Paths of Magic
Paths of Magic
MAGIC
                 PATHS OF
                  MAGIC
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                                    PATHS OF MAGIC
                                                      CREDITS
  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.
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       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
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  Paths of Magic is published by Ascension Games, LLC under the Open Game License version 1.0a Copyright 2000
                                            Wizards of the Coast, Inc.
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                                                              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.
                                                                     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.
                                                                  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
        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
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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
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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
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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
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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
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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
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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.
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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
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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
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     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
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     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
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     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
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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.
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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
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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
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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
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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.
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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
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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
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     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
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     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
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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
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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
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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.
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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.
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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.
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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
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      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.
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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
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     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
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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.
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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.
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        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
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     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
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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
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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
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     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.
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        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.
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         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
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     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.
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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
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     (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
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     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.
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        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
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     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.
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           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.
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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.
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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.
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                                                                           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.
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                                                                              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
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     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.
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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.
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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.
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     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.
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     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.
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        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.
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        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.
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                                                                           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
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                                                                           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.
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                                                                             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.
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     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.
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        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
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                                                                          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.
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                                                                                 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.
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                                                                            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.
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       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
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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.
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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.
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      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
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     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.
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        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).
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     +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.
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        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.
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         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.
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        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.
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        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
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     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.
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        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.
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                                                                                  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
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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
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     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.
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                                                                                  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.
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        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
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     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
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     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
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     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.
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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.
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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.
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        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.
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                                                                               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
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     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.
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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
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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.
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        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.
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                                                                          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.
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                                                                              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).
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                                                                             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.
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          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.
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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
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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
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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.
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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.
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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
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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.
                                                                      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.
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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
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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.
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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.
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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
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     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.
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        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.
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     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).
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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        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.
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        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.
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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.
                                                                        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.
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        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.
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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
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        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.
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     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.
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          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
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     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.
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          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.
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        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.
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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
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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
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Spells                                                                                                                                            Chapter IV
                                                                        launched into nearby creatures.
             SPELL LISTS                                              Tremorsense, Communal: As tremorsense, but you may
                                                                        divide the duration among creatures touched.
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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.
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     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
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           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
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       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
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          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.
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     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.
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         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.
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     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.
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         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.
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     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
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           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.
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     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.
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         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.
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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.
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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.
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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.
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         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
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       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.
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         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.
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     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.
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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.
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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.
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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.
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     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,
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         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.
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     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.
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          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.
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      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.
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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.
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       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
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         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.
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      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.
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            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).
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      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.
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         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
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     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)
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         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,
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      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.
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          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
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     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.
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          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
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     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,
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         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.
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     • 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).
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          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)
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     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.
      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.
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          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.
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        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
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         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
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        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:
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         • 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
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         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
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         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
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     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
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         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
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                                                                       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
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         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.
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     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
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         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
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        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.
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            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.
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      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.
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         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%
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     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
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         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
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     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.
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          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.
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      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
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         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.
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      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
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         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
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     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
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         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.
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      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.
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           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
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     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.
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         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.
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        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
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         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
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     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
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          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.
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      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
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            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
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        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
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         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
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     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
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         • 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,
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     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
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         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.
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        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).
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         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
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     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
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         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
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     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
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         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).
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     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
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         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
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     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.
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          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.
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        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
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         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.
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      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
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         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
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     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.
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     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
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     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
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        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.
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                            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
                                                                   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
                                                                    316
Chapter V                                                                                                                    Magic Items
        Stormlord’s Raiment
Bladeward Armor
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
                                                                        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
Bloody Talon
Tane’s Lash
                                                                      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
                                                                                                                        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
                                                                   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
                                                                        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
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     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
                                                                       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
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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
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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
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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*
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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
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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
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     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
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     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
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      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.
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     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.
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      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,
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    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
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     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.
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        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
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                                                                           proficient with any type of armor or shield. Armor and
            NEW CLASS:                                                     shields, however, do not interfere with the casting of
                                                                           runic scripts.
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     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.
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     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.
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    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.
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     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
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    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.
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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.
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     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
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     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.
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     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.
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                                                                                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.
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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.
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                                                                            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).
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                                                                             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
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     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
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     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
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                                                                               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.
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                                                                            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
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     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.
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     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
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     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”
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     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
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        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
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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
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     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,
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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
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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.
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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
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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.
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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
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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).
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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.
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     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.
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      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.
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     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.
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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
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                                                                      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
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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.
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      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.
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      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
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     • 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.
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       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).
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     • 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
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      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
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     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.
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         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.
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      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
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                                                                             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.
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         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.
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         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
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     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
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     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.
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                                                                         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
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      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
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     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.
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       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.
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        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
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      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.
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     •  -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.
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        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
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     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.
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         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).
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        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
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      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
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     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
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      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.
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        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.
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         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.
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        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.
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         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
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     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
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      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.
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      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)
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      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.
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      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.
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         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.
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     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
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      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
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     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.
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         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.
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        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.
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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.
                                    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
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        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.
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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.
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      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.
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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
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     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.
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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.
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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
                                                                  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
                                                                    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
     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
                                                                              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
                                                                        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
                                                                   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
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     15 COPYRIGHT NOTICE                                                                                         Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
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     Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors                              Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore
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                                                                                                      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
                                                                     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!