubles. Saving Throw none, see text; Spell Resistance no
You change the direction of gravity within an area,
HINDER causing creatures and objects to fall outwards.
Design alteration (debilitation); Level 1 All creatures and objects not securely fastened to the
Casting Time 1 standard action ground fall away from the center of the script’s area,
Range close (25 ft. + 5 ft./2 levels) to its exterior edge. Creatures inside the area when it
Target one creature forms are immediately moved toward its nearest edge.
Duration 1 round/level If, because of an obstacle, they cannot reach the edge,
Saving Throw Fortitude half; Spell Resistance yes they strike the barrier and take falling damage. Objects
You weaken a target’s physical ability. The subject takes and creatures cannot enter the area unless they can fly.
a penalty to your choice of either Strength or Dexterity Any flying creatures that rely on wings and enters the
equal to 1d6+1 per two caster levels (maximum 1d6+5). area must immediately make a DC 25 Fly skill check or
The subject’s ability score cannot drop below 1. A be repelled by the area, unable to enter this turn.
successful Fortitude save reduces this penalty by half. Provided it has something to hold onto, a creature
This penalty does not stack with itself. Apply the highest caught in the area can attempt a Reflex save to secure
penalty instead. itself when the script strikes.
Overload: For every runic charge overloaded into Missile weapons that pass through the area of the
this script, increase the penalty applied by +1. For every inversion automatically miss their target. You are immune
two charges used, you may target an additional creature. to the effects of inversion and may enter the area freely.

418
Chapter IX Scripts
Overload: For every runic charge overloaded into JAUNT
this script, you can increase the radius by 5 feet and can Design manipulation (teleportation); Level 4
designate a single creature to be also unaffected. Casting Time 1 standard action
Range long (400 ft. + 40 ft./level)
INVINCIBLE Target you and touched objects or other touched willing
Design alteration (enhancement); Level 9 creatures
Casting Time 1 full-round action Duration instantaneous
Range personal Saving Throw none; Spell Resistance no
Target you You step briefly between planes, teleporting to a
Duration 1 round 4/levels different location. You always arrive at exactly the spot
A shimmering golden aura surrounds you, rendering you desired – whether by simply visualizing the area or by
incredibly resistant to all injury. Reduce all damage you stating direction. You can bring along objects as long
take by an amount equal to your caster level. You also as their weight doesn’t exceed your maximum load. You
gain a +4 bonus to all saving throws, a +4 bonus to AC, may also bring one additional willing Medium or smaller
and become immune to critical hits and sneak attacks. creature (carrying gear or objects up to its maximum
Once this script’s duration ends, you are immediately load) or its equivalent per three caster levels. A Large
exhausted and are staggered for 1d4 rounds. Afterwards, creature counts as two Medium creatures, a Huge
you cannot benefit from this script again for 1 hour. creature counts as two Large creatures, and so forth. All
Overload: If you overload at least one charge, you are creatures to be transported must be in contact with one
also immune to poison, disease, blindness, and deafness. another, and at least one of those creatures must be in
If you overload at least two charges, you are immune contact with you.
to negative energy and death effects. If you overload at If you arrive in a space occupied by a solid body, you
least three charges you are immune to dazing, paralysis, and each creature you teleported with are pushed to the
and stunning effects. If you overload four charges, nearest open space within 200 feet, taking 1d6 damage
reduce the damage you take by an additional 5. per 100 feet you are displaced.
After casting jaunt, you can’t take any other actions
INVOKE ELEMENTS until your next turn.
Design invocation (primordial); Level 0 Overload: For every runic charge overloaded into this
Casting Time 1 standard action script, the range increases by 100 feet. If you overload at
Range 10 ft. least three runic charges into this script, you can take any
Target, Effect, or Area see text remaining actions you have that turn.
Duration 1 hour
Saving Throw none; Spell Resistance no JUDGEMENT
You create minor effects related to the four elements. Design manipulation (conviction) [see text]; Level 5
While the script lasts, you can cause any of the following: Casting Time 1 standard action
• Create a small, harmless effect related to the elements, Range medium (100 ft. + 10 ft./level)
such as a puff of smoke, a light mist of water, or a Area 20-ft.-radius spread
weak gust of wind. Duration instantaneous
• Light a candle, torch, or small campfire. Saving Throw Will partial; Spell Resistance yes
• Create a small, floating flame, which gives off light You unleash a wave of cosmic force, harming those that
like a candle. disrupt the balance of the world. When you cast judgement,
• Create a single gallon of clean, drinkable water. choose either chaos, evil, good, or law. Creatures of that
• Mold the shape or color of dirt, stone, or mud in small alignment in the area take 1d8 damage per two caster
ways, such as writing words or making tiny shapes. levels (max 5d8), whereas outsiders of that alignment
• Any other elemental effect, subject to GM discretion take 1d8 damage per caster level (max 10d8). Creatures
Invoke elements cannot create a harmful effect, nor can that are of the opposite alignment than the one you
it replicate an existing spell or script. Any effects created chose take no damage; creatures that are neither one nor
(aside from lighting a fire) end once invoke elements ends. the other take half damage (for example, if you choose
Overload: For every runic charge overloaded into chaotic, you deal no damage to lawful creatures, and
this script, the range increases by 10 feet. If you overload only half damage to creatures that are neither lawful nor
at least three charges, you can perform two effects per chaotic). A Will save halves the damage taken.
round, or double an effect (such as creating a weak gust When you choose an alignment, this script becomes
of wind while creating a small flame, or creating two a script of the opposite alignment (for example, if you
gallons of water at once). choose evil, this script gains the good descriptor).

419
Scripts Chapter IX
Overload: For each runic charge you overload into Constitution damage, then takes 1 point of Constitution
this script, the radius increases by 5 feet. In addition, you bleed and is blinded and deafened for the duration of
can choose to apply a single negative effect to creatures the script. A successful Fortitude save negates the bleed,
that fail their saving throw, based on the charges used: blindness, and deafness, but not the initial Constitution
• Alteration: Sickened for 1d4 rounds. damage. This is a negative energy effect.
• Destruction: Fatigued. A creature that is already fatigued Overload: For every runic charge overloaded into this
is exhausted, instead. script, you can increase the length of the line by 20 feet.
• Manipulation: Staggered for 1d4 rounds. If you overload at least two charges, the Constitution
• Revelation: Dazed for 1 round. bleed increases to 1d2. If you overload four charges,
the initial Constitution damage increases to 2d4, and the
LANGUISH Constitution bleed increases to 1d4.
Design destruction (affliction) [death]; Level 7
Casting Time 1 standard action LIFE DRAIN
Range 60 ft. Design destruction (affliction); Level 4
Area 60 ft. line Casting Time 1 standard action
Duration 1 round/level Range close (25 ft. + 5 ft./2 levels)
Saving Throw Fortitude partial; Spell Resistance yes Effect ray
A pestilent surge of entropy rushes forth from Duration instantaneous and 1 hour; see text
your space. Any creature caught in the line takes 1d4 Saving Throw none; Spell Resistance no

420
Chapter IX Scripts
You send out a coruscating ray of life-draining energy, 120 feet beyond that point raises by one level (darkness
transferring a creature’s strength to yourself. You must becomes dim light, dim light becomes normal light, and
make a ranged touch attack to hit with the ray. On a normal light becomes bright light).
hit, it deals 1d6 points of damage per two caster levels All darkness spells and scripts of 9th level or lower
(maximum 10d6). You gain temporary hit points equal within 120 feet of the pillar are automatically dispelled.
to the damage you deal. You can’t gain more than the Overload: For every charge overloaded into this
subject’s current hit points + the subject’s Constitution script, the damage dealt raises by 1d8. If you overload
score (which is enough to kill the subject). The temporary at least two creation charges into this script, the light
hit points disappear 1 hour later. counteracts negative energy effects, granting all living
Overload: For every runic charge overloaded into this creatures within 120 feet of the pillar a +4 morale bonus
script, it deals an additional 1d6 damage. This damage to saves against energy drain and negative energy effects,
grants your temporary hit points as normal. and reducing any damage or healing done by negative
energy by half (50%).
LIFT
Design manipulation (gravity); Level 0 LINK
Casting Time 1 standard action Design revelation (insight); Level 5
Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action
Target one non-magical, unattended object weighing up Range close (25 ft. + 5 ft./2 levels)
to 5 lbs. Targets you and one other willing creature
Duration concentration Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no Saving Throw none; Spell Resistance no
You weakly alter gravity around an object to lift or You forge a telepathic bond among yourself and
move it at-will from a distance. As a move action, you another creature. Both you and the target must have an
can propel the object as far as 15 feet in any direction, Intelligence score of 3 or higher. You can communicate
though the script ends if the distance between you and telepathically through the bond regardless of language.
the object ever exceeds the script’s range. No special power or influence is established as a result
Overload: For every charge overloaded into this of the bond.
script, the maximum weight you can lift is increased by 5 You both are aware of the direction and distance
pounds. If you overload at least three charges, the range to each other. You both know each others’ conditions,
increases to medium (100 ft. + 10 ft./level). as well: unharmed, wounded, disabled, staggered,
unconscious, dying, nauseated, panicked, stunned,
LIGHT OF THE SUN poisoned, diseased, confused, or the like.
Design invocation (celestial) [light]; Level 9 Once the link is formed, it works over any distance
Casting Time 1 standard action (although not from one plane to another).
Range long (400 ft. + 40 ft./level) Overload: For every charge overloaded into this
Area 20-ft.-radius pillar, 240 ft. high, see text script, you can target an additional creature. All linked
Duration 1 min./level (D) creatures can communicate with each other, not just you.
Saving Throw Reflex partial; Spell Resistance yes
An immense pillar of blinding radiance shines down MAKE
from above. The area within the pillar of light is Design creation (generation); Level 0
incredibly bright, blinding any creature that enters into Casting Time 1 standard action
or starts their turn within the pillar. This blindness lasts Range 0 ft.
as long as they remain and for 2d4 rounds thereafter. A Effect one tool
Reflex save reduces the effect to being merely dazzled Duration 10 min./level
for 1 round, but the save must be made each round until Saving Throw none; Spell Resistance no
they exit the area. You manifest a single, common tool. You can conjure
Undead, fungi, oozes, and creatures that are vulnerable one of the following tools: crowbar, drill, flint and steel,
to bright light take 1d8 damage per two caster levels (max hammer, saw, sewing needle, shovel, or sledge. The tool
10d8) each round they fail their save, or half that on a appears in your hands, but can be put down or given to
successful save. The entire area of the pillar is treated as someone else.
natural sunlight for the purpose of creatures, objects, or You can only make one tool at a time. If you cast it
other effects that are affected by natural sunlight. again, the previously conjured tool vanishes.
The pillar is bright enough that it illuminates the Overload: For every charge overloaded into this
area within 120 feet with bright light. The light within script, you can conjure an additional tool. Casting make

421
Scripts Chapter IX
again causes all tools from a previous casting of make to nor can it duplicate an existing spell or script’s effects.
vanish. If you overload at least three charges into this Any actual change to an object or creature (beyond just
script, the created tools are considered masterwork. moving, cleaning, or soiling it) persists only 1 hour.
Overload: For every runic charge overloaded into
MIASMA this script, the range increases by 10 feet. If you overload
Design destruction (affliction) [poison]; Level 4 at least three charges, you can perform two effects per
Casting Time 1 standard action round, or double an effect (such as both coloring and
Range medium (100 ft. + 10 ft./level) cleaning objects simultaneously, or chilling 2 pounds of
Effect toxic vapors spread in 20-ft. radius, 20 ft. high material at once).
Duration 1 round/level
Saving Throw Fortitude negates, see text; Spell MISGIVING
Resistance no Design revelation (thought) [emotion, fear, mind-
Miasma creates an area filled with a thin, wispy mist that affecting]; Level 8
is toxic to those within. The mist is not thick enough to Casting Time 1 standard action
hinder vision in any way. Living creatures in the cloud Range 20 ft.
become nauseated. This condition lasts as long as the Area 20 ft.-radus emanation, centered on you
creature is in the cloud and for 1d4+1 rounds after it Duration 1 round/level (D)
leaves (roll separately for each creature). Any creature Saving Throw Will negates; Spell Resistance yes
that succeeds on its save but remains in the cloud must An aura of foreboding surrounds you, causing crippling
continue to save each round on your turn. This is a anxiety within attackers. The aura extends to 10 feet
poison effect. around your space and moves with you when you move.
Overload: For every runic charge overloaded into When a creature within the aura attacks you or
this script, you may increase the radius and height of attempts to affect you with a harmful effect, it must
the miasma by 5 feet. If at least two destruction charges succeed at a Will save. A creatures that fails its save
are used, the miasma becomes corrosive, dealing 1d6 acid against misgiving is shaken as long as it remains within
damage each round to each creature that is nauseated the aura and for 1d4 rounds thereafter, and you gain
from the miasma’s effects. a +4 bonus to your AC and saving throws against the
If at least two invocation charges are used, the miasma triggering effect. A creature that is already shaken instead
becomes thick like fog. It obscures all sight, including becomes frightened of you for the same duration. This
darkvision, beyond 5 feet. A creature within 5 feet has cannot cause a creature to become panicked.
concealment (attacks have a 20% miss chance). Creatures A given creature need only roll a saving throw against
farther away have total concealment (50% miss chance, misigiving at most once per round.
and the attacker can’t use sight to locate the target). Overload: If you overload at least one charge into
this script, creatures that fail their saving throw also take
MINOR ALTERATION 1 point of Wisdom damage and Charisma damage. If
Design alteration (enhancement); Level 0 you overload at least two charges, creatures that fail their
Casting Time 1 standard action saving throw are frightened of you, instead; a frightened
Range 10 ft. creature that fails their saving throw becomes panicked.
Target, Effect, or Area see text If you overload at least three charges, the Wisdom and
Duration 1 hour Charisma damage increase to 1d3. If you overload at
Saving Throw none; Spell Resistance no least four charges, the radius of the aura increases to
Minor alteration lets you create simple, insignificant 30 feet.
changes to a creature or object. While the script lasts,
you can create any number of effects. The effects are MOONSHADOW
minor and have severe limitations. You could: Design invocation (celestial) [darkness]; Level 2
• Color, clean, or soil items in a 1-foot cube each round. Casting Time 1 standard action
• Chill, warm, or flavor 1 pound of nonliving material. Range close (25 ft. + 5 ft./2 levels)
• Make minor changes to a creature’s voice, such as Effect shadowy haze spreads in a 20-ft.-radius
small changes to its pitch or volume. Duration 1 min./level (D)
• Change a small aspect of a creature’s physical Saving Throw none; Spell Resistance no
appearance, such as eye and hair color, or change its A shadowy mist arises around the point you specify, its
height by an inch or two. color murky like an overcast night sky. The mist obscures
• Any other minor effect, subject to GM discretion. all sight, including darkvision, beyond 5 feet. A creature 5
Minor alteration cannot cause any harmful effects, feet away has concealment (20% miss chance). Creatures

422
Chapter IX Scripts
farther away have total concealment (50% miss chance). Overload: For every runic charge overloaded into
Creatures that can see through magical darkness ignore this script, the maximum weight of object that can be
the miss chance imparted by moonshadow. moved increases by 20 pounds. If at least three charges
A light spell or light script of 2nd level or higher are overloaded, the range increases to medium (100 ft.
brought into the area dissipates the mist. + 10 ft./level).
Overload: For every charge overloaded into this
script, the radius of the mist increases by 5 feet. MYSTIC SIGHT
Design revelation (detection); Level 8
MORPH Casting Time 1 standard action
Design alteration (polymorph); Level 2 Range personal
Casting Time 1 standard action or 1 minute, see text Target you
Range personal Duration 1 min./level (D)
Target you Mystic sight allows you to see accurately determine the
Duration 1 min./level (D) strength of magical effects and creatures within 120 feet
You transform yourself to look like a different creature. of you.
This lets you transform into any Small or Medium You know the location and power of all magical auras
creature of the humanoid type. You can change your within your sight. An aura’s power depends on a script or
appearance to your specification, or transform into a spell’s functioning level or an item’s caster level, as noted
particular individual. This also allows you to alter your in the description of seek magic. If the items or creatures
voice (either into one fitting your new appearance, or bearing the auras are in line of sight, you automatically
the same voice as the specific individual). If you use this determine what spells or magical effects are currently
script to create a disguise, you get a +10 bonus on the active upon it, with no Knowledge check required.
Disguise check. If you concentrate on a specific creature within 120
You do not otherwise alter your statistics in any way; feet of you as a standard action, you can determine
only your size, appearance, and voice change. If you whether it has any spellcasting or spell-like abilities,
wish to transform into a specific individual, you must whether these are arcane, divine, psychic, or runic (spell-
have had first-hand interactions with that individual, and like abilities register as arcane), and the strength of
the script’s casting time increases to 1 minute. the most powerful spell, script, or spell-like ability the
Overload: For every charge overloaded into this creature currently has available for use.
script, the duration increases by 5 minutes. If you As with seek magic, you can use this script to identify
overload at least three charges, you no longer need to the properties of magic items, but not artifacts.
have had first-hand experience with a specific creature Overload: For every runic charge overloaded into
to transform into it; instead you must have at least an this script, the duration increases by 5 minutes. If you
accurate likeness (like a painting of the individual) to overload at least three charges, you also automatically
take on their appearance. identify any spell or script you see being cast with no
Spellcraft check required.
MOVE
Design manipulation (gravity); Level 0 NATURAL MEDICINE
Casting Time 1 standard action Design invocation (blessing); Level 4
Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action
Target object weighing up to 20 lbs. or portal that can Range touch
be opened or closed Target one creature
Duration instantaneous Duration instantaneous
Saving Throw Fortitude negates (object); Spell Saving Throw Fortitude negates (harmless); Spell
Resistance yes (object) Resistance yes (harmless)
You can quickly change the direction of gravity for a A glowing touch alleviates the target of any deadly
small door or container to open or close it. You can ailments. Choose either poison or disease. Make a caster
target a door, chest, box, window, bag, pouch, bottle, level check (1d20 + caster level) against the DC of all
barrel, or other container. If anything resists this activity afflictions affecting the target of the chosen type (all
(such as a bar on a door or a lock on a chest), the script poisons or all disease). Success means that poison or
fails. In addition, move can only open and close things disease is removed.
weighing 20 pounds or less. Thus, doors, chests, and The script does not cure any damage (including ability
similar objects sized for enormous creatures may be damage) that has been dealt by the poisons or diseases
beyond this script’s ability to move it. removed; it only removes the affliction itself.

423
Scripts Chapter IX
Overload: For every runic charge overloaded into expired. Negation can dispel (but not counter) spell-like
this script, add +1 to your caster level to remove the effects just as it does scripts and spells. The effect of a
effects. If you overload at least three charges, you can spell with an instantaneous duration can’t be dispelled,
remove both poisons and diseases with one cast, instead because the magical effect is already over before the
of just one or the other. dispel magic can take effect. Any effect that is unaffected
by a dispel magic spell is also unaffected by negation.
NATURE’S EMBRACE You choose to use negation in one of two ways: a
Design invocation (blessing); Level 2 targeted negation or a counterscript.
Casting Time 1 standard action Targeted Negation: One object, creature, or spell/script
Range close (25 ft. + 5 ft./2 levels) is the target of the negation attempt. You make one dispel
Target one creature check (1d20 + your caster level) and compare that to
Duration 24 hours and 1 round/level, see text the spell or script with highest caster level (DC = 11 +
Saving Throw Will negates (harmless); Spell the spell’s caster level). If successful, that effect ends. If
Resistance yes (harmless) not, compare the same result to the script or spell with
The creature becomes more acclimated to natural the next highest caster level. Repeat this process until
energies and harsh conditions. This has two effects. you have dispelled one effect affecting the target, or you
First, the creature suffers no harm from being in a have failed to dispel every effect.
hot or cold environment. It can exist comfortably in You can also use a targeted negation to specifically
conditions between -50 and 140 degrees Fahrenheit end one script or spell affecting the target or one script
(-45 and 60 degrees Celsius) without having to make or spell affecting an area (such as a primordial ward). You
Fortitude saves. This doesn’t provide protection against must name the specific spell effect to be targeted in this
any other environmental hazards, only temperature. way. If your caster level check is equal to or higher than
Second, the creature gains a limited ability to adapt the DC of that effect, it ends.
to dangerous energy. Once during the duration of If you target an object or creature that is the effect of
nature’s embrace, when the creature would take acid, an ongoing script or spell (such as an animal manifested
cold, electricity, or fire damage, the creature can use an by call of the hunt), you make a dispel check to end the
immediate action to ward itself, gaining energy resistance effect that conjured the object or creature.
10 against the energy type that it was struck with (this You automatically succeed on your dispel check
resistance applies to the triggering damage). The energy against any script that you cast yourself. This script can
resistance lasts for only 1 round per level before ending, only end ongoing magical effects: the enhancements of
after which the entire script’s effects end. a permanent magic item (such as a +1 flaming handaxe)
The script protects the recipient’s equipment as well cannot be negated, but it could be used to end an
(both from temperature and energy damage). ongoing effect upon the weapon itself (such as a magic
Overload: For every runic charge overloaded into weapon spell or sharpness script).
this script, you may target an additional creature. No Counterscript: When negation is used in this way, the
two targets can be further than 30 feet apart. Each script targets a scribe and is cast as a counterscript.
target chooses if and when to grant themselves energy Unlike a true counterspell, however, negation may not
resistance, and if they do, the script’s effects ends only work; you must make a dispel check to counter the other
for that target afterwards. For every two runic charges scribe’s script.
used, the energy resistance applied increases by 10. Overload: For every runic charge overloaded into
this script, you gain a +1 bonus to your dispel check.
NEGATION For every two charges overloaded, if you use a targeted
Design destruction (unraveling); Level 3 negation, you can negate an additional spell or script
Casting Time 1 standard action upon the target.
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, object, creature, or NEGATION BURST
ongoing spell effect, see text Design destruction (unraveling); Level 6
Duration instantaneous Range medium (100 ft. + 10 ft./level)
Saving Throw none; Spell Resistance no Casting Time 1 standard action
Negation unravels and destroys magical energies. It can Area 20-ft.-radius burst
end one ongoing script or spell that has been cast on Duration instantaneous, then 1 round/2 levels
a creature or object, temporarily suppress the magical Saving Throw Will partial; Spell Resistance no
abilities of a magic item, or counter another caster’s A burst of eradicative magic pierces through all magical
spell or script. A negated spell ends as if its duration had effects in the area and the magical defenses of creatures.

424
Chapter IX Scripts
All creatures, objects, and ongoing spells and scripts Finally, once all dispellations have occurred, any
within the burst are negated, as a negation script. Roll one creature or object affected has their Spell Resistance,
dispel check and apply that check to each creature in the if any lowered by 5 for the remainder of the script’s
area. For each object within the area that is the target duration. A Will save negates this effect, but not the
of one or more spells/scripts, apply the dispel check as initial dispellation.
with creatures. As with negation, magic items’ permanent You may choose to automatically succeed on dispel
effects are not negated by this script. checks against any script that you have cast.
For each ongoing area or effect spell or script whose Overload: For every runic charge overloaded into
point of origin is within the area of the negation burst, this script, you gain a +1 bonus to your dispel check.
apply the dispel check to dispel the spell/script. For each If you overload at least three charges, creatures that fail
ongoing spell or script whose area overlaps that of the their Will save have their Spell Resistance lowered by 10,
negation burst, apply the dispel check to end the effect, but instead of 5.
only within the overlapping area.
If an object or creature that is the effect of an NEGATION FIELD
ongoing script or spell (such as an animal manifested by Design destruction (unraveling); Level 8
call of the hunt) is in the area, apply the dispel check to end Casting Time 1 standard action
the script or spell that conjured that object or creature Range 10 ft.
(returning it whence it came) in addition to attempting Area 10-ft.-radius emanation, centered on you
to dispel one spell/script targeting the creature or object. Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text
Negation field creates an invisible field of unraveling energy
that prevents magic from functioning. The space within
this field is impervious to most magical effects, including
scripts, spells, spell-like abilities, and supernatural
abilities. Likewise, it prevents the functioning of any
magic items, scripts, or spells within its confines.
A negation field suppresses any magical effect used
within, brought into, or cast into the area, but does not
dispel it. Time spent within a negation field counts against
the suppressed effect’s duration.
Summoned creatures of any type wink out if they
enter a negation field. They reappear in the same spot
once the field goes away. Time spent winked out counts
normally against the duration of the script or spell that
is maintaining the creature. If you cast negation field in an
area occupied by a summoned creature that has Spell
Resistance, you must make a caster level check (1d20
+ caster level) against the creature’s Spell Resistance
to make it wink out. The effects of instantaneous
conjurations are not affected by a negation field because
the conjuration itself is no longer in effect, only its result.
A normal creature can enter the area, as can normal
missiles. Furthermore, while a magic sword does not
function magically within the area, it is still a sword (and
a masterwork sword at that). The script has no effect
on golems and other constructs that are imbued with
magic during their creation process and are thereafter
self-supporting (unless they have been summoned, in
which case they are treated like any other summoned
creatures). Elementals, undead, and outsider are likewise
unaffected unless summoned. These creatures’ spell-like
or supernatural abilities may be temporarily nullified by
the field. Dispel magic and negation effects do not remove
the field.

425
Scripts Chapter IX
Two or more negation fields sharing any of the same or divinations can detect the target during this time, as
space have no effect on each other. Any effect that is it exists outside of time and space—in effect, the target
unaffected by antimagic fields are also unaffected by ceases to exist for the duration of this script. At the end
negation fields. of the duration, the target reappears unharmed in the
Should a creature be larger than the area enclosed by space it last occupied (or the nearest possible space, if
the barrier, any part of it that lies outside the barrier is the original space is now occupied). A target that makes
unaffected by the field. its saving throw reduces the duration to only 1 round.
Overload: For every two runic charges of the same This script cannot target artifacts or similarly unique
design that you overload into this script, you may have items, nor a deity or similarly powerful being.
negation field not suppress or negate scripts from one of Overload: For every runic charge overloaded into this
that design’s subdesigns, chosen when you cast the script. script, the duration increases by 1 round (it still only lasts
This also affects any spells of the equivalent school to for 1 round on a successful saving throw). If at least four
the chosen subdesign. For example, if you overload two runic charges are used, you can target two creatures or
destruction charges, you could choose the affliction objects. The targets cannot be more than 30 feet apart.
subdesign, in which case destruction (affliction) scripts
and necromancy spells (affliction’s equivalent school) are OVERWHELM
unaffected by the negation field. Design revelation (thought) [mind-affecting]; Level 9
Casting Time 1 standard action
OBLITERATION Range 60 ft.
Design destruction (affliction); Level 9 Area cone-shaped burst
Casting Time 1 standard action Duration 1 round/level, see text
Range close (25 ft. + 5 ft./2 levels) Saving Throw Will partial; Spell Resistance yes
Target one corporeal creature/round You overwhelm the senses of creatures in the area,
Duration concentration, up to 1 round/2 levels rendering them unable focus. All creatures that fail their
Saving Throw Fortitude partial; Spell Resistance yes saving throws are staggered for 1 round per caster level.
Obliteration is one of the mightiest forms of destructive A creature that makes its saving throw is staggered for
power, able to ravage a creature with devastating result. only 1 round and can act normally thereafter.
Each round you concentrate (including the first), you Overload: For every runic charge overloaded into
can cause one creature to be assaulted by ruinous this script, the script is more overwhelming. With one
power, inflicting 10 points of damage per caster level. A runic charge, targets are also dazed for the first round on
successful save reduces the damage to 4d6. If you break a failed saving throw. With two runic charges, the targets
concentration, the script immediately ends, though any are instead stunned and sickened for the first round on
damage remains. You can target a particular creature a failed saving throw. With three runic charges, targets
only once with each casting of obliteration. are stunned for 1 round then staggered and sickened
Overload: For every runic charge overloaded into for the remaining duration on a failed saving throw, and
this script, you can use obliteration for 1 round without staggered and sickened for 1 round on a successful save.
concentration (this does not increase its duration), and With four runic charges, the targets are paralyzed for
targets that make their saving throw take an additional 1 round then staggered and sickened for the remaining
2d6 damage per charge on a successful saving throw duration on a failed saving throw, and dazed and sickened
(max 10d6). If you use four destruction charges, you can for 1 round on a successful save. These effects are not
target a creature twice with a single casting of obliteration. cumulative; only the effects for a given number of runic
charges applies.
OUT OF TIME
Design manipulation (time); Level 8 PAIN
Casting Time 1 standard action Design destruction (ruin); Level 0
Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action
Target one creature or object Range close (25 ft. + 5 ft./2 levels)
Duration 1 round/2 levels, see text Effect ray
Saving Throw Will partial (object); Spell Resistance Duration instantaneous
yes (object) Saving Throw none; Spell Resistance yes
This runic script forces a target out of the natural flow You create a ray of painful, razor-sharp energy from
of time, effectively making it stop existing for a brief your pointing finger. You must succeed on a ranged
moment. The target must make a Will save or vanish touch attack with the ray to hit. The ray deals 1d4 points
completely for one round per two caster levels. No magic of slashing damage on a hit.

426
Chapter IX Scripts
Overload: For every runic charge overloaded into obviously harmful act automatically negates the effect
this script, it deals an additional 1d4 points of damage. of the persuasion. All targets must be asked to perform
If you overload at least three charges into this script, its the same task.
range increases to medium (100 ft. + 10 ft./level). The activity can continue for the entire duration of
the script. If the activity can be completed in a shorter
PANACEA time, the script ends when the subject finishes what it
Design creation (healing); Level 3 was asked to do. You can instead specify conditions that
Casting Time 1 standard action will trigger a special activity during the duration. If the
Range close (25 ft. + 5 ft./2 levels) condition is not met before the script duration expires,
Target one creature/level, no two of which can be more the activity is not performed.
than 30 ft. apart Persuading creatures to take a very reasonable
Duration instantaneous action causes the save to be made with a -2 penalty, as
Saving Throw Will negates (harmless); Spell determined by the GM.
Resistance yes (harmless) Overload: For every runic charge overloaded into this
You cure creatures of afflictions. Each creature is cured script, you can persuade creatures to perform a different
of one of the following conditions of your choice: action. This does not persuade an individual creature to
bleeding, confused, dazzled, fatigued, or sickened. All perform multiple tasks; rather, it allows you to persuade
targets must have the same condition removed. some targets of the script to perform one action while
Overload: If you overload at least one runic charge, persuading others to perform a different action. For
add blinded and deafened to the list of choices. If example, if you overloaded three runic charges into this
you overload at least two runic charges, you also add script and targeted three creatures, you could persuade
exhaustion and nauseated to the list. For every runic each to perform a different action.
charge over two that you overload into this script, you
cleanse all targets of an additional condition. PHASE
Design manipulation (teleportation); Level 1
PARADOX Casting Time 1 immediate action
Design revelation (thought) [mind-affecting]; Level 3 Range personal
Casting Time 1 standard action Target you
Range close (25 ft. + 5 ft./2 levels) Duration instantaneous
Target one creature You can cast this script when you are targeted by an
Duration 1 round/3 levels, see text attack. You temporarily phase out of existence, gaining
Saving Throw Will partial; Spell Resistance yes DR 10/magic and immunity to critical hits and sneak
An overwhelming surge of conflicting thought sends attacks against the triggering attack.
the target reeling, stunning it for the duration on a Overload: If you overload at least one runic charge,
failed saving throw. The target is dazed for 1 round on a you also gain a 20% concealment against the triggering
successful save, instead of stunned. attack, possibly negating it entirely. If you overload at
Once a creature has been subjected to a paradox, it can least two charges, the DR increases to DR 10/–. If you
sort its thoughts, rendering it immune to another casting overload three charges, the miss chance increases to
of paradox for 24 hours (from any source). 50%. If you overload four charges, the DR increases to
Overload: For every runic charge overloaded into DR 20/–.
this script, the save DC increases by +1.
POISON THORNS
PERSUASION Design invocation (natural) [poison]; Level 5
Design revelation (thought) [mind-affecting]; Level 7 Casting Time 1 standard action
Casting Time 1 standard action Range medium (100 ft. + 10 ft./level)
Range close (25 ft. + 5 ft./2 levels) Effect poisonous briars in a 10-ft.-radius spread
Targets one creature/level, no two of which can be Duration 10 min./level (D)
more than 30 ft. apart Saving Throw Fortitude negates, see text; Spell
Duration 1 hour/level or until completed Resistance yes, see text
Saving Throw Will negates; Spell Resistance yes When you cast poison thorns, a thick, tangled brier of
You persuade one or more creatures to perform a task poisonous plants emerges fills the area of the script.
by suggesting a course of action (limited to a sentence The entire area is treated as heavy undergrowth. It costs
or two). The action must be worded in such a manner 4 squares of movement to move into and provides
as to sound reasonable. Asking creatures to do some concealment with a 30% miss chance (instead of the

427
Scripts Chapter IX
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 through the poison thorns.
Any creature in the area of the poison thorns is poisoned.
The poison deals 1d3 Constitution each round for 6
rounds. Poisoned creatures can make a Fortitude save
each round to negate the damage and end the affliction.
A creature is poisoned only upon the first entry into the
script’s area (and again 10 minutes later, should it enter
again); creatures don’t have to save each time they enter
or each round they remain within. You are immune to
the poison of the poison thorns.
Overload: For every runic charge overloaded into
this script, you can increase the radius by 5 feet and
can designate an additional creature to be immune to
the poison of the poison thorns. Creatures immune to the
poison are still affected by the growth as normal.

PORTAL
Design manipulation (teleportation); Level 8
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect rift with a diameter of 20 ft. or less
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
A portal connects any two points on your current plane.
You choose the ending location. You do not have to
have visited the destination yourself, but must have a
reliable description of that location.
As long as the portal lasts, creatures, objects, spells or
scripts, and other effects can pass freely between the
two ends of the portal. Creatures that are too large to
fit through the portal’s opening cannot pass through it.
Overload: For every runic charge overloaded into far out you attempt to predict the future. Predictions are
this script, you can increase the maximum size of the not set in stone, and a lack of action on your part may
portal by 5 feet. Additionally, for every two charges used, render the information no longer useful.
you can designate one creature type (and subtype, in the The chance of your prediction succeeding is 70% + 1%
case of outsiders and humanoids) that are unable to pass per two caster levels, up to 80%. If the die roll fails,
through the portal. Such creatures cannot pass through, you know the script failed, unless specific magic yielding
but they are still able to project attacks or spells through false information is at work.
the portal, as normal. Multiple predictions about the same topic by the same
caster use the same dice result as the first prediction script
PREDICTION and yield the same answer each time.
Design revelation (insight); Level 7 Overload: For every runic charge overloaded into
Casting Time 8 hours this script, you can see an additional year into the future
Range personal and gain a 5% increased chance of success.
Target you
Duration instantaneous PRESCIENCE
Prediction, as the name implies, allows you to predict Design revelation (insight); Level 9
the outcome of a specific event. You ask a question Casting Time 1 minute
concerning a specific event, goal, or activity that is to Range close (25 ft. + 5 ft./2 levels)
occur within the next year. The answer you receive is Target one creature
typically brief, and often very cryptic, depending on how Duration 1 hour/level or until discharged

428
Chapter IX Scripts
Saving Throw Will negates (harmless); Spell Range touch
Resistance yes (harmless) Target creature touched
This script grants the target a limited form of prescience. Duration 1 min./level or until discharged, see text
Once during the script’s duration, the creature may Saving Throw Will negates (harmless); Spell
choose to use its effect. This script grants it an insight Resistance yes (harmless)
bonus equal to your half your caster level (maximum Prevention imbues the target with a latent unraveling
+10) on any single attack roll, combat maneuver potential that can be brought forth on command.
check, opposed ability or skill check, or saving throw. For the duration of the script, whenever the target
Alternatively, it can apply the insight bonus to its AC creature is affected by any effect that would allow Spell
against a single attack (even if flat-footed). Activating Resistance, it can use an immediate action to gain Spell
the effect doesn’t take an action; it can even activate it Resistance equal to 12 + your caster level against that
on another character’s turn. The creature must choose effect. The creature can use this ability once per four
to use the bonus before it makes the roll it is to modify. caster levels you have (max 5 times), after which the
Once used, the script is discharged. A creature can’t have script is discharged.
more than one prescience active on it at the same time. Overload: For every runic charge overloaded into
Overload: For every runic charge overloaded into this script, the Spell Resistance granted increases by 1
this script, you can grant prescience to another creature. and the duration increases by 1 minute.
No two targets can be further than 30 feet apart at the
time of casting. Once a creature uses the bonus, prescience PRIMAL VIGOR
ends for only that creature. In addition, depending on Design invocation (blessing); Level 8
the design of runic charge used, you can improve the Casting Time 1 standard action
bonus to a specific check type: Range close (25 ft. + 5 ft./2 levels)
• Alteration: Ability checks and skill checks Target one creature
• Creation: Armor Class against a single attack Duration 1 min./level (D)
• Destruction: Attack rolls or combat maneuver checks Saving Throw Will negates (harmless); Spell
• Invocation: Fortitude saves Resistance yes (harmless)
• Manipulation: Reflex saves When you cast this script, a shimmering, yellowish aura
• Revelation: Will saves covers the target’s body. The form bristles and flows,
You can only choose one of the above options, forming into talons and feathers, fur and fangs.
regardless of how many runic charges you use, and it Primal vigor manifests an aura of bestial aspects around
applies to all creatures. If a creature applies prescience’s the target, granting various enhancements without
bonus to the chosen check type, the bonus increases to changing the creature’s actual body. The creature gains
+1 per caster level (maximum +20). one enhancement from each of the following options.
For each listed effect, you choose which one to apply:
PRESSURE • +4 morale bonus to either Strength, Constitution, or
Design destruction (ruin) [force]; Level 4 Dexterity.
Casting Time 1 standard action • A climb speed of 60 feet, a swim speed of 60 feet, or
Range 60 ft. a fly speed of 30 feet (good maneuverability).
Area 60-ft.-line • A bite attack, dealing 1d6 damage if Medium (1d4 if
Duration instantaneous Small), or two claw attacks, which deal 1d4 damage if
Saving Throw Reflex half; Spell Resistance yes Medium (1d3 if Small).
A translucent bolt of force lances through everything in • Your choice of either the scent ability, low-light
its path. Each creature takes 1d6 force damage per caster vision plus darkvision 60 feet, or the ability to breathe
level (max 10d6). Pressure can break through barriers in underwater.
its way; if it manages to pierce through, it continues if • Resistance 20 against your choice of either acid, cold,
it has range remaining. As a force effect, it deals full electricity, or fire.
damage to incorporeal creatures. The aura does not interfere with the target’s ability to
Overload: For every runic charge overloaded into move or its attacks. The aura glows about as strongly as
this script, the damage increases by 1d6 and you can a torch.
increase the area by 10 feet. Overload: For every runic charge overloaded into
this script, you may grant primal vigor to an additional
PREVENTION creature. No two targets may be further than 30 feet
Design destruction (unraveling); Level 7 apart at the time of casting, and they must all receive the
Casting Time 1 standard action same benefits.

429
Scripts Chapter IX
PRIMORDIAL WARD PULSE
Design invocation (primordial) [see text]; Level 4 Design destruction (ruin) [sonic]; Level 1
Casting Time 1 standard action Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level) Range close (25 ft. + 5 ft./2 levels)
Effect wall up to 10 ft./level long and 5 ft./level high (S) Effect ray
Duration 1 round/level Duration instantaneous plus 1 or more rounds, see text
Saving Throw see text; Spell Resistance yes Saving Throw Fortitude partial or none, see text; Spell
You invoke the four elements to create a protective wall. Resistance yes (object)
When you cast primordial ward, you choose either acid, You create a focused pulse of sonic energy to damage a
cold, electricity, or fire damage. creature or object. You must make a ranged touch attack
One side of the ward, selected by you, sends to hit. A creature or object struck by pulse takes 1d6 sonic
forth splashes of acid, biting cold, or another effect damage plus an additional 1d6 for every two caster levels
depending on the element chosen, dealing 2d4 points of past 1st (max 5d6). A creature struck must make also
the chosen damage type to creatures within 10 feet and make a Fortitude save or be deafened for 1 round.
1d4 points of damage to those past 10 feet but within Overload: For every runic charge overloaded into
20 feet. The ward deals this damage when it appears, this script, the duration of the deafening effect increases
and to all creatures in the area on your turn each round. by 1 round. If at least two charges are overloaded into
In addition, the ward deals 2d6 points of the chosen the script, a creature that fails its saving throw is also
damage type + 1 point of per caster level (maximum dazed for 1 round.
+20) to any creature passing through it.
While the wall must be vertical, you can shape it in PULVERIZE
any continuous path along the ground that you like. It Design destruction (ruin); Level 5
is possible to create cylindrical or square primordial wards Casting Time 1 standard action
to enclose specific points. When you cast primordial ward Range close (25 ft. + 5 ft./2 levels)
to deal acid, cold, electricity, or fire damage, it is a script Target one creature or object
of that type. Duration instantaneous plus 1 round/level, see text
Overload: For every runic charge overloaded into this Saving Throw Fortitude partial (object), see text; Spell
script, treat your caster level as +1 higher to determine Resistance yes (object)
the size of the wall, and the damage dealt by being near The target is crushed by destructive power, cracking
the wall (but not passing through it) increases by +1. and breaking its form. The target takes 1d6 points of
For every two charges used, the damage dealt by passing damage per caster level (maximum 15d6). A creature
through the wall increases by 1d6. injured by pulverize is fatigued for 1 round per caster
level (unlike typical fatigue, which is only removed when
PSYCHIC BLAST resting). This does not cause an already fatigued creature
Design revelation (thought) [fear, mind-affecting]; to become exhausted.
Level 6 A successful saving throw reduces the damage by
Casting Time 1 standard action half and negates the fatigue effect. This script has no
Range 30 ft. effect on incorporeal creatures or those without a solid
Area cone-shaped burst physiology, such as a fire elemental.
Duration instantaneous plus 1 round/level, see text Overload: For every runic charge overloaded into
Saving Throw Will partial; Spell Resistance yes this script, the penalty a creature suffers becomes
A surge of incomprehensible ideas assaults the minds of worse. At one runic charge, the target is fatigued even
your foes. Each creatures in the area takes 1d8 damage on a successful save. At two runic charges, the target is
per two caster levels (max 10d8) and is shaken for 1 exhausted for the duration on a failed save, and fatigued
round per level. A successful saving throw reduces the on a successful save. At three charges, the duration of
damage by half and renders the creature shaken for 1 the exhaustion and fatigue effects increases to 1 minute
only 1 round, instead. per level, rather than 1 round per level. At four charges,
Overload: For every two charges overloaded into this the target is staggered for 1 round on a failed save, in
script, increase the damage dealt by 1d8. If you overload addition to being exhausted.
at least one charge, creatures are frightened on a failed
save, instead of just shaken. If you overload at least REBUILD
three charges, creatures are panicked on a failed saving Design creation (generation); Level 2
throw, and shaken for 1d4 rounds on a successful saving Casting Time 10 minutes
throw, instead of only 1 round. Range close (25 ft. + 5 ft./2 levels)

430
Chapter IX Scripts
Target one object of up to 10 cu. ft./level, or one This script constantly generates living arcane power,
construct of any size granting the target fast healing 5 for the duration of its
Duration instantaneous effect. For the duration, the creature rolls twice on any
Saving Throw Will negates (harmless, object); Spell saving throws against poisons or diseases and takes the
Resistance yes (harmless, object) better result, and any nonlethal damage it takes is halved.
This script can repair damaged objects and magic This script has no effect on an undead or construct.
items. Rebuild repairs 1d6 points of damage per level Overload: For every charge overloaded into this
to an object or construct (max 5d6). If the object has script, increase the duration by 1 round. If you overload
the broken condition, this condition is removed if the at least two charges, the creature cannot be fatigued or
object is restored to at least half its original hit points. exhausted as long as the script lasts. If you overload four
All of the pieces of an object must be present for this charges, the constant flow of energy allows the creature
script to function. to regenerate lost limbs or members (digits, arms or
Rebuild can fix destroyed magic items (at 0 hit points legs, or even heads for a multi-headed creature), broken
or less), and restores the magic properties of the item if bones, or ruined organs. If the missing body parts are
your caster level is at least twice that of the item. Items connected to the creature, this restoration takes place
with charges (such as wands) and single-use items (such within a single round, otherwise it takes place over the
as potions and scrolls) cannot be repaired in this way. entirety of the script’s duration.
When rebuild is used on a construct creature, the script
bypasses any immunity to magic as if the script did not REFORGE
allow Spell Resistance. Design alteration (enhancement); Level 8
This script has no effect on objects that have been Casting Time 1 standard action
warped or otherwise transmuted, but it can still repair Range close (25 ft. + 5 ft./2 levels)
damage done to such items. Targets one weapon, armor, or shield/4 levels, no two
Overload: For every runic charge overloaded into of which can be more than 30 ft. apart
this script, increase the maximum object size that can be Duration 10 min./level (D)
repaired by 10 cubic feet. For every two runic charges Saving Throw Will negates (object), see text; Spell
used, you can target an additional object or construct, Resistance yes (object), see text
and the damage repaired increases by 1d6. No two Reforge lets you rapidly alter the physical and magical
targets can be further than 30 feet apart at the time of properties of several pieces of equipment. For each
casting. item, you can change them in any of the following ways:
• Change its material composition to either mundane
RECOVER steel, cold iron, adamantine, mithral, or silver.
Design creation (healing); Level 1 • Reduce or increase its size by one category, changing
Casting Time 1 standard action its handedness and what creatures can wield it
Range close (25 ft. + 5 ft./2 levels) effectively.
Target one creature • Increase or reduce its enhancement bonus by 2.
Duration instantaneous • Exchange any of its current special armor or weapon
Saving Throw Will negates (harmless); Spell properties for different ones. Enhancement bonuses
Resistance yes (harmless) cannot be changed; only special properties like flaming
You create a minute amount of vital force to heal a or invulnerability. The new properties must have a total
creature, healing it for 1d6 points of damage + 1 point enhancement bonus equivalent that is equal to or less
per caster level (maximum +5). This script has no effect than the properties exchanged.
on an undead creature or construct. A Will save negates the effects. Artifacts and similarly
Overload: For every runic charge overloaded into unique weapons and armor are unaffected by reforge.
this script, it heals an additional 1d6 points of damage. For the purpose of this script, 50 projectiles or pieces
of ammunition count as one weapon (they must be
RECUPERATE together at the time of casting). Reforge has no effect on
Design creation (healing); Level 7 unarmed strikes or natural attacks, even if they would
Casting Time 1 standard action otherwise counts as weapons.
Range close (25 ft. + 5 ft./2 levels) Overload: For every runic charge overloaded into
Target one creature this script, you may target an additional weapon or
Duration 1 round/level armor piece. If you overload at least three charges, the
Saving Throw Fortitude negates (harmless); Spell increase or reduction to an item’s enhancement bonus
Resistance yes (harmless) can be up to 3, instead of 2.

431
Scripts Chapter IX
REJECTION no effect on constructs or undead.
Design manipulation (conviction) [see text]; Level 8 Overload: If you overload at least one runic charge
Casting Time 1 standard action into this script, it also heals ability damage (but not
Range close (25 ft. + 5 ft./2 levels) drain). If you overload at least three runic charges into
Target one creature this script, it also cures feeblemind and insanity effects. For
Duration instantaneous every two runic charges overloaded into this script, you
Saving Throw Fortitude negates, see text; Spell can target an additional creature. No two targets can be
Resistance yes (harmless), see text further than 30 feet apart.
Coruscating veils surround your allies, protecting them
from cosmic forces. Choose either chaos, evil, good, REPAIR
or law. The following effects only apply to the chosen Design creation (generation); Level 0
alignment, as outlined below. Casting Time 10 minutes
First, the target gains protection from attacks, mind Range 10 ft.
control, and compulsions from creatures of that Target one object of up to 1 lb./level
alignment, similar to ward of conviction script keyed to Duration instantaneous
the alignment you chose. However, the bonus to AC Saving Throw Will negates (harmless, object); Spell
and saving throws granted is a +2 insight bonus, rather Resistance yes (harmless, object)
than a deflection or resistance bonus. The bonus still This script repairs damaged objects, restoring 1d4
applies only to attacks and effects from creatures of the hit points to the target. If the object has the broken
specified alignment. condition, this condition is removed if the object is
Second, the target gains Spell Resistance equal to 5 + restored to at least half its original hit points. All of the
your caster level against effects of the chosen alignment. pieces of an object must be present for this script to
Finally, any creatures of the specified alignment function.
that attack the target must make a Fortitude save or Magic items can be fixed via repair, but you must have
be staggered for 1 round (Spell Resistance applies). An a caster level equal to or higher than that of the object.
outsider that fails this saving throw is dazed for 1 round, Magic items that are destroyed (at 0 hit points or less)
instead of merely staggered. can also be repaired, but it does not restore their magic
When you cast rejection to protect against an alignment, abilities. This script does not affect creatures (including
it becomes a script of the opposite type (i.e. protecting constructs). This script has no effect on objects that
against chaos will make rejection a lawful script). have been warped or otherwise transmuted, but it can
Overload: For every runic charge overloaded into still repair damage done to such items.
this script, increase the Spell Resistance granted by 1, Overload: For every runic charge overloaded into
and you may target an additional creature. For every two this script, you treat your caster level as 2 higher for
charges used, increase the insight bonus to AC and to all determining the size of the object you can repair, and it
saving throws by +1. restores an additional 1 hit point. If you overload at least
three charges, reduce the casting to 1 minute.
REJUVENATION
Design creation (healing); Level 8 REPEL
Casting Time 1 standard action Design manipulation (gravity); Level 2
Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action
Target one creature Range 15 ft.
Duration instantaneous Area 15-ft.-radius burst, centered on you
Saving Throw Will half (harmless); Spell Resistance Duration instantaneous
yes (harmless) Saving Throw none; Spell Resistance yes
Rejuvenation creates a massive amount of vital energy to Gravity surges around your space, forcing all nearby
heal and restore creatures. The target is cured of 10 hit creatures and object away. Make a single combat
points of damage per level of the caster, to a maximum maneuver check and apply its result to all creatures and
of 200 points at 20th level. In addition, It immediately objects within the burst. You can bull rush creatures
ends any and all of the following adverse conditions or objects of any size, not just those one size larger
affecting the target: blinded, confused, dazed, dazzled, than you. Your CMB for this bull rush is equal to your
deafened, exhausted, fatigued, nauseated, and stunned, caster level plus your Intelligence, Wisdom, or Charisma
as well as any diseases or poisons. modifier, whichever is highest. The bull rush does not
Rejuvenation does not remove negative levels or restore provoke attacks of opportunity, and you do not move
permanently drained ability score points. This script has with the targets as you push them.

432
Chapter IX Scripts
Overload: For every runic charge overloaded into this If you target a creature, you can instead increase
script, you gain a +2 bonus to the bull rush attempt and or reduce its size category by one step. Increasing a
a +1 bonus to concentration checks to cast the script. creature’s size doubles its height and multiplies its
weight by 8, granting it a +2 size bonus to Strength and
RESIZE a -2 size penalty to Dexterity (minimum 1). Reducing
Design alteration (polymorph); Level 4 the creature’s size instead cuts its height in by half and
Casting Time 1 round divides its weight by 8, granting it a +2 size bonus to
Range close (25 ft. + 5 ft./2 levels) Dexterity and a -2 size bonus to Strength (minimum 1).
Target one creature or one object, see text The creature also takes the appropriate size modifiers
Duration 1 hour/level or 1 min./level (D), see text to its AC and attack rolls (typically a -1 penalty if its
Saving Throw Will negates (object); Spell Resistance size increases, and a +1 bonus if its size decreases).
yes (object) All equipment worn by the creature adjusts to its new
You dramatically alter the size of the target. The exact size, increasing or reducing the damage they deal, as
effect depends on whether you target a creature or appropriate. Any equipment that leaves the creature’s
object, and whether you choose to enlarge the target or possession (including thrown weapons, but not
shrink it. projectiles fired from a projectile weapon) return to
If you target an object, you can choose to either their original size and do not get resized again should the
reduce the target’s dimensions up to 1/4 its original creature pick it back up.
size or expand it up to x4 its original size; essentially, The creature’s space and reach changes based on
you can make the object grow or shrink by up to two its new size, as shown on Table: Resize Creature
size categories in either direction. This can change the Statistics, below. A creature cannot have its size
handedness of a weapon (and the damage it deals) or the increased above Huge or below Tiny size with resize.
size needed to wear a piece of armor. Worn items that
no longer fit a creature can be doffed by that creature as
a free action as soon as the script takes effect. You can
only target non-magical objects, and only if that object’s
volume is 2 cubic feet per level or smaller.

433
Scripts Chapter IX
Table: Resize Creature Statistics Overload: For every runic charge overloaded into
Size Category Space Reach this script, you can increase the radius of the burst by 5
Huge 15 ft. 15 ft.
feet, and the maximum HD of outsider you can banish
increases by 2.
Large 10 ft. 10 ft.
Medium 5 ft. 5 ft. REVITALIZE
Small 5 ft. 5 ft. Design creation (healing); Level 5
Tiny 2 1/2 ft. 0 ft. Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets up to one creature/level, no two of which can
be more than 30 ft. apart
If you target a creature with resize, its duration is Duration instantaneous
reduced to 1 minute per caster level. Saving Throw Will half (harmless); Spell Resistance
Overload: For every runic charge overloaded into yes (harmless)
this script, increase the duration by 1 hour or 1 minute You create a wave of revitalizing energy. Each targeted
(depending on whether you target an object or creature, creature is cured 1d6 points of damage + 1 point per
as described above). If you overload at least two charges, caster level (maximum +15). This script has no effect on
you can adjust the size of an object by up to four size constructs or undead.
categories, not just two, making it 1/16 its size or 16x Overload: For every runic charge overloaded into
times its size. If you overload four charges, you can this script, the healing increases by 1d6.
adjust the size of a creature up to two categories in
either direction. The bonuses and penalties to Strength, REVIVIFY
Dexterity, and AC/attack rolls is doubled if you do so Design creation (healing); Level 6
(+4 Strength, -4 Dexterity, and -2 to attack rolls and AC Casting Time 1 standard action
if you make the creature two sizes larger, or -4 Strength, Range close (25 ft. + 5 ft./2 levels)
+4 Dexterity, and +2 to attack rolls and AC if you Target one creature
reduce the creature by two sizes). Duration instantaneous
Saving Throw Will negates (harmless); Spell
RESTORE BALANCE Resistance yes (harmless)
Design manipulation (conviction) [chaos, evil, good, This script creates healing power, even bringing a
law]; Level 9 recently slain creature back to life. Revivify cures 5d8
Casting Time 1 standard action points of damage + 1 point per caster level (maximum
Range medium (100 ft. + 10 ft./level) +25).
Area 10-ft.-radius burst Unlike other healing scripts, revivify can bring recently
Duration instantaneous slain creatures back to life. If cast upon a creature that
Saving Throw Will half and Will negates, see text; Spell has died within 1 round, apply the healing from this
Resistance yes script to the creature. If the healed creature’s hit point
Restore balance unleashes cosmic forces upon creatures in total is at a negative amount less than its Constitution
a target area, devastating creatures of varying alignment score, it comes back to life and stabilizes at its new hit
and banishing certain outsiders. point total. If the creature’s hit point total is at a negative
Creatures in the area that are lawful good, chaotic amount equal to or greater than its Constitution score,
good, lawful evil, or chaotic evil are harmed the most the creature remains dead. Creatures brought back to life
for being the furthest away from cosmic balance, taking through revivify gain a temporary negative level that lasts
1d6 damage per caster level (max 20d6). Neutral good, for 1 day.
lawful neutral, chaotic neutral, and neutral evil creatures Creatures slain by death effects cannot be saved by
are less harmed, taking 1d8 damage per two caster levels this script.
(max 10d8). A neutral creature is still harmed by the Overload: For every runic charge overloaded into
conflicting energies, taking 1d6 damage per two caster this script, it heals an additional 1d8 hit points, and can
levels (max 10d6). A Will save halves the damage taken. bring back a creature that died 1 round earlier (up to 5
Outsiders with the good, evil, chaotic, or lawful rounds).
subtype that fail their saving throw must make a second
Will saving throw or be sent back to their home plane, as RUMBLE
a banish script. Creatures with Hit Dice higher than your Design destruction (ruin) [sonic]; Level 3
caster level are unaffected by the banishing effect. Casting Time 1 standard action

434
Chapter IX Scripts
Range close (25 ft. + 5 ft./level) This script does not penetrate solid objects. It in
Area 15-ft.-radius burst no way confers X-ray vision or its equivalent (though
Duration instantaneous overloading it may allow similar effects). It does not
Saving Throw Fortitude partial (object); Spell negate concealment, including that caused by fog and
Resistance yes (object) the like. See the unwritten does not help the viewer see
A low, rumbling sound pulsates through the area, through mundane disguises, spot creatures who are
harming any creatures within. Each creature or object simply hiding, or notice secret doors hidden by mundane
in the area takes 1d6 sonic damage per two caster levels means. In addition, the script’s effects cannot be further
(max 5d6); creatures affected are deafened for 1d6 enhanced with known magic, so one cannot use see the
rounds. A Fortitude save halves the damage and negates unwritten through a crystal ball or in conjunction with
the deafening effect. other revelation scripts that allow remote viewing, such
Overload: For every charge overloaded into this as sight beyond sight.
script, increase the damage dealt by 1d6. Any effect that can be overcome by true seeing can be
overcome by see the unwritten, and any abilities that have
SAP a special interaction with true seeing also have that same
Design alteration (debilitation); Level 8 interaction with see the unwritten.
Casting Time 1 standard action Overload: For every runic charge overloaded into
Range close (25 ft. + 5 ft./level) this script, the target gains an additional benefit. Multiple
Target one creature charges of the same type do not stack:
Duration permanent or 1 round, see text • Alteration: The target becomes immune to blindness
Saving Throw Fortitude partial; Spell Resistance yes and dazzle effects for the duration of see the unwritten.
You sap away the target’s physical ability, leaving it • Creation: The target notices secret doors and traps, as
permanently sickened and entangled. A successful if using detect secret doors and find traps.
Fortitude save reduces the duration to 1 round. • Destruction: The target knows the exact hit point total
Overload: For every charge overloaded into this of all creatures it sees.
script, increase the duration of the effect on a successful • Invocation: The target gains the greensight ability,
saving throw by 1 round. Additionally, each charge added letting it see through thick plant matter as though it
causes the creature to gain one temporary negative level. were transparent to a range of 60 feet.
Succeeding on their Fortitude save reduces the number • Manipulation: The target can see alignments, as if using
of negative levels they gain by half (minimum 0). either a detect good, detect evil, detect chaos, or detect law spell
Twenty-four hours after gaining them, the subject with no need to concentrate on the effect.
must make a Fortitude saving throw (DC = sap script’s • Revelation: The target can understand all written
save DC) for each negative level. If the save succeeds, language for the duration. This does not grant them
that negative level is removed. If it fails, that negative the ability to speak the languages.
level becomes permanent.
SEEK MAGIC
SEE THE UNWRITTEN Design revelation (detection); Level 0
Design revelation (detection); Level 6 Casting Time 1 standard action
Casting Time 1 standard action Range 60 ft.
Range touch Area cone-shaped emanation
Target creature touched Duration concentration, up to 1 min./level (D)
Duration 1 min./level Saving Throw none; Spell Resistance no
Saving Throw Will negates (harmless); Spell You see magical auras. The amount of information
Resistance yes (harmless) revealed depends on how long you study a particular
You confer on the subject the ability to see beyond the area or subject.
mundane. The subject sees through normal and magical 1st Round: Presence or absence of magical auras.
darkness, notices secret doors hidden by magic, sees 2nd round: Number of different magical auras and the
the exact locations of creatures or objects under blur power of the most potent aura.
or displacement effects, sees invisible creatures or objects 3rd Round: The strength and location of each aura.
normally, sees through illusions, and sees the true If the items or creatures bearing the auras are in line
form of polymorphed, changed, or transmuted things. of sight, you can make Knowledge (arcana) skill checks
Further, the subject can focus its vision to see into the to determine the school of magic or design of runic
Ethereal Plane (but not into extradimensional spaces). script involved in each (make one check per aura: DC
The range of see the unwritten is 120 feet. 15 + spell level, or 15 + 1/2 caster level for a non-spell

435
Scripts Chapter IX
effect). If the aura emanates from a magic item, you can You move objects or creatures by concentrating on them
attempt to identify its properties with Spellcraft. and altering the gravitational field around them. You can
Magical areas, multiple types of magic, or strong local move an object or creature weighing no more than 25
magical emanations may distort or conceal weaker auras. pounds per caster level (maximum 375 pounds at 15th
Aura Strength: An aura’s power depends on a script or level) up to 20 feet per round. A creature can negate the
spell’s functioning level or an item’s caster level. These effect on an object it possesses with a successful Will
levels are described on Table: Seek Magic (Auras), save or with Spell Resistance. An object only receives
above. If an aura falls into more than one category, seek one saving throw, but a targeted creature can make a
magic indicates the stronger of the two. saving throw each round at the end of its turn to break
Lingering Aura: A magical aura lingers after its original out of the effect, ending the script.
source dissipates (in the case of a spell or script) or is You can move the target each round as long as you
destroyed (in the case of a magic item). If seek magic is concentrate. It can be moved vertically, horizontally, or
cast and directed at such a location, the script indicates in both directions. The target cannot be moved beyond
an aura strength of dim (even weaker than a faint aura). your range. The script ends if the target is forced beyond
How long the aura lingers at this dim level depends on the range. If you cease concentration for any reason, the
its original power: target falls or stops.
Original Strength Duration of Lingering Aura An object can be manipulated as if with one hand.
Faint 1d6 rounds For example, a lever or rope can be pulled, a key can
be turned, an object rotated, and so on, if the force
Moderate 1d6 minutes
required is within the weight limitation. You might even
Strong 1d6 x 10 minutes
be able to untie simple knots, though delicate activities
Overwhelming 1d6 days such as these require DC 15 Intelligence checks.
Overload: For every runic charge overloaded into
Outsiders and elementals are not magical in this script, you can lift an additional 50 pounds. For
themselves, but if they are summoned, the conjuration every two charges you use, increase the DC by +1, and
spell registers. Each round, you can turn to seek magic in you can target an additional creature or object. The
a new area. The script can penetrate barriers, but 1 foot targets must be within 30 feet of each other, and their
of stone, 1 inch of common metal, a thin sheet of lead, combined weight must be within the limit of the script.
or 3 feet of wood or dirt blocks it.
Any effect that can be discovered by or interacts with SHARDWALL
a detect magic spell can also be discovered by and has that Design creation (generation) [metal]; Level 6
same interaction with seek magic. Casting Time 1 standard action
Overload: For every runic charge overloaded into this Range medium (100 ft. + 10 ft./level)
script, you gain a +2 bonus to your Knowledge (arcana) Effect wall of razors up to 20 ft. long/level, 20 ft. high
and Spellcraft checks to identify auras and magic item Duration 1 min./level (D)
properties. If you overload at least three charges, you no Thousands of metallic shards spring into existence,
longer need to concentrate on the effect. aligned in parallel to form a wall of deadly razors.
The blades are stationary and point perpendicular
SHAPE GRAVITY to the length of the wall. Any creature attempting to
Design manipulation (gravity); Level 6 pass through the wall takes 1d8 slashing damage per two
Casting Time 1 standard action caster levels (max 10d8) and begins to bleed profusely
Range long (400 ft. + 40 ft./level) from the razor-sharp edges, taking 2d8 bleed damage per
Targets one creature or object, see text round. As long as they are bleeding from the shardwall,
Duration concentration, up to 1 round/level they move at half speed (as if they had stepped on
Saving Throw Will negates (object); Spell Resistance caltrops). A Reflex save halves the damage and negates
yes (object) the bleeding effect.

Table: Seek Magic (Auras)


Aura Power
Script, Spell, or Object Faint Moderate Strong Overwhelming
Functioning spell or script (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

436
Chapter IX Scripts
The damage dealt by shardwall is considered magical You may only apply one of the available options,
and silver for the purposes of overcoming damage which replaces the normal +1 enhancement bonus
reduction. If you create the shardwall through a creature’s that sharpness normally gives (overloading four charges,
space, that creature takes damage as if passing through therefor, can grant up to two of the above properties,
the wall. Each such creature can make a Reflex save to replacing some or all of the +2 enhancement). This
avoid this initial damage entirely, ending up on the side effect can be applied to a weapon that is not already
of the wall of its choice. magical. All weapons must receive the same ability.
Overload: If you overload at least one charge into
this script, it counts as cold iron for overcoming damage SHIFT
reduction. If you overload at least two, increase the Design manipulation (teleportation); Level 3
bleed damage to 3d8. If you overload at least three Casting Time 1 standard action
charges, the wall counts as adamantine for overcoming Range personal
damage reduction. If you overload four charges, the Target you
bleed damage increases to 4d8. Duration 1 round/level (D)
You shift quickly back and forth between the Material
SHARPNESS Plane and the Ethereal Plane and look as though you’re
Design alteration (enhancement); Level 4 winking in and out of reality at random.
Casting Time 1 standard action Physical attacks against you have a 50% miss chance,
Range close (25 ft. + 5 ft./2 levels) and the Blind-Fight feat doesn’t help opponents, since
Targets one or more weapons you’re ethereal and not merely invisible. If the attack is
Duration 10 min./level capable of striking ethereal creatures, the miss chance is
Saving Throw Will negates (harmless, object); Spell only 20% (for concealment).
Resistance yes (harmless object) If the attacker can see invisible creatures, the miss
Sharpness makes weapons more powerful. You can target chance is also only 20% (for an attacker who can
up to one weapon per three caster levels (max 5). For both see and strike ethereal creatures, there is no miss
this purpose, you can treat as many as 50 arrows, bolts, chance). Likewise, your own attacks have a 20% miss
or bullets as a single “weapon”. The projectiles must chance, since you sometimes go ethereal just as you are
be of the same kind, and they have to be together (in about to strike.
the same quiver or other container). Projectiles, but not Any individually targeted spell or script has a 50%
thrown weapons, lose their transmutation after they are chance to fail against you while you’re shifting unless
used. Treat shuriken as projectiles, rather than as thrown your attacker can target invisible, ethereal creatures.
weapons, for the purpose of sharpness. Your own scripts have a 20% chance to activate just as
Each targeted weapon gains a +1 enhancement bonus you go ethereal, in which case they typically do not affect
to attack and damage rolls. This does not stack with any the Material Plane (but they might affect targets on the
existing enhancement bonuses. Ethereal Plane).
You can’t cast sharpness on a natural weapon or While shifting, you take only half damage from area
unarmed strike, unless that attack could be considered a attacks (but full damage from those that extend onto the
weapon (such as a monk’s unarmed strike). Ethereal Plane). Although you are only partially visible,
Overload: For every runic charge overloaded into this you are not considered invisible and targets retain their
script, you can target an additional weapon (or 50 pieces Dexterity bonus to AC against your attacks. You do
of ammunition). If you overload at least two charges, receive a +2 bonus on attack rolls made against enemies
the enhancement bonus of sharpness now stacks with any that cannot see invisible creatures.
on the weapon, to a maximum of +5 (multiple castings You take only half damage from falling, since you fall
of sharpness, however, still do not stack). If you overload only while you are material.
three or more charges, the bonus increases to +2. While shifting, you can step through (but not see
In addition, for every two charges used of the same through) solid objects. For each 5 feet of solid material
runic design, you can grant a different weapon property, you walk through, there is a 50% chance that you
rather than an enhancement bonus: become material. If this occurs, you are shunted off to
• Alteration: Impervious the nearest open space and take 1d6 points of damage
• Creation: Merciful per 5 feet so traveled.
• Destruction: Thundering Since you spend about half your time on the Ethereal
• Invocation: Flaming, frost, or shock (choose one) Plane, you can see and even attack ethereal creatures.
• Manipulation: Ghost touch You interact with ethereal creatures roughly the same
• Revelation: Glamered way you interact with material ones.

437
Scripts Chapter IX
An ethereal creature is invisible, incorporeal, and SHIMMER
capable of moving in any direction, even up or down. Design creation (generation); Level 3
As an incorporeal creature, you can move through solid Casting Time 1 standard action
objects, including living creatures. Range medium (100 ft. + 10 ft./level)
An ethereal creature can see and hear the Material Target creatures and objects in a 10-ft.-radius spread
Plane, but everything looks gray and insubstantial. Sight Duration 1 round/level
and hearing on the Material Plane are limited to 60 feet. Saving Throw Reflex partial; Spell Resistance no
Force effects affect you normally. Their effects extend You create a cloud of shimmering particles that covers
onto the Ethereal Plane from the Material Plane, but everyone and everything in the area, visibly outlining
not vice versa. An ethereal creature can’t attack material invisible things for the duration of the script. All
creatures, and scripts you cast while ethereal affect only within the area are covered by the dust, which cannot
other ethereal things. Certain creatures or objects have be removed and continues to sparkle until it fades. Any
attacks or effects that work on the Ethereal Plane. Treat creature covered by the particles is blinded and takes a
other ethereal creatures and objects as material. -40 penalty on Stealth checks.
Overload: For every runic charge overloaded into Creatures can make a Reflex save at the end of each
this script, the miss chance of your attacks, the chance of their turns to end the blindness, though they are still
your scripts manifest in the Ethereal Plane, and the coated in dust.
chance of you materializing while passing through solid Overload: For every runic charge overloaded into
objects is reduced by 5%. this script, you may increase the radius by 5 feet.

438
Chapter IX Scripts
SIGHT BEYOND SIGHT sight script.
Design revelation (detection); Level 4 Overload: For every runic charge overloaded into
Casting Time 1 hour this script, the DC increases by +1. If you overload at
Range see text least three charges, you also gain the benefit of a seek
Effect magical sensor magic script through the sensor.
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes SIXFOLD VEIL
You can observe a creature at any distance. If the subject Design creation (generation); Level 9
succeeds on a Will save, the script fails. The difficulty of Casting Time 1 standard action
the save depends on how well your knowledge of the Range close (25 ft. + 5 ft./2 levels)
subject and what sort of physical connection (if any) Effect wall 5 ft./level wide, 2 ft./level high
you have to that creature. Furthermore, if the subject Duration 10 min./level (D)
is on another plane, it gets a +5 bonus on its Will save. Saving Throw see text; Spell Resistance see text
Will Save Sixfold veil creates a vertical, opaque wall—a shimmering
Knowledge Modifier plane of swirling patterns that protects you from all
None* +10 forms of attack. The wall flashes with six different runic
Secondhand (you have heard of the subject) +5 patterns, each of which represents one of the six designs
Firsthand (you have met the subject) +0
of rune magic. The veil is immobile, and you can pass
through and remain near the veil without harm.
Familiar (you know the subject well) -5
The veil’s maximum proportions are 5 feet wide per
* You must have some sort of connection (see below) to a caster level and 2 feet high per caster level. A sixfold
creature of which you have no knowledge.
veil script cast to materialize in a space occupied by a
Will Save creature is disrupted, and the casting is wasted.
Connection Modifier Each pattern in the wall has a special effect. Table:
Likeness or picture -2 Sixfold Veil shows the six patterns of the wall, the order
Possession or garment -4 in which they appear, their effects on creatures trying
Body part, lock of hair, bit of nail, etc. -10 to attack you or pass through the wall, and the magic
needed to negate each pattern.
If the save fails, you can see and hear the subject and The veil can be destroyed, pattern by pattern, by
its surroundings (approximately 10 feet in all directions casting the specified script or spell on the veil; however,
of the subject). If the subject moves, the sensor follows the first pattern must be brought down before the
at a speed of up to 150 feet. second can be affected, and so on (the effects work on
Sight beyond sight has your full visual acuity, including the wall even if they normally couldn’t affect an object).
any magical effects. If the save succeeds, you can’t A rod of cancellation or a mage’s disjunction spell destroys the
attempt to view them with sight beyond sight again for at veil, but an antimagic field or negation field fails to penetrate
least 24 hours. Any effect or ability that interacts with a it. Spell Resistance is effective against a sixfold veil, but the
scrying spell has that same interaction with a sight beyond caster level check is repeated for each pattern present.

Table: Sixfold Veil


Order Pattern Effect of Pattern Negated by
Stops all ranged weapons. Shimmer or
1st Destruction
Deals 40 points of sonic damage (Reflex half). glitterdust

Stops poisons, gases, and petrification Shape gravity or


2nd Invocation
Deals 80 points of cold damage (Reflex half) telekinesis

Stops breath weapons. Course of action or


3rd Alteration
Turned to stone (Fortitude negates) command

Stops divinations and mental attacks. Cripple or


4th Revelation
Will save or become insane (as insanity) bestow curse

Stops all spells (except those blocked by the revelation or manpulation patterns) Dust to dust or
5th Creation
Pushed back 30 feet and paralyzed for 2d6 minutes (Fortitude negates) disintegrate

Blocks all teleportation and ethereal travel within 100 feet. Sun and moon or
6th Manipulation
Creatures sent to another plane (Will negates) daylight

439
Scripts Chapter IX
Overload: For every runic charge you overload into Overload: For every runic charge overloaded into
this script, increase the DC of the pattern that matches this script, the duration increases by 1 round, and you
the design of charge used by +1 (max +2 bonus). If may target an additional two creatures or objects.
you overload at least two charges of the same type, you
can change the ordering of the veil so that the matching SOOTHE
pattern is at the position of your choice. The other Design revelation (thought) [emotion, mind-affecting];
patterns move to adjust. For example, if you overload Level 2
two revelation charges and want to move it to be the Casting Time 1 standard action
second pattern of the veil, then both the invocation and Range close (25 ft. + 5 ft./2 levels)
alteration patterns are moved back one position (to 3rd Area creatures in a 20-ft.-radius spread
and 4th in the order, respectively). Duration 1 min./level
Saving Throw Will negates (harmless); Spell
SLIDE Resistance yes (harmless)
Design manipulation (teleportation); Level 2 Soothe reduces negative emotions within creatures. It
Casting Time 1 swift action automatically suppresses any fear effects and removes
Range 30 ft. the confused condition from all targets. While the script
Target you lasts, a suppressed script, spell, condition, or effect has
Duration instantaneous no effect. This initial suppression only applies to effects
You quickly slide between dimensions, teleporting 30 already in place at the time of casting the script.
feet to a location you can see in any direction. For the remainder of the script’s duration, all targets
Overload: For every runic charge overloaded into gain a +2 morale bonus against fear, emotion, and
this script, the range increases by 10 feet. confusion effects.
When the soothe script ends, any suppressed effect
SLOW FALL takes hold of the creature again, provided that its
Design manipulation (gravity); Level 1 duration has not expired in the meantime.
Casting Time 1 immediate action Overload: For every runic charge overloaded into
Range close (25 ft. + 5 ft./2 levels) this script, the morale bonus increases by +1, and the
Targets one Medium or smaller free-falling object or duration increases by 5 minutes.
creature/level, no two of which may be more than
20 ft. apart SPATIAL RIPPLE
Duration until landing or 1 round/level Design manipulation (teleportation); Level 7
Saving Throw Will negates (harmless) or Will negates Casting Time 1 standard action
(object); Spell Resistance yes (object) Range 30 ft.
You dampen the effect of gravity upon creatures or Area 30-ft.-radius burst, centered on you
objects, making them fall slowly. Slow fall instantly Duration instantaneous, then 1 round/level
changes the rate at which the targets fall to a mere 60 Saving Throw Reflex half; Spell Resistance yes
feet per round (equivalent to the end of a fall from a The fabric of reality shudders around you, tearing at
few feet), and the subjects take no damage upon landing creatures and making them spatially unstable.
while the script is in effect. When the duration expires, a Each creature in the area takes 1d8 damage per two
normal rate of falling resumes. caster levels (max 10d8). The ripple crosses dimensional
The script affects one or more Medium or smaller boundaries, allowing it to deal full damage to incorporeal
creatures (including gear and carried objects up to each and ethereal targets. A Reflex save halves the damage.
creature’s maximum load) or objects, or the equivalent This damage only occurs once, when the script is cast.
in larger creatures: a Large creature or object counts as For the remainder of duration, any creature that failed
two Medium creatures or objects, a Huge creature or its saving throw is unable to use extradimensional travel.
object counts as four Medium creatures or objects, and Forms of movement barred by a spatial ripple include
so forth. astral projection, ethereal jaunt, teleportation effects and
This script has no special effect on ranged weapons scripts, and similar spell-like abilities.
unless they are falling quite a distance. If the script is cast The spatial ripple does not interfere with the movement
on a falling item, the object does half normal damage of creatures already in ethereal or astral form when
based on its weight, with no bonus for the height of the script is cast, nor does it block extradimensional
the drop. perception or attack forms. Also, spatial ripple does not
Slow fall works only upon free-falling objects. It does prevent summoned creatures from disappearing at the
not affect a sword blow or a charging or flying creature. end of a summoning spell.

440
Chapter IX Scripts
Overload: For every runic charge overloaded into staves off pain and death. The target is granted 1
this script, it deals an additional 1d8 damage. temporary hit point, which lasts for 1 minute. If you
target a living creature that has -1 or fewer hit points,
SPEED that creature is automatically stabilized and does not lose
Design manipulation (time); Level 1 any further hit points (this effect is instantaneous). If the
Casting Time 1 standard action creature later takes damage, it continues dying normally.
Range touch Overload: For every runic charge overloaded into
Target creature touched this script, the temporary hit points granted increases
Duration 10 min./level (D) by 1. If you overload at least three charges, the target
Saving Throw Will negates (harmless); Spell gains fast healing 1 for the duration of the script. This
Resistance yes (harmless) fast healing cannot raise the creature’s hit points above 1.
You alter time around the target to let it move faster,
granting it a +10 enhancement bonus to its base speed. STOP
This has no effect on other forms of movement, such as Design manipulation (time); Level 5
burrow, climb, fly, or swim. Casting Time 1 standard action
Overload: For every runic charge overloaded into Range close (25 ft. + 5 ft./2 levels)
this script, you can target an additional creature. If at Target one creature
least two charges are used, the speed bonus applies to all Duration 1 round/3 levels (D), see text
forms of movement, not just base speed. Saving Throw Will negates; Spell Resistance yes
The creature becomes frozen in time. It cannot take any
SPLIT THE SKY actions, including speech, and is considered helpless.
Design invocation (primordial); Level 7 Each round on its turn, the subject may attempt a new
Casting Time 10 minutes saving throw to end the effect. This is a full-round action
Range 1 mile that does not provoke attacks of opportunity. A creature
Area 1-mile-radius circle, centered on you; see text frozen in time does not move at all: a flying creature
Duration 4d12 hours (D) stays in place, while running creatures halt mid-stride.
Saving Throw none; Spell Resistance no The creature is unaware of actions outside of itself and
The clouds above darken as you change the weather in does not need to breathe.
the local area to heavy storms. It takes 10 minutes to cast Overload: For every runic charge overloaded into
the script and an additional 10 minutes for the effects to this script, the duration increases by 1 round. For every
manifest. You can only create inclement weather, chosen two charges, increase the save DC by +1.
from the following list: thunderstorm, torrential rain,
hailstorm, sleet storm, or a blizzard. It does not have to STORMCALL
be the appropriate season for that type of weather. Design invocation (primordial) [air, electricity, water];
You control the general tendencies of the weather, Level 5
such as the direction and intensity of the wind. You Casting Time 1 standard action
cannot control specific applications of the weather— Range long (400 ft. + 40 ft./level)
where lightning strikes, for example. The weather Area cylinder (20-ft. radius, 40 ft. high)
continues as you left it for the duration. If you dismiss Duration 1 round/level (D)
the effect, the storms disperse after 10 minutes. Saving Throw Reflex half; Spell Resistance yes
Overload: For every runic charge overloaded into Dark thunderclouds appear in an instant, sending down
this script, the range and area increases by 1 mile, the lightning and rain. When you cast stormcall, bolts of
duration increases by 1d12 hours, and the time it takes lightning strike down upon creatures in the area, dealing
for the weather to change is reduced by 2 minutes. 1d6 electricity damage per caster level (max 10d6, Reflex
half). This damage occurs once, when the script is cast.
STAUNCH For the remaining duration of stormcall, rain and winds
Design creation (healing); Level 0 fill the area. Creatures inside this area take a -4 penalty
Casting Time 1 standard action on ranged attacks and Perception skill checks, exposed
Range close (25 ft. + 5 ft./2 levels) flames are extinguished, and the entire area is treated as
Target one living creature difficult terrain.
Duration instantaneous and 1 minute, see text Overload: For every runic charge overloaded into
Saving Throw Will negates (harmless); Spell this script, the electricity damage increases by 1d6, and
Resistance yes (harmless) you can increase the area’s radius by 5 feet and the height
You create a minor warding effect on the target that by 10 feet.

441
Scripts Chapter IX
STRIKING
Design destruction (ruin) [force]; Level 2
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets multiple creatures, no two of which can be
more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
Striking creates several darts of force from your rune,
each dealing 1d6 + 1 points of force damage.
The darts strike unerringly, even if the target is in
melee combat, so long as it has less than total cover or
total concealment. Specific parts of a creature can’t be
singled out. Objects are not damaged by the script.
Striking creates two darts plus an additional dart for
every two caster levels you have beyond 3rd (max 10).
You can have them strike a single creature or several
creatures. A single dart can strike only one creature.
You must designate targets before you check for Spell
Resistance or roll damage. Effects that block magic
missiles also block striking.
Overload: For every runic charge overloaded into
this script, you create an additional dart of force.

STRONGARM
Design alteration (enhancement); Level 1
Casting Time 1 standard action
Range personal
Target you
Duration 1 min./level (D)
This script strengthens and reinforces your limbs,
letting you strike with lethal result. While this script is in
effect, your unarmed strikes do not provoke attacks of
opportunity and deal 1d6 points of lethal bludgeoning
damage (1d4 if you are Small).
Overload: For every runic charge overloaded into If you create light, the light level increases by two
this script, you treat your base attack bonus as being +1 steps (darkness becomes normal light, while dim light or
higher for when attacking with your unarmed strikes, brighter becomes bright light). If you create darkness,
and you deal +1 damage with the attacks. This cannot you instead lower the light level by two steps (bright light
cause your base attack bonus to exceed your Hit Dice or becomes dim light, while normal light or darker becomes
your caster level (whichever is lower). darkness). The area 20 feet beyond has the light level
raised or lowered by only one step, instead of two.
SUN AND MOON If sun and moon is cast on a small object that is then
Design invocation (celestial) [darkness, light]; Level 3 placed inside or under a lightproof covering, the script’s
Casting Time 1 standard action effect is blocked until the covering is removed.
Range touch If you use sun and moon to create light, then darkness
Target object touched spells, scripts, and effects of the same level or higher
Duration 1 min./level (D) suppress it. If used to create darkness, then light scripts,
Saving Throw none; Spell Resistance no spells, and effects can suppress it, instead.
You invoke the powers of the sun and moon to either Overload: For every runic charge overloaded into
bring light or create darkness, which radiates out from this script, the radius of the effect increases by 10 feet,
the object in a 20-foot radius, with a less intense effect and the effective level of the script is raised by 1 for the
out to 20 feet beyond that. You choose whether to create purpose of determining its interaction with other light
light or darkness when you cast sun and moon. and darkness effects.

442
Chapter IX Scripts
SUNSPARK TEMPORAL DISTORTION
Design invocation (celestial) [light]; Level 0 Design manipulation (time); Level 9
Casting Time 1 standard action Casting Time 1 standard action
Range personal Range 30 ft.
Effect mote of light Area 30-ft.-radius emanation, centered on you
Duration 10 min./level (D) Duration 1d3 rounds, see text
Saving Throw none; Spell Resistance no Saving Throw none; Spell Resistance no
You create a minor mote of weak sunshine. The sunspark Gathering power, you bring your hands together over
floats in your space and moves with you, shedding light your head and unleash a shockwave of temporal energy,
as a torch. This creates normal light within a 20-foot freezing everything around you for a brief moment.
radius, and increases the light level for an additional 20 Upon casting temporal distortion, everything within 30
feet by one step, up to normal light (darkness becomes feet of you (objects, creatures, environment, etc.) stops
dim light, and dim light becomes normal light). In an for 1d3 rounds. Creatures halt, arrows stop mid-flight,
area of normal or bright light, this script has no effect. and sounds cease. A creature or object that enters the
You can only have one sunspark active at any one time. area after the initial casting is not affected.
If you cast this script while another casting is still in While the temporal distortion is in effect, everything that
effect, the previous casting is dispelled. was within the area of the distortion when you cast it
Overload: For every runic charge overloaded is invulnerable to everything; no one can target such
into this script, the radius of the light (and the extra creatures or objects with any attack, script, or spell, nor
lighting beyond the normal radius) increases by 5 feet. can they be moved or harmed while the distortion lasts.
If you overload at least three charges, you can create Scripts, spells, and effects that last longer than 1 round
two sunsparks at once: one for yourself, and one for a can be placed in the area, which will affect creatures and
willing creature within 30 feet of you. The spark follows objects as normal once time starts flowing again.
the designated creature, though only you can dismiss You are immune to the effects of your own temporal
the effect. These two sparks can exist simultaneously, distortion unless you allow it to affect you. Despite this,
but casting another sunspark dispels both of the lights so long as this script is in effect, you cannot gain nor
created by a single casting. use runic charges from any source, the temporal distortion
interfering with the rune’s magic.
TANGLED ROOTS Overload: If you overload at least one charge, the
Design invocation (natural) [plant]; Level 1 duration becomes 1d3+1 rounds. If you overload at least
Casting Time 1 standard action three charges, the duration becomes 1d3+2 rounds. For
Range medium (100 ft. + 10 ft./level) every two charges you use, you may increase the radius
Effect plant growth in 20-ft.-radius spread by 10 feet. If you overload four manipulation charges,
Duration 1 min./level (D) you can designate one other creature to also be immune
Saving Throw Reflex partial, see text; Spell Resistance to temporal distortion. If that creature is a runic scribe, it
no similarly cannot use runic charge for the duration of the
This script manifests roots, vines, and other plants temporal distortion.
to cover the ground, tangling creatures in the area.
Creatures that are in the target area when you cast tangled TRAVERSE
roots must make a Reflex save or gain the entangled Design manipulation (teleportation); Level 6
condition and are rooted in place. Creatures that succeed Casting Time 1 standard action
on their saving throw are not entangled and can move as Range touch
normal. Entangled creatures can attempt to break free Targets up to one willing creature/level
as a move action, making a Strength or Escape Artist Duration 1 hour/level (D)
check. The DC for this check is equal to the DC of the Saving Throw Will negates; Spell Resistance yes
script. Only creatures on the ground are affected. Traverse allows you to walk along the edges of reality
The entangling effect only happens once, when the to travel quickly. You can take more than one creature
effect is conjured. Creatures that enter after the script along with you (subject to your level limit), but all must
has been cast are not entangled. However, the entire area be touching each other.
is considered difficult terrain while the effect lasts. While traversing the edges of a plane, you move at
Overload: For every runic charge overloaded into a rate of 60 miles per hour. It feels as though you are
this script, you may increase the radius of the area by walking at normal pace, but you can see yourself rapidly
5 feet. For every two charges used, the script’s DC moving relative to whatever plane you are one. Thus,
increases by +1. you can use this script to travel rapidly by stepping onto

443
Scripts Chapter IX
the edge, moving the desired distance, and then stepping Duration 1 min./level or until discharged
back onto the plane you departed from. You gain limited insight into to your own future,
Because of the blurring at the edges of reality, you allowing you to possibly correct your mistakes before
can’t make out details of the terrain or areas you pass they happen.
over during transit, nor can you predict perfectly where With this limited insight, you gain the ability to reroll
your travel will end. It’s impossible to judge distances an attack roll, saving throw, ability check, or skill check.
accurately, making the script virtually useless for scouting You must take the result of the reroll, even if it’s worse
or spying. Furthermore, when the script effect ends, you than the original roll. You do not have to make another
are shunted 1d10 × 100 feet in a random horizontal roll if satisfied with your original roll. You may use this
direction from your desired endpoint. If this would ability once per four caster levels (max 4), but no more
place you within a solid object, you are shunted 1d10 × than once per round. Once all uses have been spent, the
1,000 feet in the same direction. If this would still place script discharges.
you within a solid object, you (and any creatures with Overload: For every runic charge overloaded into
you) are shunted to the nearest empty space available, this script, the duration increases by 5 minutes. For every
but the strain of this activity renders each creature two charges used, you gain an additional reroll that you
fatigued (no save). can use during the script’s duration.
Traverse moves you outside the normal bounds of a
given plane, but is not strong enough to travel to another UNHINDERED
plane entirely. You can only move to the edge of reality Design alteration (enhancement); Level 5
within that plane or back onto the plane you left from. Casting Time 1 standard action
Any creatures you touch upon casting this script also Range touch
join you on the edges of reality. They may opt to follow Target you or creature touched
you. If they do not, there’s a 50% chance they end up Duration 10 min./level
where they desire to go and a 50% chance for them to Saving Throw Will negates (harmless); Spell
end up in a random location within 50 miles of their Resistance yes (harmless)
desired destination. Creatures unwilling to accompany This script enables you or a creature you touch to move
you receive a Will saving throw to negate the effect. and attack unhindered, even under the influence of magic
Overload: For every runic charge overloaded into that usually impedes movement. All combat maneuver
this script, you and all creatures joining you move 10 checks made to grapple the target automatically fail. The
miles per hour faster, and the random direction you are subject automatically succeeds on any combat maneuver
shunted in when returning to the plane is reduced by 100 checks and Escape Artist checks made to escape a
feet (minimum 0 feet). grapple or a pin.
The script also allows the subject to move and attack
TREMOR normally while underwater, even with slashing weapons
Design invocation (primordial) [earth]; Level 3 such as axes and swords or with bludgeoning weapons
Casting Time 1 standard action such as flails, hammers, and maces, provided that the
Range 40 ft. weapon is wielded in the hand rather than hurled.
Area 40 ft. cone Overload: For every runic charge overloaded into
Duration instantaneous this script, increase the duration by 10 minutes. If you
Saving Throw Reflex negates; Spell Resistance no overload at least two charges, the target also ignores
With a stomp, you cause the ground before you to quake difficult terrain for the duration. If you overload at least
and rumble. Each creature in the area is staggered for 1 one invocation charge, the target can breathe underwater
round and knocked prone (Reflex negates). for the duration.
If you are on natural terrain or stone, the earth cracks
and splits, turning the entire area into difficult terrain. UNRAVEL
Overload: For every runic charge overloaded into Design destruction (unraveling); Level 9
this script, the range and area increases by 10 feet. For Casting Time 1 standard action
every two charges used, the DC increases by +1. Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
TWISTING FUTURES Duration 1 round/level, see text
Design revelation (insight); Level 5 Saving Throw Will negates (object), see text; Spell
Casting Time 1 standard action Resistance no
Range personal A complex sigil surrounds the target briefly before
Target you shattering, destroying magical effects along with it.

444
Chapter IX Scripts
to whichever level of spell slots it has prepared). Runic
scribes lose castings of scripts in this same manner.
If the target is a spontaneous spellcaster, it loses one
of its available 8th-level spell slots; if the target has no
available 8th-level spell slots, it must lose a 7th-level spell
slot (progressing down to whichever level of spell slots
it has remaining).
If the target has more than one spellcasting class,
choose one at random to be affected. This script has no
effect on spell-like abilities.
Any spell or spell slot lost because of this effect is
treated as if the caster had failed a concentration check
while trying to cast it—the script casting, spell, or spell
slot is wasted and has no effect, but is recovered normally
the next time the character prepares spells, regains spell
slots, or recovers their runic script castings.
Overload: For every runic charge overloaded into
this script, it lasts for an additional round. For every two
charges overloaded into this script, increase the DC of
the spell slot loss (but not the unraveling of magic items)
by +1. If you overload four charges into this script,
items that fail their saving throw are destroyed instead
of being suppressed.

UNSTOPPABLE
Design alteration (enhancement); Level 9
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
Targets up to one creature/level, no two of which can
be more than 30 ft. apart
Duration 10 min./level
Saving Throw none; Spell Resistance no
You alter each creature’s body to make it stronger, faster,
and more resilient. Each creature gains a +2 competence
bonus on attack and damage rolls and gains 2d8+4
temporary hit points. At the end of the script’s duration,
the subjects become fatigued.
All magical effects upon the target and magic items Overload: For every runic charge overloaded into
carried by the target are unraveled. Scripts, spells, and this script, you create an additional beneficial alteration.
spell-like effects are destroyed completely (ending the Multiple charges of the same type stack; for a charge
effect as negation does), and each permanent magic item type with multiple effects, you select one for every
in the target’s possession must make a successful Will charge of that type used:
save or be turned into a normal item for the duration • Alteration: Creatures become immune to your choice
of this script. An item in a creature’s possession uses its of either blindness, deafness, sickness, or nausea.
own Will save bonus or its possessor’s Will save bonus, • Creation: Creatures gain a +2 bonus on saving throws
whichever is higher. You cannot unravel an artifact. against death effects and energy drain.
Additionally, if you target a creature that is a • Destruction: The bonus granted to attack rolls and
spellcaster, it must make a Will save at the end of each damage rolls increases by +1 (max +4 total bonus).
turn. Failure causes its magical abilities to be stripped • Invocation: Creatures become immune to your choice
away, causing it to lose a spell (or runic script casting). of either poison or disease.
If the target prepares spells, it must choose one of • Manipulation: Creatures have all forms of movement
its prepared 8th-level spells, which is immediately lost; increased by 20 feet (max +40 feet).
if the target has no 8th-level spells prepared, it must • Revelation: Creatures become immune to your choice
lose a 7th-level spell it has prepared (progressing down of either fear or charm effects.

445
Scripts Chapter IX
UNVEIL A translucent sword of force appears nearby, attacking
Design revelation (detection); Level 2 foes as you direct it. It deals 1d8 force damage per hit,
Casting Time 1 standard action + 1 point per three caster levels (maximum +5 at 15th
Range 30 ft. level) and has the same critical threat and multiplier
Area cone-shaped emanation as a longsword. It strikes the opponent you designate,
Duration 1 min./level starting with one attack in the round the script is cast
Saving Throw none; Spell Resistance no and continuing each round thereafter on your turn. It
This script allows you to notice things that would strikes once per round, using your caster level + your
otherwise go unnoticed. Whenever your emanation Intelligence, Wisdom, or Charisma modifier (whichever
passes over a secret door, compartment, cache (or is highest) to determine its attack bonus.
similar hidden area), trap, or hidden creature (including It does not threaten any space, but it can help your
invisible creatures) you gain an automatic Perception allies flank, and will always maneuver to flank with your
check to notice it. The GM makes this roll for you in allies, if possible. The war razor is considered to have
secret. Success reveals the exact position at that moment the OutflankAPG and Precise StrikeAPG teamwork feats,
in time, but should an invisible creature move, you do and automatically grants those feats to any creature that
not know where it moves to (only whether it is still flanks with it.
within the emanation’s area or not). It strikes as a spell, not as a weapon, so for example,
Overload: For every charge overloaded into this it can damage creatures that have damage reduction. As
script, you gain a stacking +5 enhancement bonus to a force effect, it can strike incorporeal creatures without
Perception checks. If you overload at least two charges, the reduction in damage associated with incorporeality.
increase the range of the script to 40 feet. If you overload Your feats or combat actions do not affect the razor. If
four charges, the range of the script increases to 60 feet. it goes beyond the script range, if it goes out of your
sight, or if you are not directing it, the razor returns to
VIGOR you and hovers.
Design alteration (enhancement); Level 0 Each round after the first, you can use a move action
Casting Time 1 standard action to redirect the razor to a new target. If you do not, it
Range touch continues to attack the previous round’s target.
Target creature touched The war razor cannot be attacked or harmed by
Duration 1 minute or until discharged physical attacks, but negation (or dispel magic), disintegrate,
Saving Throw Will negates (harmless); Spell a sphere of annihilation, or a rod of cancellation affects it.
Resistance yes (harmless) A war razor’s AC against touch attacks is 12 (10 + size
You impart a small amount of vim into the target. It bonus for Tiny object) + your Intelligence, Wisdom, or
gains a +1 competence bonus on a single attack roll, Charisma modifier, whichever is highest.
saving throw, or skill check. It must choose to use the If an attacked creature has Spell Resistance, you make
bonus before making the roll to which it applies. Once a caster level check (1d20 + caster level) against that
the bonus granted by vim is used the by creature, the Spell Resistance the first time the war razor strikes it. If
script is discharged. the razor is successfully resisted, the script is dispelled.
Overload: For every runic charge overloaded into If not, the weapon has its normal full effect on that
this script, the duration increases by 1 minute. If you creature for the duration of the script.
overload at least two charges, the range increases to Overload: For every runic charge overloaded into
close (25 ft. + 5 ft./2 levels), and the target becomes this script, the razor lasts an additional round and deals
“one creature”. If you overload at least three charges, +1 damage on a hit. If you overload at least three
the bonus increases to +2. If you overload at least four charges, the precision damage dealt by the razor’s Precise
charges, the creature can use the bonus on two separate StrikeAPG feat (including the precision damage dealt by
rolls, instead of only one. The script is only discharged allies granted that feat) increases to 2d6.
once both bonuses are used.
WARD OF CONVICTION
WAR RAZOR Design manipulation (conviction) [see text]; Level 2
Design creation (generation) [force]; Level 4 Casting Time 1 standard action
Casting Time 1 standard action Range touch
Range medium (100 ft. + 10 ft./level) Target creature touched
Effect weapon of force Duration 1 min./level (D)
Duration 1 round/level (D) Saving Throw Will negates (harmless); Spell
Saving Throw none; Spell Resistance yes Resistance no, see text

446
Chapter IX Scripts
A ward of conviction uses cosmic forces to protect a Duration 1 min./level and 1d6 rounds, see text
creature from a specific alignment, forming a magical Saving Throw Will partial; Spell Resistance yes
barrier around the target to a distance of 1 foot that A shimmering, purple energy crackles and fills the area,
moves with it. Choose either chaos, evil, good, or law. weakening the mental resistance of those caught in
The barrier protects against the chosen alignment, it. Choose either Intelligence, Wisdom, or Charisma.
gaining three major effects. Creatures in the area of weaken willpower take a -8 penalty
First, the subject gains a +2 deflection bonus to AC to the chosen ability score. Affected creatures take the
and a +2 resistance bonus on saves. Both these bonuses penalty as long as they remain in the energy and for 1d6
apply against attacks made or effects created by creatures rounds thereafter. A successful save reduces the penalty
of the specified alignment. to -4 and the duration to 1 round. A creature that saves
Second, the subject immediately receives another does not need to make further saves, even if it remains
saving throw (if one was allowed to begin with) against in the area of weaken willpower.
any magic or effects that possess or exercise mental The emanation is stationary and lasts for 1 minute per
control over the creature (including enchantment level. While the energy gives the area a purplish hue, it
[charm] effects, enchantment [compulsion] effects, or does not significantly hamper vision.
revelation [thought] scripts). This saving throw is made Overload: For every runic charge overloaded into
with a +2 morale bonus, using the same DC as the this script, the duration of the emanation increases by
original effect. If successful, such effects are suppressed 5 minutes. In addition, for every two charges used, you
for the duration of this script. The effects resume when can apply the penalty to an additional ability score. A
the duration of this script expires. While under the creature only saves once against all penalties.
effects of this script, the target is immune to any new
attempts to possess or exercise mental control over the WEAKNESS
target. This script does not expel a controlling life force Design destruction (affliction); Level 0
(such as a ghost or spellcaster using magic jar), but it does Casting Time 1 standard action
prevent them from controlling the target. This second Range close (25 ft. + 5 ft./2 levels)
effect only functions against scripts, spells, and effects Effect ray
created by creatures or objects of the chosen alignment, Duration 1 round + 1 round/2 levels
subject to GM discretion. Saving Throw Fortitude negates; Spell Resistance yes
Third, the script prevents bodily contact by summoned You create a ray of sapping energy from your pointing
creatures of the specified alignment. This causes the finger. You must succeed on a ranged touch attack with
natural weapon attacks of such creatures to fail and the the ray to hit. The subject is immediately fatigued for the
creatures to recoil if such attacks require touching the script’s duration. This script has no effect on a creature
warded creature. Summoned creatures that are not of that is already fatigued. Unlike with normal fatigue, the
the chosen alignment are immune to this effect. The effect ends as soon as the script’s duration expires.
protection against contact by summoned creatures Overload: For every runic charge overloaded into
ends if the warded creature makes an attack against or this script, the DC increases by +1. If you overload
tries to force the barrier against the blocked creature. at least three runic charges into the script, the target is
Spell Resistance can allow a creature to overcome this exhausted for 1 round on a failed save (in addition to the
protection and touch the warded creature. normal fatiguing effect).
When used to protect a creature against a certain
alignment, ward of conviction is a script of the opposite WINTER’S BITE
type (for example, if you choose to shield against evil Design invocation (primordial) [cold]; Level 1
creatures and effects, it gains the good descriptor). Casting Time 1 standard action
Overload: For every runic charge overloaded into Range 15 ft.
this script, the duration increases by 1 minute, and you Area cone-shaped burst
may target an additional creature. All creatures must be Duration instantaneous
protected from the same alignment. Saving Throw Reflex half; Spell Resistance yes
A spray of chilling snow and ice sprays from your
WEAKEN WILLPOWER outstretched hand. Any creature in the area takes 1d4
Design revelation (thought) [mind-affecting]; Level 6 points of cold damage per caster level (maximum 5d4).
Casting Time 1 standard action A Reflex save halves the damage.
Range medium (100 ft. + 10 ft./level) Overload: For every runic charge overloaded into
Effect 20-ft.-radius emanation, centered on a point in this script, the damage increases by 1d4 and the range
space increases by 5 feet, to a maximum of 30 feet.

447
Scripts Chapter IX
WITHER an ability score, as shown below:
Design destruction (affliction); Level 5 • Alteration: Strength
Casting Time 1 standard action • Creation: Wisdom
Range medium (100 ft. + 10 ft./level) • Destruction: Constitution
Effect haze spreads in 20-ft.-radius, 20 ft. high • Invocation: Charisma
Duration 10 min./level (D) • Manipulation: Dexterity
Saving Throw none or Fortitude half, see text; Spell • Revelation: Intelligence
Resistance yes Creatures in the area take ability damage to the shown
This script creates an immobile, hazy field of sickening ability score at the start of their turn or upon entering
energy. Creatures in the area take 1d6 negative energy the area. The amount of ability damage taken is based
damage at the start of their turns (or when they enter on the number of charges used of that design: one
the area) and are sickened (no save). The sicken effect charge is 1d2 points, two charges is 1d3, three charges
ends 1d4 rounds after they leave the area of wither. is 1d4, and four charges is 1d6. For example, if you use
The haze created by wither does not hinder sight in any two destruction charges and two alteration charges, each
way. Undead and constructs are not affected by wither, creature takes 1d3 Strength damage and 1d3 Constitution
and the negative energy does not heal undead. damage. A Fortitude save halves all ability score damage
Overload: For every runic charge overloaded into this taken in a given round (minimum 0). Unlike most effects
script, the field becomes more deadly, directly assaulting that deal ability damage, wither cannot reduce a creature’s
a creature’s abilities. Each runic design corresponds to ability score below 1.

448
Chapter IX Scripts
WRACK with the tornado must succeed on a Reflex save or take
Design alteration (debilitation) [pain]; Level 2 3d8 points of damage. A Medium or smaller creature
Casting Time 1 standard action that fails its first save must succeed on a second one or
Range close (25 ft. + 5 ft./2 levels) be picked up bodily by the tornado and held suspended
Target one creature in its powerful winds, taking 1d8 points of damage each
Duration instantaneous, then 1 round/level round on your turn with no save allowed. You may direct
Saving Throw Fortitude partial; Spell Resistance yes the tornado to eject any carried creatures whenever you
You twist and alter the target’s physique to wrack the wish, dropping the creature at the tornado’s location.
creature with pain, causing it to take 1d6 nonlethal In addition to these effects, the tornado is imbued
damage per two caster levels (max 5d6). This damage with one element, chosen from the list below:
only occurs once, when the script is cast. For the • Air: The tornado appears dark like a thundercloud.
remainder of the duration, the target takes a -2 penalty Each round on your turn, up to three lightning bolts
to attack rolls, ability checks, and skill checks. strike at creatures within 20 feet of the tornado, dealing
A successful Fortitude save reduces the duration to 5d8 electricity damage and deafening the creature for
only 1 round and halves the nonlethal damage. 2d4 rounds. A Reflex save halves the damage and
Overload: For every charge overloaded into this negates the deafening effect. Each lightning bolt
script, the nonlethal damage increases by 1d6. For every must strike a different target. Creatures caught in the
two charges used, the penalty increases by -1 (max -4). tornado take an additional 2d8 electricity damage.
If you overload at least three charges, the duration • Earth: The tornado whips up dust and stone. Creatures
increases to 2 rounds on a successful save, instead of within 20 feet of the tornado take 2d8 damage from
only 1 round. the debris and must make a Fortitude save or be
blinded for 1 round. The ground in the tornado’s
WRATH OF THE ANCIENTS space and all ground within 20 feet are covered in
Design invocation (primordial) [see text]; Level 9 dense rubble, creating difficult terrain (this terrain
Casting Time 1 standard action remains even after the tornado moves). Creatures
Range long (400 ft. + 40 ft./level) that directly contact the tornado and fail their saves
Effect tornado 10 ft. wide at base, 30 ft. wide at top, are blinded for 1d4 rounds. Creatures caught in the
and 30 ft. tall tornado take an additional 3d8 damage.
Duration 1 round/level (D) • Fire: The tornado ignites with roaring flame. Creatures
Saving Throw see text; Spell Resistance yes within 20 feet of the tornado take 3d8 fire damage
You invoke the wrath of nature to bring down a each round (no save). Creatures that directly contact
catastrophe in the form of a destructive tornado, the tornado and fail their saving throws are set on fire.
imbued with elemental forces. Creatures caught in the tornado take an additional 2d8
This script creates a powerful tornado of raging wind fire damage. The tornado sets fire to combustibles
that moves through the air, along the ground, or over and damages objects nearby. It can melt metals with
water at a speed of 60 feet per round. You can concentrate low melting points, such as lead, gold, copper, silver,
on controlling the tornado’s every movement or specify and bronze.
a simple program. Directing the tornado’s movement or • Water: The tornado forms as a waterspout. Torrential
changing its programmed movement is a standard action water swirls within 20 feet, extinguishing unprotected
for you. The tornado always moves during your turn. flames and having a 50% chance to extinguish
If the tornado exceeds the script’s range, it moves in a protected ones, while also reducing visibility within to
random, uncontrolled fashion for 1d3 rounds and then 5 feet and cutting movement in half. A creature caught
dissipates (you can’t regain control of the tornado, even in the tornado must hold its breath as if underwater.
if it comes back within range.). This script can only be cast underwater by using the
All hearing-based Perception checks within 20 feet water option, as described above. When you cast wrath of
of the tornado fail automatically. Ranged attacks are the ancients to use one of the four above elements, it is a
impossible that pass within 20 feet of the tornado. script of that type.
Large or smaller creatures who start their turn within Overload: For every runic charge overloaded into this
20 feet of the tornado must succeed on a Fortitude script, the tornado becomes 10 feet wider at the base,
save or be dragged 1d4×5 feet toward the center of 10 feet wider at the top, and 30 feet taller. In addition,
the tornado. A Huge or bigger creature must make a for every two charges used, the size of creatures that
Fortitude save before moving or be unable to move can be affected (for taking damage, being pulled towards
further away from the tornado. the center of the tornado, and being picked up by the
Any Large or smaller creature that comes in contact tornado) increases by 1 size category.

449
Scripts Chapter IX
CHAPTER X
RUNIC MAGIC ITEMS
Rune magic, by its very nature, is closely related to
artifice, as its symbols must be etched upon a surface Armor Special Abilities
to create power. Some of these runic effects can be The following are new armor or shield special abilities.
permanently imbued into items to grant access to magic Armor or a shield with a special ability must have at
powers not normally available to a person, while other least a +1 enhancement bonus before other abilities are
items may enhance a user’s skill with runes. added. For more information, see the Armor section
The items or special properties in this section are in Chapter 15 of the Pathfinder Roleplaying Game Core
intended for use by rune magic users, and as such have Rulebook.
construction requirements and auras appropriate for
rune magic. Prerequisites and requirements from the rune PRICE
magic system (namely, runic scripts) are marked with a Glyphic +5 bonus
dagger (†). An arcane, divine, or psychic spellcaster with SLOT none CL 15th WEIGHT -
the appropriate item creation feats can still make these
Aura strong creation
items, using the normal rule of increasing the Spellcraft
DC by +5 for every requirement not met for the item’s The glyphic property resonates with the wearer’s runic
creation. The same applies for a scribe wanting to make charges, granting them additional defenses. If the wearer
magic items that require arcane, divine, or psychic spells. of glyphic armor or bearing a glyphic shield has a runic
The magic items and special equipment properties in charge of a particular design, he gains the matching
this section of the book are divided into the categories benefit for that design:
outlined in Pathfinder Roleplaying Game Ultimate Equipment, • Alteration: The wearer gains DR 3/magic.
allowing you to use them easily with random treasure • Creation: Increase the armor’s enhancement bonus to
generators. If you are running a game that has an NPC AC by +1.
with levels in one of the classes found in Chapter I, or • Destruction: Gain a +2 insight bonus on saving throws
have a player character that has levels in one of these against death effects and energy drain.
classes, consider using items from this book rather than • Invocation: Resistance 5 to cold, electricity, and fire.
determining random loot from a generator, or adding • Manipulation: Gain a +2 insight bonus on saving
these items to the generator. throws against effects with the chaos, evil, good, or
Random Runic Design: Many magic items or law descriptors.
properties in this chapter are constructed to use a • Revelation: Gain a +1 insight bonus against charm,
specific design of runes. If you need to randomly compulsion, and language-dependent effects.
choose a design type for an item, you can roll on the The effects of a given design type stack up to two
following table: times (for example, having two alteration charges grants
the wearer DR 6/magic). Runic charges granted by the
runic property (either on his armor or weapons) do not
Table: Random Runic Design function with the glyphic armor property. Wearing glyphic
d% Charge Type armor while using a glyphic shield provides no additional
01–16 Alteration benefit (only one of the two glyphic properties apply).
17–33 Creation When the wearer spends his runic charges (such as
34–50 Destruction when overloading a script), he loses the benefits of the
51–67 Invocation glyphic property for those charges immediately.
CONSTRUCTION REQUIREMENTS
68–84 Manipulation
Cost +5 bonus
85–100 Revelation
Craft Magic Arms and Armor, bastion†

450
Chapter X Runic Magic Items
Table: Armor Special Abilities Runic, Greater
PRICE
+3 bonus
+1 Armor Special Ability Base Price1
SLOT none CL 9th WEIGHT -
Runic 2
+1 bonus
Aura moderate (varies)

+2 Armor Special Ability Base Price1 A greater runic armor or shield functions as a runic suit or
Templated +2 bonus armor or shield, but its reservoir holds 3 runic charges
instead of 1. All charges in the armor or shield are of the
+3 Armor Special Ability Base Price1 same type. A suit of armor or shield cannot have both
Greater runic 2
+3 bonus
this special ability and the runic special ability.
A greater runic suit of armor or shield must be attuned
to in the same way as a piece of runic gear. A character
+5 Armor Special Ability Base Price1 can only be attuned to one runic or greater runic piece of
Glyphic 2
+5 bonus equipment at a time, be it armor, a shield, or a weapon.
1
Add to the enhancement bonus of the armor to CONSTRUCTION REQUIREMENTS
determine the total price Cost +3 bonus
2
This special ability can also be applied to shields. Craft Magic Arms and Armor, crafter must be a scribe
that can provide a runic charge of the specified type

PRICE PRICE
Runic +1 bonus Templated +2 bonus
SLOT none CL 5th WEIGHT - SLOT none CL 10th WEIGHT -
Aura faint (varies) Aura moderate alteration

A runic suit of armor or a shield has its own magical A templated suit of armor has numerous partially-
store of runic charges. The charge takes the form of an complete runic patterns on its surface. If the wearer
intricate patterning on the armor or shield’s surface. It has runic charges, he can use a swift action to spend
holds a single runic charge of a specific design, which 1 or more charges. Doing so grants the armor an extra
refreshes at the start of each day and can be used with property, depending on the charge design used:
any abilities that use runic charges or to overload a • Alteration: The armor gains the impervious property.
script. The runic charge within the armor or shield does • Creation: The armor gains the stanching property.
not count against its user’s normal maximum of runic • Destruction: The armor gains the deathless property.
charges he can maintain at once based on his scribe level. • Invocation: The armor gains the benevolent property.
The scribe still cannot overload more charges into a • Manipulation: The armor gains the burdenless property.
given script than his normal maximum. If he has more • Revelation: The armor gains the glamered property.
runic charges available than his normal maximum, The duration of the granted property lasts for 1
he chooses which of the ones available to him are minute per charge spent. If the granted property requires
overloaded into the script. He does not have to use a command word to activate, it is activated automatically
the charge in the weapon if does not wish to, but must upon granting the property to the item.
otherwise overload as many charges he can as normal. While the wearer can spend multiple charges to extend
A character must attune themselves to a runic piece of the duration, he cannot spend charges of different types
equipment by keeping it in their possession for 24 hours. with the same action. Spending charges with the templated
He can only use the charges within runic equipment he property again ends any currently-ongoing property
has attuned to. A creature can only be attuned to a single granted from a prior use of the templated property.
runic item at a time, be it a suit of armor, a shield, or a CONSTRUCTION REQUIREMENTS
weapon. Cost +2 bonus
To randomly determine what runic charge design is in Craft Magic Arms and Armor, bulwark†
the armor, roll on Table: Random Runic Design. The
property’s magic aura matches the design of the charge
stored by the runic property. Specific Armors and Shields
CONSTRUCTION REQUIREMENTS The following section includes armors and shields with
Cost +1 bonus unusual powers or magical abilities. These pieces of
Craft Magic Arms and Armor, crafter must be a scribe equipment can have abilities that need to be activated to
that can provide a runic charge of the specified type function or powers that work passively and constantly.

451
Runic Magic Items Chapter X
Table: Specific Armors And Shields on saving throws against scripts of the matching runic
Greater Medium Armor Price design for the templated property.
Vengeful Sign 12,159 gp
CONSTRUCTION REQUIREMENTS
Cost 23,850 gp
Craft Magic Arms and Armor, bulwark†, sixfold veil†
Greater Major Armor Price
Sixfold Guard 47,350 gp
PRICE
Lexicological Lamellar 56,165 gp Vengeful Sign 12,159 gp
SLOT armor CL 7th WEIGHT 6 lbs.
Aura moderate alteration

PRICE A vengeful sign is a +1 runic light steel shield (variants exist for
Lexicological Lamellar 56,165 gp all six runic designs). When the bearer of the vengeful sign
SLOT armor CL 15th WEIGHT 8 lbs. is struck by a melee weapon attack or natural attack, he
Aura strong creation and revelation
can use an immediate action and spend 1 runic charge to
place a rune of vengeance upon the attacker.
The lexicological lamellar bears complex writings across The rune of vengeance remains on the attacking
its numerous plates, and grants its wearer a deeper creature for 3 rounds. During this time, the creature
understanding of rune magic. The wearer of this +1 takes a -2 penalty to attack rolls against the bearer of
glyphic lamellar leather cuirass can speak a command word to the vengeful sign, and it takes a -2 penalty to its AC and
cast either the decipher* or seek magic* scripts at-will, both saving throws, but only against runic scripts that match
of which function as if overloaded with two revelation the design of the runic charge used to place the rune of
runic charges. When the wearer spends his runic charges, vengeance upon it.
the defenses granted by the glyphic property for those The bearer of the vengeful sign can place runes on more
charges persist until the end of his next turn, instead of than one creature with the shield, but never more than
being removed immediately. one symbol upon the same creature at once.
CONSTRUCTION REQUIREMENTS CONSTRUCTION REQUIREMENTS
Cost 28,165 gp Cost 6,159 gp
Craft Magic Arms and Armor, alter form†, decipher†, seek Craft Magic Arms and Armor, augment†, cripple†, crafter
magic† must be a scribe that can provide a runic charge of the
specified type within the runic property
PRICE
Sixfold Guard 47,350 gp
SLOT armor CL 17th WEIGHT 30 lbs. Weapon Special Abilities
The following are new weapon special abilities.
Aura strong creation
Weapons with a special ability must have at least a +1
This intricately-crafted +3 templated breastplate has enhancement bonus before other abilities are added. For
numerous patterns across its surface that subtly shift as more information, see the Weapons section in Chapter
the user casts runic magic. A single runic design (such 15 of the Pathfinder Roleplaying Game Core Rulebook.
as alteration or invocation) dominates the others at any
given time. As a swift action, the wearer of the sixfold PRICE
guard can change the dominant pattern. This pattern Erasing +1 bonus
remains dominant until the wearer changes it again. SLOT none CL 4th WEIGHT -
When passing through a sixfold veil*, he ignores the effect Aura weak destruction
that matches the dominant pattern (but not any other
patterns in the wall). A weapon with the erasing property can dispel a scribe’s
In addition to this benefit, the dominate runic pattern runic charges. When it strikes a creature that has one
enhances the effect of the armor’s templated property. or more runic charges, it must make a DC 15 Will save
If the wearer uses the templated property to spend runic or lose one runic charge. If it has more than one, the
charges that match the current dominate pattern, the attacker can choose which runic charge to erase, chosen
duration of the effect increases to 10 minutes per charge when the creature fails its save.
spent. While any templated effect is active (whether it’s CONSTRUCTION REQUIREMENTS
the dominate pattern or not), the armor’s enhancement Cost +3 bonus
bonus increases by +2 and the wearer gains a +2 bonus Craft Magic Arms and Armor, disrupt†

452
Chapter X Runic Magic Items
Vengeful Sign Sixfold Guard

Lexicological Lamellar

Invoking Cudgel

Vandal Blade

Artificer’s Baton

Devourer

PRICE has attuned to. A creature can only be attuned to a single


Runic +1 bonus
runic item at a time, be it a suit of armor, a shield, or a
SLOT none CL 5th WEIGHT - weapon.
Aura faint (varies) This ability cannot be placed on ammunition. To
randomly determine what runic charge design is in the
A runic weapon has its own magical store of runic charges. weapon, roll on Table: Random Runic Design. The
The charge takes the form of an intricate patterning on property’s magic aura matches the design of the charge
the weapon. The weapon holds a single runic charge of stored by the runic property.
a specific design, which refreshes at the start of each CONSTRUCTION REQUIREMENTS
day and can be used with any abilities that use runic Cost +1 bonus
charges or to overload a script. The runic charge within Craft Magic Arms and Armor, crafter must be a scribe
the weapon does not count against its wielder’s normal that can provide a runic charge of the specified type
maximum of runic charges he can maintain at once
based on his scribe level. PRICE
The scribe still cannot overload more charges into a Runic, Greater +3 bonus
given script than his normal maximum. If he has more SLOT none CL 9th WEIGHT -
runic charges available than his normal maximum, Aura moderate (varies)
he chooses which of the ones available to him are
overloaded into the script. He does not have to use A greater runic weapon functions as a runic weapon, but its
the charge in the weapon if does not wish to, but must reservoir holds 3 runic charges instead of 1 (bypassing
otherwise overload as many charges he can as normal. the rule that only one runic charge can be on an object).
A character must attune themselves to a runic piece of All charges in the weapon are of the same type. A weapon
equipment by keeping it in their possession for 24 hours. cannot have both this special ability and the runic special
He can only use the charges within runic equipment he ability. This ability cannot be placed on ammunition.

453
Runic Magic Items Chapter X
Table: Weapon Special Abilities following ways, depending on the charge design used:
+1 Armor Special Ability Base Price1 • Alteration: The weapon gains the impervious property.
Erasing +1 bonus
• Creation: The weapon gains the merciful property.
• Destruction: The weapon gains the thundering property.
Runic +1 bonus
• Invocation: The weapon gains the limning property.
• Manipulation: The weapon gains the planar property.
+2 Armor Special Ability Base Price1 • Revelation: The weapon gains the glamered property.
Templated +2 bonus The duration of the granted property lasts for 1
minute per charge spent. If the granted property requires
+3 Armor Special Ability Base Price1 a command word to activate, it is activated automatically
upon granting the property to the item.
Greater runic +3 bonus
While the wearer can spend multiple charges to extend
Scarring +3 bonus
the duration of a granted property, he cannot spend
1
Add to the enhancement bonus of the weapon to charges of different types with the same swift action.
determine the total price
Spending charges with the templated property again ends
any currently-ongoing property granted from a prior use
of the templated property.
CONSTRUCTION REQUIREMENTS CONSTRUCTION REQUIREMENTS
Cost +3 bonus Cost +2 bonus
Craft Magic Arms and Armor, crafter must be a scribe Craft Magic Arms and Armor, sharpness†
that can provide a runic charge of the specified type

PRICE Specific Weapons


Scarring +3 bonus The following section includes weapons with unusual
SLOT none CL 10th WEIGHT - powers or magical abilities. These pieces of equipment
can have abilities that need to be activated to function or
Aura moderate destruction
powers that work passively and constantly.
The edge, striking head, or tip of a scarring weapon
shimmers with patterns that wither away those struck. PRICE
When the wielder of the weapon scores a critical hit, Artificer’s Baton 31,312 gp
if the wielder has one or more runic charges, he can SLOT none CL 10th WEIGHT 8 lbs.
use a free action to spend 1 of his charges. Doing so Aura moderate alteration and creation
causes the creature struck to take ability damage equal
to the weapon’s critical hit multiplier. The type of ability The artificer’s baton is a sturdy +1 templated heavy mace.
damage depends on the design of the charge used, The wielder treats her caster level as +2 higher when
as follows: alteration (Strength), creation (Wisdom), casting alteration (enhancement) scripts and creation
destruction (Constitution), invocation (Charisma), (generation) scripts, but only if those scripts specifically
manipulation (Dexterity), and revelation (Intelligence). target or create one or more weapons and/or armor,
The wielder can only activate a particular scarring such as bulwark*, rebuild*, or arsenal*.
weapon once per round, even if he scores multiple When using the templated ability, the wielder can grant
critical hits in the same turn. the property to the weapon of a willing ally within 30
CONSTRUCTION REQUIREMENTS feet of herself, rather than granting it to the baton.
Cost +3 bonus CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, wither† Cost 15,812 gp
Craft Magic Arms and Armor, armament†, sharpness†
PRICE
Templated +2 bonus PRICE
Devourer 80,313 gp
SLOT none CL 10th WEIGHT -
Aura moderate alteration SLOT none CL 14th WEIGHT 14 lbs.
Aura strong destruction
A templated weapon has numerous partially-complete
runic patterns on its surface. If the wielder has runic This grisly +1 scarring vampiric bardiche can consume the
charges, he can use a swift action to spend 1 or more vitality of those struck. Three times per day when using
charges. Doing so enhances the weapon in one of the the scarring property to inflict ability damage as part of

454
Chapter X Runic Magic Items
Table: Specific Weapons Table: Rings
Lesser Major Weapons Price Lesser Medium Rings Price
Vandal Blade 27,315 gp Scribe’s Signet 8,000 gp
Artificer’s Baton 31,312 gp
Greater Major Rings Price
Greater Major Weapons Price Ring of Runic Mastery 50,000 gp
Invoking Cudgel 39,600 gp
Greater Invoking Cudgel 76,600 gp
Devourer 80,313 gp
runic property with the greater invocation runic property and
increases the granted energy resistance to 10.
CONSTRUCTION REQUIREMENTS
Cost varies; 19,800 gp (normal), 38,300 gp (greater)
a critical hit, the wielder of the devourer can also absorb Craft Magic Arms and Armor, augment†, invoke elements†,
power from the victim. The wielder gains 2d10 temporary nature’s embrace†, crafter must be a scribe that can provide
hit points and a +4 enhancement bonus to the same an invocation runic charge
ability score he damaged with the scarring property (i.e.
if he spends a destruction charge to inflict Constitution PRICE
damage, he gains a +4 bonus to Constitution). Both the Vandal Blade 27,315 gp
temporary Hit Points and the enhancement bonus last SLOT none CL 5th WEIGHT 3 lbs.
for 1 minute per Hit Dice of the creature struck. Aura faint destruction
CONSTRUCTION REQUIREMENTS
Cost 40,313 gp This +2 erasing gladius allows its wielder to strike out
Craft Magic Arms and Armor, life drain†, wither† writing with a touch. They can use a standard action to
press the pommel of the blade against any writing to
PRICE remove it, as an erase spell.
Invoking Cudgel Varies When the wielder scores a critical hit with the vandal
Invoking Cudgel 39,600 gp blade, the DC of the erasing property increases by 4.
Greater invoking cudgel 76,600 gp If the creature fails its save, the wielder of the blade
gains the runic charge the struck creature just lost. This
SLOT none CL 11th WEIGHT 4 lbs.
cannot give the wielder more charges than he could
Aura moderate invocation
normally have for his level (if he’s already at his limit, he
Designed by practitioners of invocation script to better can replace one of his charges with the new one).
control natural elements, the invoking cudgel is a +1 flaming CONSTRUCTION REQUIREMENTS
invocation runic/+1 flaming quarterstaff. The runic end of the Cost 13,815 gp
quarterstaff holds a bluish orb with intricate patterns Craft Magic Arms and Armor, disrupt†, negation†
on it, within which the staff ’s invocation runic charge
is held. The wielder of the invoking cudgel gains fire
resistance 5 as long as he is holding the weapon. Rings
In addition, the wielder can expend an invocation Rings bestow magical powers upon their wearers. A
runic charge (either the one in the weapon or one he character can gain the benefits of only two magic rings
gains through casting runic scripts) to replace the flaming at a time.
ability on both ends of the invoking cudgel with his choice
of the corrosive, frost or shock weapon property. The PRICE
new property remains until another invocation charge Ring of Runic Mastery 50,000 gp
is used to change it to any of these properties or back SLOT ring CL 14th WEIGHT –
to its original state, even if left unattended. When the Aura strong revelation
property changes, the fire resistance granted by the
cudgel also changes to match the damage type of the new This silver ring bears a single, intricately-cut topaz set
property (for example, while the cudgel has the corrosive within it. Upon close inspection, numerous shifting
property, the wielder gains acid resistance 5 instead of patterns can be seen in the gems center when worn by
fire resistance). a creature that is a runic scribe. A ring of runic mastery
A greater version also exists for those that have grants the scribe 1 additional casting of her runic scripts
mastered its base version, which replaces the invocation per day for each script level from 1st to 4th that she is

455
Runic Magic Items Chapter X
capable of casting. She can choose which of her scripts The wielder can cast up to three scripts per day that
to apply these castings towards. do not consume all runic charges when overloaded, as
CONSTRUCTION REQUIREMENTS though using the Controlled Script* feat.
Cost 25,000 gp CONSTRUCTION REQUIREMENTS
Forge Ring, see the unwritten† Cost varies; 1,500 gp (lesser); 5,500 gp (normal);
12,250 gp (greater)
PRICE Craft Rod, Controlled Script†
Scribe’s Signet 8,000 gp
SLOT ring CL 3rd WEIGHT – PRICE
Metascript Rod, Elemental Varies
Aura faint (varies)
Lesser elemental metascript rod 3,000 gp
The scribe’s signet is a customizable signet ring, though Elemental metascript rod 11,000 gp
the engravings incorporate the motifs of one of the six
Greater elemental metascript rod 24,500 gp
designs of runic script. Whenever the wearer would gain
SLOT none CL 17th WEIGHT 5 lbs.
a runic charge, she can have that charge’s design change
to match the design of the scribe’s signet. Aura strong (no design)
To randomly determine what runic design is keyed to Each elemental metascript rod is built with the power
the ring, roll on Table: Random Runic Design. The to control and transform a specific energy type (acid,
ring’s magic aura matches the design of the signet itself. cold, electricity, or fire). The wielder can cast up to three
CONSTRUCTION REQUIREMENTS scripts per day that deal damage of the rod’s energy
Cost 4,000 gp type instead of the script’s normal damage type, as
Forge Ring, minor alteration† though using the Elemental Script* feat. For example,
an elemental metascript rod (fire) always makes scripts
deal fire damage.
Rods CONSTRUCTION REQUIREMENTS
Rods are scepterlike devices that have unique magical Cost varies; 1,500 gp (lesser); 5,500 gp (normal);
powers and usually do not have charges. Anyone can 12,250 gp (greater)
use a rod. All of the rods featured in this section are Craft Rod, Elemental Script†
metascript rods. These items grant their user access to a
particular metascript feat, usable three times a day. For PRICE
instance, an enlarge metascript rod allows the wielder to Metascript Rod, Empower Varies
enlarge three scripts per day. Lesser empower metascript rod 9,000 gp
As with metamagic rods, metascript rods come in Empower metascript rod 32,500 gp
three varieties: lesser (usable on scripts of 3rd level or
Greater empower metascript rod 73,000 gp
lower), normal (usable on scripts of 6th level or lower)
SLOT none CL 17th WEIGHT 5 lbs.
and greater (usable on scripts of 9th level or lower).
A scribe may only use one metascript rod on any Aura strong (no design)
given script, but it is permissible to combine a rod The wielder can cast up to three scripts per day that are
with metascript feats possessed by the rod’s wielder. empowered as though using the Empower Script* feat.
Metascript rods are considered rods for all purposes, CONSTRUCTION REQUIREMENTS
including adding them to random loot tables. Cost varies; 4,500 gp (lesser); 16,250 gp (normal);
A scribe must take a full-round action to cast a script 36,500 gp (greater)
modified by a metascript rod, just as when he uses the Craft Rod, Empower Script†
feat himself (except for quicken metascript rods, which
reduce the casting time to a swift action as normal). PRICE
Metascript Rod, Energizing Varies
PRICE Lesser energizing metascript rod 9,000 gp
Metascript Rod, Controlled Varies Energizing metascript rod 32,500 gp
Lesser controlled metascript rod 3,000 gp Greater energizing metascript rod 73,000 gp
Controlled metascript rod 11,000 gp SLOT none CL 17th WEIGHT 5 lbs.
Greater controlled metascript rod 24,500 gp Aura strong (no design)
SLOT none CL 17th WEIGHT 5 lbs.
The wielder can cast up to three scripts per day that are
Aura strong (no design) energized as though using the Energizing Script* feat.

456
Chapter X Runic Magic Items
Table: Rods Table: Random Metascript Rods
Lesser Medium Rods Price d% Metascript Rod Type (Low Effect)
Metascript (low effect), lesser 3,000 gp 01-12 Controlled Script
Metascript (moderate effect), lesser 9,000 gp 13-25 Elemental Script
Metascript (low effect), normal 11,000 gp 26-37 Enlarge Script
38-50 Extend Script
Greater Medium Rods Price 51-62 Intensify Script
Metascript (high effect), lesser 14,000 gp 63-75 Piercintg Script
76-87 Selective Script
Lesser Major Rods Price 88-100 Silent Script
Metascript (low effect), greater 24,500 gp
Metascript (moderate effect), normal 32,500 gp d% Metascript Rod Type (Moderate Effect)
Metascript, quicken, lesser 35,000 gp 01-25 Empower Script
26-50 Energizing Script
Greater Major Rods 51-75 Overcharged Script
Metascript (high effect), normal 54,000 gp 76-100 Persistent Script
Metascript (moderate effect), greater 73,000 gp
Metascript, quicken, normal 75,500 gp d% Metascript Rod Type (High Effect)
Metascript (high effect), greater 121,500 gp 01-50 Maximize Script
Metascript, quicken, greater 170,000 gp 51-100 Widen Script

CONSTRUCTION REQUIREMENTS extended as though using the Extend Script* feat.


Cost varies; 4,500 gp (lesser); 16,250 gp (normal); CONSTRUCTION REQUIREMENTS
36,500 gp (greater) Cost varies; 1,500 gp (lesser); 5,500 gp (normal);
Craft Rod, Energizing Script† 12,250 gp (greater)
Craft Rod, Extend Script†
PRICE
Metascript Rod, Enlarge Varies PRICE
Lesser enlarge metascript rod 3,000 gp
Metascript Rod, Intensify Varies
Enlarge metascript rod 11,000 gp Lesser intensify metascript rod 3,000 gp
Greater enlarge metascript rod 24,500 gp Intensify metascript rod 11,000 gp
SLOT none CL 17th WEIGHT 5 lbs. Greater intensify metascript rod 24,500 gp
Aura strong (no design) SLOT none CL 17th WEIGHT 5 lbs.

The wielder can cast up to three scripts per day that are Aura strong (no design)
enlarged as though using the Enlarge Script* feat. The wielder can cast up to three scripts per day that are
CONSTRUCTION REQUIREMENTS intensified as though using the Intensify Script* feat.
Cost varies; 1,500 gp (lesser); 5,500 gp (normal); CONSTRUCTION REQUIREMENTS
12,250 gp (greater) Cost 1,500 gp (lesser); 5,500 gp (normal); 12,250 gp
Craft Rod, Enlarge Script† (greater)
Craft Rod, Intensify Script†
PRICE
Metascript Rod, Extend Varies PRICE
Lesser extend metascript rod 3,000 gp
Metascript Rod, Maximize Varies
Extend metascript rod 11,000 gp Lesser maximize metascript rod 14,000 gp
Greater extend metascript rod 24,500 gp Maximize metascript rod 54,000 gp
SLOT none CL 17th WEIGHT 5 lbs. Greater maximize metascript rod 121,500 gp
Aura strong (no design) SLOT none CL 17th WEIGHT 5 lbs.

The wielder can cast up to three scripts per day that are Aura strong (no design)

457
Runic Magic Items Chapter X
The wielder can cast up to three scripts per day that are PRICE
Metascript Rod, Quicken Varies
maximized as though using the Maximize Script* feat.
CONSTRUCTION REQUIREMENTS Lesser quicken metascript rod 35,000 gp
Cost 7,000 gp (lesser); 27,000 gp (normal); 60,750 gp Quicken metascript rod 75,500 gp
(greater) Greater quicken metascript rod 170,000 gp
Craft Rod, Maximize Script† SLOT none CL 17th WEIGHT 5 lbs.
Aura strong (no design)
PRICE
Metascript Rod, Overcharged Varies The wielder can cast up to three scripts per day that are
Lesser overcharged metascript rod 9,000 gp quickened as though using the Quicken Script* feat.
Overcharged metascript rod 32,500 gp CONSTRUCTION REQUIREMENTS
Cost 17,500 gp (lesser); 37,750 gp (normal); 85,000 gp
Greater overcharged metascript rod 73,000 gp
(greater)
SLOT none CL 17th WEIGHT 5 lbs.
Craft Rod, Quicken Script†
Aura strong (no design)
The wielder can cast up to three scripts per day that are PRICE
overloaded with two free charges (of the same design Metascript Rod, Selective Varies
as the script he casts), as though using the Overcharged Lesser selective metascript rod 3,000 gp
Script* feat. Selective metascript rod 11,000 gp
CONSTRUCTION REQUIREMENTS
Greater selective metascript rod 24,500 gp
Cost varies; 4,500 gp (lesser); 16,250 gp (normal);
SLOT none CL 17th WEIGHT 5 lbs.
36,500 gp (greater)
Craft Rod, Overcharge Script† Aura strong (no design)
The wielder can cast up to three scripts per day as though
PRICE using the Selective Script* feat. For each script, he can
Metascript Rod, Persistent Varies select up to four creatures that are unaffected.
Lesser persistent metascript rod 9,000 gp CONSTRUCTION REQUIREMENTS
Persistent metascript rod 32,500 gp Cost varies; 1,500 gp (lesser); 5,500 gp (normal);
12,250 gp (greater)
Greater persistent metascript rod 73,000 gp
Craft Rod, Selective Script†
SLOT none CL 17th WEIGHT 5 lbs.
Aura strong (no design)
PRICE
The wielder can cast up to three scripts per day that are Metascript Rod, Silent Varies
affected as though using the Persistent Script* feat. Lesser silent metascript rod 3,000 gp
CONSTRUCTION REQUIREMENTS Silent metascript rod 11,000 gp
Cost varies; 4,500 gp (lesser); 16,250 gp (normal);
Greater silent metascript rod 24,500 gp
36,500 gp (greater)
SLOT none CL 17th WEIGHT 5 lbs.
Craft Rod, Persistent Script†
Aura strong (no design)

PRICE The wielder can cast up to three scripts per day without
Metascript Rod, Piercing Varies speaking as though using the Silent Script* feat.
Lesser piercing metascript rod 3,000 gp CONSTRUCTION REQUIREMENTS
Piercing metascript rod 11,000 gp Cost varies; 1,500 gp (lesser); 5,500 gp (normal);
12,250 gp (greater)
Greater piercing metascript rod 24,500 gp
Craft Rod, Silent Script†
SLOT none CL 17th WEIGHT 5 lbs.
Aura strong (no design)
PRICE
The wielder can cast up to three scripts per day that Metascript Rod, Widen Varies
overcome the Spell Resistance of a target as though Lesser widen metascript rod 14,000 gp
using the Piercing Script* feat. Widen metascript rod 54,000 gp
CONSTRUCTION REQUIREMENTS
Greater widen metascript rod 121,500 gp
Cost 1,500 gp (lesser); 5,500 gp (normal); 12,250 gp
SLOT none CL 17th WEIGHT 5 lbs.
(greater)
Craft Rod, Piercing Script† Aura strong (no design)

458
Chapter X Runic Magic Items
The wielder can cast up to three scripts per day that are PRICE
Disruptive Staff 25,600 gp
widened as though using the Widen Script* feat.
CONSTRUCTION REQUIREMENTS SLOT none CL 9th WEIGHT 5 lbs.
Cost 7,000 gp (lesser); 27,000 gp (normal); 60,750 gp Aura moderate destruction
(greater)
Craft Rod, Widen Script† The disruptive staff is a straight, silvered staff that interferes
with magic. Any concentration checks made within 10
feet of the staff (except by its wielder) are made at a -2
Staves penalty. It allows use of the following scripts:
A staff is a long shaft that stores several spells. However, • Disrupt* (1 charge)
staves in this section instead use runic scripts. • Negation* (2 charges)
A staff with runic scripts in it functions identically to CONSTRUCTION REQUIREMENTS
most typical staves. A scribe that casts a script from a Cost 12,800 gp
staff gains a runic charge as if he cast the script himself. Craft Staff, disrupt†, negation†
A scribe can overload a script cast from a staff using his
runic charges.
PRICE
Staves usually hold scripts grouped by a theme, and Empath’s Staff 47,400 gp
sometimes possess other abilities that they grant to the
SLOT none CL 9th WEIGHT 5 lbs.
wielder. A staff has 10 charges when created, but can be
Aura moderate revelation
recharged by a scribe with the appropriate scripts in the
same way that a spellcaster can recharge a typical staff This platinum-plated staff is topped with a marbled,
(by sacrificing a casting of a script whose level is equal jagged crystal whose color shifts with the bearer’s
to the highest-level script cast by the staff). current emotional state. Whenever the wielder of the
empath’s staff would benefit from a morale bonus, that
morale bonus is increased by +1. However, the wielder
PRICE
Arbiter’s Cane 23,700 gp also takes a -4 penalty to saving throws against all spells,
scripts, and effects that have the emotion descriptor. The
SLOT none CL 9th WEIGHT 3 lbs.
wielder must have the staff in-hand for these effects to
Aura moderate manipulation
work. Additionally, it allows use of the following scripts:
The arbiter’s cane is carved from a singular piece of multi- • Empath* (1 charge)
hued crystal, and bears an aura of cosmic authority. It • Soothe* (1 charge)
allows use of the following scripts: • Control emotions* (2 charges)
• Ward of conviction* (1 charge) CONSTRUCTION REQUIREMENTS
• Arbitrate* (2 charges) Cost 23,700 gp
• Judgement* (3 charges) Craft Staff, control emotions†, empath†, soothe†
CONSTRUCTION REQUIREMENTS
Cost 13,650 gp
PRICE
Craft Staff, arbitrate†, judgement†, ward of conviction† Runestaff of Alteration 82,000 gp
SLOT none CL 13th WEIGHT 5 lbs.
PRICE Aura strong alteration
Chirurgeon’s Crook 32,900 gp
This oaken staff has been carved in a spiral, showing
SLOT none CL 8th WEIGHT 5 lbs.
dual symbols of strength and weakness. It allows use of
Aura moderate creation and invocation
the following scripts:
This simple wooden crook grants its wielder a +5 • Augment* (1 charge)
competence bonus to Heal checks. It allows use of the • Bulwark* (1 charge)
following scripts: • Wrack* (1 charge)
• Recover* (1 charge) • Cripple* (2 charges)
• Cleansing* (2 charges) • Unhindered* (2 charges)
• Natural medicine* (2 charges) • Alter form* (3 charges)
• Panacea* (2 charges) CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS Cost 41,000 gp
Cost 16,450 gp Craft Staff, alter form†, augment†, bulwark†, cripple†,
Craft Staff, cleansing†, natural medicine†, panacea†, recover† unhindered†, wrack†

459
Runic Magic Items Chapter X
Staff of Runestaff of Chirurgeon’s Runestaff of Staff of Runestaff of Empath’s Runestaff of Arbiter’s Runestaff of Disruptive Runestaff of
Motion Alteration Crook Manipulation Frailty Revelation Staff Invocation Cane Destruction Staff Creation

PRICE This ebony staff gives off a sinister aura, and is engraved
Runestaff of Creation 82,000 gp
with runes depicting decay and ruin. It allows use of the
SLOT none CL 13th WEIGHT 5 lbs. following scripts:
Aura strong creation • Breaking* (1 charge)
• Decaying ray* (1 charge)
Carved from petrified wood, this staff is intricately • Striking* (1 charge)
detailed with symbols of creation and craft alike. It • Miasma* (2 charges)
allows use of the following scripts: • Pulverize* (2 charges)
• Aegis* (1 charge) • Consume* (3 charges)
• Rebuild* (1 charge) CONSTRUCTION REQUIREMENTS
• Shimmer* (1 charge) Cost 41,000 gp
• Bladeward* (2 charges) Craft Staff, breaking†, consume†, decaying ray†, miasma†,
• Create* (2 charges) pulverize†, striking†
• Anima* (3 charges)
CONSTRUCTION REQUIREMENTS
PRICE
Cost 41,000 gp Runestaff of Invocation 82,000 gp
Craft Staff, aegis†, anima†, bladeward†, create†, rebuild†,
SLOT none CL 13th WEIGHT 5 lbs.
shimmer†
Aura strong invocation

Made from birch or yew, this staff is carved with symbols


PRICE
Runestaff of Destruction 82,000 gp of nature. It allows use of the following scripts:
• Nature’s embrace* (1 charge)
SLOT none CL 13th WEIGHT 5 lbs.
• Tangled roots* (1 charge)
Aura strong destruction
• Tremor* (1 charge)

460
Chapter X Runic Magic Items
• Call of the wild* (2 charges) Table: Staves
• Dawn’s fury* (2 charges) Lesser Medium Staves Price
• Corrosive spores* (3 charges)
Staff of Frailty 11,200 gp
CONSTRUCTION REQUIREMENTS
Staff of Motion 16,400 gp
Cost 41,000 gp
Craft Staff, call of the wild†, corrosive spores†, dawn’s fury†,
nature’s embrace†, tangled roots†, tremor† Greater Medium Staves Price
Disruptive Staff 25,600 gp

PRICE Arbiter’s Cane 27,300 gp


Runestaff of Manipulation 82,000 gp
SLOT none CL 13th WEIGHT 5 lbs. Lesser Major Staves Price
Aura strong manipulation Chirurgeon’s Crook 32,900 gp
This pronged ashen staff bears ornate carvings of Empath’s Staff 47,400 gp
celestial bodies in motion, depicting the movement of
the cosmos. It allows use of the following scripts: Greater Major Staves Price
• Shift* (1 charge) Runestaff of Alteration 82,000 gp
• Speed* (1 charge)
Runestaff of Creation 82,000 gp
• Ward of conviction* (1 charge)
Runestaff of Destruction 82,000 gp
• Alter flow* (2 charges)
• Stop* (2 charges) Runestaff of Invocation 82,000 gp
• Shape gravity* (3 charges) Runestaff of Manipulation 82,000 gp
CONSTRUCTION REQUIREMENTS Runestaff of Revelation 82,000 gp
Cost 41,000 gp
Craft Staff, alter form†, augment†, bulwark†, cripple†, morph†,
unhindered†
CONSTRUCTION REQUIREMENTS
Cost 5,600 gp
PRICE
Runestaff of Revelation 82,000 gp Craft Staff, afflict†, hinder†
SLOT none CL 13th WEIGHT 5 lbs.
Aura strong revelation PRICE
Staff of Motion 16,400 gp
Complete with crystal orb at its top, this delicately-
SLOT none CL 8th WEIGHT 12 lbs.
carved willow staff allows use of the following scripts:
Aura moderate alteration and manipulation
• Hypnotize* (1 charge)
• Paradox* (1 charge) This heavy iron staff subtly trains its wielder to move
• Unveil* (1 charge) with greater agility. Whenever the creature benefits gains
• Falsify senses* (2 charges) an enhancement bonus to their speed, or is granted a new
• Twisting futures* (2 charges) form of movement through a script or spell effect (such
• See the unwritten* (3 charges) as float* or spider climb), he increases the granted speed by
CONSTRUCTION REQUIREMENTS 10 feet. The staff also allows use of the following spells:
Cost 41,000 gp • Speed* (1 charge)
Craft Staff, falsify senses†, hypnotize†, paradox†, see the • Enhance movement* (2 charges)
unwritten†, twisting futures†, unveil† • Float* (3 charges)
CONSTRUCTION REQUIREMENTS
Cost 8,200 gp
PRICE
Staff of Frailty 11,200 gp Craft Staff, enhance movement†, float†, speed†
SLOT none CL 8th WEIGHT 4 lbs.
Aura moderate alteration and destruction
Wondrous Items
This charred staff feels brittle, though it is as sturdy as Wondrous items are diverse. Some must be worn in a
any other staff. It allows use of the following spells: specific item slot in order to work, while others must
• Afflict* (1 charge) merely be possessed and used. Anyone can use a
• Hinder* (1 charge) wondrous item unless the item itself specifies otherwise.

461
Runic Magic Items Chapter X
PRICE The scribe still cannot overload more charges into a
Archivist’s Vestment 16,000 gp
given script that his normal maximum. If he has more
SLOT body CL 8th WEIGHT 1 lb. runic charges available than his normal maximum,
Aura moderate revelation he chooses which of the ones available to him are
overloaded into the script. He must still overload as
These simplistic purple robes typically have a golden many charges as possible, though he is not required to
trim but little else, providing ample space for a scribe to use the charges on the gloves (instead using only the
stitch their runic scripts into the fabric. charges not placed on the gloves).
When an archivist dons the archivist’s vestment, the The gloves must be worn to use the charges stored in
robe’s trim changes color depending on their chosen them. If any one else tries to wear the gloves, the runic
runic study. The wearer treats his archivist level as 4 charges on the gloves dissipate, though the new wearer
higher than normal for the purpose of determining can use the gloves after 24 hours as normal.
what study abilities he can use and their effects. CONSTRUCTION REQUIREMENTS
CONSTRUCTION REQUIREMENTS Cost 10,500 gp
Cost 8,000 gp Craft Wondrous Item, create†
Craft Wondrous Item, enhance mind†, creator must be an
archivist PRICE
Lenses of Translation 5,500 gp
PRICE SLOT eyes CL 6th WEIGHT 1/2 lbs.
Esoteric Wrappings 19,800 gp Aura moderate revelation
SLOT chest CL 13th WEIGHT 1 lb.
Aura strong alteration These wiry spectacles allow the wearer to understand any
written language, as a comprehension* script. Additionally,
When wrapped around a scribe’s torso, these strips of if the wearer has the altered script class feature, they can
enchanted linen glow with runic script. If the wearer has use that ability an additional time per day. A scribe can
any metascript feats, they treat their level as +2 higher only benefit from one pair of lenses per day.
for the purpose of determining how many times per day CONSTRUCTION REQUIREMENTS
they may use those feats. Cost 2,750 gp
Additionally, if the wearer is an intermediate or lesser Craft Wondrous Item, comprehension†
scribe, they can treat their level as +2 higher for the
purpose of determining how many runic charges they PRICE
can have or use at once. Master’s Chisel 27,400 gp
CONSTRUCTION REQUIREMENTS SLOT none CL 8th WEIGHT 3 lbs.
Cost 9,900 gp Aura moderate manipulation
Craft Wondrous Item, adaptation†, vigor†
This sturdy chisel has intricate patterns inlaid with silver
PRICE and gold. It can be used as a masterwork tool for Craft
Hands of the Scribe 21,000 gp and Profession checks related to stonework or masonry.
SLOT hands CL 8th WEIGHT 1/2 lbs. When used by a scribe, it enhances their ability to
Aura moderate creation prepared and engrave scripts. The time it takes for a
scribe to prepare his scripts is reduced by half (typically
These leather gloves have a golden trim around them to 30 minutes) when using the master’s chisel as part of
and are especially conducive to runic magic. A runic the process, even if he is using some other medium than
scribe must wear the gloves for at least 24 hours before stone to prepare his scripts (such as stitching in fabric).
the magic upon them functions. Once he has done so, Whenever a scribe uses the master’s chisel throughout
the gloves can store runic charges that he creates. the process of engraving a script (pg. 351), he reduces
When the wearer would gain a runic charge, he can the time required to engrave to 5 minutes. Additionally,
cause it to manifest upon one of the gloves. Each the scribe may use any kinds of runic charges to overload
glove in the pair can store one runic charge. Runic the engraved script, instead of only being allowed to use
charges placed upon the gloves do not count against charges that match the script’s design, and the resulting
his normal maximum of runic charges he can maintain script is cast at +1 caster level.
at once based on his scribe level. The charges also last CONSTRUCTION REQUIREMENTS
indefinitely, rather than dissipating at the start of the day Cost 13,700 gp
when the scribe regains his castings of his scripts. Craft Wondrous Item, alter flow†

462
Chapter X Runic Magic Items
Table: Wondrous Items CONSTRUCTION REQUIREMENTS
Lesser Minor Wondrous Items Price Cost 4,150 gp
Craft Wondrous Item, reforge†
Talisman of Power (1st) 1,000 gp

PRICE
Greater Minor Wondrous Items Price Quartermaster’s Emblem 7,900 gp
Talisman of Power (2nd) 4,000 gp SLOT body CL 9th WEIGHT 1/2 lbs.
Lenses of Translation 5,500 gp Aura moderate revelation
Quartermaster’s Emblem 7,900 gp
This customizable stamp never runs out of ink, and
can be used to mark items as usual. A scribe bearing
Lesser Medium Wondrous Items Price
a quartermaster’s emblem is treated as having the Transfer
Morphic Stele 8,300 gp Charge* feat. Charges he transfers last for 8 hours
Talisman of Power (3rd) 9,000 gp outside of his possession, instead of only 1 hour.
Archivist’s Vestment 16,000 gp As long as the scribe has the emblem in their
Talisman of Power (4th) 16,000 gp possession, they are aware of the direction and position
of any object that bears one of their runic charges,
similar to a locate object spell to a range of 1000 feet.
Greater Medium Wondrous Items Price
CONSTRUCTION REQUIREMENTS
Esoteric Wrappings 19,800 gp
Cost 3,900 gp
Hands of the Scribe 21,000 gp Craft Wondrous Item, Transfer Charge†, sight beyond sight†
Talisman of Power (5th) 25,000 gp
Master’s Chisel 27,400 gp PRICE
Talisman of Power Varies

Lesser Major Wondrous Items Price Talisman of power (1st) 1,000 gp

Talisman of Power (6th) 36,000 gp Talisman of power (2nd) 4,000 gp

Talisman of Power (7th) 49,000 gp Talisman of power (3rd) 9,000 gp


Talisman of power (4th) 16,000 gp

Greater Major Wondrous Items Price Talisman of power (5th) 25,000 gp

Talisman of Power (8th) 64,000 gp Talisman of power (6th) 36,000 gp

Talisman of Power (9th) 81,000 gp Talisman of power (7th) 49,000 gp


Talisman of power (8th) 64,000 gp
Talisman of power (9th) 81,000 gp
SLOT none CL 17th WEIGHT —
PRICE
Morphic Stele 8,300 gp Aura strong (no design)
SLOT body CL 15th WEIGHT 1/2 lbs. A talisman of power is a small talisman, usually made out
Aura strong alteration of metal or stone, that has runic symbols etched onto
The morphic stele is an enigmatic stone writing slate that its surface. It contains runic power within its surface,
can re-write runic scripts placed upon it. A scribe must allowing a scribe to cast more scripts per day than normal.
have the stele in her possession for 24 hours before her Once per day on command, a talisman of power enables
scripts can be written upon it, and a given stele can only the possessor to recall any one script that he knows
be attuned to a single scribe. Once attuned, the scribe can and has cast at least once that day. The chosen script
prepare a single runic script upon the stele; attempting regains one of its daily castings for the day. The script
to place another causes the previous one to vanish. must be of a particular level, depending on the talisman.
Once per day, the scribe that has attuned to the Different talismans exist for recalling one script per day
morphic stele can tap on it as a swift action to change the of each level from 1st through 9th.
script upon it into any other script she knows of the CONSTRUCTION REQUIREMENTS
same level. The new script gains a number of castings Cost varies; 500 gp (1st); 2,000 gp (2nd); 4,500 gp (3rd);
equal to the number of daily castings the original script 8,000 gp (4th); 12,500 gp (5th); 18,000 gp (6th);
had remaining. She cannot use this action if the script 24,500 gp (7th); 32,000 gp (8th); 40,500 gp (9th)
upon the stele had no castings remaining for the day (not Craft Wondrous Item, creator must be able to cast runic
including bonus scripts for having a high ability score).. scripts of the script level to be recalled

463
Runic Magic Items Chapter X
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by
have contributed Open Game Content; (b)”Derivative Material” means copyrighted material Jonathan Tweet, Monte Cook, and Skip Williams.
including derivative works and translations (including into other computer languages), Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis
potation, modification, correction, addition, extension, upgrade, improvement, compilation, Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy
abridgment or other form in which an existing work may be recast, transformed or adapted; Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker,
includes the methods, procedures, processes and routines to the extent such content does Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin
not embody the Product Identity and is an enhancement over the prior art and any additional Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James
content clearly identified as Open Game Content by the Contributor, and means any work Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen
covered by this License, including translations and derivative works under copyright law, but Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David
specifically excludes Product Identity. (e) “Product Identity” means product and product line Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes,
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs,
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson,
visual or audio representations; names and descriptions of characters, spells, enchantments, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt,
personalities, teams, personas, likenesses and special abilities; places, locations, environments, and Linda Zayas-Palmer.
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors:
designs; and any other trademark or registered trademark clearly identified as Product identity Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves,
by the owner of the Product Identity, and which specifically excludes the Open Game Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen
by a Contributor to identify itself or its products or the associated products contributed to K.C. Stephens, and Russ Taylor.
the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC;
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Author: Jason Bulmahn
Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC;
2. The License: This License applies to any Open Game Content that contains a notice Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim
indicating that the Open Game Content may only be Used under and in terms of this License. Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen
You must affix such a notice to any Open Game Content that you Use. No terms may be K.C. Stephens, Todd Stewart, and Russ Taylor.
added to or subtracted from this License except as described by the License itself. No other Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors:
terms or conditions may be applied to any Open Game Content distributed using this License. Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
acceptance of the terms of this License. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors:
4. Grant and Consideration: In consideration for agreeing to use this License, the Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves,
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie,
exact terms of this License to Use, the Open Game Content. Sean K Reynolds, and Russ Taylor.
5. Representation of Authority to Contribute: If You are contributing original material as Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis
Open Game Content, You represent that Your Contributions are Your original creation and/ Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N.
or You have sufficient rights to grant the rights conveyed by this License. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork
of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
Content You are copying, modifying or distributing, and You must add the title, the copyright Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John
date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim
Game Content you Distribute. Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason
7. Use of Product Identity: You agree not to Use any Product Identity, including as an Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross,
indication as to compatibility, except as expressly licensed in another, independent Agreement F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
with the owner of each element of that Product Identity. You agree not to indicate Pathfinder Roleplaying Game Villain Codex © 2016, Paizo Inc.; Authors: Alexander
compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction Augunas, Logan Bonner, Paris Crenshaw, Dan Dillon, Crystal Frasier, Amanda Hamon Kunz,
with a work containing Open Game Content except as expressly licensed in another, Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., Stephen Radney-MacFarland, Thomas M.
independent Agreement with the owner of such Trademark or Registered Trademark. The Reid, Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer.
use of any Product Identity in Open Game Content does not constitute a challenge to the Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse
ownership of that Product Identity. The owner of any Product Identity used in Open Game Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert
Content shall retain all rights, title and interest in and to that Product Identity. N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko
8. Identification: If you distribute Open Game Content You must clearly indicate which Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M.
portions of the work that you are distributing are Open Game Content. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
9. Updating the License: Wizards or its designated Agents may publish updated versions Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors:
of this License. You may use any authorized version of this License to copy, modify and Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T.
distribute any Open Game Content originally distributed under any version of this License. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson,
10 Copy of this License: You MUST include a copy of this License with every copy of Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter,
the Open Game Content You Distribute. Jeffery Swank, and Linda Zayas-Palmer.
11. Use of Contributor Credits: You may not market or advertise the Open Game The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Content using the name of any Contributor unless You have written permission from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene,
Contributor to do so. with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale,
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
License with respect to some or all of the Open Game Content due to statute, judicial order, Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer
or governmental regulation then You may not Use any Open Game Material so affected. Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
13. Termination: This License will terminate automatically if You fail to comply with all Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games,
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All Inc.; Author Scott Greene, based on original material by Gary Gygax.
sublicenses shall survive the termination of this License. Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games,
14. Reformation: If any provision of this License is held to be unenforceable, such Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original
provision shall be reformed only to the extent necessary to make it enforceable. material by Gary Gygax.
15 COPYRIGHT NOTICE Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Author Scott Greene, based on original material by Gary Gygax.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Scott Greene, based on original material by Underworld Oracle.
Arneson. Lurker Above from the Tome of Horrors Complete© 2011, Necromancer Games, Inc.;
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason published and distributed by Frog God Games; Author: Scott Greene, based on original
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. material by Gary Gygax.
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Scott Greene, based on original material by Neville White.
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore
Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore
Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Path of the Wilds, © 2020, Ascension Games, LLC; Author Christopher Moore
Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Paths of Magic, © 2021, Ascension Games, LLC; Author Christopher Moore

464
Open Game License
PATHS OF MAGIC: INDEX apprentice’s whetstone (wondrous item) 337
aberrant anatomy (spell) 230-232 arbiter’s cane (staff) 459
aberrant beacon (staff) 334 arbitrate (script) 399
aberrant mind (cabalist) 11 arcana defender (magus) 137-138
aberrant shifter (shifter) 163 arcane marauder (magus) 138
abnormal recovery (cabalist) 11 arcane mender (vanguard) 167
absorption (elementer) 22-23 arcane veil (feat) 181
abyssal surge (spell) 232 arcane warrior (shaper) 84
accelerate (script) 393 arcane weaponry (feat) 181
adaptation (script) 393-394 archetypes and options 114-172
addle (script) 394 archivist 356-361
address (script) 394 archetypes 362-365
aegis (elementer) 20 studies 358-361
aegis (script) 394 archivist’s vestment (wondrous item) 462
aegis knight (elementer) 128 archon bulwark (feat) 181-182
aegis strike (feat) 175 archon defense (feat) 182
affinity (elementer) 20-21 archon technique (feat) 182
afflict (script) 394-395 armament (script) 399
afraid of the dark (spell) 232 armament reservoir (spell) 235-236
age (script) 395 armiger’s pauldron (wondrous item) 337
alienist (cabalist) 122 arrow of forgotten graves (weapon) 324
alpha protects the weary pack (invoker) 39 arsenal (script) 399-400
alter flow (script) 395 artificer’s baton (weapon) 454
alter form (script) 395 asura dance (feat) 182
greater 396 asura motion (feat) 182-183
lesser 396 asura technique (feat) 183
alter weapon (spell) 232 attunement (elementer) 22
greater 233 augment (script) 400
alter weight (spell) 233 augmentation (vanguard) 87, 92-96
mass 233 augmented pattern (feat) 382
alteration study (archivist) 358 aurora (script) 400
altered script (archivist) 357 avatar (invoker) 33
ambusher (saboteur) 155-156 backlash (spell) 236
amulet of construct control (wondrous item) 337 banish (script) 400
analyze construction (spell) 233 banish light (spell) 236
ancestral warrior (skald) 164 banish shadows (spell) 236
anchoring chains (spell) 234 barbed (armor ability) 314
angel protection (feat) 175 barricade (script) 400-401
angel retaliation (feat) 175, 181 barrier (script) 401
angel technique (feat) 181 bastion (script) 401-402
anima (script) 396-398 battlement (spell) 236-237
greater 398 beastlord (invoker) 133
lesser 398 beastlord spell (feat) 183
minor 398 bebilith claw (feat) 183
animal focus (feat) 181 bebilith rend (feat) 183
greater 189 bebilith technique (feat) 183
animal sense (spell) 234 beseech the wilds (script) 402
communal 235 binding chains (spell) 237
animate armor (spell) 235 bindings (cabalist) 9-10
greater 235 black bomb (spell) 237
animist (barbarian) 118-119 blackout (weapon ability) 320-321
answer the call (invoker) 33 blade burst (spell) 238
apex predator (spell) 235 blade shifter (fighter) 131
appraiser’s goggles (wondrous item) 337 blade spiral (spell) 238

465
Index
bladed ground (spell) 238 coldsnap (spell) 240
bladeward (script) 402 collectivist (invoker) 133-134
bladeward armor (armor) 316-317 combat styles (ranger) 154
blast bolt (weapon) 325 combined arms (saboteur) 74
blending (armor ability) 314 combustion (spell) 240-241
blight keeper (warden) 171 commanding whistle (spell) 241
blinding discharge (spell) 238-239 complex metascript (feat) 382-383
blinding sands scour the desert (invoker) 42 comprehension (script) 406
blindstrike (weapon ability) 321 concealing trick (feat) 184
bloody talon (weapon) 325 confuse constructs (spell) 241
blowout (script) 402-403 conjure armor (spell) 241
bolster (script) 403 conjure barricade (spell) 241-242
bonus feat (archivist) 356 conjure siege weapon (spell) 242
invoker 32 greater 242
shaper 84 lesser 242
vanguard 88 conjure tool (spell) 242
warden 99 conjure weapon (spell) 242
bottled blade (wondrous item) 337 consecrator (paladin) 372
bountiful harvest (shield) 317-318 construct companion (vanguard) 86-87, 90-92
bracers of dusk and dawn (wondrous item) 338 constructed anatomy (spell) 242-243
bramble caster (feat) 183 constructor (vanguard) 167-168
brambles twist and choke the land (invoker) 48 consume (script) 406-407
breaking (script) 403 control (script) 407
brutal (weapon ability) 321 control emotions (script) 407
bull charge (feat) 183 control ice (spell) 243-244
bulwark (script) 403 control light (spell) 244
cabalist 8-18 control temperature (spell) 244
archetypes 112-125 controlled entropy (feat) 184
insights 12-17 controlled script (feat) 383
spell list 17-18 corona (weapon) 325-326
cacophony (script) 403 corrosive spores (script) 407-408
call bonded object (spell) 239 corrupting duality (spell) 244
call of the elders (script) 404 counter maneuver (feat) 185
call of the hunt (script) 404 course of action (script) 408
call of the wilds (script) 404 covenant bracers (wondrous item) 338
cannonade (script) 404-405 covert (weapon ability) 321
chain blast (script) 405 crack (script) 408
chain gang (spell) 239 create (script) 408
chameleon (script) 405-406 create caltrops (spell) 245
chaosblade (shaper) 160-161 creation study (archivist) 358
chill (script) 406 cripple (script) 408-409
chimeral loop (ring) 330 crook of spores (staff) 334
chirurgeon’s crook (staff) 459 cruelties (antipaladin) 117
chymist (saboteur) 156 crush (script) 409
cleansing (script) 406 crushing (weapon ability) 321-322
clear terrain (spell) 239 greater 322
clever imbue (feat) 184 crushing roots (spell) 245
clipped wings (spell) 239 cultivate (spell) 245
cloak of the realmwalker (wondrous item) 338 curiologist (bard) 366
cloud of corrosion (spell) 240 curse of the lightless (spell) 245-246
cloud runner (cavalier) 125 cycling (weapon ability) 322
cloudburst (spell) 240 burst 322
clouds blanket sky and ground (invoker) 46 dancing steel (spell) 246
cloudstaff (staff) 334 dark confinement (spell) 246

466
Index
dark embrace (feat) 185 dusk ball (spell) 251-252
darkburst (spell) 247 greater 252
darkness mystery (oracle) 150-151 dust to dust (script) 413
darkness spirit (shaman) 158-159 earth trembles with fire and rage (invoker) 43-44
dawn’s fury (script) 409 earthen shard (spell) 252
dead weight (spell) 247 eclipse (script) 413
deadly eclipse (spell) 247 edge of oblivion (weapon) 326
deathwalker (nightblade) 147 eldritch adept (shaper) 161
deathwings (spell) 247-248 eldritch collapse (spell) 253
debilitate (script) 409 eldritch conduit (cabalist) 123-124
decaying ray (script) 410 eldritch eye (magus) 138-139
decipher (script) 410 eldritch nexus (cabalist) 12
decrepify (script) 410-411 eldritch sight (shaper) 84
defender’s tower (shield) 318 elemental mantle (script) 413
deformity (script) 411 elemental savant (sorcerer) 165
demolitionist (saboteur) 156-157 elemental script (feat) 383
demon grasp (feat) 185 elemental spells (elementer) 19
demon lash (feat) 185 elemental trap (feat) 186
demon technique (feat) 185 elementer 19-30
depths beckon with silent murmurs (invoker) 44 affinity powers 23-25
design focus (feat) 383 archetypes 128-130
greater 385 spell list 29-30
desiccate (spell) 248 spell twists 26-29
destruction study (archivist) 359 elements incarnate (script) 413-414
destructive shatter (spell) 248 embrace the deep (spell) 253
detect metals and ores (spell) 248-249 empath (script) 414
devastation (script) 411 empath’s staff (staff) 459
devil pact (feat) 185 empower script (feat) 383
devil technique (feat) 185 empower trap (feat) 186
devil wound (feat) 185 empowering duality (spell) 253
devourer (weapon) 454-455 enable function (spell) 253
diamond skin (script) 411 energized (armor ability) 314-315
dimensional shift (script) 411 energizing script (feat) 383
discerning extension (spell) 249-250 energy focus (feat) 186
discoveries (alchemist) 115-116 greater 189
disenchant (script) 411-412 energy missiles (spell) 253-254
disorient (script) 412 energy pool (elementer) 21
disrupt (script) 412 energy strike (feat) 186
disruptive staff (staff) 459 energy weapon (spell) 254
dissolve (script) 412 enhance mind (script) 414
distant remedy (feat) 186 mass 414
distortion (shaper) 77-84 enhance movement (script) 414-415
divine guide (ranger) 152-153 enhance physique (script) 415
divine strike (spell) 250 mass 415
dominion herald (spiritualist) 166 enhanced fundamentals (archivist) 357
dominion’s blessing (spell) 250 enigma (script) 415
dominion’s curse (spell) 250 enlarge script (feat) 385
dominion’s shield (spell) 251 entrapper (ranger) 153-154
dominion’s wrath (spell) 251 entropic burst (spell) 254
donning (armor ability) 314 entropic collapse (spell) 254
double strike (feat) 186 entropic guard (shaper) 84
downpour (spell) 251 entropic raiment (armor) 318
drain (script) 412 entropic storm (spell) 254-255
dual invocation (invoker) 33 erasing (weapon ability) 452

467
Index
eruption (spell) 255 forest ascetic (warden) 171
esoteric wrappings (wondrous item) 462 forgeborn bloodline (bloodrager) 121
eternal guardian (warden) 103 forgeborn bloodline (sorcerer) 165
evasion (elementer) 21 forgemaster’s hammer (wondrous item) 338
evasion (nightblade) 51 forgotten curse (oracle) 151
evasion (saboteur) 69 forgotten grimoire (wondrous item) 338-339
executioner (weapon) 326 forked lightning (spell) 259
expanded arsenal (saboteur) 75 fortify (script) 417
expanded fundamentals (feat) 385 freeze (spell) 259
expansive duality (spell) 255 frostfire boots (wondrous item) 339
expose (spell) 255-256 full salvo (spell) 259-260
greater 256 fundamental mastery (feat) 385
expose weakness (script) 415-416 fungal scourge (spell) 260
extend script (feat) 385 fusion (elementer) 22
extend trap (feat) 186 garuda dive (feat) 188
extra distortion (feat) 187 garuda talon (feat) 189
extra energy pool (feat) 187 garuda technique (feat) 189
extra nightblade art (feat) 187 gatecrasher (weapon) 326
extra quintessence (feat) 187 geomancer (druid) 127
extra remedy (feat) 187 glacial (weapon ability) 322
extra resonance (feat) 187 gloom (armor ability) 315
extra ritual magic (feat) 187 glyphic (armor ability) 450
extra saboteur trick (feat) 187 golemancer’s staff (staff) 334
extra secret (feat) 187 grasp of darkness (spell) 260
extra spell twist (feat) 188 grasping earth (script) 417
extra spirit energy (feat) 188 grasping iron (armor) 318
extra vanguard arcana (feat) 188 grasping steel (spell) 260-261
eye for quality (feat) 188 gravity surge (script) 417-418
eyes of eventide (spell) 256 greater barrier (elementer) 23
communal 256 greater imbue (vanguard) 89-90
eyes of night (feat) 188 greater mark (saboteur) 75
falsify senses (script) 416 greater void (shaper) 84
favored class options 106-113, 361 greater ward (warden) 103
ferocious assault (feat) 188 guarded rituals (cabalist) 11
feats 173-202 guardian band (wondrous item) 339
combat feats 173 hail of arrows (spell) 261
metamagic feats 173 hand of stone (spell) 261-262
metaconstruction feats 173 hand of the abyss (spell) 261
technique feats 173-174 hand of the monolith (weapon) 326-327
fettering (armor ability) 315 hands of the chirurgeon (wondrous item) 339
field of blades (spell) 256-268 hands of the scribe (wondrous item) 462
fists of steel (spell) 258 hard to fool (feat) 189
flame dash (spell) 258 harmonic spell (feat) 189
flanking specialist (feat) 188 harmonize (script) 418
flash of insight (feat) 188 hastened rituals (cabalist) 11
flash of spikes (spell) 258 hastening discharge (spell) 262-263
flesh and blood (script) 416 heart of oak (armor) 319
flickering shadows (feat) 188 heat wave (spell) 263
fling (spell) 258-259 heighten trap (feat) 190
float (script) 416-417 hidden blade (weapon) 327
fluctuating sigil (feat) 385 hidden illumination (spell) 263
focused rune (archivist) 357 hidden spotter (saboteur) 74
focused studies (archivist) 363-365 hidden step shoes (wondrous item) 339
forceful discharge (spell) 259 hide in plain sight (nightblade) 54

468
Index
hinder (script) 418 ironfist gloves (wondrous item) 340
homeward ring (ring) 330-331 jailer’s staff (staff) 334-335
hunter’s aim (feat) 190 jaunt (script) 419
hunting knife (weapon) 327 judgement (script) 419-420
hypnotize (script) 418 kami insight (feat) 191
icy trail (spell) 263 kami technique (feat) 191-192
illusory edge (spell) 263-264 kami ward (feat) 192
illusory strike (spell) 264 kineticist’s bangle (wondrous item) 340
illusory vestment (spell) 264-265 languish (script) 420
imbue (vanguard) 88 latent remedy (feat) 192
immunity (warden) 102-103 lava burst (spell) 266-267
impact (spell) 265 leeching spores (spell) 267
impaling plate (armor) 319 lenses of translation (wondrous item) 462
impaling shade (spell) 265 lexicological lamellar (armor) 452
improved bonded object (feat) 190 life drain (script) 420-421
improved counterscript (feat) 385 lifegiving (armor ability) 315
improved eldritch claws (feat) 191 greater 315-316
improved eldritch sight (shaper) 84 lift (script) 421
improved evasion (elementer) 23 light of the sun (script) 421
nightblade 54 lightning strike (spell) 268
saboteur 75 lightning strikes, thunder roars (invoker) 45-46
improved imbue (vanguard) 89 ligneous limb (spell) 267
improved instability (shaper) 84 lingering shadows (feat) 192
improved mark (saboteur) 74 link (script) 421
improved void (shaper) 84 living storm (spell) 268
improved ward (warden) 103 lockdown (spell) 268-269
inevitable justice (feat) 191 luminous body (spell) 269
inevitable order (feat) 191 lunar amulet (wondrous item) 340
inevitable technique (feat) 191 lunar guardian (druid) 127
infiltrator’s armor (armor) 319 lunar prophecy (spell) 269-270
informant’s script (wondrous item) 339-340 lunar strike (feat) 192
inheritor (archivist) 362 maelstrom (spell) 270
insightful defense (warden) 98 magnetic grasp (spell) 270
insights (cabalist) 10, 12-17 magnetizing ray (spell) 270
instability (shaper) 84 magic items 314-344
instant barding (spell) 265 armor 314-320
intensify script (feat) 386 rings 330-332
intensify trap (feat) 191 rods 333-334
intuitive construction (vanguard) 88 staves 334-336
inversion (script) 418-419 weapons 320-330
invincible (script) 419 wondrous items 336-344
invocation study (archivist) 359-360 magic items (runic) 450-463
invoke (invoker) 32 armor 450-452
invoke elements (script) 419 rings 455-456
invoker 31-49 rods 456-459
archetypes 133-135 staves 459-461
spell list 48-49 weapons 452-455
spirit companions 34-39 wondrous items 461-463
dominions 36-38 make (script) 421-422
oaths 38-39 manipulation study (archivist) 360
spirits 39-48 mark of the golem (spell) 270-271
invoking cudgel (weapon) 455 marked target (saboteur) 68-69
iron guardian (spell) 265 marksman’s bane (shield) 319
iron maiden (spell) 265-266 master of rites (cabalist) 11

469
Index
master’s chisel (wondrous item) 462 mystic shifter (shifter) 163
master’s trick (saboteur) 75-76 mystic sight (script) 423
maw of the nightwave (spell) 271 natural medicine (script) 423-424
maximize script (feat) 386 natural order (spell) 271-272
maximize trap (feat) 192 natural purity (warden) 103
mental bond (invoker) 34 nature lore (warden) 98
metal focus (feat) 192 nature’s embrace (script) 424
greater 189 necrotic (weapon ability) 323
metal morph (feat) 192 burst 323
metal spirit (shaman) 159-160 needle storm (spell) 272
metallic spell (feat) 193 negation (script) 424
metallurgist (alchemist) 114-115 negation burst (script) 424-425
metamagic rod, beastlord (rod) 333 negation field (script) 425-426
harmonic 333 negative image (spell) 272
metallic 333 night armor (spell) 272
reinforced 333 night candle (wondrous item) 340
twilight 333-334 night dweller (feat) 194
volcanic 334 night shield (spell) 272
metascript mastery (feat) 386 nightblade 49-66
metascript rod, controlled (rod) 456 archetypes 147-149
elemental 456 paths 54-65
empower 456 spell list 65-66
energizing 456-457 nightblade art (nightblade) 51-54
extend 457 nighteye (nightblade) 54
intensify 457 northern waters freeze solid (invoker) 44-45
maximize 457-458 obliteration (script) 426
overcharged 458 observation extension (spell) 273
persistent 458 ocularius (weapon) 327-328
piercing 458 one of many (invoker) 34
quicken 458 out of time (script) 426
selective 458 overcharged script (feat) 386
silent 458 overload item (feat) 386
widen 458-459 overwhelm (script) 426
miasma (script) 422 pain (script) 426-427
minor alteration (script) 422 panacea (script) 427
mirage blade (swashbuckler) 166 paradox (script) 427
mirror of the planes (shield) 319-320 path (nightblade) 50-51, 54-65
misgiving (script) 422 path of the bloodied chain (nightblade) 54-56
monk of the eclipsing moon (monk) 145-146 path of the darkened fortress (nightblade) 56-58
moon watches the world beneath (invoker) 40-41 path of the eternal night (nightblade) 58-60
moonblast (spell) 271 path of the ravaging void (nightblade) 60-62
moonshadow (script) 422-423 path of the twilight veil (nightblade) 62-63
morph (script) 423 path of the umbral host (nightblade) 63-65
morphic (weapon ability) 322-323 penumbral courier (spell) 273
morphic stele (wondrous item) 463 penumbral informant (spell) 273
mosslord mask (wondrous item) 340 penumbral pit (spell) 274
mountains stand through the ages (invoker) 42 penumbral ward (shield) 320
move (script) 423 perfect resonance (vanguard) 90
muffled image (feat) 193 persistent script (feat) 386
mutationist (cabalist) 124 persistent trap (feat) 194
myrmidon (archivist) 363 persuasion (script) 427
mystic bond (invoker) 33 phantasmal foe (spell) 274
mystic dervish (magus) 139-140 phantasmal polymorph (spell) 274-275
mystic empathy (feat) 193 phantom caretaker (spell) 275

470
Index
phantom pain (weapon) 328 quill armor (spell) 280
phase (script) 427 quintessence (shaper) 77
piercing script (feat) 386-387 rage powers (barbarian) 119-120
piercing shot (spell) 275 rain of blades (spell) 280
piercing trap (feat) 194 rain of fire (spell) 280-281
pillar of earth (spell) 276 rakshasa corruption (feat) 195
planar hunter (hunter) 132 rakshasa deception (feat) 195-196
plant focus (feat) 194 rakshasa technique (feat) 196
greater 189 ranged setup (saboteur) 74
poison thorns (script) 427-428 rapid construction (vanguard) 89
polearm expertise (feat) 194 realistic illusions (feat) 196
portal (script) 428 rebuild (script) 430-431
potency (elementer) 22 reclaim trap (feat) 196
powerful throwing (feat) 194 reconstruct (spell) 281
predator silently hunts its prey (invoker) 39 recover (script) 431
prediction (script) 428 recover senses (feat) 196
prescience (script) 428-429 recuperate (script) 431
pressure (script) 429 refine ore (spell) 281
prevention (script) 429 reforge (script) 431
primal fury (spell) 276 reinforced spell (feat) 196
primal guardian (warden) 171-172 rejection (script) 432
primal vessel (medium) 145 rejuvenating discharge (spell) 281
primal vigor (script) 429 rejuvenation (script) 432
primordial fang (spell) 276 remedy (warden) 99
primordial ward (script) 430 renegade (saboteur) 157
primordialist (elementer) 128 repair (script) 432
prism assault (spell) 277 repel (script) 432-433
prism barrier (spell) 277-278 repel projectiles (spell) 281
prism bolt (spell) 278 replicate (spell) 281-282
prism burst (spell) 278 greater 282
prism shield (spell) 278 lesser 282
prism touch (spell) 278-279 repurpose (vanguard) 89
prismweave headband (wondrous item) 341 resetting extension (spell) 282-283
protean chaos (feat) 194-195 reshape spell (feat) 196
protean edge (weapon) 328-329 resilient (armor ability) 316
protean technique (feat) 195 resize (script) 433-434
protean twist (feat) 195 resolute companion (feat) 196-197
protective discharge (spell) 279 resonance (vanguard) 87-88
protector’s sense (warden) 103 resonant (weapon ability) 323
prowling (armor ability) 316 resonator (weapon) 329
psychic blast (script) 430 restore balance (script) 434
psychopomp doom (feat) 195 restricting armor (spell) 283
psychopomp fate (feat) 195 revelation study (archivist) 360-361
psychopomp technique (feat) 195 revenant (shaper) 161-162
pulling chains (spell) 279 reverence (warden) 103
pulse (script) 430 revitalize (script) 434
pulverize (script) 430 revivify (script) 434
purifier (paladin) 151-152 rimeflower (weapon) 329
quartermaster’s emblem (wondrous item) 463 ring of essence mastery (ring) 331
quartermaster’s staff (staff) 335 ring of ownership (ring) 331
quicken bindings (cabalist) 11 ring of runic mastery (ring) 455-456
quicken script (feat) 387 ring of shadow mastery (ring) 331-332
quickened invocation (invoker) 33 ritual magic (cabalist) 10-11
quicksilver (spell) 280 robe of forbidden insight (wondrous item) 341-342

471
Index
ruin raider (saboteur) 157 sensory deprivation (spell) 284
rumble (script) 434-435 greater 284
rune binder (inquisitor) 369-370 sentinel (warden) 103
rune knight (magus) 370-371 shadow agent (nightblade) 147-148
rune magic 346-355, 373-381 shadow ammunition (spell) 284-285
casting rune magic 346-348 shadow banisher (paladin) 152
integrating rune magic 354-355 shadow binding (spell) 285
runic charge 349-351 mass 285
scribe types 348-349 shadow bloodline (bloodrager) 121
script format 351-354 shadow conjuration, lesser (spell) 285
using rune magic 373-381 shadow evocation, lesser (spell) 285
basic archetype: scribe 373-374 shadow gate (spell) 285-286
class-specific rules 374-375 shadow gift (feat) 197
rune master (cleric) 368 shadow necromancy (spell) 286
rune strike (feat) 387 greater 286
improved 385 lesser 286
runebound equipment (feat) 387 shadow priest (cleric) 126
improved 386 shadow puppeteer (spell) 286-287
runestaff of alteration (staff) 459 shadow shift (nightblade) 54
runestaff of creation (staff) 460 shadow space (spell) 287
runestaff of destruction (staff) 460 shadow stream (spell) 288
runestaff of invocation (staff) 460-461 shadow structure (spell) 288-289
runestaff of manipulation (staff) 461 shadow summoner (feat) 197
runestaff of revelation (staff) 461 shadow surge (nightblade) 51
runic (armor ability) 451 shadow terrain (spell) 289
greater 451 shadow touch (spell) 289
runic (weapon ability) 453 shadow walker’s ring (ring) 332
greater 453-454 shadow wound (spell) 289-290
runic crafting (feat) 388 shadowcraft gloves (wondrous item) 342
rushing earth (spell) 283-284 shadowmorph focus (feat) 197
saboteur 66-76 greater 189
archetypes 155-157 shadowstriker (nightblade) 147
assembly list 76 shadowstruct flask (wondrous item) 342
saboteur trap (saboteur) 66-68 shadowy dodge (feat) 197
saboteur trick (saboteur) 69-74 shape gravity (script) 436
saboteur’s signet (ring) 332 shape shadows (spell) 290
sap (script) 435 shaper 77-85
savage beasts bare their fangs (invoker) 40 archetypes 160-162
savage wounds (feat) 197 spell list 85
scarred mystic (bloodrager) 367 shaper’s fold (wondrous item) 342
scarring (weapon ability) 454 shaper’s insight (shaper) 77
scatter (spell) 284 shardwall (script) 436-437
scourge of shadows (rogue) 155 shared tactics (vanguard) 88
scribe’s signet (ring) 456 shared target (feat) 197
scripts 389-449 shared tech communal 291
alternate script lists 377-381 shared technique (spell) 290-291
script list (full) 389-393 sharp shadows (spell) 290
secret (warden) 99-102 sharpness (script) 437
see in darkness (nightblade) 54 shatter rune (feat) 388
see the unwritten (script) 435 shift (script) 437-438
seek foe (spell) 284 shimmer (script) 438
seek magic (script) 435-436 shinigami pursuit (feat) 198
seeker (cabalist) 124-125 shinigami reap (feat) 198
selective script (feat) 388 shinigami technique (feat) 198

472
Index
shrapnel burst (spell) 291 staunch (script) 441
shroud of shadows (wondrous item) 342-343 steadfast companion (spell) 294
siege commander (vanguard) 168-169 steady rituals (feat) 199-200
sight beyond sight (script) 438-439 stealth extension (spell) 294
silencer (shaper) 162 steel sight (spell) 294-295
silent script (feat) 388 steelbound warden (vanguard) 170
silhouette (armor) 320 stinging thorn (spell) 295
siphon enhancement (spell) 291 stop (script) 441
sixfold guard (armor) 452 stormblast (spell) 295
sixfold veil (script) 439-440 stormborn bloodline (bloodrager) 122
skilled tracker (feat) 198-199 stormcall (script) 441
slide (script) 440 stormcaller (elementer) 129
slow fall (script) 440 stormlord’s raiment (armor) 320
snuff (spell) 291 striking (script) 442
solar (weapon ability) 323 strongarm (script) 442
solar flare (spell) 291-292 study (archivist) 356, 358-361
somatic blade (feat) 199 study synergy (archivist) 357
soothe (script) 440 stygian striker (magus) 140
spatial collapse (spell) 292 subtle signs (feat) 388
spatial ripple (script) 440-441 sudden binding (feat) 200
speaker of the wilds (invoker) 134 summon clockwork spy (spell) 295-296
spectres (spell) 292 summon horror (spell) 296-298
speed (script) 441 summon sentries (spell) 298
spell mixer (feat) 199 sun and moon (script) 442
spell twist (elementer) 21-22 sun burns with glorious heat (invoker) 41
spells 204-313 sundering (weapon ability) 323
new descriptors 204-205 sundering shield (spell) 298-299
spell lists 206-230 sunspark (script) 443
spikes (spell) 292-293 supremacy (elementer) 23
spirit (invoker) 31-32, 39-48 surging veil (feat) 200
spirit companion (invoker) 31, 34-36 survivalist’s compass (wondrous item) 343
spirit convocation (feat) 199 swift crafting (feat) 200
spirit energy (invoker) 31 swift sabotage (saboteur) 74
spirit guards (feat) 199 symbiosis (spell) 299
spiritbound (invoker) 134-135 symbol of blinding (spell) 299
spiriter’s band (ring) 332 symbol of darkness (spell) 299
spirit’s boon (feat) 199 symbol of locking (spell) 299-300
spiritual emissary (invoker) 33 takedown shot (feat) 200
split the sky (script) 441 talisman of power (wondrous item) 463
spore surge (spell) 293 tamer’s arcana (feat) 200
spotter’s call (feat) 199 tane’s lash (weapon) 329
sprawling extension (spell) 293 tangled roots (script) 443
squire’s aid (spell) 293-294 technique master (fighter) 131
staff of climates (staff) 335 technique mastery (feat) 200
staff of frailty (staff) 461 teleport structure (spell) 300-301
staff of motion (staff) 461 teleporting extension (spell) 301
staff of the rumbling earth (staff) 335-336 tempering (spell) 301
staff of twilight (staff) 336 tempering greater (spell) 301
staff of twisting shadows (staff) 336 tempering oil (wondrous item) 343
staff of unity (staff) 336 tempest hammer (spell) 301-302
stalwart (warden) 103 tempest strike (feat) 200
stars dance across heaven (invoker) 40 tempests herald a coming storm (invoker) 46-47
static discharge (spell) 294 templated (armor ability) 451
statuesque curse (oracle) 151 templated (weapon ability) 454

473
Index
temporal collapse (spell) 302 unseen terror (feat) 202
temporal distortion (script) 443 unstoppable (script) 445-446
tenacious illusions (feat) 200 unveil (script) 446
tenebrous form (spell) 302 vandal blade (weapon) 455
tenebrous magic (feat) 200 vanguard 86-97
terrifying ambush (feat) 200-201 archetypes 167-170
thaumaturgy (cabalist) 11 augmentations 92-96
timeless vest (wondrous item) 343 construct companions 90-92
titan grip (feat) 201 spell list 96-97
titan slayer (feat) 201 vanguard arcana (vanguard) 89
titan technique (feat) 201-202 vanguard’s call (spell) 309
titan’s wrath (spell) 302 veiled infiltrator (nightblade) 148-149
tormentor’s shackle (weapon) 329-330 vengeful (weapon ability) 324
toxic bloom (spell) 302-303 vengeful sign (shield) 452
tracking (weapon ability) 323-324 venomous strike (feat) 202
transfer charge (feat) 388 verdant (armor ability) 316
transfer enhancement (spell) 303 verdant bonus (warden) 98
transmute metal to stone (spell) 303-304 verdant soul (warden) 172
transmute stone to metal (spell) 304 verdant summons (feat) 202
transmuter (vanguard) 170 verdant surge (spell) 309
trapfinding (saboteur) 69 vigor (script) 446
trapsetter’s toolbag (wondrous item) 343 vile spores poison the unwary (invoker) 47
traveler of two paths (nightblade) 148 viper fang (spell) 309
traverse (script) 443-444 vital duality (spell) 309
trees grow and flourish unbowed (invoker) 47-48 voice of the grave (bard) 120
tremor (script) 444 void (shaper) 77
tremorsense (spell) 304 void field (spell) 310
tremorsense communal 304 void prison (spell) 310
trickster shade (spell) 304 void staff (staff) 336
trickster’s visage (wondrous item) 344 voidsight goggles (wondrous item) 344
triple surge (nightblade) 54 voidwalker (shaper) 162
trophy belt (wondrous item) 344 volcanic spell (feat) 202
true shaper (shaper) 84-85 volcanist (elementer) 129-130
tune object (spell) 304 vorpal edge (spell) 310
twilight (weapon ability) 324 vortex of steel (spell) 310
twilight greater 324 wall of darkness (spell) 311
twilight reaver (weapon) 330 greater 311
twilight spell (feat) 202 wanderer (invoker) 135
twin surge (nightblade) 54 war razor (script) 446
twisting futures (script) 444 war training (spell) 311
tyrant’s decree (weapon) 330 ward (warden) 98
umbral assistant (spell) 305 ward object (spell) 311
umbral berserker (spell) 305-306 ward of conviction (script) 446-447
umbral defender (spell) 306 warden 98-106
umbral hunter (spell) 306-307 archetypes 171-172
umbral magic (nightblade) 54 facets 103-106
umbral magician (spell) 307 warlord’s saddle (wondrous item) 344
umbral nightblade (spell) 307 warrior of darkness (antipaladin) 117
umbral striker (feat) 202 wasp sting (spell) 311-312
unchain companion (spell) 307 waves crash and break the shore (invoker) 45
unfathomable duality (spell) 308 weaken structure (spell) 312
unhindered (script) 444 weaken willpower (script) 447
unmake (spell) 308 weakness (script) 447
unravel (script) 444-445 weapon of the faithful (spell) 312

474
Index
weather shield (spell) 312 winter’s bite (script) 447
weather shield mass 312 wither (script) 448
weathered (armor ability) 316 withering duality (spell) 313
wheel of elements (weapon) 330 woodland sage (feat) 202
widen script (feat) 388 word of ruin (feat) 388
wild growth (spell) 313 world shaper (elementer) 130
wild spirits (medium) 140-145 wrack (script) 449
wild step (warden) 103 wrath of the ancients (script) 449
wild talents (kineticist) 136-137 writ of resistance (feat) 388
wildfire (spell) 313 zealot (cabalist) 125
wildheart (warden) 172 zen marksman (monk) 146

ARTWORK CREDITS Binding Chains (p. 237), Miguel Ángel


Commanding Whistle (p. 240), Anna Wheeler
Listed below are the page numbers of all artwork found Control Ice (p. 243), Michelle Mueller
within Paths of Magic in order of appearance, along with Deathwings (p. 246), Al Savell
the name of their respective artist: Destructive Shatter (p. 249), Danielle Sands
Embrace the Deep (p. 252), Miguel Ángel
Field of Blades (p. 257), Trevor Verges
Paths of Magic (cover), Miguel Ángel Hand of Stone (p. 262), Rastislav Le
The Forgotten Path (p. 4), Nicoleta Stavarache Iron Maiden (p. 266), Terry Pavlet
Path of the Wilds (p. 7), Miguel Ángel Luminous Body (p. 269), Anna Wheeler
The Cabalist (p. 11), Miguel Ángel Phantasmal Foe (p. 274), Gene Markey
Ritual Magic (p. 16), Miguel Ángel Prism Burst (p. 279), Miguel Ángel
The Elementer (p. 21), Miguel Ángel Rushing Earth (p. 283), Michelle Mueller
The Invoker (p. 34), Miguel Ángel Shadow Space (p. 288), Trevor Verges
Into the Wilds (p. 43), Nicoleta Stavarache Spore Surge (p. 292), Vlad Voronchiukov
The Nightblade (p. 52), Danielle Sands Summon Clockwork Spy (p. 295), Regan Shupe
Walk Among Shadows (p. 59), Miguel Ángel Symbol of Locking (p. 300), Nicoleta Stavarache
The Saboteur (p. 68), Danielle Sands Metal Shaman (p. 303), Regan Shupe
The Shaper (p. 79), Miguel Ángel Umbral Defender (p. 306), Danielle Sands
Genesis (p. 82), Nicoleta Stavarache Unmake (p. 308), Sergey Kuzin
The Vanguard (p. 89), Danielle Sands Wasp Sting (p. 311), Vlad Voronchiukov
The Warden (p. 100), Miguel Ángel Armor & Shields (p. 317), Bryon Oshiro
Wayang (p. 107), Al Savell Weapons (p. 325), Bryon Oshiro
Seek Foe (p. 112), Trevor Verges Weapons, pt. 2 (p. 328), Bryon Oshiro
Metallurgist (p. 115), Miguel Ángel Staves (p. 335), Bryon Oshiro
Animist Totem (p. 118), Rastislav Le Unearthed Runes (p. 345), Miguel Ángel
Alienist (p. 123), Miguel Ángel Scribe (p. 347), Rastislav Le
Shadow Priest (p. 126), Vlad Voronchiukov Runic Overload (p. 355), Allen Morris
Elemental Shaping (p. 90), Vlad Voronchiukov The Archivist (p. 359), Danielle Sands
Spiritbound Invoker (p. 134), Anna Wheeler Animation (p. 363), Anna Wheeler
Fetchling Magus (p. 139), Danielle Sands Rune Master (p. 368), Kendal Gates
Primal Vessel (p. 144), Miguel Ángel Rune Knight (p. 371), Miguel Santos
Deathwalker (p. 149), Nicoleta Stavarache Rune Binder (p. 383), Miguel Ángel
Divine Guide (p. 153), Anderson Maia Script Mastery (p. 387), Miguel Ángel
Darkness Shaman (p. 158), Jasmine Mackey Addle (p. 394), Kendal Gates
Mystic Shifter (p. 163), Anna Wheeler Anima (p. 397), Rastislav Le
Siege Commander (p. 158), Vlad Voronchiukov Aurora (p. 401), Michelle Mueller
Weapon of the Faithful (p. 175), Miguel Santos Chain Blast (p. 405), Miguel Ángel
Asura Dance (p. 182), Victor Tan Decaying Ray (p. 410), Nicoleta Stavarache
Concealing Trick (p. 184), Miguel Ángel Enhance Movement (p. 415), Rastislav Le
Double Strike (p. 187), Miguel Santos Light of the Sun (p. 420), Nicoleta Stavarache
Piercing Shot (p. 190), Danielle Sands Negation (p. 425), Kendal Gates
Mystic Empathy (p. 193), Michelle Mueller Primal Vigor (p. 428), Miguel Ángel
Polearm Expertise (p. 194), Vlad Voronchiukov Repel (p. 433), Danielle Sands
Swift Crafting (p. 198), Michelle Mueller Sixfold Veil (p. 438), Vlad Voronchiukov
Titan Technique (p. 201), Miguel Ángel Sunspark (p. 442), Terry Pavlet
Path of Shadows (p. 203), Danielle Sands Unstoppable (p. 445), Anna Wheeler
The Study of Magic (p. 205), Anna Wheeler Wrath of the Ancients (p. 448), Nicoleta Stavarache
Aberrant Anatomy (p. 231), Rastislav Le Runic Armor & Weapons (p. 453), Bryon Oshiro
Apex Predator (p. 234), Michelle Mueller Rune Staves (p. 460), Bryon Oshiro

475
Index
What Path will You Walk?
Discover your true potential with Paths of Magic, the final book of the “Path” series for the
Pathfinder Roleplaying Game by Ascension Games! Inside you’ll find a massive library
of options for your favorite base and core classes, exploring the concepts of shadows,
artifice, and nature through new classes, feats, magic items and more!

Paths of Magic has several features, including:


• Nine new base classes: the eldritch cabalist, the cunning saboteur, the spirit-
calling invoker, the stealthy nightblade, the protective warden, and more.
• Dozens of new options and archetypes for your favorite classes, such as
the metallurgist alchemist, animist barbarian, and the shadow priest cleric.
• Nearly 150 new feats to support all kinds of play styles from spellcasters
to close-range combat, including metamagic feats, combat feats, and new
“technique” feats that grant specialized combat options.
• Over 250 new spells for practically every magic user. Take on armies with
conjure siege weapon, or create an explosion of verdant life with the wild growth
spell. Trap your foes within the empty void prison and wither them away with
deadly eclipse.
• The rune magic system, where every spell serves to empower the next,
complete with nearly 200 “runic scripts”, feats, magic items, and archetypes.
• New magic weapons, armor, wondrous items, and more. Shatter foes’ defenses
with the hand of the monolith or hide in the shadows with the silhouette.

You might also like