Fax Celestis
2006-09-19, 11:37 PM
The Planar Adept is essentially a step taken upwards from the Shadowcaster, except that the Planar Adept is not limited to one planar influence. This class is designed to replace the Sorceror.
Abilities: A Planar Adept's Intelligence and Charisma scores are equally important.
Alignment: Any.
Hit Die: d4
Starting Gold : 3d4x10 gp.
Starting Age : As wizard (PH 109).
Class Features
Class Skills (2 + Int, x4 at 1st level): Concentration, Craft, Hide, Intimidate, Knowledge (all skills taken individually), Move Silently, Profession, Spellcraft, Spot
Weapon and Armor Proficiency: Planar Adepts are proficient with all simple weapons, no kinds of armor, and no shields.
Fundamentals (Su): As Fundamentals of Shadow, Tome of Magic pg. 112, except drawn from the Fundamentals list below in addition to the Fundamentals of Shadow listed in the Tome of Magic (pg. 139).
Spells : As Mysteries and Paths, Tome of Magic pg. 112, except with the following changes:
Spells are drawn from the Paths list below in addition to the Paths of Shadow listed in the Tome of Magic (pg. 140).
A Planar Adept with a planar focus other than Shadow has a different "tell", though a Planar Adept is not attuned enough to display such a tell until fifth level. These are annotated in the Special Abilities section. The DC 15 Spot check to notice the tell remains the same regardless of the form it takes.
The Planar Adept learns two spells per level instead of one.
Bonus Feats : As Bonus Feats, Tome of Magic pg. 113.
Sense Ability (Su) : At third level, a Planar Adept's connection to the planes reaches a sort of attunement, and the Planar Adept acquires a sense ability, selected from the list below. At seventh level, this ability improves.
Special Ability (Ex) : At fifth level and every five levels thereafter, a Planar Adept receives bolstering affects from the plane they are most attuned to. These are selected from the Special Abilities list below. A Planar Adept may only select one list to gain the benefits of, but it may differ from the planar sense ability chosen at level 3.
Planar Adept Progression
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Fundamentals, Apprentice Spells
2nd +1 +3 +0 +3 Bonus Feat (see text)
3rd +1 +3 +1 +3 Sense Ability
4th +2 +4 +1 +4 Bonus Fundamental
5th +2 +4 +1 +4 Special Ability
6th +3 +5 +2 +5 -
7th +3 +5 +2 +5 Apprentice Spells (Spell-Like); Initiate Spells
8th +4 +6 +2 +6 Bonus Fundamental
9th +4 +6 +3 +6 -
10th +5 +7 +3 +7 Special Ability
11th +5 +7 +3 +7 Sense Ability
12th +6/+1 +8 +4 +8 Bonus Fundamental
13th +6/+1 +8 +4 +8 Apprentice Spells (Supernatural); Initiate Spells (Spell-Like); Master Spells
14th +7/+2 +9 +4 +9 Unlimited Fundamentals
15th +7/+2 +9 +5 +9 Special Ability
16th +8/+3 +10 +5 +10 Bonus Fundamental
17th +8/+3 +10 +5 +10 -
18th +9/+4 +11 +6 +11 -
19th +9/+4 +11 +6 +11 -
20th +10/+5 +12 +6 +12 Bonus Fundamental, Special Ability[/table]
Uses Per Spell Per Day
{table]
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1 - - - - - - - -
2 1 - - - - - - - -
3 1 1 - - - - - - -
4 1 1 - - - - - - -
5 1 1 1 - - - - - -
6 1 1 1 - - - - - -
7 2 2 2 1 - - - - -
8 2 2 2 1 - - - - -
9 2 2 2 1 1 - - - -
10 2 2 2 1 1 - - - -
11 2 2 2 1 1 1 - - -
12 2 2 2 1 1 1 - - -
13 3 3 3 2 2 2 1 - -
14 3 3 3 2 2 2 1 - -
15 3 3 3 2 2 2 1 1 -
16 3 3 3 2 2 2 1 1 -
17 3 3 3 2 2 2 1 1 1
18 3 3 3 2 2 2 1 1 1
19 3 3 3 2 2 2 1 1 1
20 3 3 3 2 2 2 1 1 1[/table]
Sense Abilities
Air
3. Airseeking: as a standard action, you can detect any creature with the (Air) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Chaos
3. Chaosseeking: as a standard action, you can use detect chaos.
7. The ability you gained at 3rd level is now usable as a swift action.
Earth
3. Earthseeking: as a standard action, you can detect any creature with the (Earth) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Evil
3. Evilseeking: as a standard action, you can use detect evil.
7. The ability you gained at 3rd level is now usable as a swift action.
Fire
3. Fireseeking: as a standard action, you can detect any creature with the (Fire) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Good
3. Goodseeking: as a standard action, you can use detect good.
7. The ability you gained at 3rd level is now usable as a swift action.
Law
3. Lawseeking: as a standard action, you can use detect law.
7. The ability you gained at 3rd level is now usable as a swift action.
Negative
3. Earthseeking: as a standard action, you can detect any creature with the (Negative) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Positive
3. Earthseeking: as a standard action, you can detect any creature with the (Positive) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Shadow
As Shadowcaster 3rd and 7th level "Umbral Sight" abilities.
Water
3. Waterseeking: as a standard action, you can detect any creature with the (Water) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Special Abilities
Air
Tell: The Planar Adept (and only the Planar Adept) appears to be surrounded by a light breeze momentarily whenever they cast a spell.
5. Scorn Earth: At 5th level, the Planar Adept's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even "run" at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.
While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the levitate spell.
10. At tenth level, the Planar Adept gains Resist Sonic 10.
15. Interpretive Winds: At fifteenth level, the Planar Adept becomes immune to spells or abilities that are language dependent.
20. At twentieth level, the Planar Adept gains immunity to sonic damage.
Astral
Tell: The Planar Adept appears to turn momentarily incorporeal during casting, though they do not actually do so.
5. At fifth level, the Planar Adept becomes able to use dimension door, as the spell, once per day.
10. At tenth level, the Planar Adept can use her dimension door spell-like ability three times per day.
15. At fifteenth level, the Planar Adept can use teleport, as the spell, once per day.
20. At twentieth level, the Planar Adept can use plane shift, as the spell, once per day.
Chaos
Tell: The Planar Adept's shadow writhes and shapes itself into unreal and unnatural shapes during casting.
5.
10. At tenth level, the Planar Adept gains DR 1/lawful.
15.
20. At twentieth level, the Planar Adept's DR increases to 4/lawful.
Earth
Tell: Parts of the Planar Adept's body appear to turn stonelike while casting.
5. At fifth level, the Planar Adept can cast stone shape, as the spell, once per day. This ability is only usable while in contact with the ground.
10. At tenth level, the Planar Adept gains DR 1/Starmetal.
15. At fifteenth level, the Planar Adept can cast statue, as the spell except self only, once per day. This ability is only usable while in contact with the ground.
20. At twentieth level, the Planar Adept's DR increases to 4/Starmetal.
Ethereal
Tell: The Planar Adept appears to go incorporeal while casting spells, but does not actually do so.
5. At fifth level, the Planar Adept can cast gaseous form, as the spell except self only, once per day.
10. At tenth level,
15. At fifteenth level, the Planar Adept can cast her gaseous form spell-like ability three times per day.
20. At twentieth level, the Planar Adept can cast ethereal jaunt, as the spell, once per day.
Evil
Tell: The Planar Adept's eyes glow red while casting.
5.
10. At tenth level, the Planar Adept gains DR 1/Good.
15.
20. At twentieth level, the Planar Adept's DR increases to 4/Good.
Fire
Tell: The Planar Adept's eyes reflect fire while casting.
5. Hand Afire: At fifth level, the Planar Adept can engulf her hands in flames as a move action. Her unarmed attacks with that hand are treated armed. Such attacks deal an extra 2d6 points of fire damage.
10. At tenth level, the Planar Adept gains Fire Resist 10.
15. Greater Hand Afire: At fifteenth level, when the Planar Adept activates her Hand Afire ability, her unarmed attack deals an extra 4d6 points of fire damage instead of 2d6.
20. At twentieth level, the Planar Adept becomes immune to fire.
Good
Tell: The Planar Adept's eyes glow white while casting.
5.
10. At tenth level, the Planar Adept gains DR 1/evil.
15.
20. At twentieth level, the Planar Adept's DR increases to 4/evil.
Law
Tell: The Planar Adept's shadow turns into a straight, shapeless line while casting.
5.
10. At tenth level, the Planar Adept gains DR 1/chaotic.
15.
20. At twentieth level, the Planar Adept's DR increases to 4/chaotic.
Negative
Tell: Lights around the Planar Adept appear to dim while casting, though they do not actually do so.
5.
10.
15. At fifteenth level, the Planar Adept is healed by negative energy and harmed by positive energy.
20.
Positive
Tell: Lights around the Planar Adept brighten while casting, though they do not actually do so.
5.
10.
15. At fifteenth level, the Planar Adept becomes immune to aging.
20.
Shadow
As Shadowcaster "Sustaining Shadow" 5th, 10th, 15th, and 20th level abilities.
Water
Tell: The Planar Adept's eyes reflect water while casting.
5. At fifth level, the Planar Adept can hold her breath for an amount of time equal to 4 x Con modifier rounds before needing to take a breath.
10.
15. At fifteenth level, the Planar Adept no longer needs to breathe.
20.
Paths
Fundamentals
All 0-level Sorceror/Wizard spells are Fundamentals.
Paths of Control
Alluring Charms (Apprentice)
1. Charm Person
2. Daze Monster
3. Suggestion
Leash the Mind (Initiate)
4. Charm Monster
5. Dominate Person
6. Mass Suggestion
Master of Puppets (Master)
7. Mass Charm Monster
8. Demand
9. Dominate Monster
Paths of Corrosion
Vitriol’s Bite (Apprentice)
1. Lesser Orb of Acid
2. Acid Arrow
3. Acid Breath
Acid in the Blood (Initiate)
4. Orb of Acid
5. Vitriolic Sphere
6. Acid Fog
Corroding the Soul (Master)
7. Slime Wave
8. Horrid Wilting
9. Storm of Vengeance
Paths of Death
Le Petit Mort (Apprentice)
1. Ray of Enfeeblement
2. False Life
3. Vampiric Touch
Flesh Fails (Initiate)
4. Enervation
5. Waves of Fatigue
6. Circle of Death
Life Fades (Master)
7. Finger of Death
8. Symbol of Death
9. Wail of the Banshee
Paths of Deception
Smoke and Mirrors (Apprentice)
1. Disguise Self
2. Mirror Image
3. Major Image
Lies within Lies (Initiate)
4. Greater Invisibility
5. Persistent Image
6. Veil
Breaking the Truth (Master)
7. Mass Invisibility
8. Screen
9. Superior Invisibility*
Paths of Defense
The Shield Unseen (Apprentice)
1. Shield
2. Protection from Arrows
3. Protection from Energy
Wards of the Flesh (Initiate)
4. Stoneskin
5. Contingent Energy Resistance
6. Repulsion
The Veil Impassable (Master)
7. Energy Immunity
8. Mind Blank
9. Prismatic Sphere
Paths of Defiance
Mage's Bane (Apprentice)
1. Dispel Ward
2. Obscure Object
3. Dispel Magic
The Spell Denied (Initiate)
4. Lesser Globe of Invulnerability
5. Break Enchantment
6. Greater Dispel Magic
Mystic Void (Master)
7. Spell Turning
8. Protection from Spells
9. Disjunction
Paths of Exorcism
Seal of Worlds (Apprentice)
1. Protection from Chaos/Evil/Good/Law (choose one)
2. Magic Circle against Chaos/Evil/Good/Law (choose one)
3. Avoid Planar Effects
Denying the Planes (Initiate)
4. Dimensional Anchor
5. Dismissal
6. Seal Portal
Closing the Gate (Master)
7. Banishment
8. Dimensional Lock
9. Imprisonment
Paths of Fire
Burning Sphere (Apprentice)
1. Lesser Orb of Fire
2. Flaming Sphere
3. Fireball
Sparks and Embers (Apprentice)
1. Burning Hands
2. Scorching Ray
3. Fireball
Bursting Flames (Initiate)
4. Wall of Fire
5. Firebrand
6. Fires of Purity
Pyroclastic Potence (Initiate)
4. Wall of Fire
5. Firebrand
6. Fires of Purity
Utter Holocaust (Master)
7. Delayed Blast Fireball
8. Incendiary Cloud
9. Meteor Swarm
Unyielding Flames (Master)
7. Delayed Blast Fireball
8. Incendiary Cloud
9. Detonate
Paths of Force
Focusing Force (Apprentice)
1. Magic Missile
2. Bigby's Warding Hand
3. Bigby's Striking Fist
Unseen Strength (Apprentice)
1. Magic Missile
2. Blast of Force*
3. Explosive Runes
Argent Might (Initiate)
4. Resilient Sphere
5. Wall of Force
6. Forceful Hand
Protection (Initiate)
4. Resilient Sphere
5. Bigby's Interposing Hand
6. Telekinetic Sphere
Restraining Force (Master)
7. Wall of Force
8. Bigby's Crushing Hand
9. Forcecage
Subtlest Power (Master)
7. Forcecage
8. Telekinetic Sphere
9. Crushing Hand
Paths of Ice
Creeping Chill (Apprentice)
1. Chill Touch
2. Snowball Swarm
3. Sleet Storm
Frigid Demise (Initiate)
4. Ice Storm
5. Cone of Cold
6. Freezing Spehere
Fury of Winter (Master)
7. Ice Claw
8. Polar Ray
9. Obedient Avalanche
Paths of Insight
Subtle Insights (Apprentice)
1. True Strike
2. See Invisibility
3. Clairaudience/Clairavoyance
The Eye Unseen (Initiate)
4. Scrying
5. Prying Eyes
6. True Seeing
Through the Oculus (Master)
7. Greater Scrying
8. Moment of Prescience
9. Foresight
Paths of Knowledge
Hidden Knowledge (Apprentice)
1. Identify
2. Locate Object
3. Tongues
Forgotten Lore (Initiate)
4. Locate Creature
5. Contact Other Plane
6. Analyze Dweomer
Forbidden Secrets (Master)
7. Vision
8. Discern Location
9. Hindsight
Paths of Passion
Fear and Loathing (Apprentice)
1. Cause Fear
2. Scare
3. Rage
Sorrow and Sadness (Initiate)
4. Crushing Despair
5. Bolts of Bedevilment
6. Symbol of Fear
Wrath and Madness (Master)
7. Insanity
8. Maddening Whispers
9. Stormrage
Paths of Shadow
Hidden in Shadows (Apprentice)
1. Net of Shadows*
2. Darkness
3. Shadow Binding*
Shaping the Darkness (Initiate)
4. Shadow Conjuration
5. Shadow Evocation
6. Shadow Walk
Midnight Penumbra (Master)
7. Greater Shadow Conjuration
8. Greater Shadow Evocation
9. Shades
Paths of Song
Chords of Power (Apprentice)
1. Lesser Orb of Sound
2. Shatter
3. Sculpt Sound
Mystic Melodies (Initiate)
4. Orb of Sound
5. Song of Discord
6. Sympathetic Vibration
Discord and Cacophony (Master)
7. Great Shout
8. Symphonic Nightmare
9. Wail of the Banshee
Paths of Security
Safekeeping (Apprentice)
1. Alarm
2. Arcane Lock
3. Nondetection
Paths of Summoning
Calling of Allies (Apprentice)
1. Summon Monster I
2. Summon Monster II
3. Summon Monster III
Binding of Spirits (Initiate)
4. Summon Monster IV
5. Lesser Planar Binding
6. Planar Binding
The Opened Gate (Master)
7. Instant Summons
8. Greater Planar Binding
9. Gate
Paths of the Sun
Sunlight's Glint (Apprentice)
1. Luminous Gaze
2. Continual Flame
3. Daylight
Sunlight's Glare (Initiate)
4. Blistering Radiance
5. Prismatic Ray
6. Ray of Light
Sunlight's Radiance (Master)
7. Radiant Assault
8. Sunburst
9. Prismatic Sphere
Paths of Thunder
Dark Clouds (Apprentice)
1. Shocking Grasp
2. Electric Loop
3. Lightning Bolt
Knives of Lightning (Initiate)
4. Orb of Electricity
5. Ball Lightning
6. Chain Lightning
Storm and Fury (Master)
7. Control Weather
8. Lightning Ring
9. Stormrage
Paths of Time
Defy the Hourglass (Apprentice)
1. Nerveskitter
2. Lesser Celerity
3. Haste
Twist the Sands (Initiate)
4. Celerity
5. Permanency
6. Contingency
Walk Outside Time (Master)
7. Temporal Stasis
8. Greater Celerity
9. Time Stop
Paths of Transformation
Flesh Reshaped (Apprentice)
1. Enlarge Person/Reduce Person (Choose One)
2. Alter Self
3. Gaseous Form
Body Reforged (Initiate)
4. Polymorph
5. Baleful Polymorph
6. Flesh to Stone/Stone to Flesh (Choose One)
Soul Reborn (Master)
7. Statue
8. Polymorph Any Object
9. Shapechange
Paths of Travel
Stepping Through Space (Apprentice)
1. Benign Transposition
2. Baleful Transposition
3. Phantom Steed
Doors of Reality (Initiate)
4. Dimension Door
5. Teleport
6. Greater Teleport
Planeswalking (Master)
7. Plane Shift
8. Maze
9. Teleportation Circle
Paths of Undeath
Defiled Graves (Apprentice)
1. Summon Undead I
2. Command Undead
3. Undead Lieutenant
Unhallowed Souls (Initiate)
4. Animate Dead
5. Summon Undead V
6. Create Undead
Dark Revenants (Master)
7. Control Undead
8. Create Greater Undead
9. Plague of Undead
Paths of Weaponry
The Unheld Weapon (Apprentice)
1. Persistent Blade
2. Cloud of Knives
3. Blade of Pain and Fear
The Offensive Blade (Initiate)
4. Dance of Blades
5. Howling Chain
6. Greater Luminous Assassin
Transformation (Master)
7. Transformation
8. Body of War
9. Dragonshape
Abilities: A Planar Adept's Intelligence and Charisma scores are equally important.
Alignment: Any.
Hit Die: d4
Starting Gold : 3d4x10 gp.
Starting Age : As wizard (PH 109).
Class Features
Class Skills (2 + Int, x4 at 1st level): Concentration, Craft, Hide, Intimidate, Knowledge (all skills taken individually), Move Silently, Profession, Spellcraft, Spot
Weapon and Armor Proficiency: Planar Adepts are proficient with all simple weapons, no kinds of armor, and no shields.
Fundamentals (Su): As Fundamentals of Shadow, Tome of Magic pg. 112, except drawn from the Fundamentals list below in addition to the Fundamentals of Shadow listed in the Tome of Magic (pg. 139).
Spells : As Mysteries and Paths, Tome of Magic pg. 112, except with the following changes:
Spells are drawn from the Paths list below in addition to the Paths of Shadow listed in the Tome of Magic (pg. 140).
A Planar Adept with a planar focus other than Shadow has a different "tell", though a Planar Adept is not attuned enough to display such a tell until fifth level. These are annotated in the Special Abilities section. The DC 15 Spot check to notice the tell remains the same regardless of the form it takes.
The Planar Adept learns two spells per level instead of one.
Bonus Feats : As Bonus Feats, Tome of Magic pg. 113.
Sense Ability (Su) : At third level, a Planar Adept's connection to the planes reaches a sort of attunement, and the Planar Adept acquires a sense ability, selected from the list below. At seventh level, this ability improves.
Special Ability (Ex) : At fifth level and every five levels thereafter, a Planar Adept receives bolstering affects from the plane they are most attuned to. These are selected from the Special Abilities list below. A Planar Adept may only select one list to gain the benefits of, but it may differ from the planar sense ability chosen at level 3.
Planar Adept Progression
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Fundamentals, Apprentice Spells
2nd +1 +3 +0 +3 Bonus Feat (see text)
3rd +1 +3 +1 +3 Sense Ability
4th +2 +4 +1 +4 Bonus Fundamental
5th +2 +4 +1 +4 Special Ability
6th +3 +5 +2 +5 -
7th +3 +5 +2 +5 Apprentice Spells (Spell-Like); Initiate Spells
8th +4 +6 +2 +6 Bonus Fundamental
9th +4 +6 +3 +6 -
10th +5 +7 +3 +7 Special Ability
11th +5 +7 +3 +7 Sense Ability
12th +6/+1 +8 +4 +8 Bonus Fundamental
13th +6/+1 +8 +4 +8 Apprentice Spells (Supernatural); Initiate Spells (Spell-Like); Master Spells
14th +7/+2 +9 +4 +9 Unlimited Fundamentals
15th +7/+2 +9 +5 +9 Special Ability
16th +8/+3 +10 +5 +10 Bonus Fundamental
17th +8/+3 +10 +5 +10 -
18th +9/+4 +11 +6 +11 -
19th +9/+4 +11 +6 +11 -
20th +10/+5 +12 +6 +12 Bonus Fundamental, Special Ability[/table]
Uses Per Spell Per Day
{table]
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1 - - - - - - - -
2 1 - - - - - - - -
3 1 1 - - - - - - -
4 1 1 - - - - - - -
5 1 1 1 - - - - - -
6 1 1 1 - - - - - -
7 2 2 2 1 - - - - -
8 2 2 2 1 - - - - -
9 2 2 2 1 1 - - - -
10 2 2 2 1 1 - - - -
11 2 2 2 1 1 1 - - -
12 2 2 2 1 1 1 - - -
13 3 3 3 2 2 2 1 - -
14 3 3 3 2 2 2 1 - -
15 3 3 3 2 2 2 1 1 -
16 3 3 3 2 2 2 1 1 -
17 3 3 3 2 2 2 1 1 1
18 3 3 3 2 2 2 1 1 1
19 3 3 3 2 2 2 1 1 1
20 3 3 3 2 2 2 1 1 1[/table]
Sense Abilities
Air
3. Airseeking: as a standard action, you can detect any creature with the (Air) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Chaos
3. Chaosseeking: as a standard action, you can use detect chaos.
7. The ability you gained at 3rd level is now usable as a swift action.
Earth
3. Earthseeking: as a standard action, you can detect any creature with the (Earth) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Evil
3. Evilseeking: as a standard action, you can use detect evil.
7. The ability you gained at 3rd level is now usable as a swift action.
Fire
3. Fireseeking: as a standard action, you can detect any creature with the (Fire) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Good
3. Goodseeking: as a standard action, you can use detect good.
7. The ability you gained at 3rd level is now usable as a swift action.
Law
3. Lawseeking: as a standard action, you can use detect law.
7. The ability you gained at 3rd level is now usable as a swift action.
Negative
3. Earthseeking: as a standard action, you can detect any creature with the (Negative) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Positive
3. Earthseeking: as a standard action, you can detect any creature with the (Positive) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Shadow
As Shadowcaster 3rd and 7th level "Umbral Sight" abilities.
Water
3. Waterseeking: as a standard action, you can detect any creature with the (Water) subtype within 60 feet.
7. The ability you gained at 3rd level is now usable as a swift action.
Special Abilities
Air
Tell: The Planar Adept (and only the Planar Adept) appears to be surrounded by a light breeze momentarily whenever they cast a spell.
5. Scorn Earth: At 5th level, the Planar Adept's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even "run" at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.
While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the levitate spell.
10. At tenth level, the Planar Adept gains Resist Sonic 10.
15. Interpretive Winds: At fifteenth level, the Planar Adept becomes immune to spells or abilities that are language dependent.
20. At twentieth level, the Planar Adept gains immunity to sonic damage.
Astral
Tell: The Planar Adept appears to turn momentarily incorporeal during casting, though they do not actually do so.
5. At fifth level, the Planar Adept becomes able to use dimension door, as the spell, once per day.
10. At tenth level, the Planar Adept can use her dimension door spell-like ability three times per day.
15. At fifteenth level, the Planar Adept can use teleport, as the spell, once per day.
20. At twentieth level, the Planar Adept can use plane shift, as the spell, once per day.
Chaos
Tell: The Planar Adept's shadow writhes and shapes itself into unreal and unnatural shapes during casting.
5.
10. At tenth level, the Planar Adept gains DR 1/lawful.
15.
20. At twentieth level, the Planar Adept's DR increases to 4/lawful.
Earth
Tell: Parts of the Planar Adept's body appear to turn stonelike while casting.
5. At fifth level, the Planar Adept can cast stone shape, as the spell, once per day. This ability is only usable while in contact with the ground.
10. At tenth level, the Planar Adept gains DR 1/Starmetal.
15. At fifteenth level, the Planar Adept can cast statue, as the spell except self only, once per day. This ability is only usable while in contact with the ground.
20. At twentieth level, the Planar Adept's DR increases to 4/Starmetal.
Ethereal
Tell: The Planar Adept appears to go incorporeal while casting spells, but does not actually do so.
5. At fifth level, the Planar Adept can cast gaseous form, as the spell except self only, once per day.
10. At tenth level,
15. At fifteenth level, the Planar Adept can cast her gaseous form spell-like ability three times per day.
20. At twentieth level, the Planar Adept can cast ethereal jaunt, as the spell, once per day.
Evil
Tell: The Planar Adept's eyes glow red while casting.
5.
10. At tenth level, the Planar Adept gains DR 1/Good.
15.
20. At twentieth level, the Planar Adept's DR increases to 4/Good.
Fire
Tell: The Planar Adept's eyes reflect fire while casting.
5. Hand Afire: At fifth level, the Planar Adept can engulf her hands in flames as a move action. Her unarmed attacks with that hand are treated armed. Such attacks deal an extra 2d6 points of fire damage.
10. At tenth level, the Planar Adept gains Fire Resist 10.
15. Greater Hand Afire: At fifteenth level, when the Planar Adept activates her Hand Afire ability, her unarmed attack deals an extra 4d6 points of fire damage instead of 2d6.
20. At twentieth level, the Planar Adept becomes immune to fire.
Good
Tell: The Planar Adept's eyes glow white while casting.
5.
10. At tenth level, the Planar Adept gains DR 1/evil.
15.
20. At twentieth level, the Planar Adept's DR increases to 4/evil.
Law
Tell: The Planar Adept's shadow turns into a straight, shapeless line while casting.
5.
10. At tenth level, the Planar Adept gains DR 1/chaotic.
15.
20. At twentieth level, the Planar Adept's DR increases to 4/chaotic.
Negative
Tell: Lights around the Planar Adept appear to dim while casting, though they do not actually do so.
5.
10.
15. At fifteenth level, the Planar Adept is healed by negative energy and harmed by positive energy.
20.
Positive
Tell: Lights around the Planar Adept brighten while casting, though they do not actually do so.
5.
10.
15. At fifteenth level, the Planar Adept becomes immune to aging.
20.
Shadow
As Shadowcaster "Sustaining Shadow" 5th, 10th, 15th, and 20th level abilities.
Water
Tell: The Planar Adept's eyes reflect water while casting.
5. At fifth level, the Planar Adept can hold her breath for an amount of time equal to 4 x Con modifier rounds before needing to take a breath.
10.
15. At fifteenth level, the Planar Adept no longer needs to breathe.
20.
Paths
Fundamentals
All 0-level Sorceror/Wizard spells are Fundamentals.
Paths of Control
Alluring Charms (Apprentice)
1. Charm Person
2. Daze Monster
3. Suggestion
Leash the Mind (Initiate)
4. Charm Monster
5. Dominate Person
6. Mass Suggestion
Master of Puppets (Master)
7. Mass Charm Monster
8. Demand
9. Dominate Monster
Paths of Corrosion
Vitriol’s Bite (Apprentice)
1. Lesser Orb of Acid
2. Acid Arrow
3. Acid Breath
Acid in the Blood (Initiate)
4. Orb of Acid
5. Vitriolic Sphere
6. Acid Fog
Corroding the Soul (Master)
7. Slime Wave
8. Horrid Wilting
9. Storm of Vengeance
Paths of Death
Le Petit Mort (Apprentice)
1. Ray of Enfeeblement
2. False Life
3. Vampiric Touch
Flesh Fails (Initiate)
4. Enervation
5. Waves of Fatigue
6. Circle of Death
Life Fades (Master)
7. Finger of Death
8. Symbol of Death
9. Wail of the Banshee
Paths of Deception
Smoke and Mirrors (Apprentice)
1. Disguise Self
2. Mirror Image
3. Major Image
Lies within Lies (Initiate)
4. Greater Invisibility
5. Persistent Image
6. Veil
Breaking the Truth (Master)
7. Mass Invisibility
8. Screen
9. Superior Invisibility*
Paths of Defense
The Shield Unseen (Apprentice)
1. Shield
2. Protection from Arrows
3. Protection from Energy
Wards of the Flesh (Initiate)
4. Stoneskin
5. Contingent Energy Resistance
6. Repulsion
The Veil Impassable (Master)
7. Energy Immunity
8. Mind Blank
9. Prismatic Sphere
Paths of Defiance
Mage's Bane (Apprentice)
1. Dispel Ward
2. Obscure Object
3. Dispel Magic
The Spell Denied (Initiate)
4. Lesser Globe of Invulnerability
5. Break Enchantment
6. Greater Dispel Magic
Mystic Void (Master)
7. Spell Turning
8. Protection from Spells
9. Disjunction
Paths of Exorcism
Seal of Worlds (Apprentice)
1. Protection from Chaos/Evil/Good/Law (choose one)
2. Magic Circle against Chaos/Evil/Good/Law (choose one)
3. Avoid Planar Effects
Denying the Planes (Initiate)
4. Dimensional Anchor
5. Dismissal
6. Seal Portal
Closing the Gate (Master)
7. Banishment
8. Dimensional Lock
9. Imprisonment
Paths of Fire
Burning Sphere (Apprentice)
1. Lesser Orb of Fire
2. Flaming Sphere
3. Fireball
Sparks and Embers (Apprentice)
1. Burning Hands
2. Scorching Ray
3. Fireball
Bursting Flames (Initiate)
4. Wall of Fire
5. Firebrand
6. Fires of Purity
Pyroclastic Potence (Initiate)
4. Wall of Fire
5. Firebrand
6. Fires of Purity
Utter Holocaust (Master)
7. Delayed Blast Fireball
8. Incendiary Cloud
9. Meteor Swarm
Unyielding Flames (Master)
7. Delayed Blast Fireball
8. Incendiary Cloud
9. Detonate
Paths of Force
Focusing Force (Apprentice)
1. Magic Missile
2. Bigby's Warding Hand
3. Bigby's Striking Fist
Unseen Strength (Apprentice)
1. Magic Missile
2. Blast of Force*
3. Explosive Runes
Argent Might (Initiate)
4. Resilient Sphere
5. Wall of Force
6. Forceful Hand
Protection (Initiate)
4. Resilient Sphere
5. Bigby's Interposing Hand
6. Telekinetic Sphere
Restraining Force (Master)
7. Wall of Force
8. Bigby's Crushing Hand
9. Forcecage
Subtlest Power (Master)
7. Forcecage
8. Telekinetic Sphere
9. Crushing Hand
Paths of Ice
Creeping Chill (Apprentice)
1. Chill Touch
2. Snowball Swarm
3. Sleet Storm
Frigid Demise (Initiate)
4. Ice Storm
5. Cone of Cold
6. Freezing Spehere
Fury of Winter (Master)
7. Ice Claw
8. Polar Ray
9. Obedient Avalanche
Paths of Insight
Subtle Insights (Apprentice)
1. True Strike
2. See Invisibility
3. Clairaudience/Clairavoyance
The Eye Unseen (Initiate)
4. Scrying
5. Prying Eyes
6. True Seeing
Through the Oculus (Master)
7. Greater Scrying
8. Moment of Prescience
9. Foresight
Paths of Knowledge
Hidden Knowledge (Apprentice)
1. Identify
2. Locate Object
3. Tongues
Forgotten Lore (Initiate)
4. Locate Creature
5. Contact Other Plane
6. Analyze Dweomer
Forbidden Secrets (Master)
7. Vision
8. Discern Location
9. Hindsight
Paths of Passion
Fear and Loathing (Apprentice)
1. Cause Fear
2. Scare
3. Rage
Sorrow and Sadness (Initiate)
4. Crushing Despair
5. Bolts of Bedevilment
6. Symbol of Fear
Wrath and Madness (Master)
7. Insanity
8. Maddening Whispers
9. Stormrage
Paths of Shadow
Hidden in Shadows (Apprentice)
1. Net of Shadows*
2. Darkness
3. Shadow Binding*
Shaping the Darkness (Initiate)
4. Shadow Conjuration
5. Shadow Evocation
6. Shadow Walk
Midnight Penumbra (Master)
7. Greater Shadow Conjuration
8. Greater Shadow Evocation
9. Shades
Paths of Song
Chords of Power (Apprentice)
1. Lesser Orb of Sound
2. Shatter
3. Sculpt Sound
Mystic Melodies (Initiate)
4. Orb of Sound
5. Song of Discord
6. Sympathetic Vibration
Discord and Cacophony (Master)
7. Great Shout
8. Symphonic Nightmare
9. Wail of the Banshee
Paths of Security
Safekeeping (Apprentice)
1. Alarm
2. Arcane Lock
3. Nondetection
Paths of Summoning
Calling of Allies (Apprentice)
1. Summon Monster I
2. Summon Monster II
3. Summon Monster III
Binding of Spirits (Initiate)
4. Summon Monster IV
5. Lesser Planar Binding
6. Planar Binding
The Opened Gate (Master)
7. Instant Summons
8. Greater Planar Binding
9. Gate
Paths of the Sun
Sunlight's Glint (Apprentice)
1. Luminous Gaze
2. Continual Flame
3. Daylight
Sunlight's Glare (Initiate)
4. Blistering Radiance
5. Prismatic Ray
6. Ray of Light
Sunlight's Radiance (Master)
7. Radiant Assault
8. Sunburst
9. Prismatic Sphere
Paths of Thunder
Dark Clouds (Apprentice)
1. Shocking Grasp
2. Electric Loop
3. Lightning Bolt
Knives of Lightning (Initiate)
4. Orb of Electricity
5. Ball Lightning
6. Chain Lightning
Storm and Fury (Master)
7. Control Weather
8. Lightning Ring
9. Stormrage
Paths of Time
Defy the Hourglass (Apprentice)
1. Nerveskitter
2. Lesser Celerity
3. Haste
Twist the Sands (Initiate)
4. Celerity
5. Permanency
6. Contingency
Walk Outside Time (Master)
7. Temporal Stasis
8. Greater Celerity
9. Time Stop
Paths of Transformation
Flesh Reshaped (Apprentice)
1. Enlarge Person/Reduce Person (Choose One)
2. Alter Self
3. Gaseous Form
Body Reforged (Initiate)
4. Polymorph
5. Baleful Polymorph
6. Flesh to Stone/Stone to Flesh (Choose One)
Soul Reborn (Master)
7. Statue
8. Polymorph Any Object
9. Shapechange
Paths of Travel
Stepping Through Space (Apprentice)
1. Benign Transposition
2. Baleful Transposition
3. Phantom Steed
Doors of Reality (Initiate)
4. Dimension Door
5. Teleport
6. Greater Teleport
Planeswalking (Master)
7. Plane Shift
8. Maze
9. Teleportation Circle
Paths of Undeath
Defiled Graves (Apprentice)
1. Summon Undead I
2. Command Undead
3. Undead Lieutenant
Unhallowed Souls (Initiate)
4. Animate Dead
5. Summon Undead V
6. Create Undead
Dark Revenants (Master)
7. Control Undead
8. Create Greater Undead
9. Plague of Undead
Paths of Weaponry
The Unheld Weapon (Apprentice)
1. Persistent Blade
2. Cloud of Knives
3. Blade of Pain and Fear
The Offensive Blade (Initiate)
4. Dance of Blades
5. Howling Chain
6. Greater Luminous Assassin
Transformation (Master)
7. Transformation
8. Body of War
9. Dragonshape