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View Full Version : Contest Base Class Contest XXXV - Schooling the Competition



Temotei
2016-08-08, 01:57 PM
Schooling the Competition

Welcome to Base Class Contest number thirty-five! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of the eight schools of magic; anything is possible, from a generalist mage to a legendary smith who uses transmutation to imbue items with power, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on Saturday, September 24th Saturday, October 1st, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

School!

Temotei
2016-08-08, 01:58 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

sengmeng
2016-08-11, 12:38 PM
Punchimancer

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

I bring my fists to this spell fight!

The Punchimancer is like a wizard who delivers his magic via his fists.

Adventures: Punchimancers study the art of combat in a way similar to monks. Though they focus on arcane opponents, they adventure for the same reasons a monk might, typically to test their art in the laboratory of real combat.

Characteristics: Punchimancers focus on negating magic by absorbing it and using it to power their martial skill.

Alignment: Punchimancers are typically lawful, since their art requires extreme focus, but they are not restricted to a lawful alignment the way a monk is.

Religion: Punchimancers are varied as to their view on the gods. They slightly favor gods of battle and magic, but are more likely to follow a god that matches their alignment.

Background: The punchimancer’s art is an obscure one. They are typically taught directly by other punchimancers, but can also be self-taught if they find the ancient writings of a master punchimancer.

Races: Punchimancy takes a long time to master, and thus the longer-lived races tend to produce more. Humans also take to it as part of their extreme adaptability. Punchimancers are rare in any event; it’s hard to speak of trends in such a small group.

Other Classes: A punchimancer actually functions best with a spellcaster as an ally, and they are also quite dangerous to spellcasters, which can create a strange dynamic in their relationships with them. Mundane classes don’t particularly pique their ire or their interest.

Role: Punchimancers have a stranger role in a party; though it is mostly combat oriented, they also can lock down spellcasters.

Adaptation: A punchimancer could be explained as a sort of mage hunter monk tradition in a setting where that would be appropriate, and would probably be far less rare in such a setting.

GAME RULE INFORMATION
PUNCHIMANCERS have the following game statistics.
Abilities: High wisdom is necessary to unlock all of the punchimancer’s abilities, and some focus on the physical stats also helps them in combat.
Alignment: Any
Hit Die: d6
Starting Age: As wizard
Starting Gold: As monk

Class Skills
The PUNCHIMANCER'S class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

PUNCHIMANCER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+2

+2

+2
Wild Magic Surge, Counterspell, Arcane Fist
3
1+1
-
-
-
-
-
-
-
-


2nd

+1

+3

+3

+3

4
2+1
-
-
-
-
-
-
-
-


3rd

+2

+3

+3

+3
Quickened Counter
4
2+1
1+1
-
-
-
-
-
-
-


4th

+3

+4

+4

+4

4
3+1
2+1
-
-
-
-
-
-
-


5th

+3

+4

+4

+4

4
3+1
2+1
1+1
-
-
-
-
-
-


6th

+4

+5

+5

+5
Quickened Surge
5
3+1
3+1
2+1
-
-
-
-
-
-


7th

+5

+5

+5

+5

5
3+2
3+1
2+1
1+1
-
-
-
-
-


8th

+6

+6

+6

+6

5
3+2
3+1
3+1
2+1
-
-
-
-
-


9th

+6

+6

+6

+6
Double Counter
5
3+2
3+2
3+1
2+1
1+1
-
-
-
-


10th

+7

+7

+7

+7

5
3+2
3+2
3+1
3+1
2+1
-
-
-
-


11th

+8

+7

+7

+7

5
3+2
3+2
3+2
3+1
2+1
1+1
-
-
-


12th

+9

+8

+8

+8
Double Surge
5
3+2
3+2
3+2
3+1
2+1
2+1
-
-
-


13th

+9

+8

+8

+8

5
3+2
3+2
3+2
3+2
3+1
2+1
1+1
-
-


14th

+10

+9

+9

+9

5
3+2
3+2
3+2
3+2
3+1
3+1
2+1
-
-


15th

+11

+9

+9

+9
Powerful Surge
5
3+2
3+2
3+2
3+2
3+2
3+1
2+1
1+1
-


16th

+12

+10

+10

+10

5
3+2
3+2
3+2
3+2
3+2
3+1
3+1
2+1
-


17th

+12

+10

+10

+10

5
3+2
3+2
3+2
3+2
3+2
3+2
3+1
2+1
1+1


18th

+13

+11

+11

+11
Masterful Surge
5
3+2
3+2
3+2
3+2
3+2
3+2
3+1
3+1
2+1


19th

+14

+11

+11

+11

5
3+2
3+2
3+2
3+2
3+2
3+2
3+2
3+1
3+1


20th

+15

+12

+12

+12

5
3+2
3+2
3+2
3+2
3+2
3+2
3+2
3+2
3+2



Class Features
All of the following are class features of the PUNCHIMANCER.

Weapon and Armor Proficiencies: The Punchimancer is proficient with simple weapons and his fists. He is not proficient with any armor or shields

Counterspells: The punchimancer does not gain spells per day; he gains counterspells. Each day, the punchimancer selects the schools of his counterspells; a counterspell can be used to counter any spell of its school of the same level or lower as if it was a casting of that same spell, except that the number after the plus sign on his spell table is for universal counters that can counter any spell. They count as spell slots for the purposes of qualifying for feats and prestige classes, and are advanced and granted by prestige classes that advance arcane spellcasting and items, such as a Ring of Wizardry, that grant additional slots. Furthermore, they can be sacrificed as if they were spell slots to power other abilities, such as the Wild Magic Surge, and the abilities of the archmage prestige class. They cannot be used to cast spells, however, and if a prestige class or feat has a prerequisite of a specific spell or spell school known, the punchimancer is not considered to have any spells on his spell list. Punchimancers can qualify for item creation feats with their counterspell slots, but must learn the necessary spells to craft magic items from another class or some other method. Punchimancers gain bonus counterspells as if Wisdom were their casting stat, and must have a Wisdom score of at least 10 + the level of the counterspell they wish to use. When a punchimancer successfully counters a spell, he absorbs the energy and can redirect it later on. The spell is stored within his body and powers his attacks until discharged, as if he had prepared it himself. The punchimancer can release the spell on a target by touching them as a swift action in the case of a beneficial spell, or by hitting them with an unarmed attack in the case of a harmful spell. Harmful spells with an area effect exclude the punchimancer if he uses them on a target via a unarmed strike. He can “cast” the spell on himself as a swift action as well. The punchimancer can store a number of spells equal to his Wisdom bonus. If he is storing as many spells as he can hold and counters another spell, then he can choose to release one of the stored spells as a free action, or simply lose one of the stored spells or the incoming spell, or use it as a Wild Magic Surge as a free action. Save DC’s and level dependent variables of a spell stored by the punchimancer are based on the original caster. Counterspells always have a verbal and somatic component, unless used with appropriate metamagic feats.

Arcane Fist: The punchimancer has the unarmed damage, AC bonus, ki strike, bonus speed, and flurry of blows (both extra attacks and decreasing penalties) abilities of a monk equal to half their punchimancer levels, plus any actual monk levels. If he is storing at least one spell, he instead gains the unarmed damage, AC bonus, ki strike, bonus speed, and flurry of blows (both extra attacks and decreasing penalties) abilities of a monk equal to his punchimancer levels, plus any actual monk levels.

Wild Magic Surge: The punchimancer gains the Wild Magic Surge feat at first level, even if he does not qualify for it. The punchimancer uses his Wisdom score instead of his intelligence score when determining the save DCs of his wild magic surges. He can sacrifice either a stored spell or a counterspell, however, universal counterspells follow the rules for a spell without school and roll the dice to randomly determine the effect.
Wild Magic Surge [Metamagic]
Sometimes, a wizard just wants to cut loose.
Prerequisites: Non-spontaneous arcane spell casting, any two other metamagic feats
Benefit: You may lose a prepared spell to engage in a Wild magic surge as a standard action. Wild magic surges have several effects related to the type of spell that was sacrificed to power them, and have greater effects based on the level of the spell sacrificed. Wild magic surges are not spells or spell-like abilities, function in anti-magic fields, are not subject to spell resistance, and cannot be dispelled. Whenever a wild magic surge is used, roll a 1d6-2. In all cases for the remainder of this feat description, spell level refers to the level of the spell sacrificed plus the result of that die roll. If a spell's level is reduced to zero by the die roll, the spell is lost but no effect happens. When a 6 is rolled, the wild magic surge is based off of a different spell's school. Roll a d8 to determine which one. Spells without a school also roll a d8 to determine the effect.

(1) Abjuration: You gain a deflection bonus to AC, and saves equal to the level of the spell sacrificed, and SR eual to the level +10. This lasts for 2 rounds per level of the sacrificed spell.

(2) Transmutation: You gain a bonus to all abilities equal to the level of the sacrificed spell. This lasts for 2 rounds per level of the sacrificed spell.

(3) Necromancy: A surge of negative energy bursts from your position. All creatures in a radius equal to 10 feet per level of the sacrificed spell take 1 negative level unless they make a will save of 10 + the sacrificed spell's level + your intelligence bonus, starting with the nearest creature and stopping when it has dealt out negative levels equal to the sacrificed spell's level. You heal 5 hp per negative level inflicted, and gain any excess as temporary hitpoints. If all creatures in radius have made their saves or been dealt a negative level and there are still negative levels to inflict, the nearest creature who didn't make their saving will get another negative level, and then the next creature who failed their save and so on until the levels are all dealt, or there are no creatures left in the radius who haven't made a save.

(4) Evocation: An explosion erupts from your position. It deals 2d6 damage per level of the spell sacrificed. Half the damage is fire and half is force. The fire damage can be halved by making a reflex save of DC 10 + sacrificed spell's level + your intelligence bonus. The radius of the burst is 5 feet per level of the spell sacrificed.

(5) Enchantment: Any creature trying to target you with a spell, ability, or attack must make a will save of DC 10 + the sacrificed spell's level + your intelligence bonus. If they fail, they lose that action. Spells and abilities with limited uses lose a use. After saving twice in a row successfully, a creature becomes immune to this ability until it is used again. It lasts for 2 rounds per level of the sacrificed spell.

(6) Illusion: This creates an explosion which appears to be identical to the evocation ability, but is an illusion. Creatures in the blast area must make a Will save versus DC 10 + the sacrificed spell's level + your intelligence bonus or take the damage. If they fail this save, they can still make a reflex save to halve the fire damage. You also become invisible for 2 rounds per level of the sacrificed spell, or until you make an attack, or take an offensive action as per the invisibility spell.

(7) Conjuration: You gain fast healing equal to half the level of the sacrificed spell and can teleport once during this effect as an immediate action, up to 10 feet per level of the sacrificed spell. This lasts for 2 rounds per level of the sacrificed spell.

(8) Divination: You gain a +1 insight bonus per level of the sacrificed spell to all d20 rolls for 2 rounds per level of the sacrificed spell.

Quickened Counter: At 3rd level, a punchimancer can use his counterspells as an immediate action. He cannot also ready a counterspell as a standard action in the same round

Quickened Surge: At 6th level, a punchimancer can use a wild magic surge as a swift action. He cannot also use one as a standard action in the same round.

Double Counter: At 9th level, the punchimancer can counter a spell as an immediate action and counter a second spell with a readied standard action.

Double Surge: At 12th level, the punchimancer can use a wild magic surge as a swift action and use a second one in the same round as a standard action.

Powerful Surge: At 15th level, the punchimancer can choose to roll 1d8-3 instead of 1d6-2 when determining the spell level of a wild magic surge. The random school effect occurs on a roll of 8 in this case.

Masterful Surge: At 18th level, the punchimancer can choose to roll 2d6-3 when determining the spell level of a wild magic surge. The random school effect occurs if either dice shows a 6.

FEATS

Flurry of Spells
Prerequisites: Wild Magic Surge feat, Arcane Fist ability, prepared counterspells ability.
Benefit: When delivering a stored spell via an unarmed strike, you may sacrifice a counterspell of equal or higher level to imbue every unarmed strike you make that round with a copy of the stored spell.


Aggressive Counterspell [Metamagic]
Prerequisites: ability to prepare 3rd level counterspells
Benefit: When countering a spell with one of your prepared counterspells, you may immediately redirect it to a new target instead of absorbing its energy. This counts as part of the same action as countering the spell. This requires the use of a counterspell two levels higher than the spell being countered.


Arcane Ki
Prerequisites: Arcane Fist ability
Benefits: When you are storing a spell, your unarmed strikes overcome all damage reduction based on special materials and are also aligned according to your alignment, but do not overcome epic or DR/-.

BelGareth
2016-08-15, 03:19 PM
ProArchus

http://img03.deviantart.net/087b/i/2015/239/4/d/h_p__lovecraft_by_abigaillarson-d966gyk.jpg
With permission from AbigailLarson (http://abigaillarson.deviantart.com/) of DeviantArt.



I was assigned to watch the Diviner Artenya, mostly for observance, but I feel my superiors wanted to instill in me a sense of admonition in my ‘out of the box’ thinking. As if to say, ‘this is what might happen to you, if you continue to defy us’. It was a stale gesture, and one I have seen before.

However. I have never seen anything like what has happened to the wizened Artenya. He was once a grand practitioner, and many of my class desired to apprentice under him, for he was well practiced in the arts. But this….this is something else entirely. No mere affliction of the mind, else the clergy would have purged it, no, this was a malady of the soul, an affliction that no magic, faith or scholarly skill could counter.

And so I watched, writing and observing him as I would an experiment.

At first, it wasn’t so bad, I likened him to an old man who was senile, all he would do was mutter, and scribble in his notepad, strange symbols and in a strange dialect I’ve never seen before. I shrugged it off as senility.

But as he progressed into his dementia, I began to see strange and disturbing signs, it was less a dementia, and more of a deep and horrible madness. He always seemed in some kind of haze, like a cloud hung over him, preventing him from accessing his faculties.

I began to care for him. Or at least, pray for him. Iw as never a religious person, but watching this great man spiral into this…whatever it was, spoked the ember in my heart, one I did not know was there. I began to go to mass, before I came to study and care for him. And it helped, I think, helped calm me before I came. But it didn’t last long.

Once he began to hurt himself, it was hard, but I was assigned this, and so I would stay the course. I drew pictures of the inscriptions he drew into his own flesh, some were amazing, others, disturbing, strange esoteric patterns that defied the laws of physics and magic alike. His eyes changed, he had scratched them deeply, but aside from the blood, I saw…stars in his otherwise blank eyes, his corneas had been….removed.

My Prefect had raised an eyebrow at my weekly report, but I heard nothing else, and so I continued to go to Mass, praying for this man’s soul, for whatever that was consuming him thus.

The last day was as strange as any, he began by scribbling in his, like usual, but he kept looking at the corners of his vision, as if he constantly saw motion, just out the corner of his sight. And I swear, I saw something once, something moving, some dark creature, but nothing was there when I looked.

I heard yelling, and the Archmage Akadamos stormed in, ordering me out, taking my reports, the Prefect was standing outside, looking admonished and apologetic, confused, I left, not knowing what was going on, but hearing the archmage chanting, he was casting something…

Excepts from Diviner Artenya’s journal as translated from the Ancient dialect that it was written in:
“I have started seeing things. I hope, I hope that I may be wrong. I am however, usually not.
It’s hard to describe, small things seem out of place, the corner of my eyes I see movement, and when I look, there is nothing untoward, as if, my brain was playing tricks on me. A rather disquieting feeling I can assure you. Especially if you are as versed in biology as I am…

I’m not sure if my grip on reality is loosening, or it’s getting worse. Truthfully, it could be both, I have a tenuous grasp on everything, and the subject at hand is the hardest thing I have had to concentrate on in a long time, a flood of emotions and thoughts about everything else abates against my consciousness, forcing me to close my eyes. The lights…The lights….hurt.

I can’t recall things, my memory has grown foggy. Even still, a general haze over my mind has…has….taken root?

It is hard to find words properly, which frightens me, I used to be somewhat of a wordsmith, and could parry my colleagues verbal abuse with ease, but now, I must seem like a stumbling buffoon. Stammering, and looking at things that are not there.

Things are getting darker, darker still than the night outside, I can’t see in some of the corners, and things are moving in them, I know not what, but in the corner of my eye, they move, slowly, ever so slowly, and I KNOW they are there.

What has happened? I awake, to standing in my own pool….it was hard to clean, blood is sticky when it’s mostly dried. But who’s blood was it? I was unharmed…..

Last night I dreamt that I was flying in the night sky, the feeling was wonderful, but when I looked, when I starred at the sky, it was vacant of any stars, none were glistening like they should, all I saw was a void, a blackness that threatened to engulf me….and then….and then the eye opened….so massive, so….expansive….so alluring. I couldn’t help myself, I found myself going deeper, going further into the void, towards the eye, towards it, so I could feel its embrace, it’s presence upon my skin…….

My thoughts are now riddle with holes, I can barely manage the strength to write this, my dreams seem to blur over to reality, I know not which is which. The things now move freely in front of me, though, I barely see them, or know what they are, they lack form, lack understanding of the physical nature of things. I can….cannot describe them, my head hurts when I think about them. My head hurts all the time, I am unsure if I am awake or dreaming, perhaps I’ve always been dreaming? Who knows, maybe I will find out, when this, ends. I have a feeling it will, that I will understand when it’s all over, when it’s all done.”

It is noted, that the Diviner Artenya was laid to rest, by order of the Archmage, his mind had splintered after he had studied a particularly powerful tome he had acquired. The one was secured and put in stasis among the other artifacts we hold in the Colleges vaults.

Apprentice Larekal was reassigned to normal studies, the counsel deciding that her punishment was fulfilled doubly so. A prefect has been assigned to watch her for any strange activities.


There are some of who choose not to look into the darkness, or under the bed at night. They simply wish to be left along, content on the thought that there is nothing else out beyond what they can see. There are but a few who would do that, stare back into the endless void of nothingness, to make sure, because they were curious, because something nagged at the back of their minds, that something, anything, was out there…

And in doing so, they found much more than they thought they would, much more.

The ProArchus is such a person, someone who has stared back, and found the knowledge between worlds, for which they use, knowing the original truth, that the gods are usurpers, that the ‘8 schools’ of magic are really just diluted forms of the real thing, that the ancient ones are the true masters of magic, and anyone else is just pretending. ProArchus use an ancient ability to manipulate the weave into ‘Allspells’, powerful conglomerations of current spells, that often times, combine several affects and abilities into one magnificent display of power. They preach the Ancient ones created the weave, and that using allspells is the only correct way to utilize the power, anything else is a smack in the face of their horrific bloated bodies. Most ProArchus do not worship the Ancient ones, however, they do feel similar, in the vein that anything that is not an Allspell, is inferior, and thus, those using them, are inferior as well.

Adventures: ProArchus adventure for most of the reasons others do, to learn, teach, and grow. Through experience we become better, and what better way than adventuring and showing the nonbelievers the power of your allspells?

Characteristics: A ProArchus is capable spell caster, able to utilize a myriad of allspells to buff and rebuff enemies and allies at once. Depending not he allspells chosen, a ProArchus can be an effective battlefield controller, blaster, and all around utility. In general, a ProArchus is a great team player.

Alignment: ProArchus are always neutral, having stared into the deep void and seen the things therein, they lean towards chaos and law, having no need for good or evil. However, with such things, it is not unheard of for ProArchus to sway in either direction.

Religion: Most follow the pursuit of knowledge, and thus, are followers of knowledge based deities. The other half follow the Old ones as lost deities, and some follow gods of madness and entropy.

Background: ProArchus are created when someone looks into the void, this can be done in any manner of ways, but almost always, when someone looks, they veer towards a self destructive path, or manage to escape the madness and put it to good use.

Races: Most races that have a passion for education and scholarly exploits, most ProArchus are humans for this reason.

Other Classes: While they look at arcane magic with disdain, they can see the results that talented users are abel to perform, and so there is a grudging resect. Fighters and clerics tend to get along, as long as the religion is one to such a one as the ProArchus. Rogues, Rangers, Barbarians and Monks all seem to get along with ProArchus’.

Role: The ProArchus is best used as a utility character, able to debut and buff in most situations, and with good allspell choices, can become a good blaster.

Adaptation: Refluffing the ancient gods/Old ones to some form of aberration related theme that was before time.

GAME RULE INFORMATION
ProArchus' have the following game statistics.
Abilities: Charisma is the highest priority, enhancing your DC’s and bonuses to saves, as well as your social skills. Constitution and Dexterity are important for survivability.
Alignment: Any Neutral
Hit Die: d8
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
The ProArchus' class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather information (Cha), Intimidate (Cha), Knowledge (all)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

ProArchus

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialEssentiaAllspells knownLeastLesserGreaterDark
1st+0+2+0+2Dispelling touch, Allspell (Least)111---
2nd+1+3+0+3Skill leech222---
3rd+2+3+1+3Maddening Whispers322---
4th+3+4+1+4Telepathy433---
5th+3+4+1+4Spellsurge533---
6th+4+5+2+5Allspell (Lesser)6431--
7th+5+5+2+5-7432--
8th+6/+1+6+2+6Telepathy (Command)8532--
9th+6/+1+6+3+6Void recovery9533--
10th+7/+2+7+3+7-10633--
11th+8/+3+7+3+7Allspell (Greater)117331-
12th+9/+4+8+4+8Telepathy (Detect Thoughts)127332-
13th+9/+4+8+4+8Improved Maddening Whispers138332-
14th+10/+5+9+4+9-148333-
15th+11/+6/+1+9+5+9Greater Spellsurge169333-
16th+12/+7/+2+10+5+10Telepathy (Suggestion), Allspell (Dark)18103331
17th+12/+7/+2+10+5+10-20103332
18th+13/+8/+3+11+6+11Void casting22113332
19th+14/+9/+4+11+6+11-24113333
20th+15/+10/+5+12+6+12Starsoul26123333


Class Features
All of the following are class features of the ProArchus.

Weapon and Armor Proficiencies: ProArchus are proficient with all simple weapons. They are proficient with light armor but not with shields.

Because the somatic components required for ProArchus allspells are relatively simple, a ProArchus can use any of his allspells while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a ProArchus wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all allspells, have a somatic component). A multiclass ProArchus still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Allspells: blurb

A ProArchus does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as allspells. A ProArchus can use any allspell he knows as long as he has an allspell slot remaining, with the following qualifications: A ProArchus’s allspells are spell-like abilities; using an allspell is therefore a standard action that provokes attacks of opportunity. An allspell can be disrupted, just as a spell can be ruined during casting. A ProArchus is entitled to a Concentration check to successfully use an allspell if he is hit by an attack while invoking, just as a spellcaster would be. A ProArchus can choose to use an allspell defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A ProArchus’s allspells are subject to spell resistance unless an allspell’s description specifically states otherwise. A ProArchus’s caster level with his allspells is equal to his ProArchus level. The save DC for an allspell (if it allows a save) is 10 + equivalent spell level + the ProArchus’s Charisma modifier.

Since spell-like abilities are not actually spells, a ProArchus cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of allspells, in order of their relative power, are least, lesser, greater, and dark. A ProArchus begins with knowledge of one allspell, which must be of the lowest grade (least). As a ProArchus gains levels, he learns new allspells, as summarized in the above table and described below. A list of available allspells can be found following this class description.

At any level when a ProArchus learns a new allspell, he can also replace an allspell he already knows with another allspell of the same or a lower grade. At 6th level, a ProArchus can replace a least allspell he knows with a different least allspell (in addition to learning a new allspell, which could be either least or lesser). At 11th level, a ProArchus can replace a least or lesser allspell he knows with another allspell of the same or a lower grade (in addition to learning a new allspell, which could be least, lesser, or greater). At 16th level, a ProArchus can replace a least, lesser, or greater allspell he knows with another allspell of the same or a lower grade (in addition to learning a new allspell, which could be least, lesser, greater, or dark).

Essentia: At 1st level, you also gain access to your personal pool of essentia, which can be invested into your class abilities to increase their power. Your essentia pool's size is shown on the above table. Your character level determines the maximum quantity of essentia that you can invest in any single class ability. As a swift action, you can reallocate your essentia investments in your class abilities every round.

The ProArchus does not shape soul melds, nor does he unlock chakras, however, if he multi classes into a class that does, he may use his essentia pool as normal, and his essentia pool stacks with any other class that has one.

It is important to note, that the ProArchus class abilities do not follow the normal essentia capacity for soulmelds and chakras, and the listed capacity for each class ability is designated in the description for that class ability.

Dispelling touch (Sp): At first level, the ProArchus is able to use his innate knowledge of all things magical to nullify them. As a standard action, the ProArchus may dispel any active magical affect as the spell Dispel magic. The ProArchus may attempt to use this ability in combat, if he does, the attack is resolved as a touch attack, and does not provoke attack of opportunity. As he gains levels, the ProArchus is able to invest his essentia into this ability, enhancing it as he does. [ADD extra stuff, like CL, spell level, etc]

At 5th level, he gains 1d4 temporary hitpoint’s per level of the spell dispelled, these temporary hit points last for 10 minutes and do not stack with each other. Using the ability again will merely refresh the time for the temporary hit points. At 10th level, in addition to gaining temporary hit points on a successful dispel, the target of your dispelling touch is subject to a magical backlash, dealing 1d6 per spell level of damage. This is untyped damage, and is not subject to spell resistance. At 15th level, the ProArchus is able to use this ability out to a range of 30ft with no range increments.


EssentiaAbilityLevel
1Dispel Magic1st
2Gain 1d4 Hp’s/spell level5th
3Deal 1d6/spell level10th
430 ft. Range15th


Skill leech (Su): At 2nd level, the ProArchus is able to weasel his way into the psyche of a willing target, leeching the targets ability, but at the same time, boosting it, in a telepathic symbiotic relationship. As a full round action, he may touch a willing participant, if he does, he may choose one class skill they posses. The recipient receives a +2 insight bonus to the skill, and the ProArchus gains an amount of ranks in the same skill equal to half the recipients level, and can use the skill as if he was trained in it. Additionally, if the skill comes from a character with a special requirement (like a rogues ability to disable locks), he gains that ability. The ProArchus can maintain this connection for as long as he wants, and can dismiss and re-establish it at will.

At 10th level, this becomes a +4 bonus, and the ProArchus can connect to two separate targets at once. (providing two allies a bonus, and receiving two skills at half their level)

Maddening Whispers (Ex) : At 3rd, the ProArchus has become so inured to the constant whisperings and babbling inside his head. He gains an insight bonus to his will saves.

At 13th, this ability improves, the ProArchus gains an insight bonus on all his saves equal to his charisma modifier instead of just his will saves.

Telepathy (Su): The ProArchus’ constant connection to the primeval Old ones, and the power of the multiverse before time started, has opened up avenues in his mind, allowing him to speak to other minds with little effort. At 4th level, the ProArchus gains Telepathy out to 100 ft + 10 ft per essentia invested in this ability.

At 8th level, and every 4 levels thereafter, the ProArchus gains an additional ability with his Telepathy depending on the amount of essentia invested. At 8th level, he gains the ability to use Command as the spell, at will. At 12th level, he gains the ability to Detect Thoughts as the spell, at will. And finally, at 16th level, he gains the ability to to use Suggestion as the spell, at will. All the abilities are used at the range of your Telepathy ability.


EssentiaAbilityLevel
1Telapathy 100ft. + 10ft./Essentia4th
2Command8th
3Detect thoughts12th
4Suggestion16th


Spellsurge (Su): At 5th level, the ProArchus is able to manipulate his allspells with extra power from the void. As part of the action to cast an allspell, he may invest an amount of essentia equal to the allspells grade. If he does, he gains a +1 bonus to his caster level for allspell affects and caster level checks.


EssentiaAllspell gradeLevel
1Least5th
2Lesser10th
3Greater15th
4Dark20th


Void recovery (Su): At 9th, the ProArchus is able to recover lost allspells, pushing his magical abilities to the limits. As a move action, he can recover a lost allspell slot by investing the appropriate amount of essentia as indicated in the table below:


EssentiaAllspell grade
1Least
2Lesser
3Greater
4Dark


Greater Spellsurge (Su): At 15th the ProArchus is able to push his allspells even further, his spellsurge bonus is increased to +2 CL, however requires double the normal essentia invested.

Void casting (Su) : At 18th level, the ProArchus is able to emulate the ancients and their casting abilities. By investing essentia into an allspell as it is being cast (a free action), the ProArchus can cast an allspell as a supernatural ability. The ProArchus can use this ability 3/day. Refer to the table below for the essentia amounts:


EssentiaAllspell grade
2Least
4Lesser
6Greater
8Dark


Starsoul (Ex): At 20th, you have walked the path of the Ancient ones, and are living proof of the grandeur that is the allspell, the purer magic. You realize your apotheosis into the herald of the Old ones, who in turn, impart some of their power upon you. You gain the outsider template with the native subtype, blindsight out to 30ft, and a permanent mindblank (as the spell) affect that you can suppress or reactivate as a free action.

ALLSPELLS
Pending.

Demidos
2016-08-19, 05:47 PM
Zonecaller

https://jtmgames.files.wordpress.com/2013/03/the-bridge-chess-gameplay.jpg

Watch your step.... --Maki Arhun, Zonecaller

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: The central ability of a Zonecaller is to summon a series of zones within which they can augment or decrease the power of a particular school. They can manipulate the locations of these zones so as to create a series of safe havens for their allies, or a minefield for their foes. The Zonecaller functions as a ranged support and battlefield controller.

Alignment: Zonecallers tend towards lawful, but there is no one truly dominant alignment among their ranks.

Religion: Boccob's cold, clinical take on combat is a popular take among Zonecallers.

Background: How you become part of your class and why.

Races: Any race has the potential to become a Zonecaller, but they tend to be most respected among the races that already boast a long and distinguished magical tradition, as their abilities can be incredibly useful to any school of magic.

Other Classes: Zonecallers are often strongly appreciated by parties that have a strong magical presence, as spellcasters of all types receive a notable boost to their abilities by having a Zonecaller in the party.

Role: A Zonecaller

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A Zonecaller's key ability is Intelligence, as the number of zones she can summon is based on her modifier. Dexterity and Constitution are useful to staying alive.
Alignment: Any
Hit Die: d6
Starting Age: As Wizard
Starting Gold: As Wizard

Class Skills
The Zonecaller’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), andSpellcraft (Int).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CZonecaller


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Zones I, Unlocked School


2nd

+1

+0

+0

+3
Alteration


3rd

+1

+1

+1

+3
Temperate Zone, Unlocked School


4th

+2

+1

+1

+4
Zone Alterations


5th

+2

+1

+1

+4
Alteration, Unlocked School


6th

+3

+2

+2

+5
Zones II


7th

+3

+2

+2

+5
Reshaping, Unlocked School


8th

+4

+2

+2

+6
Alteration


9th

+4

+3

+3

+6
Unlocked School


10th

+5

+3

+3

+7
Danger Zone


11th

+5

+3

+3

+7
Zones III, Alteration, Unlocked School


12th

+6

+4

+4

+8
Class Ability


13th

+6

+4

+4

+8
Reshaping, Unlocked School


14th

+7

+4

+4

+9
Alteration


15th

+7

+5

+5

+9
Unlocked School


16th

+8

+5

+5

+10
Zones IV


17th

+8

+5

+5

+10
Alteration


18th

+9

+6

+6

+11
Class Ability


19th

+9

+6

+6

+11
Reshaping


20th

+10

+6

+6

+12
Alteration



Class Features
All of the following are class features of the Zonecaller.

Weapon and Armor Proficiencies: Zonecallers are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Zones I-IV (Su, Sp): The core ability of a Zonecaller, this ability allows the user to create areas, or "zones", within which the user can channel the power of one of the eight schools of magic to create powerful effects. These effects can range from healing to teleportation to illusions. A Zonecaller can have a number of zones equal to their caster level or their intelligence modifier, whichever is lower. Calling forth a zone is a standard action which does not provoke, while dismissing a Zone is a free action. Zones cover a 5 foot square and can move at a speed of 5 feet per round, but may move at any time, even off turn -- this allows the Zonecaller to better protect themselves and allies. An enemy that would move into a zone as a result of this movement is entitled to a reflex save (DC = 10 + 1/2 Zonecaller level) to avoid the zone's approach.

At first, the Zonecaller can only call forth the first level of ability of a single school, but with practice he becomes able to call forth a wide range of effects. A zone can also only contain the power of a single school at first level, as well as any Alterations that might be in effect (see below). All zone abilities that allow a save, regardless of level, use the same save DC (DC = 10+1/2 Zonecaller level + int modifier).

Unlock Schools (Su, Sp): At 1st level and every 2 levels beyond, the Zonecaller unlocks a new school of magic. The Zonecaller may only have one school active at a time in all the zones he has created. Changing the school of all zones is a move action.

Zone Alterations (Su, Sp): Experienced Zonecallers may add a variety of rider effects onto their zones. At 2nd
and every 3 levels past, choose one from the list below -- all zones you summon now have the following rider effects.
The same Zone may be chosen various times. Rider effects may be suppressed in all Zones at the Zonecaller's discretion, but all Zones must contain the same riders.

Healing Zone: All allied creatures in this zone gain fast healing equal to 1. Enemies take an equal amount of damage if standing inside a zone. Every subsequent level adds 3 to the fast healing.
Wormhole Zone: As a standard action, the Zonecaller may swap the positions of any two willing allied creatures within his zones. Each subsequent level lowers the action by one step (Standard to Move to Swift to Immediate), but this cannot ever be lowered past immediate.
Elemental Zone: The Zonecaller may designate this zone as a sonic, acidic, fiery, electrical, or cold zone. All enemy creatures with a vulnerability to this type of damage take a bonus 10% damage while in this zone. Spells dealing elemental damage of the appropriate type are cast at a +1 CL while within the zone. Each subsequent level increases bonus damage by 10%.
Misty Zone: The Zonecaller fills the zone with mist to confuse her enemies. All allies gain 10% concealment while within the zone, and can automatically see through the mist. Enemies within the zone have a 10% miss chance. This miss chance increases by 5% with each subsequent level.



Temperate Zone (Su, Sp): At 3rd level the Zonecaller's control over their Zones increases. Any ally in a Zone is treated as protected by an Endure Elements spell.

Reshapings (Su, Sp): At 7th, 13th, and 19th level, the Zonecaller may reshape their Zones in uncommon ways. Unless otherwise noted, these reshapings use all of a Zonecaller's available zones. Each time this ability is gained, select one of the following options:

The Zoneshaper gains a zone surrounding themselves with a radius of 10 feet. The circle moves with them at their normal speed.
The Zone fills a square within close range. The dimensions of the square are 2 feet on each side per Zonecaller level (round up to the nearest 5 feet). This larger zone can be moved 10 feet per round, and the reflex save for moving enemies to avoid it is therefore higher (DC = 10 + 1/2 Zonecaller level + int mod).
All zones now affect 2 5-ft squares.
All zones now require less time to be summoned. Decrease summoning time by one step: Standard -> move -> swift. Zones can be summoned as a slower action if so desired.




Abjuration – protection from x, globe of invulnerability, antimagic field, mindblank
Conjuration – short range teleportation, mist, long range teleport,
Divination – Detect Alignment, Arcane Sight, Legend Lore, Foresight
Enchantment-- Charm Person, Zone of Truth, Hold Person, Dominate Monster
Evocation-- Gust of Wind, Fireball, Sympathetic Vibration, Forcecage
Illusion -- Disguise Self, Invisibility, Major Image, Phantasmal Killer
Necromancy – False Life/Negative, Ghoul Touch, Bestow Curse, Waves of Exhaustion
Transmutation – Enlarge/Shrink, Greater Magic Weapon, Polymorph, Flesh to Stone

Zaydos
2016-08-19, 07:53 PM
Glyph Knight

Magic is in every part of the world, magic is the world, you just need to find a way to draw it out of you.

Rune, or symbol, magic is common. Wizard and priests use it on occasion. Psions even make use of it in their psionic tattoos, illithids in their wards. Runecasters (FRCS), and dwarven Runesmiths (Races of Stone) take this further but even they merely use runes to augment and improve upon their arcane or divine magic. Illumians (Races of Destiny) may have taken it the furthest of all, using a symbolic language to transform their very race into what could be called living words. Even so these symbols have power, like the hand motions and words of spells, these runes seem to draw upon some boundless source of magic.

Symbol magic, of which Glyph Knights are a practitioner, draws upon this primal resonance of certain runes, glyphs, and sigils with magical forces which they serve to symbolize; to the multiverse if not human awareness. Glyph knights use a small amount of magic to create these symbols on their flesh cementing them there by tying them into their very spirit. Once the glyph knight's spirit (or soul) gives these symbols the energy needed to activate the natural resonance of these symbols with the underlying nature of magic allows them to maintain themselves and grants the bearer a variety of powers depending upon the symbol created. A glyph knight learns how to attract basic mystical energy from the cosmos and themselves, sometimes called essentia, to channel through these symbols and increase their resonant powers, and even to allow the symbol to spread through their spirit and across their body to gain a greater strength.

The original glyph knights are said to have been students who lacked the magical talent to become wizards. They found symbol magic as an alternative. The magical talent necessary is far less than that of true wizardry, and the resonance of the runes can even slowly bring out greater and greater magical potential in those who use them. Overtime these Symbol Mages developed into an order of warriors trained to fight alongside true mages using their symbols' natural resonance with magic to draw greater power from the universe simply as a by-product of their allies' spellcasting.

Of course this is only one story and the presence of Symbol Warriors can be counted against this theory. After all they are an apparently older martial tradition of symbol use, their self-branding of permanently inscribed symbols onto their flesh seemingly a more primitive version of a glyph knight's symbol crafting. Whatever the truth, Glyph Knights wield magical Symbols which resonate naturally with certain magical forces.

Adventures: Glyph Knights might adventure for knowledge, seeking some lost rune or even simply a library which might have information on how to formulate a new one. Some adventure out of duty, many glyph knights belong to knightly orders, sworn protectors trained to defend nationally sponsored mages and the like. Those that have no master other than themselves may adventure for the traditional reasons of greed and a knight-errant nature which sends them out to save the weak.

Characteristics: Glyph Knights use Symbols which resonate with magic to draw magical effects into their beings. In the case of Glyph Knights they generate these symbols with a slight amount of magic and use them to primarily reinforce their martial prowess. Glyph Knights are capable melee combatants, resistant against magic, and able to gain benefits from its use in the area even (especially) when not directed at them.

Alignment: Glyph knights may be of any alignment. That said as highly trained professionals they have a tendency towards Lawful alignments. For most glyph knights it takes a highly dedicated training regime and high levels of self-discipline. As this tends not to be personal self-learning, but at the instruction of another it requires learning to obey and respect another's commands. Further more most glyph knights are part of knightly orders which have additional requirements on behavior, and often emphasize the role of teamwork and discipline. Chaotic glyph knights often have either deserted their order, or been ousted from it. This does make chaotic glyph knights more common (relative to lawful ones) among adventuring glyph knights, as does that adventuring glyph knights are more likely to be self-taught. Glyph knights have no strong leaning towards Good or Evil.

Religion: Glyph knights most commonly worship gods of knowledge and magic. Boccob, who places these principles first, is a very common deity for Glyph Knights. That said they are still warriors, and those war gods who will not condemn the use of spell and sword in accord (or as symbols aren't true spells magic and muscle) count Glyph Knights among their worshipers.

Background: Glyph knights are typically trained in small knightly orders. Prestigious if few they train the next generation alongside a kingdom's war mages. Thus most glyph knights have an upper class, if still below nobility, background. On occasion a glyph knight may learn from an older relative who was one, or other sources, some rare few even being self-taught.

Races: Among the common races dwarves and elves are the most common glyph knights. Dwarves have a penchant for runic and symbol based magic but their tendency away from truly focused magic gives it few outlets, in the glyph knight they have found one. Dwarven glyph knights are less likely to exist as an auxiliary to their magical forces, and more likely to exist as a force all their own. Elves with their penchant for mixing sword and spell find glyph knights a natural fit. They are rarer among the other humanoid races and rarer still in the savage humanoids of orcs and goblinoids.

It is illumians, that secretive offshoot of humanity, that is most likely to be glyph knights. After all symbolic magic flows through the veins of illumians as a whole. While dwarves claim to have won symbol magic through vanquishing runic dragons in the ancient past and wresting its secrets from their corpses, and some humans claim it was born of symbol devils, the illumians claim to have discovered it simply in their studies of their own nature. Which is the truth none know.

Other Classes: Glyph knights are often trained to provide support to battle mages, whether wizard, sorcerer, or warmage. They work well with them, even if few military glyph knights are strong enough to show how well. They theoretically work just as well with clerics and druids. Glyph knights would prefer casting allies to non-casting ones, especially as they gain the ability to release their symbols as the resonance of released symbols with cast spells is a powerful advantage which is lost even when cooperating with warlocks and those which can almost cast magic. A glyph knight's favorite melee ally is a duskblade, and their favorite roguish one is a beguiler.

Role: Glyph knight's symbols allow them to use a variety of skills decently well if not expertly, or augment their combat ability above the baseline of a warrior.

Adaptation: See bit on incarnum below. In addition a glyph thief could be made by dropping BAB to cleric/rogue levels, adding traditional thief skills to their skill list, increasing skill ranks to 6 + Int, and granting them trapfinding at some (low) level. Make their symbols be inscribed (fixed and unchangeable), grant them +1 essentia per 3 levels, Inscribed Symbol as a bonus feat, and an additional symbol at 5th level, 11th level, and 17th level and you have something approximating the 'Symbol Warrior' concept mentioned in the fluff. Drop BAB to Poor, give them bonus essentia and symbols as Symbol Warrior but do not make their symbols inscribed and you have a Symbolist, or a true specialist in the use of Symbols. Drop BAB to Poor and drop Smite Earthly, grant Bard casting from the Sor/Wiz spell list and you have a 'Symbol Mage'. These are quick and dirty adaptations that may eventually be given their own classes (with different class features as well) if people want to see them.

GAME RULE INFORMATION
Glyph Knights have the following game statistics.
Abilities: As a full BAB class with the ability to wear heavy armor a glyph knight primarily needs Strength and Constitution. Their class features, including the save DCs of all symbols, however push them towards an investment in Intelligence as they add it to saves against Spells and Spell-like abilities and it determines saving throw DCs. The ability to get Int to many Will saves (not all Will saves are spells but a greater proportion than with Fort or Ref are) and their good Will saves mean they have less need of a high Wisdom than most melee characters.
Alignment: Any.
Hit Die: d8
Starting Age: As wizard.
Starting Gold: As fighter.

Class Skills
The glyph knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Symbol Crafting








Symbols Wrought
Essentia
Released Symbols


1st

+1

+2

+0

+2
Smite Earthly 1/day, Specialization, Symbol’s Alertness
1
0
0


2nd

+2

+3

+0

+3
Mystic Training
2
1
0


3rd

+3

+3

+1

+3
Mystic Resistance
2
1
0


4th

+4

+4

+1

+4
Lesser Rune Binds
3
2
1


5th

+5

+4

+1

+4
Runic Guidance, Smite Earthly 2/day
3
3
1


6th

+6/+1

+5

+2

+5
Improved Symbol’s Alertness, Work Item
3
3
1


7th

+7/+2

+5

+2

+5
Rune's Protection
4
4
1


8th

+8/+3

+6

+2

+6
Improved Rune Release
4
4
2


9th

+9/+4

+6

+3

+6
Strip Resistance
4
5
2


10th

+10/+5

+7

+3

+7
Intermediate Released State (One), Smite Earthly 3/day
5
5
2


11th

+11/+6/+1

+7

+3

+7
Runic Harmonics
5
6
2


12th

+12/+7/+2

+8

+4

+8
Runic Blessing
5
7
3


13th

+13/+8/+3

+8

+4

+8
Intermediate Released State (two)
6
8
3


14th

+14/+9/+4

+9

+4

+9
Mana Shield
6
9
3


15th

+15/+10/+5

+9

+5

+9
Superior Rune Release, Smite Earthly 4/day
6
10
3


16th

+16/+11/+6

+10

+5

+10
Greater Released State (1)
7
11
4


17th

+17/+12/+7/+2

+10

+5

+10
Released Mana
7
12
4


18th

+18/+13/+8/+3

+11

+6

+11
Intermediate Released State (unlimited)
7
13
4


19th

+19/+14/+9/+4

+11

+6

+11
Runic Resonance
8
14
4


20th

+20/+15/+10/+5

+12

+6

+12
Smite Earthly 5/day, 2nd Greater Released Symbol
8
15
5



The following are class features of the Glyph Knight:

Weapon and Armor Proficiencies: A glyph knight gains proficiency in all simple and martial weapons and light, medium, and heavy armor as well as shields (except tower shields).

Glyph Knights and Psionics: For the purposes of glyph knight class features, if psionics-magic transparency is used, manifesting a power or using a psi-like ability is the same as casting a spell or using a spell-like ability. The standard discipline-school equivalencies are used except for Psychoportation; Clairsentience powers are Divination, Metacreativity are Conjuration, Psychokinesis are Evocation, Psychometabolism are Transmutation, and Telepathy are Enchantment. Psychoportation are considered Conjuration instead of none. If psionics-magic transparency is not used glyph knight class features do not directly interact with psionics. If partial transparency is used it is up to the DM whether they function as spells for glyph knight abilities, do not function at all, or if abilities which would normally react based upon a shaped symbol require a released symbol of that 'school', and those that require a released symbol treat the symbol as a grade lower (lesser is treated as unreleased, intermediate is treated as lesser, greater is treated as intermediate, and effects that key off of only greater symbols never activate due to psionic powers).

Symbol Crafting: A glyph knight’s primary ability is crafting symbols, which are drawn from the symbol list (2 posts below). You know and can craft any symbol from this list. These symbols draw upon fundamental magical energies, giving them a representation in the form of the runic glyph to draw upon the magical energies that symbol represents.

A glyph knight's Symbol Wright level is equal to their glyph knight level plus their levels in other classes that increase symbol wright level. Illumians gain a +1 to their Symbol Wright level, or +2 if they have two sigils, up to their character level.

The Difficulty Class for a saving throw against a glyph knight's symbol is 10 + number of points of essentia invested in the symbol + your Intelligence modifier. Your symbol wright level is equal to your glyph knight level.

A glyph knight can only craft a certain number of symbols per day. Your base daily allotment is given on the table above. At 1st level a glyph knight can create a single symbol, but as they advance in level they gain additional symbols. A glyph knight must have 8 hours of rest to create symbols and creating symbols usually requires 1 hour of meditation.

Essentia: A glyph knight gains a pool of essentia. While they do not gain any essentia at 1st level, if they have access to essentia through another source they may invest it into symbols. They follow the same rules for investing essentia as a meldshaper, with symbols having normal essentia capacity (1 at 1st-5th, 2 at 6th-11th, 3 at 12th-17th, and 4 at 18th-20th); investing or re-arranging essentia is a swift action.

Smite Earthly (Su): Once per day glyph knight gains the ability to channel magical energy through their weapon, as part of an attack, to destructively strike down those who lack their own spell energies which serve to dissipate this simplistic magical strike. The glyph knight adds their Intelligence bonus (if any) to their attack roll and deals 1 extra point of damage per glyph knight level. A creature capable of casting spells, using spell-like abilities, or crafting symbols is immune to this effect, and if the glyph knight accidentally smites such a creature, the smite has no effect, but the ability is still used up for that day. An attack improved by this smite may however strike incorporeal creatures as if it was made with a ghost touch weapon, even if they are not otherwise a valid target for the ability.

At 5th level, and at every five levels thereafter, the glyph knight may perform an arcane smite one additional time per day.

Specialization: At first level a glyph knight may choose to specialize in a single school of symbols. To do so they must perform a series of rituals which rechannel their resonance with magical forces of another two schools towards the specialized school forever losing access to symbols of the sacrificed schools not only in the glyph knight class but from any other sources as well unless they specifically are exempt from this (such as a Symbol Devil's Bestow Symbol ability). They gain no benefits for having such symbols wrought, cannot invest essentia into such symbols, cannot craft such symbols, and cannot benefit from the released states of such symbols if they somehow have one in a released state. In exchange the glyph knight gains several benefits related to their chosen school. They gain a bonus point of essentia which may only be invested into symbols of the selected school. They add their Intelligence modifier to their Symbol Wright level with symbols of the chosen school for the purposes of overcoming spell resistance and resisting dispel and similar effects. They gain a +4 bonus on Spellcraft checks to identify symbols and spells of that school. Lastly they are able to see auras of spells and effects of that school within 30 ft, this functions like Detect Magic except that you gain knowledge of the number and strongest aura within this area automatically (as a non-action) as long as they can see them (if the aura has total concealment in regards to you you gain no knowledge of it), and by concentrating as a standard action they can gain the benefits of the 3rd round of Detect Magic within a 30 ft cone however you need to be able to see auras to determine their location and power.

A glyph knight does not have to specialize, but if they do not choose to at 1st level the various resonant channels set into place more firmly and it is impossible to choose to do so later.

Symbol's Alertness (Su): Whenever someone within 30 ft casts a spell (spell-like abilities do not trigger this) with a school that matches that of one of your wrought symbols your senses are momentarily heightened by the ambient magic granting you a +2 morale bonus to Listen and Spot checks and a +1 dodge bonus to AC for a number of rounds equal to the spell level of the cast spell.

Mystic Training (Ex): Beginning at 2nd level a glyph knight gains a +2 bonus to Knowledge (arcana) and Spellcraft checks and may make such checks untrained.

Mystic Resistance (Su): Beginning at 3rd level a glyph knight gains a bonus on all saves against Spells and Spell-like Abilities equal to their Intelligence modifier if positive.

Lesser Released Symbol: Beginning at 4th level a glyph knight may release a symbol, allowing it to spread further across their body and spirit. This increases the abilities granted by the symbol, and the abilities granted by the Lesser Released state are listed under each symbol below (not all symbols necessarily possess Lesser Released states). At 4th level a glyph knight can release 1 symbol, though they may release another symbol for every 4 glyph knight levels beyond that. As a glyph knight gains levels they also gain access to Intermediate and Greater Released Symbols (see below), however to gain the lesser released state's benefits one must have it in the lesser released state not the intermediate or greater. For more information on released symbols in general see the post below.

Runic Guidance (Su): Beginning at 5th level whenever someone casts a spell (spell-like abilities do not trigger this) within 30 ft with a school that matches one of your released symbols you gain a +1 bonus to attack rolls until the end of your next turn; if it matches a greater released symbol you gain a +2 instead. If it matches an intermediate or greater released symbol you also gain a +1 bonus to skill and ability checks until the end of your next turn.

Improved Symbol’s Alertness: Beginning at 6th level your Symbol’s Alertness and Runic Guidance now activates at a range of up to 60 ft. The bonus to Spot and Listen is now increased by twice the spell level of the triggering spell, and if you have an Intermediate or Greater Released Symbol which matches the spell’s school the dodge bonus to AC is increased by +1. In addition you are aware when it is triggered that a spell has been cast and which school it was.

Work Item (Su): Beginning at 6th level you may substitute your Symbol Wright level for your Caster Level for the purposes of crafting items and qualifying for Item Creation feats. In addition you may emulate any 2nd level or lower spell from the spell-list of any spellcaster which gains 9th level spells for the purposes of crafting items, this increases to 4th level or lower if you possess the ability to release a symbol in its Intermediate Released State, and 7th level or lower if you possess the ability to do so in its Greater Released State. You may use spell completion and spell trigger items as if all 4th level or lower spells of any school that you have a Symbol belonging to it Released were on your spell list and you had a caster level of your Symbol Wright level. If you have a Symbol bound with an Intermediate Released State you may treat 6th level or lower spells of its school as being on your spell list. If you have a Symbol bound with a Greater Released State you may treat 9th level or lower spells of its school as being on your spell list.

Rune’s Protection (Su): Beginning at 7th level a glyph knight is able to draw limited protection from magic through their released symbols. They gain a +2 on saves against spells and spell-like abilities of a school matching a lesser released symbol. If it matches an intermediate released symbol they gain a +3 instead. If it matches a greater released symbol they gain a +4. If it matches multiple released symbols use only the highest bonus.

Improved Rune Release (Ex): Beginning at 8th level a glyph knight learns to coax more power from released symbols. The essentia capacity of a glyph knight's released symbols (regardless of the tier of release) is increased by 1, and they gain a +2 bonus on rolls to overcome spell resistance with released symbols.

Strip Resistance (Su): Beginning at 9th level a glyph knight may strip a foe of their resistance to magical attacks. When you strike an enemy within 30 ft with an attack their Spell Resistance (if any) is reduced by 1 until the end of your next turn. This effect stacks with itself and each time you strike an enemy already under its effects the duration is reset.

Intermediate Released State: Beginning at 10th level a glyph knight may choose to release a symbol to its intermediate released state instead of its lesser released state. This still uses one of the glyph knight's limit of released states but does not grant the lesser released state's benefit, granting the intermediate benefit instead. At 10th level a glyph knight may only have one intermediate released symbol at a time regardless of how many released symbols they may possess, at 13th level they may have 2 instead, and beginning at 18th level they may have any number of symbols at their intermediate released state (still limited by the maximum number they can have in a released state at all).

Runic Harmonics (Su): Beginning at 11th level whenever an ally other than yourself within 60 ft casts a spell (spell-like abilities do not trigger this) they gain a +1 enhancement bonus to their caster level if its school matches a symbol the glyph knight has in an intermediate released state. If it matches one the glyph knight has in a greater released state they instead gain a +2 enhancement bonus.

Runic Blessing (Su): Beginning at 12th level a glyph knight is able to draw more energy through the harmonic resonance of their released symbols with spells that share their school. Whenever someone casts a 2nd level or higher spell within 60 ft with a school that matches one of your Intermediate or Greater Released Symbols you gain a benefit based upon the school of the rune bind. In the case of spells affected by metamagic use their total level including metamagic increases.

Abjuration: You may immediately make a saving throw against one spell effect currently affecting you which allowed a save (success ends or reduces the ongoing effect as it would have if you had succeeded initially). If you have a Greater Released Symbol you gain a morale bonus to the saving throw equal to the spell level of the cast spell.
Conjuration: You may teleport 5 ft immediately as a free action usable when it is not your turn. If it is a Greater Released Symbol you may teleport 5 ft per spell level of the cast spell (minimum 5 ft).
Divination: You gain a +2 insight bonus on your next skill check made within 1 round. If you have a Greater Bind it is instead an insight bonus equal to its spell level +1.
Enchantment: You gain a +2 morale bonus to AC and attack rolls for 1 round. If it is a Greater Released Symbol you gain +1 plus 1 per 2 levels of the triggering spell instead.
Evocation: You gain energy resistance 5 to the energy type of your choice and all melee attacks you make deal 2 additional damage of that energy type. If it is a Greater Released Symbol you gain energy resistance 10 instead and deal +2 damage per spell level of the triggering spell.
Illusion: You gain a 10% miss chance for 1 round as if from the Blur spell. If it is a Greater Released Symbol you gain a 5% miss chance per spell level of the triggering spell.
Necromancy: You may immediately make a saving throw against any fear effect or negative level that is affecting you. If you fail the saving throw against a negative level it does not become permanent level loss. If it is a Greater Released Symbol you gain a morale bonus on this save equal to the spell level of the triggering spell.
Transmutation: You gain a +6 enhancement bonus to Strength for 1 round. If it is a Greater Released Symbol you gain a +4 + Spell level enhancement bonus to Strength instead.



Mana Shield (Su): Beginning at 14th level a glyph knight's ability to use the resonance of their wrought symbols with spells defensively improves. They gain Spell Resistance equal to their class level + 4. They gain +2 SR against spells which are of a school which matches one of they wrought symbols, this increases to +4 against spells that match a symbol in a Lesser Released State, +6 if they match an Intermediate Released Symbol, and a +8 if they match a Greater Released Symbol.

Superior Rune Release (Ex): Beginning at 15th level a glyph knight learns to coax even more power from released symbols. The essentia capacity of a glyph knight's released symbols (regardless of the tier of release) is increased by another 1 (+2 total), and they gain another +2 bonus (+4 total) on rolls to overcome spell resistance with released symbols.

Greater Released State: Beginning at 16th level a glyph knight may choose to release a symbol to its greater released state instead of its lesser or intermediate released state. This still uses one of the glyph knight's limit of released states but does not grant the lesser or intermediate released state's benefit, granting the greater benefit instead. At 16th level a glyph knight may only have one greater released symbol at a time regardless of how many released symbols they may possess, at 20th level they may have 2 instead.

Released Mana (Su): Beginning at 17th level a glyph knight may destroy one of their wrought symbols granted by the glyph knight class as a free action to gain a surge of power which lasts 3 + Int modifier rounds. This surge of power supercharges a glyph knight's other symbols from the glyph knight class and they are considered to have 1 more essentia in each of them than they actually do (this bonus may increase their effective essentia to higher than their essentia capacity) and a +2 to symbol wright level with their glyph knight symbols. If a glyph knight uses this ability again while the surge of power from the first is still active the duration is reset and the bonuses stack. A symbol destroyed in this way is not recovered until the next time a glyph knight shapes symbols.

Runic Resonance (Su): Beginning at 19th level a glyph knight is able to draw directly on magical energy when spells are cast nearby turning it into a temporary source of additional essentia. Whenever someone casts a 3rd level or higher spell (spell-like abilities do not trigger this), which shares a school with a Greater Released Symbol you have wrought, within 90 ft of you, you gain 1 temporary bonus essentia per 3 levels of spell. This temporary essentia lasts for 1 round and you may immediately invest it as a free action. If multiple such spells are cast the bonus essentia from each one stacks. In addition the range of your Symbol's Alertness, Runic Guidance, and Runic Blessing abilities all increase to 90 ft allowing you to gain those benefits from further away.

Core Rules and Abilities
Symbol magic rules overview, Abjuration and Conjuration Symbols (http://www.giantitp.com/forums/showsinglepost.php?p=21120683&postcount=7)
Divination, Enchantment, Evocation, and Illusion Symbols (http://www.giantitp.com/forums/showsinglepost.php?p=21120686&postcount=8)
Necromancy, and Transmutation Symbols; Minor Artifact Symbols (http://www.giantitp.com/forums/showsinglepost.php?p=21120688&postcount=9)
Feats, and monsters you can/should ignore (http://www.giantitp.com/forums/showsinglepost.php?p=21234859&postcount=27)

Unnecessary Add-Ons
Prestige Classes (http://www.giantitp.com/forums/showsinglepost.php?p=21241392&postcount=28)
Theurge Prestige Class(es) (http://www.giantitp.com/forums/showsinglepost.php?p=21261430&postcount=31)

Zaydos
2016-08-19, 07:54 PM
Symbols and Symbol Wrights General Rules Overview

Terminology List:

Craft(ing) Symbols: The act of making a symbol and placing it upon one’s own body. The act of making a symbol wrought.

Erase(d): The act of making a symbol no longer be wrought either through outside effects which destroy a symbol or through willfully removing it (either as part of a class feature or feat, or as part of crafting different symbols).

Inscribed Symbol: A permanently wrought symbol. Inscribed symbols are not crafted (though they are wrought) and having an inscribed symbol does not count as being able to craft it or for the number of symbols you can craft, do not count against your maximum number of symbols you may have wrought, cannot be released, and cannot be voluntarily erased. If erased an inscribed symbol simply becomes inert for 1 hour.

Release(d): The act of allowing a symbol to spread across the glyph knight’s body is called releasing it. A released symbol is more deeply rooted in the glyph knight’ s body and spirit and interacts with certain effects differently, they also grant additional benefits.

Symbol Wright: One who crafts symbols regardless of class.

Symbol Wright Level: A glyph knight’s caster level equivalent, while often less important than caster level as many abilities of symbols are based upon essentia invested and whether that symbol is released and what level of release it possesses.

Symbol: A glyph knight’s primary ability, the ability to create symbols. These symbols grant a variety of effects simply for having been wrought upon the glyph knight’s body, but also place a strain upon it. Symbols are essentia receptacle and a creature with symbols wrought is able to invest essentia into them up to their essentia capacity.

Wrought: In the context of this class when a symbol is ‘wrought’ it has been created and implanted upon the Glyph Knight’s body or, in the case of a Glyph Smith, upon a piece of armament.

Symbols, Spell Resistance, Attacks of Opportunity, and Saving Throws:
Spell resistance is effective against any symbol used to affect a creature other than the user. As with one’s own spells and spell-like abilities, one’s own symbols ignore their own spell resistance.
While symbols are in many ways like spell-like abilities unless they state that they allow you to use a spell as a spell-like ability they do not provoke attacks of opportunity.
Whenever a symbol used by a glyph kight allows for a saving throw, including those of spell-like abilities they allow you to use, the save DC is 10 + essentia invested into that symbol + the glyph knight’s Int modifier. If other symbol using base classes are made they may use different ability scores. In the case of symbols that allow for the use of spell-like abilities this is instead of the normal save DC.

Crafting Symbols
A glyph knight’s level limits the number of symbols they can have wrought at a given time, this is shown on the table above under the column ‘Symbol’s Wrought’. For example a 3rd level glyph knight may only have 2 symbols wrought at a time.

To craft symbols a glyph knight must have the ability to craft more symbols than they currently have wrought, which may mean erasing existing symbols, and must have a clear and fresh mind like a wizard preparing spells. For this purpose a glyph knight needs first sleep for 8 hours. The glyph knight does not have to slumber for every minute of the time, but they must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If their rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear their mind, and they must have at least 1 hour of uninterrupted rest immediately prior to crafting their symbols. If the character does not need to sleep for some reason, they still must have 8 hours of restful calm before crafting any symbols.
The environment required for a glyph knight is somewhat more relaxed than that which a wizard needs to prepare spells. While it must be free of too many overt distractions, they can, for example, craft symbols while exposed to inclement weather as long as it does not require any Constitution checks with a DC higher than 5 + Constitution modifier, or any other rolls that the glyph knight cannot succeed on a 5.
Crafting symbols itself takes 1 hour to craft all symbols a glyph knight has access to. A glyph knight that is not creating their full suite of symbols may do so more quickly, if they have 2 max symbols each takes 30 minutes, if they have 3 each takes 20 minutes, if they have 4 or 5 each takes 15 minutes, and if they have 6 or more each takes 10 minutes. Erasing symbols (a full round action per symbol) may be done as part of the same process as crafting them and does not add any time when done as part of it.

Symbol Selection:
A glyph knight may only craft glyph knight symbols through glyph knight class features. As there are currently only glyph knight symbols for the time being that means glyph knights may craft any symbol they want.

Manifestation of Symbols:
Each crafted symbol physically manifests upon the symbol wright as a runic glyph or symbol somewhere on their body. These symbols glow ever so faintly. A character with 3 symbols upon their body produces light as a candle when naked. One with 5 symbols produces bright light out to 5 ft in one direction, and one with 7 symbols produces bright light out to 5 ft in all directions. Each symbol is small covering 2 to 3 inches by 2 to 3 inches so they can easily be covered thus extinguishing the light; a character with 5 or more symbols may reveal enough symbols to provide light as a candle. In addition a symbol wright may move the symbols on their body. While this does not require an action other than a series of free actions, it is extremely slow and takes several minutes (assume that 15 minutes is sufficient to move a symbol from anywhere on the body to anywhere else). Inscribed Symbols may not be moved and do not produce light.

A creature looking at a symbol may identify it as a Symbol with a DC 20 Knowledge (arcana) check and may identify the specific symbol with a DC 25 check. These DCs assume that the existence of glyph knights is common knowledge but that they are still less common than traditional spellcasters and rare enough that except at places where they are concentrated (academies and the like) seeing one is a rarity. If glyph knights are rare the DC should be increased by 5 or 10. If glyph knights are more common the DCs should be reduced by 5, with the DC to identify a Symbol as a Symbol dropping to 5 if they have the distinctive glow from having 3 or more shaped at once.

Symbols and Essentia:

Symbols interact with essentia exactly like soulmelds do.

Releasing Symbols:

Beginning at 4th level a glyph knight may release one or more symbols’ power. In so doing they allow it to take greater root into their spirit and body; horror stories are told about what happens when one not ready to do so releases too much of a symbol’s power. Released states come in three varieties based upon their power: Lesser, Intermediate, and Greater. A glyph knight gains access to Lesser Released States at 4th level, Intermediate ones at 10th, and Greater ones at 16th. A glyph knight may only have a number of Released Symbols based on their class level, however regardless of the number of released symbols they possess they may only have one released Intermediate Symbol and one released Greater Symbol; a glyph knight gains the ability to possess any number of released Intermediate Symbols and at 20th level they gain the ability to release a 2nd Greater Symbol however these are exceptions to this rule. However regardless of how many symbols you possess without an ability to specifically allow the release of additional Intermediate or Greater Symbols you may only have one of each released, and you must be able to release intermediate or greater symbols to do so even then.

When a symbol is released it spread over a greater portion of a glyph knight’s body. A lesser released symbol may appear almost as a runic tattoo twining around a glyph knight’s limb. An intermediate symbol may cover a large portion of the glyph knight’s torso or a similar amount of flesh. A greater symbol spreads across the glyph knight’s entire body intertwining with other symbols in an intricate pattern that is said to hint at secrets as to the nature of magic or at least to demonstrate some of its laws and rules. A lesser released symbol glows like a candle. An intermediate released symbol if bare produces bright light out to 5 ft and shadowy out to 10 ft. A greater released symbol produces light like a candle even when under full-plate armor, and a naked character with a greater released symbol produces light like a torch.

A symbol that is released in one state cannot be released in another state by the same character. For example if you have Grand Sight Glyph releases in its lesser state you cannot also have it released in its greater state or vice versa. The Twin Release feat allows for an exception to this rule.

Symbols and Incarnum:

In a setting that uses incarnum a symbol wright’s symbols are a type of incarnum by default. This is because the system started as an incarnum hack and only evolved slightly out of it. Symbol wrights do not, however, believe they tap into the stuff of souls, but that the soul stuff of traditional incarnum is what happens when the raw magical energies that make up incarnum are bounded with souls. Instead they believe they tap into said raw magical energies. For this reason symbol wrights often refer to essentia as mana. If this is used effects that unshape soulmelds can erase symbols, however those that simply unbind bound soulmelds have no effect on released symbols.

If you are not using incarnum but want to use symbol wrights the answer is easy: rename essentia mana and do not use anything else incarnum. While this leaves the magical answers to symbols reduced they are still spell-like abilities and a plethora of answers to those already exist. A Bonus Mana feat (which grants 1 extra point of mana, or 2 if your character level is 6 or higher) will be needed to be introduced, and potentially allowed to be taken multiple times due to the loss of incarnum feats.

If you are using incarnum but do not want to have symbol wrights be a type of incarnum follow the same instructions for not using incarnum.

The default is set in place for the simple reason of player freedom. By having it be considered incarnum it gives players more options to interact with it by effectively borrowing the incarnum feats and spells, as well as making multiclass options between incarnum classes and symbol wright classes more functional (even if the incarnum rules for chakra binds are designed to hamstring multiclassing between incarnum classes). In short it allows access to a wealth of material so that players are more capable of setting the class to their style, especially the races and multiclassing which allow for interesting but not necessarily strong and allow for races that support the class while not bloating the setting with far too many strange little niche races.

Symbols and Magic:

While symbols do not directly resemble spellcasting they are at their heart magic. Symbols interact with spells and spell-like abilities in the same way that a spell or a normal spell-like ability interacts with another spell or spell-like ability (with a limited number of exceptions, as noted below).

Spell resistance is effective against any symbol used to affect a creature other than the user. As with one’s own spells and spell-like abilities, one’s own symbols ignore their own spell resistance.

Dispel magic and spells of that nature interact with a symbol as if the symbol were a magic item. If a dispel magic spell is targeted on a specific soulmeld, the caster makes a dispel check against a DC of 11 + the symbol’s symbol wright level. If successful, the symbol’s magical properties are suppressed for 1d4 rounds.

Any spell or effect that detects magic (such as detect magic) also detects symbol, their number, strength (based on symbol wright level), and location within 3 rounds. Each Symbol has a school, and symbols are sorted by their school.

Dead magic areas and anti-magic suppress the effects of symbols as if they were spell effects.

Symbols and Psionics:

If Psionics-Magic Transparency is in effect, for the purposes of symbols and school matching Clairsentience effects are Divination, Metacreation and Psychoportation effects are Conjuration (unlike normal for Psionics-Magic Transparency), Psychokinesis effects are Evocation, Psychometabolism effects are Transmutation, and Telepathy effects are Enchantment.

Symbols and Negative Levels:

When a symbol crafting character gains a negative level, he suffers the following effects, in addition to the normal effects felt
by any character:
• Their symbol wright level is reduced by 1.
• They lose the ability to craft one symbol. If they currently has the maximum number of symbols wrought, one of their symbols (determined randomly) vanishes and is no longer considered to be wrought. Any essentia invested in that syumbol become uninvested (but can be invested again normally on the character’s next turn).
• They lose 2 points of essentia (to a minimum of 0).
Negative levels have no effect on a character’s essentia capacity (whether in soulmelds or elsewhere) or the number of symbols they can release, though if a released symbol is uncreated they lose any special benefit granted by that symbol’s released state also disappears.

Symbols List

Abjuration

Glyph of Mental Warding:
This symbol armors the mind protecting it from mental control. While this symbol is wrought you are protected from any attempt to possess you (by a magic jar attack, for example), Enchantment (charm) effects (including non-spell effects which duplicate Charm Person/Monster effects), and Dominate Person/Monster and effects which duplicate it. If an effect is already in place the symbol suppresses it without ending it.
Essentia: Each point of essentia invested into this symbol gives a +1 competence bonus to Will saves and reducing Intelligence, Wisdom, and Charisma damage you would take by 1.
Lesser Release: You become warded against scrying effects. Scrying effects targeting you, or items in your possession, fail, and you do not appear to scrying effects which include you in the area but do not directly target you, instead being effectively invisible and silenced to their view (as well as scentless etc). For example if your ally Frotho of the Eight Fingers was scried upon and you were next to Frotho the scrier would be unable to see or otherwise discern you. This has no effect on non-scrying spells such as Discern Location.
Intermediate Release: As a standard action you can end possession, or mind-control, with a touch. You must touch the possessed creature (or object) and the possessing creature must make a Will save or be forced out of the possessed creature (or object). You may also use this touch to end (charm) spells and Dominate spells and effects in which case the caster of the effect must make the Will save (if cast through an item the item makes the save unless whoever is attending it has a better Will save) or the effect is ended. This may even temporarily force out Vestiges, though in that case the binder is allowed a Will save (instead of the vestige), the pact is merely suppressed for 10 minutes, and it affects 1 vestige (determined randomly) plus 1 per 2 points of invested essentia. Once a creature has successfully saved a number of times in a row against this effect equal to your invested essentia it may not be affected by this effect again until you gain a level (or invest more essentia).
Greater Release: You gain immunity to Mind-Affecting effects.

Hungry Rune:
This rune eats ambient spells, siphoning it away bit by bit, sucking away at it like a runic dragon. While this symbol is wrought any spell effect upon you has its caster level reduced by 1 + 1 per 8 symbol wright levels at the end of each of your turns. If a spell effect's caster level is reduced to 0 it is dispelled, and the duration is also decreased as appropriate for if it had been cast at the new caster level.
Essentia: If you invest essentia into this ability it extends to affect any spell effect within 5 ft of you, plus 5 ft per point of essentia beyond the first.
Least Release: The rate of drain increases to 2 + 1 per 4 symbol wright levels you possess.
Intermediate Release: Whenever this symbol dispels a spell, or reduces its duration to the point that it immediately ends you gain a single point of charge in this symbol. You may hold an amount of charge in this symbol equal to the invested essentia + 1. By expending charge equal to a spell's level you may, as a standard, extend a single spell cast within 30 ft within the last round as if it had been cast with the extend spell feat.
Greater Release: As a move-equivalent or swift action you can create an anti-magic field around yourself out to a distance of 15 ft (as the spell). This anti-magic field does not affect the Hungry Rune (though it does affect other symbols you may possess). In fact within the area of this anti-magic field your Hungry Rune symbol reduces spell effects' caster level at twice the normal rate. You may rid yourself of the field with a second move-equivalent or swift action.

Sentry's Glyph:
You receive a small mental alert whenever a creature moves within 60 ft of you from an area outside of this range. You may, as a standard action choose to exclude mindless creatures, animals, or creatures bearing the holy symbol of a specific deity so that they do not trigger this alarm; re-including an excluded creature requires another standard action. You do not gain any information on the intruding creature, not even what square they entered from, simply that something has entered the area. If you move and the area is moved over a creature you do not gain information that it entered. You may reduce the range of your sentry glyph down to as low as 0 ft or increase it again up to 60 ft or any range in between 1/round as a free action. If you are sleeping the mental alert will wake you.
Essentia: You gain a circumstance bonus to Listen and Spot checks to see or hear creatures within the area of your sentry's glyph equal to twice the invested essentia.
Lesser Release: If a creature would teleport into the range of your sentry's glyph you become warned by a mental alert, which is distinct from that of a creature merely entering the area, and the creature's appearance is delayed by 1 round + 1 round per 2 points of essentia invested into this symbol. If you move so that the place the creature would have appeared is no longer within the range of your sentry's glyph the creature immediately appears.
Intermediate Release: You gain blindsense out to the range of your sentry's glyph. In addition you now become aware of a creature's type and subtype(s) if any when it enters your sentry glyph's range, and may choose to exclude creatures of any type or subtype from its effects.
Greater Release: Enemies have difficulty moving through the range of your sentry glyph as if it were actively resisting them. Any movement out of a square within your sentry glyph's range costs enemies 2 squares of movement, and while within its range enemies suffer a -4 penalty to Dexterity.

Sigil of Protection's Aegis:
This symbol resonates with fundamental protective magics. It armors the will, and the body, even as it provides flows of reality to shift destructive effects from the bearer. You gain a +1 resistance bonus on saving throws.
Essentia: The resistance bonus on saving throws is increased by +1 per point of invested essentia.
Lesser Release: You gain Acid, Cold, Electricity, Fire, and Sonic Resistance 4 + 4 per point of invested essentia.
Intermediate Release: As an immediate action you can automatically pass a Fortitude save and take no effect (as if you had mettle). If you do so, however, you lose the standard action of your next turn (as well as the swift action used for this ability).
Greater Release: When you successfully save against a spell, spell-like ability, or supernatural ability its source must make a Will save or gain 2 negative levels as they are struck by a karmic backlash through the resonance of magic set-up by the rune.

Spellreaving Rune:
You gain the ability to Detect Magic at-will.
Essentia: You gain a +2 insight bonus on Spellcraft checks per point of invested essentia.
Lesser Release: As a standard action you may attempt to dispel any one spell effect active on you with a bonus on the dispel check equal to your meldshaper level plus your invested essentia. This is a purely mental action and can be performed when held or paralyzed. If you are completely unable to act (dazed, stunned, asleep, etc) or take standard actions (nauseated) due to an ongoing spell effect the rune automatically activates on each of your turns attempting to dispel the ability at the end of each of your turns (it consumes your standard action if it succeeds). If you are under a dominate effect any round in which you do not spend a standard action the rune automatically attempts to activate, if you are under a charm effect every round you are sleeping or otherwise unconscious the rune attempts to activate.
Intermediate Release: As a standard action you may attempt a targeted dispel (as the spell dispel magic) within 60 ft. You gain a bonus on dispel checks equal to ½ your meld shaper level + 2 per point of invested essentia. Once you have used this ability you must wait 1d4+1 rounds before using it again.
Greater Release: You are automatically aware whenever a spell is cast, or spell-like ability is used, within 300 ft of you and may attempt to identify it with a Spellcraft check at no penalty even if you do not see (or hear) any of the spell components. As an immediate action you can gain infinite spell resistance against a single spell being cast. Once you use this ability you must wait 9 – invested essentia rounds before using it again.

Zone Keeper's Rune:
This rune allows you to prevent the entry of certain creatures or effects. As long as this symbol is wrought as a standard action you can create an invisible barrier consisting of up to one 5-ft square vertical or horizontal plane plus one per 2 symbol wright levels through which extraplanar creatures cannot pass unless they succeed on a Will save. Summoned creatures are not allowed a save even if not extraplanar. This barrier lasts 1 minute and you may only have one use of this ability active at a time, using it again removes the earlier barrier. A creature may attempt to make a save up to once a round by attempting to move through the barrier, if they fail 5 ft of their movement is wasted; spell resistance, however, is only checked the first time a creature attempts to move through the barrier. The barrier must be contiguous at all points, though it may include turns, or even be a box, but it must be continuous. When you create the barrier you may choose not to apply its basic effect if you are using a Released State, alternatively you may choose not to apply its Released State.
Essentia: Each point of essentia invested in this ability increases the size of the barrier by 1 5-ft square plane, and if you have at least 3 points of essentia invested in this ability you may use it as a Swift action, if you have at least 5 points you may use it as a Move action, if you have at least 7 points you may use it as a free action 1/round.
Lesser Release: The barrier now affects creatures with 2 or less Intelligence as if they were extraplanar. In addition unattended objects, including thrown weapons, fired projectiles, gases, and Conjuration (creation) effects are blocked as well; magic items (but not gases or objects created by spells) are allowed a Will save at their Will save (+2 + 1/2 CL), not their wielder's (as they have been fired by this point), to pass through the barrier. Note that this includes air, and thus the barrier could be used to create an air-tight 5 ft cube.
Intermediate Release: The barrier blocks line of effect for supernatural abilities, spells, and spell-like abilities (this includes symbols and soulmelds); in addition if the barrier surrounds a space on all 6 sides it blocks teleportation into and out of that space. When you create this barrier you may choose to instead select a single spell school. If you do only spells and spell-like abilities of that school (including symbols of that school, and psionic powers of an equivalent discipline) are blocked.
Greater Release: When you create the barrier select any number of creature types or subtypes, they cannot pass through it (without a Will save) as if they were extraplanar creatures.

Conjuration

Cloudwaker’s Sigil:
You are continuously surrounded by a thin mist which you can manipulate and control. This mist is insufficient to grant concealment, but you can condense it to use it to manipulate objects. The mist can either be used to form a variety of tools allowing you to use it as masterwork thieves’ tools, or to clumsily hold objects itself. If used in the later way it lacks the manual dexterity and swiftness to effectively wield a weapon or shield, but can be used to hold a one-handed object (torch), open a backpack and withdraw an item, or similar tasks that can be performed with one hand and no more than 5 lbs of force. Regardless of your actual reach the wispy clouds will not stretch more than a foot from your body (including your arms but).
Essentia: Each point of essentia invested into Cloudwaker’s Sigil grants you a +2 competence bonus on Disable Device and Open Locks checks using it as thieves’ tools. In addition they grant it the ability to carry 5 additional lbs of goods and every 2 point of essentia grant an additional ‘hand’ for object carrying (the maximum weight must be divided between these hands so with 2 points of essentia they can carry 15 lbs of weight divided between 2 manipulators, one could carry your 4 lb longsword and another your 11 lb backpack, but you could not have one carry your 11 lb backpack and the other carry your friend’s 6 lb block of cheese).
Lesser Release: The fog moves to protect you working to intercept attacks. You gain a +2 bonus to AC and +2 bonus to Reflex saves. Anything that allows attacks to ignore cover allows them to ignore this as well.
Intermediate Release: You are able to spread the fog out into a thin mist out to up to 30 ft away from you. When spread this way it still does not grant cover or concealment, but the fog is cloying and clinging making the air almost like some liquid. Ranged attacks suffer a -1 penalty for each square of fog they must pass through. Creatures other than you moving through the fog treat it as difficult terrain (costs 2 squares of movement to leave any square of fog). You may extend the fog or retract it to any distance up to maximum as a swift action.
Greater Release: Two additional arms of fog solidify seeming to stretch from near your shoulders. These additional arms of fog may wield weapons. They may each wield a one-handed weapon at your Strength or both together wield a single two-handed weapon. If wielding two weapons they each make a single attack at your highest attack bonus -5 and one at your highest attack bonus -15 (2nd and 4th iterative attacks). If wielding a two-hander they make a single attack at your highest attack bonus -5 and one at your highest attack bonus -15 (2nd and 4th iterative attacks).
Special Note: It's my personal choice to move Conjuration (Creation) to Evocation (Creation), if you do so this symbol should follow suit.

Farblade Glyph:
This symbol allows your weapon to strike far beyond your reach. While you have this symbol wrought you may make melee attacks as part of an attack or full attack action at 5 ft beyond your normal reach. This does not allow you to make special attack actions such as trip at this distance, nor may you make attacks of opportunity. This symbol does not function within the area of a dimensional lock, if you are under the effect of a dimensional anchor, or if an effect would prevent teleportation into and out of the area.
Essentia: The range at which you may make attacks beyond your normal reach increases by +5 ft per point of invested essentia.
Lesser Release: You may make disarm, sunder, and trip attempts with the increased range beyond your reach granted by this glyph.
Intermediate Release: As a standard action you may send your weapon cutting forward skimming barely into reality to strike in a line 10 ft long + 10 ft long per point of invested essentia. Make a melee attack at your highest attack bonus against each creature in the line.
Greater Release: Your reach increases by 10 ft as your weapon dances back and forth through the astral plane.

Formic Resonance Rune:
This symbol opens a conduit between you and the Lawful planes making you a living vessel for its might, though some note that this seems to only make you a channel for the insectile formians. Chaotic characters cannot craft this symbol. This conduit acts to encourage perfection through repetition granting you a +1 to certain rolls that you made in your last turn. If you made an attack with a weapon or effect you gain this bonus to attack rolls with that weapon or effect (i.e. if you attacked with a longsword with that longsword, if you used eldrith blast then with eldritch blast, if you cast scorching ray then with scorching ray, but scorching ray would not grant a bonus to eldritch blast or vice versa), if you made a skill check this bonus applies to uses of that skill, if you made an ability check for a purpose (such as trip attempt) it applies to ability checks with the same purpose, if you made a saving throw against an effect it applies to saving throws against that effect but not other saves of the same type (so if you saved versus a basilisk's petrification gaze it'd apply to their gaze but not a disintegrate spell).
Effect: Each point of essentia invested into this symbol grants your blows weight against Chaos granting +1 damage to Chaotic creatures per point of invested essentia and a +1 insight bonus to attack rolls against such creature per 2 points of invested essentia.
Lesser Release: You attacks overcome Damage Reduction as if they were Lawful. In addition you are able to place a rune upon the breast of another creature (this requires them to be helpless or willing and takes 1 full minute) which places you into a hive mind with them. You may mark a number of creatures this way equal to 1 plus your intelligence modifier and if you mark another your older mark is destroyed. You are considered marked, but do not count against the number of creatures you may mark. Marked creatures cannot be surprised unless each other marked creature within 100 ft is surprised. Unlike a true hive mind this does not protect against flanking, however as long as any marked creature can see an attacking creature no marked creature is denied their Dexterity bonus against it due to it being invisible or unseen (however it still gets a +2 bonus to attack roll).
Intermediate Release: As an action requiring 2 full rounds you may summon one formian warrior plus one per 2 symbol wright levels beyond 8th (max 8 at level 22). They must all remain within 60 ft of you or else they vanish. They serve you to the best of its ability. You may only have one group of formian warriors at a time, and if you summon more the (remnants) of the original group vanish. You may communicate telepathically with the summoned formians.
Greater Release: As an action requiring 1 full minute you may summon an armadon formian (Fiend Folio page 77). This armadon formian must remain within 120 ft of you or else it vanishes. It serves you to the best of its ability. You may only have one armadon formian summoned at a time and if you summon another the original vanishes. You are considered part of its hive mind and may communicate telepathically with it. For ever symbol wright level beyond 16 you possess the armadon formian is advanced 1 HD (+1 to BAB, +8.5 hp, +0.5 to all saves, +0.5 to the save DCs of its abilities) to a maximum of 12 HD (symbol wright level 20), it takes Ability Focus (Poison) when it is advanced by one hit die, and Improved Multiattack when it is advanced by four hit dice, if advanced by 4 hit dice its Dexterity increases by 1 and it gains +1 to AC, Reflex, and Initiative (and anything else based on Dexterity).

Glyph of Calling:
As a standard action you may teleport a non-magical unattended object weighing no more than 5 lbs within line of sight into your hand. You must have an empty hand to do so, and must be able to lift the teleported object.
Essentia: For each point of invested essentia the affected object may be 5 lbs heavier (you still must be able to hold it in your hands).
Lesser Release: By spending 10 minutes you may mark an object which weighs no more than 1 lb per Symbol Wright level. As long as you are within 100 miles per Symbol Wright level of the marked object you may teleport it to your hand as a standard action. You may only have a number of items marked this way equal to 1 plus your Intelligence modifier (min +0), if you attempt to make a new one while you already have your maximum created your oldest mark is destroyed. These marks can be identified with the same DC as to identify a Symbol, and can be destroyed by marring the mark placed upon them.
Intermediate Release: When you release this symbol select one of Air, Earth, Fire, or Water; at DM's discretion Ice, Magma, Ooze, and Smoke can be added. Once you make this choice it remains until the next time you release this symbol. As a standard action you may summon a medium elemental of the chosen kind. It must remain within 60 ft of you or else it vanishes, if this symbol is erased it immediately vanishes. It serves you to the best of its ability. You may only have one summoned elemental at a time, and if it is destroyed you must wait 1 minute before summoning another. For ever symbol wright level beyond 8 you possess the summoned elemental is advanced 1 HD (this grants 4.5 + Con mod hit points per hit die, 2 HD increase its BAB by +1 and all saves by +1, 3 HD increase its BAB by another +1) up to a maximum of 7 HD (level 11), a 6 HD elemental gains whatever feat that type of elemental has as a large elemental and not as a medium one which is not a bonus feat. At symbol wright level 12 you may summon a large elemental instead, this elemental gains 1 bonus hit die per 2 symbol wright levels beyond 12th to a maximum of 15 HD (symbol wright 26); it gains hit points, saves, and BAB as normal for elemental hit dice, its feat gains are determined by the DM from the feats that a huge elemental of the same type would have.
Greater Release: As a standard action you may summon a huge elemental. It must remain within 120 ft of you or else it vanishes, if this symbol is erased it immediately vanishes. It serves you to the best of its ability. You may only have one summoned elemental at a time, and if it is destroyed you must wait 1 minute before summoning another. If you have a symbol wright level of 18 or greater you may summon a greater elemental instead, and if you have a symbol wright level of 21 or greater you may summon an elder elemental instead.

Rejuvenation Rune:
You gain temp hp equal to ½ your character level at the beginning of each of your turns. This temp hp lasts until lost or the start of your next turn.
Essentia: Each point of essentia invested in this Symbol increases the amount of temp hp granted by ¼ your character level; so if you have 2 points invested you gain temp hp = level, and 6 point temp hp = twice your level (4 points would be 1-1/2 level, 3 would be 1-1/4 level).
Lesser Release: As a standard action you heal a touched creature hp equal to your Glyph Wright level. This may not heal a creature to above ½ their maximum health.
Intermediate Release: You gain fast healing equal to your Glyph Wright level when at ½ or less hp.
Greater Release: You gain regeneration 3. Only damage from disintegration effects and negative energy is dealt as lethal damage. You may even regrow organs requiring 2d4 minutes to do so (or instantaneously if they are re-attached); note some organs lacking them will kill you within 2 minutes.
Special Note: If the healing subschool is removed from Conjuration this symbol should be placed in whatever school the healing subschool is added to.

Spawnstone Glyph:
Legend says that once slaad were born in a million different varieties, colors beyond that of the mortal world, and shapes to boggle the mind. Then Ssendam and Ygorl fearing the birth of rivals marred the stone. Symbol wrights claim they marred it by removing primal symbols of chaos from it and scattering them elsewhere throughout reality, and that the Spawnstone Glyph is the representation of one such set of symbols. Whether it is true or not the glyph resonates with the magical power of Limbo and Chaos. While this symbol is shaped when you make a melee attack roll, a ranged attack roll, a Fortitude save, a Reflex save, or a Will save, you gain a +2 anarchic bonus to that roll if you have not made a roll of that type for 1 minute, in addition when you are attacked and not denied your Dex bonus to AC you gain a +2 anarchic bonus to your AC as long as this bonus has not applied for 1 minute. This does not apply to checks that represent repeated effort over long duration (craft, gather information, checks taking more than 1 hour of time).
Essentia: Each point of essentia invested increases the bonuses granted by this symbol by +1.
Lesser Release: You are able to invoke the many formed chaos of this symbol to create effects as a swift action. Whenever you use this ability roll 1d8, and consult the table below. Once you have used this ability you must wait 2d6 minus invested essentia (minimum 1) rounds until using it again.
RollEffect
1You gain a +4 bonus to your next saving throw made within 1 minute.
2You gain a +4 bonus to your next attack roll made within 1 round.
3You gain a +4 bonus to your AC for 1 round.
4You teleport up to 5 ft per symbol wright level.
5You gain temporary hit points equal to twice your symbol wright level, these hit points last for 1 minute.
6You may release a pulse of energy dealing damage equal to half your symbol wright level to all adjacent creatures (Ref halves), this deals double damage against Lawful creatures.
7Your skin changes color, you become a mirror reflection of yourself your left side becoming your right and vice versa, your hair becomes feathers, or other cosmetic effect as decided by the DM. The effects thereof last for 1 minute.
8Roll twice and keep both results, however if an eight is rolled again do not roll twice but simply increase the effect by 50% (+4 becomes +6, teleport become 15 ft/2 symbol wright levels, temp hp equals 3 times level, pulse deals 50% more damage).
Intermediate Release: Whenever you take 5 or more damage from a slashing or piercing weapon an anarchic (see the Planar Handbook) lesser ochre jelly (see spoiler below) is bled from your wound, this ochre jelly has a BAB of 1/2 your symbol wright level (to a maximum of 1/2 your character level), use your Constitution in place of their Strength, and have hit points equal to the damage you received (to a maximum of twice your symbol wright level) from the attack. Regardless of their HP or BAB the jellies created by this ability are considered to be 2 HD. This ooze attacks the source of the damage relentlessly in mindless fury and vanishes after 1d6 rounds + 1 round/4 symbol wright levels. They appear in a space adjacent to you in between you and the source of the attack if possible, or adjacent to you and in the closest possible square to in a direct line to your attacker. If there are no empty spaces adjacent to you the slime cannot appear. This is a conjuration (summoning) effect and the anarchic lesser ochre jelly is considered native to the plane of Limbo. Lesser Ochre Jelly created through its splitting use this same BAB and Str, and vanish when the initial slime's duration ends.
OCHRE JELLY, LESSER
Small Ooze
Hit Dice: 2d10+8 (19 hp)
Initiative: –5
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 6 (+1 size, –5 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +1/-3
Attack: Slam +2 melee (1d4 plus 1d4 acid)
Full Attack: Slam +2 melee (1d4 plus 1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 1d4+3 plus 1d4 acid, improved grab
Special Qualities: Blindsight 60 ft., split, ooze traits
Saves: Fort +4, Ref –5, Will –5
Abilities: Str 11, Dex 1, Con 18, Int —, Wis 1, Cha 1
Skills: Climb +8
Feats: —
Environment: Temperate marshes
Organization: Solitary, or cluster (4-16)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Small); 4-5 HD (Medium)
Level Adjustment: —

A massive blob of yellowish protoplasm, the creature before you looks like nothing more than a giant, yellow amoeba.

A lesser ochre jelly is much like a true ochre jelly only smaller, with a diameter of around 3 feet instead of 15.

Combat:
A lesser ochre jelly attempts to envelop and squeeze its tiny prey, they rarely attack larger creatures, but when they do so it is en masse.
Acid (Ex): A lesser ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): A lesser ochre jelly deals automatic slam and acid damage with a successful grapple check (note this is in addition to the damage of a slam attack for a total of 2 slams and 2 acid).
Improved Grab (Ex): To use this ability, a lesser ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Note: By default unless specified improved grab only functions against smaller creatures.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to a lesser ochre jelly. Instead the creature splits
into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split, takes damage normally from slashing and piercing weapons and electricity attacks and dies if reduced to 0 it points.
Skills: A lesser ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or
threatened.

An Anarchic Lesser Ochre Jelly uses the same stats except it gains: Smite Law 1/day (+2 damage against a lawful target); resistance to acid, cold, fire, electricity, and sonic 5; immunity to petrification and polymorph; and Intelligence 3.

Greater Release: As a standard action you may regurgitate a green slaad (MM pg 230), the almost certainly larger than your mouth creature emerging from your lips as it is summoned. This slaad is considered a summoned creature, appears adjacent to you, and acts loyally to serve you to the best of its abilities for 1 round per symbol wright level you possess before vanishing. Any spell-like abilities used by the green slaad end immediately when it dies or this summoning ends. Once you have used this ability if you use it again before 2 minutes have elapsed you suffer 2 points of Constitution burn or 2 points of Charisma burn if you have no Constitution score; this ability burn may not be prevented or reduced in any way. For ever symbol wright level beyond 16 you possess the green slaad is advanced 1 HD (+1 to BAB, +8.5 hp, +0.5 to all saves) to a maximum of 13 HD (symbol wright level 20), it takes Improved Multiattack when it is advanced by three hit die, and if advanced by 4 hit dice its Strength increases by 1 and it gains +1 to hit and to claw damage (and everything else based on Str and not 1/2 Str).

Swiftstep Rune:
You gain a 50% miss chance against attacks made against you while you are moving (either readied actions or attacks of opportunity). All abilities of this Symbol are teleportation effects and effects which prevent teleportation (dimensional anchor, dimension lock, etc) prevent them as well.
Essentia: You gain a +5-ft enhancement bonus to land speed per point of invested essentia.
Lesser Release: As a standard action you may teleport your (land) speed, but you must have line of sight to the end location.
Intermediate Release: As a swift action you may swap positions with a willing creature which you have line of sight with. As a standard action you may attempt to swap positions with an unwilling creature but they are allowed a Will save to resist this effect and if they succeed you may not target them again for 1 minute.
Greater Release: As a swift action you may teleport your (land) speed, once you do so you may not do so again for 10 rounds minus 1 round per point of invested essentia.

Zaydos
2016-08-19, 07:56 PM
Symbols List Continued

Divination

Grand Sight Rune:
You gain a +2 insight bonus to Search and Spot checks.
Essentia: For every point of invested essentia you gain an additional +2 insight bonus on Search and Spot checks.
Lesser Release: You gain the ability to see invisibility (as the spell).
Intermediate Release: As a standard action you may lay an invisible rune upon a touched object or creature (to use in combat this requires a melee touch attack, and on a heavily armored creature may only be applied on their armor). You may create a number of these runes up to ¼ Glyph Wright levels plus your Con modifier; if you have your maximum limit and would create another one your oldest rune is destroyed. Once you have created one of these runes you may use it as a magical sensor. By spending a standard action and selecting one of these runes you can see and hear around it as if you were at the location of the rune using any magical or enhanced senses you possess. It requires a standard action each round to view through this rune. When you view through a rune you gain knowledge of the direction of the rune and a vague sense of the distance (within 1000-ft, within 20 miles, within 1000 miles, further than 1000 miles). You may not view a rune on another plane.
Greater Release: You are able to see that which may not normally be seen. You gain continual arcane sight, in addition you can determine a creature's alignment, and the strength of its aura, as if with round 3 of detect [alignment]. You also gain the following information about a creature at a glance: highest caster level for spells, highest caster level for spell-like abilities, highest symbol wright or meldshaper level, soulbinding level, and Base Attack Bonus. A creature's spell resistance applies to this last effect but not to the arcane sight or detect alignment effects.

Sage’s Glyph:
You may make Knowledge checks untrained.
Essentia: You gain a +2 insight bonus on Knowledge checks per point of invested essentia.
Lesser: You may use Augury as a spell like ability 1/day per 4 Symbol Wright levels.
Intermediate: As a standard action you can detect the presence of a chosen creature type or subtype (chosen when you use the ability) within 60 ft of you (look up detect spell line of effect blockers). By continuing to detect the same type or subtype for a second consecutive round you can determine the number of such creatures within range. By spending a third round you can determine the number of such creatures with more HD than you, and the number with less, and the number with equal. You do not detect yourself.
Greater Release: You always know the shortest possible path between your current location and another of your choosing chosen as a full-round action. This functions like find the path except that it may be used to find existent planar portals and gateways for target locations which are on other planes, and you may specify a creature instead of a location but you must either be familiar with the creature or in possession of one of its possessions or a piece of its body. When used with a creature it will lead you to its current location when you use this ability, but you may not use this ability to find that creature again for 1 hour.

Sigil of Forewarning:
You gain the Uncanny Dodge special ability.
Essentia: You gain a +2 insight bonus on Initiative checks per point of invested essentia.
Lesser Release: You gain Evasion. Unlike normal Evasion this evasion functions even if you are wearing medium or heavier armor or carrying a medium or heavier load.
Intermediate Release: As an immediate action you may gain an insight bonus on AC against a single attack of +4 +2 per point of invested essentia.
Greater Release: You gain the benefits of foresight (as the spell).

Soothsayer's Sign:
This symbol brings the truth of things to your mind, parting lies and deceptions that attempt to cloud your thoughts. You gain a +4 insight bonus to Sense Motive checks and to Gather Information checks.
Essentia: Each point of essentia invested into this symbol increases both bonuses by +2.
Lesser Release: Whenever a creature within line of effect and line of sight attempts to lie to you they must make a Will save or you instantly become aware of the truth they attempted to conceal. A glibness spell prevents you from knowing what the truth hidden was, but if they fail the Will save you still know they were being disingenuous.
Intermediate Release: The resonance between the magic of truthful knowledge of the symbol and other magic strengthens. You automatically know after 1 round of interaction if a creature is magically compelled, or after 3 rounds if they are charmed or geased. You gain a +4 insight bonus on Will saves to disbelieve illusions and if you successfully disbelieve an illusion and inform others they automatically succeed on their save instead of gaining a +4 bonus on it; if the illusion's creator had Chains of Disbelief or another similar ability the two cancel out and they gain the normal +4 bonus on their new save.
Greater Release: You gain True Seeing out to 30-ft.

Sun Eye Sigil:
This symbol grants its bearer abilities related to knowledge of far away places. Its most basic function is to grant its bearer the benefits of the Far Shot feat.
Essentia: For every point of invested essentia you may ignore -1 to hit from range and -2 to Spot checks due to distance.
Lesser Release: As a move action you may designate a location within 5 ft per symbol wright level. You may see (but not hear) as if you were in that square as well as your own as long as you have line of effect to it. This position does not remain static, instead it moves with you maintaining the same distance from you at all times.
Intermediate Release: The range of all spells and spell-like abilities which you use and which target only a single creature double; this has no effect on spells with a range of touch. The range of your symbol abilities (including release abilities) which have only a single target also double, similarly those with a range of your melee reach are unaffected, released abilities which have a range of the symbol's base ability do double if they have a single target.
Greater Release: You gain the ability to use Greater Scrying as a spell-like ability at-will. In addition you learn the distance and direction to the target if they fail their saving throw, or if they are on another plane which plane. If a target successfully saves against this ability you may not target them again for 24 hours.

Weapon Guide Glyph:
You gain the benefits of the Blind-Fight feat.
Essentia: For every point of invested essentia you gain a +1 insight bonus on critical confirmation rolls and for every 2 points you gain a +1 insight bonus on attack rolls (these bonuses do not stack, on critical confirmation rolls you only gain the higher of the two).
Lesser Release: You no longer automatically miss on a natural 1 and automatically confirm critical hits.
Intermediate Release: You ignore miss chances other than incorporeal miss chance as long as you are attacking the right square. In addition you automatically strike the real form when attacking someone with mirror images as long as you are attacking the proper square.
Greater Release: Your critical damage multiplier is increased by one (x2 becomes x3, x3 becomes x4, x4 becomes x5).

Enchantment
Glyph of Animal Command:
This symbol lulls animals into obedience and submission to the bearer, making domesticated animals more biddable to their will. While this symbol is wrought you gain a +2 competence bonus on Handle Animal and Ride checks.
Essentia: Each point of invested essentia increases the bonus from this symbol by +2.
Lesser Release: You gain Mounted Combat as a bonus feat and may handle a single animal as a free action 1/round, and push an animal as a move action.
Intermediate Release: You gain the ability to call an animal companion as a druid of 3 levels lower than your Symbol Wright level or character level whichever is lower. You may call a new animal companion as part of the act of crafting and releasing this symbol instead of through 24 hours of prayer (if this symbol is inscribed you may still perform 24 hours of prayer to call a new animal companion). You must be in or near an animal's habitat to call it this way, or have brought one with you (you cannot get a tropical animal companion in an arctic region). If this symbol becomes erased or leaves its intermediate released state the animal reverts to its previous (and natural) behavior; most wild animals will then flee.
Greater Release: You may use dominate animal as a spell-like ability at-will, but may only have a number of animals dominated at a time equal to your Symbol Wright level.

Mesmerist's Sigil:
This symbol disrupts the concentration of your foes, even without them realizing you are there. Enemies within 20 ft of you suffer a -2 penalty on Autohypnosis, Concentration, Listen, Search, Sense Motive, and Spot checks. You must have line of sight and line of effect to creatures for them to be affected, and you must be aware of their presence. This is a mind-affecting compulsion effect. Spell resistance is only checked (for the base symbol, releases check spell resistance independently) the first time it would affect a creature, if it fails to overcome Spell Resistance that creature is immune to it for 24 hours, if it succeeds it ignores their Spell Resistance for 1 hour.
Essentia: For each point of essentia invested within this symbol the range is increased by 5 ft and the penalty inflicted is increased by 1.
Lesser Release: As a standard action you may attempt to fascinate up to 1 creature within range of this symbol, which can see you, per 2 symbol wright levels. Targets are allowed a Will save, at +4 if engaged in combat, to resist this effect. Creatures remain fascinated as long as you spend a move action each round to perform some act that holds their attention (they must be able to clearly see or hear this activity), up to a maximum of 1 round per symbol wright level. If a creature successfully saves they are immune to this effect for 1 minutes, and once a creature is roused from it, or it ends for a creature, they are similarly immune for 1 minute. A failed spell resistance does not grant this immunity. This is a mind-affecting Enchantment (Compulsion) effect.
Intermediate Release: As a standard action you may momentarily grasp the minds of multiple creatures causing them to freeze in place. Up to 1 creature per 3 symbol wright levels within the range of this symbol must make a Will save or be dazed for 1 round as their very thoughts are prized from their minds. Once you have used this ability you cannot use it again for 1d4+1. This is a mind-affecting Enchantment (Compulsion) effect.
Greater Release: As a full round action you may attempt to control a creature within range of your mesmerist's sigil, which can see you, as if with Dominate Monster for one round. You need not share a language with the target as the symbol allows full one-way telepathic communications with the target. Unlike Dominate Monster the target does not get a new save for actions contrary to their nature, although obviously suicidal commands are still disobeyed. A Will save is allowed, however, to resist this effect, and whether they succeed or fail on their save they are aware of your attempted control over their actions. This is a mind-affecting Enchantment (Compulsion) effect.

Provocation Rune:
This rune draws the ire of your foes a nagging fury which sinks into their minds and distracts them from others. Enemies within 10 ft of you suffer a -1 penalty to attack rolls and damage (including spell damage) against creatures and objects other than you. This is a mind-affecting compulsion effect, but ignores Spell Resistance.
Essentia: For each point of essentia invested within this symbol the range is increased by 5 ft and the penalty inflicted is increased by 1.
Lesser Release: Enemies within range suffer the penalty from this symbol to Caster Level for any spell that does not include you among its targets (if targeted) or in its area, personal spells and spells which create effects which are themselves not targeted are unaffected. They also suffer the same penalty to the save DCs of any of their abilities that do not target you or include you in their area. This is a mind-affecting compulsion effect, unlike the base effect of the symbol it does not ignore spell resistance though spell resistance is only checked the first time it would affect a creature, if it fails to overcome Spell Resistance that creature is immune to it for 24 hours, if it succeeds it ignores their Spell Resistance for 1 hour.
Intermediate Release: As a standard action you may throw a foe's mind into chaos. This has a range of 60 ft and the target must make a Will save or be affected as if by a Confusion spell for a number of rounds equal to your symbol wright level except that a result of 71 or higher results in them attacking you by whatever means possible. Once you have used this ability you cannot use it again until 10 - Invested Essentia rounds have passed. This is a mind-affecting compulsion effect, unlike the base effect of the symbol it does not ignore spell resistance.
Greater Release: The range of this symbol doubles (to 20 ft + 10 ft per point of invested essentia). Whenever an enemy within range of this symbol's effect would attack a creature other than you (including attacks that do not require an attack roll), cast a spell that does not target you or include you in its area (including personal or effect spells), or make an area of effect attack that does not include you in its area they must make a Will save. If they fail they are unable to take that action and it is wasted unless they choose to change the target/area to you instead; if you are out of range or not a legal target the action is completely wasted. Spell slots for wasted actions are still expended. This is a mind-affecting compulsion effect, unlike the base effect of the symbol it does not ignore spell resistance though spell resistance is only checked the first time it would affect a creature, if it fails to overcome Spell Resistance that creature is immune to it for 24 hours, if it succeeds it ignores their Spell Resistance for 1 hour.

Rune of Sleep's Whispers:
You gain immunity to sleep spells and effects and need only ½ the normal amount of sleep for your race (if you prepare spells you still need 8 hours of rest to prepare spells, and you still need 8 hours of rest to rewrite your Symbols).
Essentia: You gain the ability to detect sleeping creatures, as if with blindsense, out to 10 ft per point of invested essentia. You may detect creatures through walls, but lead sheeting or magic effects may block this sense.
Lesser Release: By spending 2 consecutive full-round actions talking you may attempt to put to sleep (for 1 round/Glyph Wright level) all creatures within a 10-ft radius burst within 30-ft. These creatures must be able to clearly hear you even if they do not understand you. A Will save negates this effect and creatures engaged in combat gain a +4 bonus to this save.
Intermediate Release: You radiate an aura of drowsiness out to 5 ft. Creatures within this aura suffer a -2 penalty to saves, attack rolls, AC, ability and skill checks and an additional =2 penalty (for -4 total) to saves versus sleep. This is a mind-affecting sleep effect. You may suppress or reactivate this aura as a swift action.
Greater Release: As a standard action you may force a creature within 60 ft to make a Will save or fall asleep for 1 + invested essentia rounds. This is a mind-affecting sleep effect.

Silver Tongue Glyph:
You gain a +2 competence bonus to Bluff and Diplomacy checks.
Essentia: Each point of invested essentia increases the bonus to Bluff and Diplomacy checks by +2.
Lesser Release: As an immediate action you may attempt to utter a single word of command to an attacking creature to halt its attack. You may make a Diplomacy check to replace your AC with. This is a mind-affecting effect and has no effect againt attackers immune to mind-affecting effects. If you attack a creature within a minute after using this ability on it that creature gains immunity to this ability for 1 hour.
Intermediate Release: You may use Charm Monster at-will. However you may only have one creature charmed at a time and if this symbol becomes unbound the charm effect ends immediately.
Greater Release: As a swift action you may offer a command (as the spell) to any creature within 60-ft (Will negates). Once you have used this ability you must wait 1d4+1 rounds before using it again.

Standard Bearer's Mark:
While this symbol is shaped you become a bastion of hope and security for those around you. You and any ally within 10 ft gain a +2 morale bonus on saves vs fear.
Essentia: The morale bonus granted by this symbol increases by +1 per point of invested essentia and the range of the effect increases by 5 ft per point of invested essentia.
Lesser Release: Allies (including yourself) within range gain a +3 morale bonus to all skills.
Intermediate Release: Allies (including yourself) within range gain a morale bonus to attack rolls equal to one half the bonus on saves vs fear granted by this symbol.
Greater Release: The range of this symbol's effect doubles (increasing it to 20 ft + 10 ft per point of essentia) and any ally within its range gains the benefits of all symbols you have wrought including essentia benefits. They do not gain any released benefits, however, or the benefits of this symbol.

Evocation
Energy Channeling Rune:
When you shape this Symbol select an energy type. You deal +2 damage of that energy type with melee attacks. As a full round action you may change the selected energy type. This bonus damage is not affected by spell resistance.
Essentia: Each point of invested essentia increases this damage bonus by +2.
Lesser Release: As a standard action you may release a ranged touch attack (range 40 ft + 20 ft per point of invested essentia) of the selected energy type which deals 1d6 damage +1d6 damage per point of invested essentia. If your BAB is +6 or higher you deal +1 damage per die, if your BAB is +11 or higher you deal an additional +2 damage per die (total +3), and if your BAB is +16 or higher you deal an additional +2 damage per die (total +5).
Intermediate Release: Whenever you would be dealt damage of the selected type by a spell or spell-like ability you absorb the damage entirely. You may hold the absorbed energy for up to 1 round + 1 round per point of invested essentia (each instance of energy absorption is tracked separately for duration). At any point while holding absorbed energy you may release it in a burst around you. If you do so all creatures within 10 ft of you take energy damage equal to the amount of absorbed energy you were storing with a Reflex save for half. The damage dealt is the same type as is currently associated with your Energy Channeling Rune regardless of the energy type of the damage initial absorbed. If the energy is not released before the duration in which you can hold it is elapsed (or if you remove essentia thus reducing this duration) it dissipated harmlessly.
Greater Release: You gain immunity to the associated energy type and the damage bonus from the Symbol is doubled (+4 +2 per point of invested essentia).

Glyph of Darkness:
You gain the ability to see in magical out to 30 ft and darkvision 30 ft.
Essentia: You gain a +2 competence bonus to Spot and Search checks in shadowy or no illumination per point of invested essentia. In addition the range of your darkvision increases by 5 ft per point of invested essentia.
Lesser Release: You can shroud yourself in magical darkness. This darkness lowers the illumination level within 5 ft of you to shadowy illumination, and extends an additional 5 ft from you per 2 points of invested essentia. This darkness is suppressed absolutely by any light effect higher level than 2 + invested essentia, normal illumination prevails within the overlapping area of a light effect with a level of 1 + the invested essentia, and any light effect within the area with a level lower than that is suppressed.
Intermediate Release: Semi-corporeal tendrils of darkness writhe from your body. Each round, as a free action, you may make an incorporeal touch attack (at your highest attack bonus) with these tendrils against a number of targets within 15 ft equal to your invested essentia. These tendrils deal 2d6 + Essentia invested cold damage. In addition you gain cold resistance equal to 10 + invested essentia.
Greater Release: You can shroud yourself in absolute darkness. This darkness creates an area of no illumination within 5 ft of you which extends an additional 5 ft per 3 points of invested essentia. This darkness is reduced to normal illumination within the overlapping area of a level 9 or higher light effect, and to shadowy illumination (or normal whichever is lower) within the area of a light effect with a level of 5 to 8.

Rune of Forceful Invocation:
While you have this symbol wrought lines of force spread throughout any armor you wear. Your armor bonus applies against incorporeal touch attacks as if it were a force effect, and half of your armor bonus is applied to touch AC.
Essentia: Each point of essentia invested into this symbol grants you a +1 deflection bonus to AC.
Lesser Release: You gain the ability to project a wave of force from your hand towards a single creature within 15 ft of your unarmed reach as a standard action. When you use this wave of force you may make a Bull Rush check opposed by your opponent's check to resist a Bull Rush. You gain a +1 bonus on this bull rush check per point of invested essentia and do not need to move and in fact cannot (but you can still push them as far as your check allows), nor do you provoke attacks of opportunity. When bull rushing in this way you may bull rush creatures of any size regardless of your own size. This disperses gases and fogs as if it were hurricane force winds.
Intermediate Release: You gain the ability to release a burst of tearing and rending blades of force as a standard action. This deals 1d6 damage per symbol wright level within a burst centered on yourself. This burst has a radius of up to 5 ft plus 5 ft per point of essentia invested in this symbol. This is a force effect and a Reflex save is allowed to half this damage. Once you have used this ability you may not use it again for 1d4+1 rounds.
Greater Release: As a swift action you may create a Wall of Force as the spell with a caster level of your symbol wright level. Unlike a normal Wall of Force you may move through the wall of force created by this ability freely as if it were not there, or treat it as solid. Finally you may choose to create the wall of force in a non-vertical position up to full horizontal and it need not rest on the ground in any part instead defying gravity and supporting any amount of weight; the wall must still be an unbroken plane, and cannot switch from vertical to horizontal for example (you cannot make a box). You may only have one wall made with this symbol at a time and creating a second causes the first to vanish.

Rune of the Avalanche Prince
While this symbol is wrought you gain the benefit of the Stone Power feat.
Essentia: Each point of essentia invested into this symbol grants a +1 temp hp each round at the end of your turn, this temp hp stacks with any granted by the stone power feat.
Lesser Release: While standing on the ground, as a standard action you may make a single melee attack. This attack deals +1d6 damage +1d6 per point of invested essentia and ignores DR and hardness. Once you have used this ability you must wait 10 rounds minus 1 round per point of invested essentia before using it again. If you have at least +11 BAB the damage dealt increases to 1d8 + 1d8 per point of invested essentia. If you have at least +16 BAB it increases further to 1d10 + 1d01 per point of invested essentia.
Intermediate Release: You gain tremorsense out to 10 ft + 10 ft per point of invested essentia.
Greater Release: When standing on the ground you may use Earthquake as a spell-like ability however its range is reduced to a 30 ft radius centered on you. Once you have done so you must wait 5 minutes before doing so again.

Voice Lance Glyph
This symbol grants one with it wrought impressive powers over sound, either to hear it or to manipulate it. You gain a +4 competence bonus on Perform (Oratory), Perform (Song), and Listen checks. In addition creatures gain a +4 circumstance bonus on Listen checks to hear your words.
Essentia: For each point of essentia invested into this symbol all bonuses granted by it are increased by +2.
Lesser Release: You may use Shatter as a spell-like ability.
Intermediate Release: As a standard action you may release a destructive burst of sound in a 20-ft radius centered on yourself. Other creatures and objects within the area take 2d6 sonic damage +2d6 damage per point of invested essentia. If your BAB is +6 or higher you deal +1 damage per die, if your BAB is +11 or higher you deal an additional +2 damage per die (total +3), and if your BAB is +16 or higher you deal an additional +2 damage per die (total +5). Creatures may make a Fortitude save to half the damage.
Greater Release: You constantly emit ultrasonic pulses which echo back against a mesh of sound across your skin. You gain Blindsight out to 30 ft + 5 ft per point of invested essentia. This blindsight doubles underwater, but does not function in a vacuum, or areas of magical silence and both will block line of sight for it.

Wind Caller's Sigil:
This symbol gives you the ability to create and command the very winds themselves. While it is wrought you may create a gust of wind as the spell of the same name as a standard action at-will, but its range is 30 ft and the duration is only 1 round.
Essentia: Each point of essentia invested into this symbol increases the range by 10 ft, for every 2 points invested it treats creatures in its area as 1 size category smaller, for every 4 points the duration is increased by 1 round.
Lesser Release: As a standard action you may release a devastating burst of winds in all directions. Any creature adjacent to you takes 1d6 bludgeoning damage (overcomes DR as if magic) per point of essentia invested in this ability. In addition any creature within 5 ft of you + 5 ft of you per point of invested essentia must make a Fort save or be pushed away from you 5 ft + 5 ft per 3 points of invested essentia or twice that if they are flying; this Fortitude save also halves the damage from this effect. Once you have used this ability you cannot use it again until 10 - invested essentia rounds have passed.
Intermediate Release: Winds form around you to bear you aloft granting you a fly speed of twice your land speed (good maneuverability). In addition the winds created affect nearby gases and fogs as if they were severe winds, and even affects ranged attacks giving ranged attacks made against you a -4 penalty; this affects even magical rays due to the magical charge in the winds but does not affect siege weapons and giants' thrown boulders.
Greater Release: You can control winds within an area of 30 ft around you. This functions similarly to the spell control winds. You can increase or decrease wind level from anywhere between Light to Tornado as a standard action, you may change the winds between the four patterns listed in control winds (http://www.d20srd.org/srd/spells/controlWinds.htm) as a standard action, you may create a calm in the eye (and thus always centered around you) out to an area of up to the size of the area of you control as a standard action, remove or reduce the size of said calm as a standard action, expel all air and gases from the area as a standard action (leaving yourself in an airless void), or allow air back in as a standard action. Use the Fort save DC of this symbol instead of that of normal wind for creatures attempting to resist the effects of the wind. You are immune to the effects of the wind, and Spell Resistance applies against them as well, though spell resistance is only checked the first time it would affect a creature, if it fails to overcome Spell Resistance that creature is unaffected by the winds made by this symbol for 24 hours, if it succeeds it ignores their Spell Resistance for 1 hour.

Illusion
Glamour-Maker’s Glyph:
You gain the ability to use Ghost Sound as a spell-like ability. You may only have one instance of this ability in use at a time and using this ability again while a former one is active immediately ends the previous instance.
Essentia: You gain a +2 insight bonus to Perform checks per point of essentia invested into this symbol, and to Craft checks made in the use of illusion effects (usually artistic craft checks).
Lesser Release: You may feint as a swift action through the use of an illusionary second blade. This functions as a normal feint attempt (except it's a swift action), but creatures with True Seeing ignore it.
Intermediate Release: You gain the ability to use Major Image in place of Ghost Sound with the same limitations (you may still choose to use Ghost Sound instead if it would be beneficial to you).
Greater Release: You gain the ability to use Persistent Image in place of Ghost Sound (you may still choose to use Ghost Sound instead if it would be beneficial to you). In addition you may have up to Intelligence modifier illusions created at once with this ability.

Mirror Mask Mark:
This symbol allows you to warp and reshape images to create disguises and more. While this symbol is wrought you gain a +4 bonus on disguise; this bonus does not stack with the bonus from shapechanging magic or disguise self.
Essentia: Each point of invested essentia increases the bonus to disguise by +2.
Lesser Release: While this symbol is released you may disguise yourself as a move-equivalent action. In addition you may as a standard action disguise another creature. They gain 1/2 the bonus from your Mirror Mask Mark, and do not need to take an action, but still must make a disguise check for themselves if they are being disguised as a specific creature or role (such as master merchant, sage, etc); if they are simply being disguised as not themselves you make the disguise check instead.
Intermediate Release: You gain the benefits of 1 mirror image per 4 meldshaper levels (as the spell mirror image) which follow you at all times. If one or more is destroyed you can create a new one as a swift action.
Greater Release: As a swift action you can create a mirror duplicate of you. This duplicate functions as you with 6 negative levels, it cannot use limited use magic items (magic ammunition loses its magical properties), and it loses any spellcasting or spell-like abilities you may possess (it retains your wrought and released symbols, though if they grant true spell-like abilities it cannot use them). This duplicate lasts for 3 rounds and appears as if it is you to most senses (true seeing distinguishes them, and it is not truly alive so deathwatch or a wraith's life sense will also detect it) and has 1/10th your maximum hit points. If this duplicate is destroyed you take damage equal to its max health. Once you have made this duplicate you cannot make another until it has been gone for at least 10 rounds - 1 round per point of invested essentia.

Shimmercloak Rune:
You gain a +4 competence bonus on Hide checks.
Essentia: Each point of invested essentia grants a +2 competence bonus to Hide checks.
Lesser Release: You gain a 20% miss chance as if from Blur.
Intermediate Release: As a standard action you may turn invisible as the spell invisibility, however when you move at half or more speed you become partially visible reducing this benefit to merely concealment. If you attack the effect ends (like the invisibility spell).
Greater Release: The shimmering cloak warps other senses as well as vision. You gain a 20% miss chance as if from Blur, increasing by 5% per 2 points of invested essentia, but Blindsight does not negate it. In addition this Symbol’s bonus to Hide checks also applies to Move Silently checks, and you may hide from creatures with Blindsight, Blindsense, and Scent.

Shadowheart Mark
As long as this symbol is wrought you gain low-light vision, or if you already have low-light vision it improves further to superior low-light vision allowing x4 distance sight in low light situations.
Essentia: For each point of essentia invested in Shadowheart Mark you gain a +2 competence bonus to Hide checks made in areas of shadowy or no illumination, and to Spot checks to see things that are in shadowy or no illumination as perceived by creatures without low-light vision.
Lesser Release: Allies within 10 ft + 5 ft per 2 points of essentia invested in this symbol gain the benefits of the essentia invested in it.
Intermediate Release: You gain the ability to hide without cover or concealment as long as you are within 10 ft of a shadow of any kind even if you are observed.
Greater Release: As a standard action you may copy any Conjuration or Evocation spell cast within 90 ft of you within the last round. This functions as if you were using the copied spell as a spell-like ability with the same caster level as the original caster (use this symbol's saving throw DC), but the copied spell is an Illusion of the Shadow subschool and only partially real. The copied spell is only 40% real + 5% per point of essentia invested in this symbol and any creature interacting with the illusion may make a Will save to disbelieve (see Shadow Conjuration and Shadow Evocation for effects of disbelieving). Any spell effect copied this way lasts no longer than 1 round per symbol wright level you possess, and even objects created by instantaneous conjurations copied this way vanish after this time if not earlier. If you copy a Calling subschool spell it instead functions as if it were a Summoning subschool spell which was copied. Once you have used this ability you cannot use it again for 1d4+1 rounds.

Sound Shaping Rune
While this symbol is wrought you are able to control sound to a limited extent. In its most basic form it merely helps negate unintentional sounds you make granting you a +4 competence bonus on Move Silently checks.
Essentia: Each point of invested essentia increases the bonus to Move Silently checks by +2.
Lesser Release: 1/day + 1/day per symbol wright level you may cast a spell as if with Silent Spell without increasing its spell level or casting time.
Intermediate Release: As a swift action you may charge your next melee attack made before the start of your next turn with a silencing energy. If you successfully strike a creature with your next melee attack they must make a Will save or be surrounded by a skin-tight silence spell effect for 1 round + 1 round per point of invested essentia. Due to the fact that it only imperfectly covers their body it does not make them unable to make incidental noise, or even racket by striking a sword against a wall, granting them a +6 circumstance bonus to Move Silently checks instead of automatic success, and concealment if viewed purely through auditory based blindsight. However it still leaves the target deafened and unable to make vocalizations thus preventing verbal spellcasting.
Greater Release: You are able to transmit your words incredible distances. When you speak(or sing) you may choose to make the distance the sound clearly carries be multiplied by your Symbol Wright level. Alternatively you may speak so that a single creature known to you can hear you as long as they are on the same plane as you regardless of the distance between the two of you.

World of Illusion Glyph
While this symbol is wrought you are able to feel the metaphysical forces of illusion and deceit in things. You gain a +2 insight bonus to all skill checks to detect intentional deceit (Sense Motive checks, Search checks to find secret doors, Spot checks to overcome Disguise, etc).
Essentia: Each point of essentia increases this bonus by +1.
Lesser Release: You are allowed a saving throw to disbelieve an illusion each round that you are able to perceive it, this is in addition to the normal will save to disbelieve illusions. You may even use this saving throw to see invisible creatures as if invisibility allowed a Will negates (in this case you perceive the illusion if normally you could see the creature).
Intermediate Release: When in natural terrain you may create illusions of terrain appropriate to the area as a move-equivalent action. These illusions extend up to 10 ft from you. You can use these illusions to give yourself (or other creatures) concealment, or cover to hide in (as anything immediately passes through said illusion this cover does not actually do anything to prevent attacks). If you move more than 20 ft from where you were when you created the illusion it fades. By spending 1 full round at the spot you initially created this illusion you can extend these illusions an additional 5 ft from you, up to a maximum total distance of 5 ft/symbol wright level; if you move more than 20 ft from the center these illusions still fade even if they are larger than 20-ft. A creature is allowed a Will save to disbelieve if they see the illusion created or interact with it through something other than casual sight, or if they're familiar with the area.
Greater Release: As a standard action you can trap a creature within 5 ft per symbol wright level in their own illusions and divorce them entirely from the world. The target must make a Will save or be completely helpless for 1 round + 1 round per point of essentia invested in this symbol as their mind is wrapped in a world of pure illusion. A target that makes their Will save is immune to this ability for 10 minutes. If you use this ability on a new target while another is still bound in illusion the effect on the previous target ends immediately. This is a mind-affecting, illusion (phantasm) effect.

Zaydos
2016-08-19, 07:57 PM
Symbols Cont. Again (Feats below)

Necromancy
Death Hunter's Sigil:
This symbol imbues you with sacred power against the undead which prey upon the living. Evil aligned characters cannot craft this symbol. You gain a +2 sacred bonus to AC and saving throws against attacks, spells, and effects of undead creatures.
Essentia: Each point of essentia invested in this symbol causes its benefits to expand out from you. Living creatures within 5 ft of you per point of essentia invested in this symbol gain its benefits.
Lesser Release: You gain the ability to turn undead as a cleric of your symbol wright level. You may use this ability 2/day + 1/day per point of invested essentia (uses may end up negative if you have 0 and reduce your essentia).
Intermediate Release: The benefits from this symbol extend out 20 ft further than normal. In addition undead creatures which start their turn within the range of the symbol's effect take 1d6 damage per point of invested essentia.
Greater Release: You project a field of energy anathema to undead out to 10 ft. Undead creatures cannot move into this area, or make melee attacks into it without reach weapons. An undead creature forced into the field (such as because you moved the area onto it) is unaffected by it until they have been outside of the field for 1 round. Incorporeal undead within the area interact with objects as if they were corporeal.

Mark of Death's Grasp:
As long as this symbol is wrought whenever a creature dies within 30 ft of you, you gain a +2 morale bonus to attack and damage for 1 round.
Essentia: For each point of essentia invested in this symbol you gain an additional +1 to the morale bonus granted by a creature's death, and for every 2 points the duration is increased by 1 round.
Lesser Release: Your touch takes on a deathly quality. As a standard action you may make a melee touch attack to deal 1d6 damage +1d6 damage per point of invested essentia. If your BAB is +6 or higher you deal +1 damage per die, if your BAB is +11 or higher you deal an additional +2 damage per die (total +3), and if your BAB is +16 or higher you deal an additional +2 damage per die (total +5). The damage from this touch is a result of negative energy and deals no damage to constructs or objects, and heals undead 1 point per die of damage it would have dealt increasing to 2 point per die if your BAB is +11 or higher and to 3 points per die if your BAB is +16 or higher.
Intermediate Release: As a standard action you can send a smokey shadow of incarnate death reaching forth from your body towards a creature within 30 ft (resolve as a melee touch attack with a 30 ft reach). This shadow inflicts 1 negative level per 3 symbol wright levels you possess to living creatures. These negative levels never result in true level loss fading after 1 round + 1 round per point of essentia invested in this ability when they were inflicted, and the negative levels from multiple uses of this ability do not stack instead merely resetting the duration. If a creature dies from these negative levels they do not rise as a wight. An undead creature targeted does gain 5 temp hp per negative level they would have otherwise received.
Greater Release: Your touch becomes death itself. As a standard action you may make a melee touch attack. If you hit a living creature they must make a Fortitude save or die, even if they succeed they receive 3d6 + 1d6 per point of invested essentia damage; this is a death effect and all damage dealt is based on negative energy. This has no effect on targets which are not living creatures including undead (they are not healed).

Rune of Death's Emperor:
While this symbol is wrought you take on aspects of that despised magic that grants a twisted mockery of life to the dead. Good aligned characters cannot craft this symbol, and it is an Evil act to use this symbol's abilities. As a standard action you may cause dead creatures within 30 ft to rise as undead. This causes them to rise as either zombies or skeletons, depending upon the state of their body (creatures that cannot rise as either are unaffected and creatures with more than 10 racial hit dice animate as skeletons even if their corpses could be animated as zombies), cannot animate a creature that had more hit dice than your symbol wright level, cannot animate more hit dice worth of creatures than your symbol wright level, and affects the nearest creatures first. Creatures animated with this ability may rise from prone as a free action and remain animated for 1 round. If you die or become unconscious the dead animated by this ability become liberated from your control. If an unintelligent undead they begin to attempt to kill the nearest living creature until destroyed, although they do not attempt to kill you (if you are unconscious) instead treating you as if you were warded by a hide from undead spell.
Essentia: Each point of essentia invested into this ability causes creatures to remain animated for 1 additional round, grants a +1 profane bonus to attack rolls, and grants them +1 Turn Resistance.
Lesser Release: Creatures rise as incarnum zombies if possible.
Intermediate Release: You may keep zombies or skeletons animated with this ability animated indefinitely. You may only have a number of undead who total hit dice equal twice your symbol wright level animated this way at a time, but zombies count as 1/2 their hit dice for this purpose. You may not animate incarnum zombies or symbol dead permanently in this fashion. If you do not have this symbol released in its intermediate or greater state these undead become completely inert as if they were ordinary corpses until you once again have this symbol in its intermediate or greater released state. These undead go inert if you are killed or knocked out instead of going berserk.
Greater Release: Creatures rise as symbol dead instead of zombies or skeletons, they also add your invested essentia to their Charisma score. If you are killed (not merely knocked out) while symbol dead are animated there is a 5% chance for each symbol dead to become permanently animated (roll separately), if this happens they are instantly aware and will usually try to retreat and plan. All symbol dead are filled with an insatiable hatred of the living and desire to kill, as such they will plan how to kill the most and most effectively.

Symbol dead are a form of undead created by the Rune of Death's Emperor or by Symbol Devils. They appear much as they did in life, but their body is covered in black symbols which seem in places to glow red hot, and their eyes are covered with inky darkness.

Creating A Symbol Dead

"Symbol Dead" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to undead and it gains undead traits. It retains any subtypes except alignment subtypes. It gains the augmented subtype and the Evil subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Each of the creature’s Hit Dice increases to a d12.

Speed

The symbol dead's speed is increased by 30 ft or doubled (whichever is less) for each movement mode

Armor Class
As base creature +3.

Base Attack

A symbol dead uses the base creature's base attack bonus.

Attacks

A symbol dead retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A symbol dead also gains a slam attack.

Symbol Dead SizeNatural Armor Bonus
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Damage:

Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the symbol dead’s size. (Use the base creature’s slam damage if it’s better.)

Special Attacks

A symbol dead retains all of the base creatures extraordinary and supernatural special attacks, but it loses any spell-like abilities or spellcasting the base creature may have possessed. They gain the following special attacks:

Constitution Drain (Su):

Whenever a symbol dead strikes a living creature with a natural weapon if this is the first time it struck that creature this round that creature must make a Fortitude save (DC 10 + 1/2 Symbol Dead HD + Symbol Dead Cha modifier) or take 1d6 Constitution drain.

Fear Aura (Su):

Symbol dead can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a Will save (DC 10 + 1/2 Symbol Dead's HD + Symbol Dead's Cha modifier) or be shaken for as long as they are within the aura and 1 minute thereafter. A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Special Qualities

A symbol dead retains any extraordinary and supernatural special qualities except Damage Reduction overcome by Evil weapons but loses any spell-like abilities or spellcasting. A symbol dead gains the following special qualities.

Damage Reduction (Su)

A symbol dead has damage reduction 10/Good.

Life Sense (Su): A symbol dead notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Spell Resistance:

A symbol dead has Spell Resistance of 5 plus their hit dice.

Turn Resistance:

A symbol dead has +4 Turn Resistance.

Undead Traits:

A symbol dead gains undead traits.

Saves

As base creature.

Abilities

A symbol dead’s Strength increases by +4, its Dexterity increases by +4, it has no Constitution score, its Intelligence increases by +2, its Wisdom decreases by 4, and its Charisma increases by +2.

Skills

As base creature.

Feats

As base creature.

Environment

Any land and underground.

Organization

Solitary.

Challenge Rating:

As base creature +1, or +2 if base creature's CR is under 8; if base creature has numerous spell-like abilities as base creature.

Treasure

None.

Alignment

Alignment changes to Evil. All symbol dead have an overriding desire to kill and exterminate life, the only thing able to prevent them from doing so is their ability to plan and reason out ways not killing now may help them kill more later.

Advancement

As base creature.

Level Adjustment

—.

Rune of Primal Dread:
As long as this symbol is wrought you may make a demoralize action as a move action.
Essentia into a Terror Rune you gain a +1 to attack rolls and damage against creatures suffering a fear effect per point of invested essentia.
Lesser Release: You gain a fear aura out to 5-ft. Any creature entering the aura (or having it pushed over them) or within the aura must make a Will save or be shaken for as long as they remain within the aura and a number of rounds thereafter equal to the invested essentia. A creature which successfully saves against this aura is immune for 3 rounds. This aura does not stack with the effects of a demoralize action (or variations thereupon), but does stack with other fear effects.
Intermediate Release: As a standard action you may project a 60-ft cone of fear. Creatures within this area must make a Will save or be panicked for a number of rounds equal to 1 + the invested essentia. Even those which succeed on their saves are shaken for 1 round. Once you have used this ability you must wait 1d4+1 rounds before using it again.
Greater Release: Whenever you strike a creature with a melee attack they must make a Will save or be shaken for as long as they are engaged in combat with you and for 1 minute thereafter. If the attack was also a critical hit they cower for 1 round. No creature need save against this effect more than once per round regardless of the number of times you strike them and this ability can never stack with itself to induce higher levels of fear (although it can stack with other abilities). In addition the saving throw DC of this ability is increased by +1 for each of the following feats you have that are relevant to your wielded weapon: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and Weapon Supremacy. Its save DC is also increased by +1 if you are wielding a +1 or better weapon, another +1 if it is a +3 or better weapon (total +2), and a third +1 if it is a +5 or better weapon (total +3).

Sigil of Living Death:
You seem to take on a deathlike state when you have this symbol wrought. Your metabolism slows and you gain a +4 bonus on saves vs disease and poison, a +4 bonus on all Constitution checks and Concentration checks, as well as the ability to hold your breathe for 4 times the normal duration.
Essentia: For each point of essentia invested in this symbol the implacable resilience it gives you is improved granting you DR 1/magic and bludgeoning per point of essentia.
Lesser Release: When this symbol is released you become near deathless. You gain a +4 bonus on saves against death effects, and no longer fall unconscious or begin dying at -1 to -9 hp, nor do you become disabled at 0 hp. Instead you remain completely conscious and capable of normal action until -10 hp. At -10 hp you become disabled. If your hp is reduced to less than -10 you are rendered unconscious and 'dying' but automatically stabilize. You do not die until you are reduced to -10 - your symbol wright level hp.
Intermediate Release: You turn the powers of death in this sigil hungry. Once per round, as a free action, you can charge yourself with this hungry death. Your next melee attack made before the start of your next turn inflicts 2 negative levels, this is considered a form of energy drain. The target is allowed a Fortitude save to prevent these negative levels. If you successfully inflict negative levels you gain 5 temporary hit points as the life drained feeds your hunger.
Greater Release: Your type becomes undead with the augmented subtype for your previous type. Your Con score becomes - but you do not recalculate hit points. You gain all undead traits including being destroyed at 0 hp, and turn resistance +4 plus the essentia invested in this symbol. While this symbol is in a greater released state your body becomes physically dead, and partially decomposed.

Sigil of the Curse Spewer:
The symbol resonates with the power of curses and hexes which fuels what some might call the black arts, lending strength to your words of malice and power. You gain a +4 competence bonus to Intimidate and Truespeak checks.
Essentia: For each point of essentia invested in this symbol the bonus to Intimidate and Truespeak checks increases by +2.
Lesser Release: You place a curse upon yourself in exchange for greater power from this symbol. Select a symbol you have access to, other than Sigil of the Curse Spewer, you gain the benefits of its Intermediate Release, but suffer 1 negative level for as long as this symbol is released. You do not gain the base benefits of the symbol unless you also have it wrought, and any effects it has based upon invested essentia is based upon the essentia invested in this symbol. This negative level may never result in permanent level loss but if left released for 24 hours you must make a Fortitude save or it erases itself (if inscribed it simply goes inert for 1 hour). This negative level also does not affect your essentia or number of symbols you may have wrought.
Intermediate Release: With a word of malice you curse a creature weakening its very life force. The target suffers 1d4 negative levels for 1 minute per symbol wright level. A successful Fortitude save reduces this to half (round down, minimum 0). Negative levels from this ability do not stack, use only the highest number inflicted with a single use of this ability.
Greater Release: You may pronounce a curse upon a creature. This functions as Bestow Curse with a range of 30 ft and no need for an attack roll, however unlike most spell-like abilities you must be able to speak, clearly stating the nature of the curse upon that creature. When you do so you may include the creature's name, or an established nickname specific to that creature that it would recognize as meaning it (i.e. not a nickname for all goblins, or a nickname you just thought up, but a nickname it knows) or may make a Truename check (DC 15 + 2 x target's CR) to speak its truename, if you do neither the target gets a +2 to their save, if you do both the target gets a -2 to their save. You may choose to instead use the target's personal truename in which case not only does it suffer the -2 to its save this functions as Greater Bestow Curse. If a creature saves against this ability it becomes immune to it for 1 hour, and unlike with the copied spell you may specify a means by which the curse will be ended when you intone the curse.

Transmutation
Artificer's Glyph:
While you have this symbol wrought you become attuned to magical energies which augment and enhance weapons allowing you to send them flowing through any weapon you wield. Any weapon you wield gains a +1 enhancement bonus to attack and damage; this does not apply to natural weapons only manufactured weapons (or a monk's unarmed strike). These bonuses do apply to shields used as weapons (shield bash), armor used as weapons, and improvised weapon (I have a +5 torch bro).
Essentia: The enhancement bonus to attack and damage is increased by +1.
Lesser Release: Any weapon you wield gains +10 hardness, +10 hp, and +5 on all saving throws; each point of invested essentia increases these bonuses by +2, +2, and +1 respectively. In addition any weapon you wield becomes immune to rust effects, and can ignore the hardness of objects with less hardness than its base hardness before this symbol's effect. Unlike the symbol's base effect this released state does not benefit improvised weapons.
Intermediate Release: Weapons you wield are considered adamantine, byeshk, cold iron, jade, mithral, and silver wherever beneficial.
Greater Release: The effects of this symbol, including other releases (with the Twin Release feat), apply to armor and shields as well as weapons, granting an enhancement bonus to AC (either armor or shield) instead of attack rolls in the case of armor and shields (the regular bonuses still apply when used as a weapon).

Chronomancer’s Glyph:
You gain a +1 dodge bonus to AC.
Essentia: Each point of essentia invested in Chronomancer’s Glyph grants a +1 insight bonus to attack rolls and skill checks made as part of a readied action when you are actively threatened and a +1 insight bonus to saving throws when you are flat-footed.
Lesser Release: Once per day, plus once per day per 4 Glyph Wright levels you possess, you may re-roll a d20 roll you made (as a free action usable when it is not your turn).
Intermediate Release: You gain the benefits of a haste spell.
Greater Release: Once per round you may re-roll a single attack roll.

Iron Flesh Rune:
You gain a +1 enhancement bonus to natural armor.
Essentia: Each point of invested essentia increases your enhancement bonus to natural armor by +1.
Lesser Release: All damage to a physical ability score (Str, Dex, or Con) you would take is reduced by 1 plus your Constitution modifier (if positive).
Intermediate Release: You a +5 +invested essentia enhancement bonus to Strength.
Greater Release: You gain DR 8/adamantine + 1/point of invested essentia.

Rune of Object Control:
This symbol grants many mastery over inanimate objects, allowing the bearer to manipulate them with ease. You gain a +2 competence bonus to Disable Device, and Open Lock checks.
Essentia: Each point of invested essentia increases this bonus by +2.
Lesser Release: You may use knock as a spell-like ability, when you do so this symbol appears glowing on the target and remains (casting light as a candle) for 1 minute.
Intermediate Release: As a standard action you may animate a touched object which is Huge size or smaller and has no more hardness than your symbol wright level. This object remains animated for 1 plus invested essentia rounds. You may only have one such animated object in this way at a time and once an object de-animates (either due to duration or being destroyed) you must wait 1d4 rounds before using this ability again.
Greater Release: Melee attacks with manufactured weapons suffer a -4 penalty to attack and damage against you. Ranged attacks with manufactured weapons suffer a -6 penalty to attack and damage against you.

Sigil of Flesh Changing:
You gain a +3 competence bonus on all Strength and Dexterity checks made as part of Bull Rush, Grapple, Overrun, or Trip attempts.
Essentia: For each point of essentia invested the bonus from this symbol is increased by +1.
Lesser Release: You gain the ability to breathe water as if it were air (or air as if it were water) and a swim speed equal to your land speed or vice versa.
Intermediate Release: You gain a fly speed (average maneuverability) equal to twice your land speed, and your strength is considered 8 higher for the purposes of your carrying capacity.
Greater Release: You gain the ability to assume the form of any tiny to huge animal, magical beast, plant, or dragon with 15 or less hit dice as a standard action as if with the spell polymorph (you do not regain hit points).

World Warping Glyph:
You ignore 5 points of hardness or extraordinary DR (as a note DR overcome by weapon materials, slashing, piercing, or bludgeoning, and not overcome at all are extraordinary unless otherwise noted) with melee attacks.
Essentia: Each point of invested essentia grants you a +2 competence bonus to damage against objects, constructs, and elementals.
Lesser Release: With a touch you may cause a material to warp and reshape. This functions like Warp Wood except you must touch the object, and it needs not be wood. However you may only affect 1 small object at a time, or 1 medium if your Symbol Wright level is at least 5th, 1 large if your Symbol Wright level is at least 10th, and one huge if it is 20th or greater.
Intermediate Release: As a standard action you can destroy any unattended non-magical object which you touch, or a 5-ft cube of it if it is larger than 125 cubic feet. You may also destroy unattended non-artifact magic items in this way but they are allowed a Fortitude saving throw.
Greater Release: By spending 1 minute you are able to convert up to 1 10-ft cube of material of one sort into a product that is of the same material (this cube must have a corner adjacent to you). If you work on a mineral it is reduced to 1 5-ft cube. Creatures or magic items cannot be created or transmuted by this ability. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. You must make an appropriate Craft check to create articles requiring a high degree of craftsmanship, but gain a +4 Competence bonus +2 per point of invested essentia to do so.


Lost Symbols A.K.A. Symbols as Rewards

While like a cleric a glyph knight is assumed to know all symbols on their class list, which includes (as of the writing of this) all symbols designed, just as lost spells both arcane and divine are mentioned it's possible that there are symbols that are not particularly well known and not part of this general knowledge. A DM could create this by removing certain symbols, but with only 4 to 6 per school this means there are already fewer symbols in the game than incarnate soulmelds (iirc there are over 50 incarnate soulmelds). Of course making new symbols is effort, and new symbols probably should be designed with the goal of getting to 7 or 8 per school before ones being designed with the goal of being lost.

Options would of course be to reskin soulmelds and maybe make a few new released states but that's boring. Slightly less boring would be making strictly better versions of symbols that are the lost original forms, or allowing the PC to somehow improve one symbol they use frequently. Another, and more appealing to me, option is to make symbols that really fit the concept of being a reward by in some way being better than normal or by breaking certain rules of Symbols. Of course such a symbol must be introduced to a game carefully. It is in effect a minor artifact. They also raise questions. Once found can only the finder use them because the process to learn it is in some way arduous, or perhaps they have a strict level requirement due to the greater burden they put on a bearer's spirit, or can the PC spread the symbol far and wide. This last one has potential issues if you have more glyph knights join your game in the future, but also allows your PC to make an impact on the world that they might be remembered by.

So what sort of ways can they be made better than normal: Well besides the raw power aspect, one way is to make them be a dual-school symbol. While there are certain disadvantages to dual-school spells/effects they are rare (the most common being improved counterspell which is rare), and the advantages should be evident from the various class features that trigger off of released symbols' schools and cast spells.

So without more blathering here are some 'Lost' Symbols which could be used as minor artifacts in a campaign. They each break the rules in some way either by being clearly better than a feat simply by being wrought (i.e. before essentia or releases), providing untyped bonuses, providing benefits that extend to when it is not wrought/released, possessing more than one school, simply being overpowered, or all of the above. Those symbols with True in their name were made as regular symbols due to being made here in stronger forms.

True Rune of the Avalanche Prince (Evocation)
While this symbol is wrought you gain the benefit of the Power Attack feat, and if you use Power Attack against a creature with the Earth subtype you deal damage as if you had sacrificed 50% more attack bonus (so if you took a -4 penalty you'd deal damage as if you'd taken a -6).
Essentia: Each point of essentia invested into this symbol grants a +1 bonus to attack and damage rolls against Earth and Air subtype creatures.
Lesser Release: While standing on the ground, as a standard action you may make a single melee attack. This attack deals +2d6 damage +2d6 per point of invested essentia and ignores DR and hardness. Once you have used this ability you must wait 8 rounds minus 1 round per point of invested essentia before using it again. Spell resistance does not apply against this use of this symbol as you do not directly affect them instead empowering your melee attack.
Intermediate Release: You gain tremorsense out to 20 ft + 20 ft per point of invested essentia.
Greater Release: You may use Earthquake as a spell-like ability. Once you have done so you must wait 10 minutes - 1 minute per point of invested essentia before doing so again.
Rule(s) Broken: It's a (good) feat plus even if the plus is very small. In addition while the essentia investment is not necessarily stronger it does provide untyped bonuses (not a 100% hard rule for symbols to avoid) and is particularly good when relevant. Finally all three releases are strong. The Lesser Release is only arguably stronger than the default 1+Essentia d6 (eventually +5/die) ranged touch energy but coupling it with your melee attack means significantly more damage, its damage per point of essentia is lower at high levels but higher until then, with its recharge it begins to lag by 16th level though it does still deal more damage. Its Intermediate Release is somewhat longer ranged than normal. Its Greater Release is a powerful 8th level spell usable 1/encounter.
Making it a normal rune: Replace Power Attack with Stone Power, remove secondary effect vs Earth Subtype. Leave essentia the same (contemplate a type but probably not worth it). Lesser release drops to +1d10/point of essentia, and 10 - essentia round reload; will lag at high levels behind energy attack but ok. Intermediate halves the range. Greater impose a daily limit or reduce range to 40 ft or even 20/30 ft.

Resonance Glyph (All)
Said to be the first glyph, the most primal and basic symbol, its form is the heart of every other symbol, and yet Glyph Knights have trouble recreating it. This symobl has no effect when wrought, it is simply all schools; it is not universal/school-less like Wish, instead it radiates an aura equally of each school and triggers class features based on the school of a Symbol for each school. A Glyph Knight which has chosen to specialize may still form the Resonance Glyph, but it is not considered to be of the banned schools.
Essentia: Each point of essentia invested into this symbol increases the range of your (Improved) Symbol's Alertness, Runic Guidance, Runic Harmonics, Runic Blessing, and Runic Resonance abilities by 10 ft.
Lesser Release: This symbol is considered to be in a Greater Released State for the purposes of class features which rely upon a symbol's released state.
Intermediate Release: As a swift action you may cause the Resonance Glyph to become another Symbol of your choice (it may not be a symbol from a banned school), in its Lesser Released State. You may change it back to Resonance Glyph as a swift action.
Greater Release: When you release this symbol select 3 symbols you can craft. It gains the abilities of those symbols as well as its normal base ability (essentia invested in the Resonance Glyph triggers those symbols equally).
Rule(s) Broken: It's all schools removing the limitations from many of a Glyph Knight's class features which makes them have to think about build in relation with allies (i.e. it removes a strategic element I find interesting). In addition the Intermediate Release is simply better.
Making it a normal rune: If you object to the all schools you can't. If you don't... you still may want to make it only count as a single school at a time (full round to change it), add a per day limit to the Intermediate Rune (3/day), and consider dropping the Greater Release to 2 other symbols.

Emblem of Life and Death (Conjuration (Healing)/Necromancy)
This symbol evokes the powers of the positive and negative energy planes, channeling them through the bearer to wreak death on foes and bring life to allies. While this symbol is wrought you and living allies within 10 ft at the start of your turn automatically stabilize. Dying enemies within 10 ft instead take 1 damage per round. If you are unconscious all creatures are considered allies for this effect.
Essentia: For each point of essentia invested into this symbol dying allies (yourself included) within the range heal 1 hp at the beginning of your turn, and dying enemies take 1 additional point of damage.
Lesser Release: You gain a morale bonus to attack rolls and weapon damage for one round equal to 1 plus the essentia invested in this symbol whenever someone within 5 ft per symbol wright level turns or rebukes undead.
Intermediate Release: Whenever you deal (lethal) damage to a living creature one creature within 10 ft of you heals 1 hp per 5 points of damage dealt.
Greater Release: As a standard action you can resurrect a touched creature (you need only touch a fragment of their corpse) that died within a number of rounds equal to 1 + the essentia invested in this symbol. The creature is revived as if by a resurrect spell, but at 1 hit point, and without level loss. Alternatively you may use this ability on an undead creature (regardless of how long they've been undead) as a melee touch attack. They must make a Will save or be destroyed. Once you have used this ability you must wait 10 - essentia invested rounds before using it again.
Rule(s) Broken: It's a dual school glyph. The various releases are potentially worrisome, with the intermediate release (fast healing 20+ at high levels) being particularly worrisome, but none are just flat OP.
Making it a normal rune: Make (Healing) a Necromancy subschool, heck Evocation (direct energy manipulation, including evoking it from other planes), and Transmutation (modifying the body) all make more sense than Conjuration!!!!! Make it Conjuration or Necromancy. Possibly make the Intermediate Release be 1 hp per 10 hp which means the pseudo fast healing while useful won't do more than dent damage received.

Jormengand
2016-08-20, 05:50 PM
The Paragon of Duality
You never really learn how to use something until you learn to combine it with something else.


A paragon of duality learns everything there is to know about single school of magic, but this includes its interaction with other schools. A conjurer of duality, then, learns spells from the mighty school of diabolism by learning about the interaction of conjuration and necromancy, and also learns the power of convocation through its interaction with evocation. A necromancer of duality will still learn of diabolism as will an evoker of duality learn of convocation. Through this, a paragon of duality learns to attune one central theme to many purposes.

Adventures: A paragon of duality has a slightly less unhealthy obsession with a single school than some specialists, willing to try other schools to see how they interact. They are always learning, however, and an adventure gives them more than their fair share of targets, willing or otherwise.

Characteristics: A paragon of duality has one specialism, but their spells without exception mix in the powers of another school, allowing them to remain relevant where their speciality is less directly useful.

Alignment: All paragons of duality work with necromancy, but few concentrate on it enough to affect their alignments. In general, a paragon of duality can be any alignment.

Religion: Paragons of duality often worship deities of magic or experimentation.

Background: Paragons of duality often learn alongside wizards, and are trained as specialists but can't help but experiment with the schools they might have neglected. Alternatively, they might find magical power like a sorcerer, but find that it always comes back to a single school, even when they work with others.

Races: Any race can produce paragons of duality, but human flexibility and dwarven inventiveness are the kind of traits that might encourage them. Of course, the high intelligence and dexterity of grey elves serves paragons of duality just as well it does wizards.

Other Classes: Wizards like the experimentation inherent in paragons of duality, and many wish they could learn their spells. Sorcerers, of course, can learn spells that they understand through study, so they are often eager to learn the unique perspective of the paragon of duality. In general, other classes treat them much the same as they might treat wizards of the same specialism.

Role: A paragon of duality has a fair selection of spells, all of which are directed to a similar cause but each of which has its own diversion from that goal, allowing them to specialise without cutting out other options that might have been available to them.

Adaptation: A paragon of duality could be a member of some kind of secret order; for example, necromancers who disguise their spells as one of the other schools of magic. Perhaps necromancy is banned, and there is no good test for necromancy, only a test for each other school. Universal spells are banned partly as they are indistinguishable from necromancy and partly because many of them can emulate or assist with necromancy spells anyway. Paragons of necromancy therefore pass their diabolism spells off as conjurations and their maledictions as enchantments, as there's no way to tell that they are also necromancy. Conversely, in the land where there is one true school of magic, a paragon of that school may be a creature keen to explore other schools but afraid to eschew the sanctioned one - they may even be permitted to explore that school's interactions with other schools. Alternatively, it could be that the spells' schools have no special significance, and scholars are still working to find what connection, if any, they have to the standard schools.

GAME RULE INFORMATION
Paragons of duality have the following game statistics.
Abilities: Intelligence is of the greatest importance to paragons of duality, just as it is to wizards. Similarly, dexterity and constitution are useful to add to their survivability just as for wizards.
Alignment: Any
Hit Die: d4
Starting Age: As wizard.
Starting Gold: As sorcerer

Class Skills
The paragon of duality's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

PARAGON OF DUALITY


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

1st+0+0+0+2Duality Companion22————————
2nd+1+0+0+3Bonus Feat33————————
3rd+1+1+1+3Widened Horizons (1st)442———————
4th+2+1+1+4Twin Talons553———————
5th+2+1+1+4Widened Horizons (2nd)6642——————
6th+3+2+2+5Bonus Feat6653——————
7th+3+2+2+5Widened Horizons (3rd)66642—————
8th+4+2+2+6Meta-Duality66653—————
9th+4+3+3+6Widened Horizons (4th)666642————
10th+5+3+3+7Bonus Feat666653————
11th+5+3+3+7Widened Horizons (5th)6666642———
12th+6/+1+4+4+8School Replacement6666653———
13th+6/+1+4+4+8Widened Horizons (6th)66666642——
14th+7/+2+4+4+9Bonus Feat66666653——
15th+7/+2+5+5+9Widened Horizons (7th)666666642—
16th+8/+3+5+5+10Double Attempt666666653—
17th+8/+3+5+5+10Widened Horizons (8th)6666666642
18th+9/+4+6+6+11Bonus Feat6666666653
19th+9/+4+6+6+11Widened Horizons (9th)6666666665
20th+10/+5+6+6+12Embodiment of Duality6666666666


Class Features
All of the following are class features of the paragon of duality.

Weapon and Armor Proficiency
Paragons of duality are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with their gestures, which can cause their spells with somatic components to fail.

Spells
Paragons of duality choose a single spell list from the abjurer of duality spell list, the conjurer of duality spell list, the diviner of duality spell list, and so on for each other school of magic (Universal is not counted as a school of magic). For ease, these are written as a single paragon of duality spell list, as all of the spells thereon appear on two different sub-lists. To find out which sub-lists a spell appears on, you can check by the spell school to which it belongs, as follows.

Paragon of duality spells do not belong to any of the normal schools of magic. Instead, they belong to a single combination school. This lends them some advantages compared to normal spells, and also some weaknesses. A spell of the convocation school (conjuration+evocation) will be used as an example of where the school does and does not count as each of its component schools, and will be compared to the spell fire bolt which is a conjuration and an evocation, vision of the omniscient eye which is a divination and an evocation, and teleport which is a conjuration, but the rules are the same for the other dual-schools:


The spell registers as conjuration and evocation under the effects of detect magic. It does not register specifically as being a convocation spell, and so would not be distinguishable from fire bolt save by effects which can tell the specific spell being used.
The spell can be used with the improved counterspell feat to counter either fire bolt or teleport if it is high enough level to do so, but it cannot be used to counter vision of the omniscient eye, nor can teleport or vision of the omniscient eye be used to counter it, but fire bolt can. In general, the spell must be all of the schools of the spell to be countered in this way, so a convocation can counter spells which are no schools except for conjuration and/or evocation (and which aren't universal spells, which can only be countered by other universal spells in this way), and a spell must be at least conjuration and evocation (but could be anything up to all eight schools) to counter it.
A spell or ability which protects against either conjuration spells or evocation spells, or which calls out specifically conjuration spells or evocation spells, even if it doesn't refer to both, will affect the spell. A spell which affects both will only ever affect a single spell once unless it specifies a greater effect for spells which belong to both schools, but an effect that improves conjurations and an unrelated effect which boosts evocations would affect the spell twice. Spell focus is an example of an effect that would not stack, but if one somehow gained greater spell focus in conjuration while having spell focus in evocation (and not in conjuration), the two would stack for a convocation. Similarly, a diabolism (conjuration and necromancy) would be affected by corpsecrafter (which alters necromancy spells) and spell focus in conjuration.


To find out which list a spell belongs to, you can look at its combination school and find out which two schools that combination is made up of. That spell belongs to the spell lists of both those schools. For example, every convocation spell ever to come to be belongs to both the conjurer of duality and evoker of duality spell lists. However, the spells fire bolt and firestride exhalation do not, because even though they are conjuration and evocation spells, they are not convocation spells.

A paragon of duality knows every spell on the chosen spell list, and casts spells as a sorcerer does, except that intelligence is used in place of charisma and that the spells cast are both arcane and divine - they are subject to arcane spell failure as they are arcane spells, but otherwise they are treated as both.

The combination schools are as follows:


AbjConDivEncEvoIluNecTra
AbjAdjurationPrecognitionInhibitionProtectionInter ventionSacramentWarding
ConAdjurationExhortationPetitionConvocationReplica tionDiabolismMorphism
DivPrecognitionExhortationCogitationExhibitionOnei rismSeanceRetribution
EncInhibitionPetitionCogitationCoercionDeceptionMa ledictionAnimation
EvoProtectionConvocationExhibitionCoercionIllumina tionEffigyDestruction
IluInterventionReplicationOneirismDeceptionIllumin ationApparitionSilhouette
NecSacramentDiabolismSeanceMaledictionEffigyAppari tionAnimism
TraWardingMorphismRetributionAnimationDestructionS ilhouetteAnimism


Adjuration holds people to a limited set of actions, allowing you to force them to perform specific actions or prevent them from attacking you.
Animation brings nonsentient objects into motion, or compels your enemies to act through physical force rather than subtle mental influence.
Animism is the control of, or assault on, the souls of living beings, or beings which were once living and retain, or are, the souls of the creature they once were.
Apparitions are much like phantasms, but rather than having a single effect and then going away, they stick around as though they had been summoned or raised.
Coercion spells are a direct assault on a creature's mind. If enchantment is picking the lock on someone's mind, coercion is bashing down the door.
Cogitation allows for super-fast rationalisation, thought, and understanding. Enchanters or conjurers of duality can look at a language they have never seen and learn the meaning in moments, or decipher a hidden message just by looking at it.
Convocation creates lasting forms of energy, allowing a pillar of fire to rise while its creator becomes living lightning.
Deception tricks people. Their beliefs are changed, and what they see changes to match; they see an illusion and their worldview reforms to suit it.
Destruction is its own explanation, causing life to become death and structure to become ruin. Proud stone towers collapse into rubble and creatures go up in flames.
Diabolism is the use of demons for one's bidding. It has a subschool, possession, but also allows calling of demons to serve the user. Possession effects are ones which force a demon into a creature's body, allowing some degree of control of that body (whether by the caster or otherwise).
Effigy spells are ones which affect one creature through another creature or object: the archetype of effigy is the standard voodoo doll, and this school of magic allows the pins in the doll to come to life in the victim.
Exhibition allows you to reveal the results of your divinations to other creatures, or project a message outwards. Alternatively, you can use your divinations as the targetting equipment for a powerful attack.
Exhortation is an appeal made to a creature to aid you, or a forceful attempt to bring a creature or object, willing or otherwise, to you.
Illumination is the control of light, allowing you to make devastating attacks which blind your foes, or plunge entire continents into darkness.
Inhibition dissuades people mentally from their goal, suggests to them another course of action, or leads them astray by suggesting the impossible. If all else fails, it crushes their spirit until they choose to stop.
Intervention convolutes things, it targets some creature and places impedements to their goal, or chooses some other creature and foils plans to harm them. To use intervention is to confound someone, somewhere, in some action.
Malediction is a fancy way of referring to curses: these are abilities which plague a creature in some way and are generally difficult to remove.
Morphism refers to the changing of one's form, or in this case merging one's form into that of a summoned creature, potentially allowing you to remain unharmed no matter how much damage the morph sustains.
Oneirism is the manipulation of dreams, allowing you to transmit messages between sleeping creatures or even bring a creature's nightmare to life.
Petition is a wide call for creatures to answer to you, to come to your aid, or to rally to your cause; using the power of petition allows you to send a rallying cry to those who would never normally even hear you out without leaving your seat.
Precognition allows you to protect yourself or other creatures with foreknowledge of events that are to come. Further, while neither divination nor abjuration have strong aggressive potential, the combination can be devastating, flooding a creature's mind with warnings against their untimely (and inevitable) demise.
Protection is the creation of physical impediments to harm: walls and shields of energy that block the attacks of those who wish to harm the allies of the caster.
Replication allows you to copy creatures, spells or abilities, enabling you to use abilities that are beyond your grasp, but within another creature's.
Retribution is an odd sort of divination, which only seeks to influence what happens after the event: by retaliating in full force. The weak points left by an opponent's attack are automatically exploited.
Sacrament guards one's soul, and wards against those with ill intent. It is used by necromancers to ensure that their undead are protected from the machinations of clerics, and by abjurers to ensure that they can protect all creatures, alive or dead.
Seance is the act of speaking to the spirits of the dead. They have the power to serve you or impart wisdom to you, allowing valuable information to be obtained or armies to be defeated.
Silhouette is the physical manipulation of shadows, allowing a creature to be strangled by the darkness or even forced to fight their own shadow in battle.
Warding is the ability to create safeguards which impede magical and physical assault on a creature, usually by changing the attack in a way that makes it less harmful.

Duality Companion (Ex)

A paragon of duality has access to a companion exactly like a druid's animal companion, except that it is chosen from the paragon of duality companion list. As the companion's hit dice advance, it gains an additional hit die of each type that it is whenever it would normally gain two hit dice. For example, a fey dragon companion belonging to a 3rd-level paragon of duality gains a fey hit die and a dragon hit die over and above those hit dice given in its base statistics.

Bonus Feats
Paragons of duality gain bonus feats at levels 2, 6, 10, 14, and 18. These bonus feats can be chosen from among item creation feats and metamagic feats, in both cases for which the paragon of duality meets the prerequisites, or for feats with "Two-weapon" in the name.

Widened Horizens (Ex)
At every second level after first, the paragon of duality learns an extra spell from a part of the Paragon of Duality spell list which would not normally be known, of the level indicated on Table: The Paragon of Duality. For example, an Abjurer of Duality could at fifth level take the spell Merge with Creature I.

Twin Talons (Ex)
From fourth level, whenever the paragon of duality wields two weapons, treat the paragon of duality class as having the medium base attack bonus progression to determine attack bonus and the maximum number of attacks that can be made.

Meta-Duality (Ex)
From eighth level, whenever the paragon of duality uses a spell with two metamagic feats, so long as each metamagic feat adjusts the spell slot by at least one level, the total adjustment is reduced by 1. This ability does not stack with any ability that reduces or replaces metamagic spell slot adjustments.

School Replacement (Ex)
From twelfth level, the paragon of duality can treat any effect that would affect schools of any specific school as affecting schools of any other school instead or as well. For example, spell focus now affects all spells, and corpsecrafter now affects undead created by any school of magic and not just necromancy (which is useful with the fell animate metamagic, for example).

Double Attempt (Ex)
From sixteenth level, the paragon of duality makes all d20 rolls twice and takes the better result.

Embodiment of Duality (Na)
From twentieth level, the paragon of duality takes on a second creature type, gaining all of that type's listed immunities. If the paragon of duality is any type other than undead or deathless and is also a construct, add the living construct subtype. You cannot take on:

- The animal type if you have an intelligence greater than 2 or are a dragon or a magical beast or a vermin.
- The construct type if you are an elemental.
- The deathless type if you are undead or are evil or have the evil subtype.
- The dragon type if you are an animal or a magical beast or a vermin.
- The elemental type if you are a construct.
- The fey type if you are a giant or if your size is larger than medium.
- The giant type if you are a fey, a humanoid or a monstrous humanoid or if your size is smaller than large.
- The humanoid type if you are a giant or a monstrous humanoid.
- The magical beast type if you are an animal or a dragon or a vermin.
- The monstrous humanoid type if you are a giant or a humanoid.
- The ooze type if you have an intelligence score.
- The undead type if you are deathless or are good or have the good subtype.
- The vermin type if you are an animal or a dragon or a magical beast or if you have an intelligence score.


Paragon of Duality Spell List

0lvl

Adjur

Moment of Peace: Creatures stop what they're doing long enough to talk.
Trip Trap: Creature may be knocked prone or drop held items.

Anima

Control Self: Force drags you out of harm's way.
Telekinetic Fist: Throw a punch... literally.

Animi

Detect Souls: Detect the presence or absence of souls in the area.
Soulstrike: Lash out against ethereal or incorporeal foes.

Appar

Blade of Thoughts: Conjure dagger to fight with.
Figment Doll: Diminutive doll does menial tasks for you.

Coerc

Force Hand: Target becomes more sure of their actions.
Mind Knock: Target may take minor mental damage.

Cogit

Moment of Thought: You and allies take 1 round/level (apparent time) to discuss strategy.
Speed-read: All reading is five times faster.

Convo

Ignite: Object or creature might Catch on Fire.
Liquid Lightning: Create liquid that deals electricity damage when thrown or drunk.

Decep

Look Again: Convince person to re-check evidence and believe the new result.
Mind Patch: Fixes minor problems with your deception.

Destr

Hammer: Strike a single creature or object for 1d3 bludgeoning damage and break glass.
Topple: Knock over stacked objects.

Diabo

Hellfire: Attack deals 1d6 damage to enemy and 1d3 damage to you.
Summon Lemure: Summons a lemure but no way to control it.

Effigy

Cloth Shield: Create a toy out of cloth to take damage for you.
Distract: Distract any creature at a crucial moment.

Exhib

Depict: Recall and show an image of a creature.
Photograph: You blink, and copy what you were looking at onto paper.

Exhor

Erika's Beckoning: You move a creature 5 feet towards you.
Sudden Grab: You try to disarm a creature with your intelligence.

Illum

Ari'El's Red Mark: Laser sight makes attacking a target easier.
Dazzlebeam: Beam of light dazzles creatures.

Inhib

Calanthe's Effortless Charm: Opponents can't attack you and you can't do anything.
Cover Moderate Wounds: You don't look as injured.

Inter

Artificial Difficulty: Task looks harder than it is.
Falter: Creature reconsiders action long enough to take penalties.

Maled

Bear Curse: Ignore curses for a while.
Minor Curse: Creature takes -1 penalty on most rolls for a while.

Morph

Merge with Minor Creatures: Summon a lizard, rat, toad or weasel to merge with.
Subsume Item: Item vanishes into your body for 1 round/level.

Oneir

Dream Message: Pass short message to sleeping creature without waking them.
Flashback: Eerie image flashes before a target's eyes.

Petit

Cry for Aid: Scream can be heard at great range.
Whispered Supplication: Send out cosmic plea for a cantrip you don't know.

Preco

Percieve Intent: Work out what a creature might do next.
Trajectory: Improve your aim by observing object's flight path

Prote

Siphon Strike: Take a single attack for ally.
Sudden Shielding: +4 AC against one attack.

Repli

Carbon Copy: Create exact copy of a document.
Rebuild: Make a second copy of broken object rather than repairing the old one.

Retri

Backlash: Next attacker takes 1d3 points of damage.
Opportune Moment: Next Attack of Opportunity deals 1d6 more damage.

Sacra

Last Rites: Destroy a dead body of a willing creature.
Smite Undead: Gain single-use smite ability vs undead creatures.

Seance

Last Words: Creature can speak for 1 round/level after death.
Speak with Undead: Undead can understand you.

Silho

Darkening: Shadows become even darker.
Move Shadow: Shadows move under your control.

Wardi

Minor Dispulsion Ward: You are protected from a single harmful cantrip.
Splinter Shield: Crystal ward shatters when you are attacked weakly, protecting you.

1st

Adjur

Flock Together: Two objects or creatures or one of each are attached tight.

Anima

Animate Weapon: Weapon attacks on its own for a while.

Animi

Summon Minor Spirit: Summon spiritual lizard, rat, toad or weasel.

Appar

False Truth: Object appears to be an illusion when inspected.

Coerc

Mind Spike: Creature takes mental damage.

Cogit

Instinctive Awareness: +5 to perception-based skills.

Convo

Wield Energy: Your attacks deal damage of one energy type.

Decep

Falsehood: Creature believes false information until shown evidence.

Destr

Lascutter: Laser cuts through wood and some metals.

Diabo

Lemure Servant: Summon and control a lemure.

Effigy

Needle Doll: Focus can repeatedly hurt specific creature.

Exhib

Scope Sight: A creature gets +15 to next attack roll.

Exhor

Call to Hand: Grab an unattended object.

Illum

Beam of Light: Beam deals fire damage.

Inhib

Cover Critical Wounds: You look a lot less injured.

Inter

Brittleness: Object becomes fragile and may break easily.

Maled

Nonresistance: Creature takes additional damage from attacks.

Morph

Merge with Creature I: Merge with a creature from the Summon Monster I list.

Oneir

Restful Sleep: Sleep heals creatures more.

Petit

Humble Supplication: Send out cosmic plea for a 1st-level spell you don't know.

Preco

Quick Reactions: Gain a bonus to armour class and reflex saves.

Prote

Guardian Shell: Shell protects against some damage.

Repli

Charicature: Copy of creature looks like them but has no special abilities.

Retri

Counterattack: Readied attack deals extra damage.

Sacra

Soul Warden: Soul cannot be attacked directly.

Seance

Soul of One: Ask one person one question and ask that question once ever.

Silho

Grab from Shadows: If you can touch object's shadow, move that object.

Wardi

Exhaustion Shield: Drain more resources from magical and psionic attackers.

2nd


Adjur

Trianna's Chainstrike: Conjure chains to wrap around creatures.

Anima

Kinetic Trap: Objects come to life and slam into intruders.

Animi

Sammael's Visage: Gain a power of a ghost.

Appar

Phantasmal Dancer: Phantasm distracts a creature.

Coerc

Secret Surrender: Creature gives information they are focussed on keeping from you.

Cogit

Analysis: Gain a piece of information about a creature.

Convo

Volcanic Sphere: Rolling ball of magma knocks foes back and explodes.

Decep

Forger's Hand: +20 on forgery and decipher script checks.

Destr

Wallcrash: Smash through building parts.

Diabo

Impiety: Summon an imp to serve you.

Effigy

Positive Feedback: Create likeness of a person to allow allies to help by proxy.

Exhib

Shared Experience: Show allies what you can sense.

Exhor

Joshua's Tether: Grab a creature and attempt to pull them to you.

Illum

Mirror Force: Creates a small mirror that can bounce your illumination spells.

Inhib

Shadow of Nothing: Fake signs of creature's passing.

Inter

Close Counter: Counter a spell immediately but lose next standard action.

Maled

Animals' Curse: Ability score reduced by 4.

Morph

Merge with Creature II: Merge with a creature from the Summon Monster II list.

Oneir

Awaken: Creature wakes up for a moment then may return to sleep.

Petit

Trembling Supplication: Send out cosmic plea for a 2nd-level spell you don't know.

Preco

Detect Hostile Intent: You can detect hostile creatures within 30 feet of you, just like the Detect Hostile Intent power.

Prote

Shielding Screen: +6 shield bonus to AC lasts a long time.

Repli

Serial Strike: Make melee or ranged attack that's a copy of an attack that was just made.

Retri

Body of Fire: Flames burn attackers.

Sacra

Drain Guard: Prevent energy drain.

Seance

Spirit Messenger: Dead creature sends message if willing.

Silho

Shadow Companion: Your shadow separates and helps you.

Wardi

Depower Spell: Spell is less effective.

3rd


Adjur

Hold Oath: Creature may make promise; if so they are physically forced to keep it.

Anima

Animate Corpse: Corpse rises as an animated object

Animi

Summon Spirit I: Summon Monster I with the Ghost template.

Appar

Illusory Walkways: Stairs and bridges work for some creatures but not others.

Coerc

Force Mind: Intimidate with bonus.

Cogit

Pieces of the Puzzle: Work out links between information.

Convo

Summon Elemental: Summon an elemental to fight for you.

Decep

Implicit Lie: Creature believes a single thing that isn't true.

Destr

Killbeam: Attack just deals damage.

Diabo

Body Possession: Demon animates corpse.

Effigy

Lead Pendant: Slow any creature.

Exhib

Transparency: Object is transparent to everyone.

Exhor

Grappling Hand: Grapple creature from afar or pull self onto object.

Illum

Ring Gates: Creates focus that moves beam about.

Inhib

Prevention Force: Ban one action.

Inter

Doubt: Creature takes penalty which decreases over time.

Maled

Archetype of Cursing: More powerful version of Bestow Curse

Morph

Merge with Creature III: Merge with a creature from the Summon Monster III list.

Oneir

Lucid Waking: Creature thinks they're dreaming.

Petit

Courageous Supplication: Send out cosmic plea for a 3rd-level spell you don't know.

Preco

Lightning Reactions: Bonus to AC and reflex saves; evasion.

Prote

Barricade Portal: Locks a portal, makes it stronger, and can't be unlocked or knocked.

Repli

Serial Spell: Cast a copy of another spell by spending the required spell slot as well as this one.

Retri

Shield of Thorns: Creatures in combat with you take damage.

Sacra

AEther Wall: Material creatures can pass through wall on ethereal plane

Seance

Assembly Node: Touched point becomes a node in a communication network

Silho

Shadowmorph Object: Get a half-real version of object.

Wardi

Block Attack: Attack deals no damage to you.

4th


Adjur

Reinstate Magic: Return dispelled spell of 4th level or below.

Anima

Hurl Enemy: Throws an enemy about.

Animi

Vampire Blade: Steal enemy's soul to gain health.

Appar

Wall of Illusion: Illusory wall really does block creatures, if they believe.

Coerc

Mind Hammer: Creature takes mental damage and if it would run out of ability score, you control it for a while.

Cogit

Erika's Immense Scrutiny: Identify everything about object's structure.

Convo

Smoke Burst: Attack deals damage and reduces accuracy.

Decep

Mind Wipe, Lesser: Creature forgets recent events and invents new ones.

Destr

Blood Lance: Attack steals opponent's hit points.

Diabo

Summon Barbazu: Summon a bearded devil.

Effigy

Living Doll: When a creature takes damage, so does its ally.

Exhib

Firesight: Invisible creatures Catch On Fire.

Exhor

Vacuum Pull: Strong winds pull towards your hand.

Illum

Holy Lance: Fires a beam of light that deals a lot of damage.

Inhib

Calanthe's Innocence: Creatures try to focus attacks on someone other than targeted creature.

Inter

Ari'El's Sabotage: Item is misplaced or appears broken at crucial time.

Maled

Curse of Thorns: Creature takes all damage it deals.

Morph

Merge with Creature IV: Merge with a creature from the Summon Monster IV list.

Oneir

Suspended Animation: Fast healing but can't act.

Petit

Pious Supplication: Send out cosmic plea for a 4th-level spell you don't know.

Preco

Consequence: Learn consequences of a specific action.

Prote

Modular Armour: Armour is magical and can add enchantments.

Repli

Storm Bolts: Fire a bolt for each spell cast this turn.

Retri

Erika's Watchhound: Construct dog attacks creatures which attack you or it.

Sacra

Mind Cure: Removes mental ability damage and mind-affecting afflictions.

Seance

Out of Body Experience: Leave body to look around.

Silho

Noone's Shadow Warrior: Your shadow separates and gains warrior levels.

Wardi

Shield Dome: Damage taken within shield is halved.

Jormengand
2016-08-20, 05:52 PM
5th


Adjur

Force into Ruin: Creature must behave recklessly.

Anima

Animate Creature: Creatures gain extra abilities much like some animated objects.

Animi

Summon Spirit II: Summon Monster II with the Ghost template.

Appar

Stay Strong: Creature appears immune to all damage.

Coerc

Antony's Interrogation: Creature answers questions truthfully or is physically and mentally tortured.

Cogit

Extrapolate: See through things without needing actually to see through.

Convo

Thrumming Sphere: Sphere of energy knocks opponents back and deals sonic damage.

Decep

Object Impermanence: Creatures who see you and look away forget about you.

Destr

Gjallarhorn: Blast of force and sound levels walls.

Diabo

Chains of Possession: Summon a Kyton.

Effigy

Stone Warden: Statue takes damage for you and explodes to save you from death effects.

Exhib

Shared Scrying: As scrying, but allies can look too.

Exhor

Gatestone: Stone can be teleported to once, then shatters.

Illum

Lens Focus: Creates lens which causes your light spells to deal more damage.

Inhib

Lethargy: More powerful slow effect.

Inter

Degrading Aura: Everything in area appears worthless and fragile.

Maled

Red Mist: Creature attacks any creature near it.

Morph

Merge with Creature V: Merge with a creature from the Summon Monster V list.

Oneir

Ari'El's Catatonia: Creature falls asleep for a long time or until a condition is met.

Petit

Impetuous Supplication: Send out cosmic plea for a 5th-level spell you don't know.

Preco

Eye of Guidance: See everything in detail that gives a +20 to skill checks.

Prote

Centre Split: Take damage as though everything were only half real.

Repli

Class Act: Copy a single class feature.

Retri

Eye for an Eye: Attackers take effect of their own attacks on subject.

Sacra

Spiritual Release: Creature's soul is reforged, untrapped, and allowed to pass on.

Seance

Locate Spirit: Find a specific spirit or ethereal being.

Silho

Shadow Salesman: Turn an item into the money it sells for or money into an item that costs up to two thirds as much.

Wardi

Reflection Shield: Attack damages user instead of you.

6th


Adjur

Timeshackle: Creature is massively slowed.

Anima

Supreme Animation: Animate more objects.

Animi

Free Spirit: Creature rises as a ghost.

Appar

Blade of Realities: Sword shows people the futility of their existence.

Coerc

Mental Strength: Fight using your mental abilities.

Cogit

Solve: Riddle or puzzle is solved if you have enough information.

Convo

Force of Nature: As summon nature's ally II, but it's a force effect.

Decep

Mind Wipe: Creature forgets events chosen by you and invents new ones.

Destr

Obliterating Blast: Deal damage and the damage can't be prevented.

Diabo

Bone Titan: Summon an Osyluth

Effigy

Burn at the Stake: Deal fire damage to any creature.

Exhib

Cartographer's Will: Create a map of the surrounding area.

Exhor

Joshua's Living Armoury: You and allies equip selves with items telekenetically.

Illum

Barbs of the Sun: Beam traps creatures it hits.

Inhib

Inferiority Complex: Creature believes actions are not effective.

Inter

Fallen Hero: Allies of creature appear to die.

Maled

Pariah: Creature is everyone's enemy.

Morph

Merge with Creature VI: Merge with a creature from the Summon Monster VI list.

Oneir

Gift of Sleep: Sleep-immune creatures or creatures who don't sleep at all go to sleep anyway.

Petit

Righteous Supplication: Send out cosmic plea for a 6th-level spell you don't know.

Preco

Witness the End: Creatures glimpse judgement day and are dazed, confused or frightened.

Prote

Protection from Everything: Gain damage reduction, AC bonus, save bonuses, spell resistance and energy resistance.

Repli

Serial Species: Polymorph into creature even if it's outside its scope.

Retri

Vengeance: Creature becomes more powerful at low health.

Sacra

Graveguard: Creature's body and soul are protected by ghost warriors.

Seance

Prophecy: Most important information that you need is given to you, even if it's not what you're after.

Silho

Shadowmorph Creature: Get a half-real version of creature.

Wardi

Draining Shield: Attack heals you instead of damaging you.

7th


Adjur

Bind into Service: Creature forced to serve you, but retains own capabilities.

Anima

Foewielder: Telekinetically use an enemy as a weapon.

Animi

Summon Spirit III: Summon Monster III with the Ghost template.

Appar

Face your Fears: Creatures see their own worst fears in illusion.

Coerc

Overcome Mind Blank: Use mind-affecting abilities on mindless or mind blanked creatures.

Cogit

Erika's Contemplation: Re-shuffle spell slots remaining.

Convo

Prismatic Weapon: Weapon deals variety of effects on hit.

Decep

Paranoia: Creature attacks allies.

Destr

Kinetic Bombardment: Attack deals massive amounts of damage but is very inaccurate.

Diabo

Fiendish Possession: Call a devil to possess a creature.

Effigy

Puppet Master: Control a creature from afar.

Exhib

Surveillance: You set up a screen that can see into another area.

Exhor

Group Gatestone: Everyone in a group can teleport to stone once before it dies.

Illum

Trishot: Splits beam into three more beams going left, right and straight ahead.

Inhib

Fauxcurse: Target believes self to be ill or under a terrible curse.

Inter

Ari'El's Phantasmal Wardens: Illusory creatures appear to fight and deal a lot of damage.

Maled

Decrepify: Creature's movement, attack bonus, damage dealt and armour class are halved.

Morph

Merge with Creature VII: Merge with a creature from the Summon Monster VII list.

Oneir

Dream of Reality: Act normally while resting.

Petit

Holy Supplication: Send out cosmic plea for a 7th-level spell you don't know.

Preco

Seven Steps Ahead: Dodge seven attacks against you.

Prote

Cast Through Time: Creature is banished to where it was an hour ago.

Repli

Teletransporter: Creatures teleport and heal.

Retri

Mark of Cain: Subject is avenged sevenfold when attacked.

Sacra

Inviolable Aura: Creatures near target are immune to harm but target can't be protected.

Seance

Circle of Friends: Speak with multiple creatures.

Silho

Greater Shadow Salesman: As shadow salesman, but items buy and sell at normal buying price.

Wardi

Sammael's Spellbreaker: Dispels a spell without a check.

8th


Adjur

Crushing Prison: Creature can't move and is slowly crushed.

Anima

Sammael's Tsunami: Water rises to attack foes.

Animi

Sammael's Exorcism: Remove soul from a creature's body

Appar

Phantasmal Army: Creatures appear and fight unless disbelieved.

Coerc

Mind War: You and opponent take opposing will saves; opponent takes mental damage for losing.

Cogit

Ego Escape: Cast spells from outside of body.

Convo

Form of the Five: Become a roiling mass of energy.

Decep

Greater Mind Wipe: Creature forgets events of your choice and believes new information of your choice.

Destr

Antony's Iconoclasm: Destroys every religious symbol or structure in range.

Diabo

Barbed Warrior: Summon a Hamatula.

Effigy

Synecdoche: Use a piece of a creature's body to inflict effects on the whole creature.

Exhib

Speak With Creature: As sending but no word limit.

Exhor

Dark Presence: Apply effect of elder evil presence to an area.

Illum

Divine Light: An exceptionally powerful light attack.

Inhib

Power Drain: Casting or manifesting costs extra slots or points.

Inter

United we Stand: Teleport to ally and negate attack against them.

Maled

Noone's Master Curse: Curse causes all Bestow Curse options.

Morph

Merge with Creature VIII: Merge with a creature from the Summon Monster VIII list.

Oneir

Ari'El's Infectious Hibernation: Creature gets sequester effect, and creatures who find them are sequestered too.

Petit

Fervent Supplication: Send out cosmic plea for an 8th-level spell you don't know.

Preco

Resolve Intent: Find out what will happen if creatures attempt what they intend upon.

Prote

Shield Warden: Summon a Shield Guardian.

Repli

Storm of Spells: Cast a standard-action spell for each spell cast this turn.

Retri

Blood Feud: Target has obvious, unmaskable mark; if killed, killer subject to familicide.

Sacra

Anchor to the AEther: Creature becomes ethereal without chance to save.

Seance

Ghostly Imbuement: Gain many abilities of a ghost without leaving your body.

Silho

Dark Assassin: Creature fights their own shadow.

Wardi

Castle of Peace: Attacks within area are negated.

9th


Adjur

Commandeer: You choose the targets of a spell.

Anima

World Wakes: Animate massive boulders, mountains and trees.

Animi

Ghostly Projection: Your spirit is freed from your body and can return when defeated or before.

Appar

Retroactive Illusion: Illusory duplicate is and isn't you.

Coerc

Cerebral Storm: Creatures in area take mental damage and are forced to submit to your will if they would be knocked out.

Cogit

Knowledge Overload: Take massive mental damage to know everything about any creature.

Convo

Volcano: Creates a volcanic eruption.

Decep

Total Simulation: Creature believes whatever you want, forever.

Destr

Ruination of Cities: Destroy a city.

Diabo

Lord of Cania: Summon a gelugon.

Effigy

Noone's Perdition: Kill any creature.

Exhib

Fractal Vision: Model represents surrounding area in microcosm.

Exhor

Bring Me the Stars: Acquire any object that exists.

Illum

A Light that Never Goes Out: Create a source of light that cannot be put out by any means whatever.

Inhib

Depression: Creature doesn't take actions.

Inter

Mage's End: End all nearby magic.

Maled

Albatross' Curse: 200 hit dice of undead rise and attack the subject.

Morph

Merge with Creature IX: Merge with a creature from the Summon Monster IX list.

Oneir

Summon Dreamheart: Copy the dreamheart onto another plane, or create an equivalent.

Petit

Exalted Supplication: Send out cosmic plea for a 9th-level spell you don't know.

Preco

Retroactive Knowledge: Replay situation with newfound knowledge.

Prote

True Shield of the Faithful: Shield has many hit points and pays to protect against status effects.

Repli

Gnusto: Copy any spell into spells known but only one at a time.

Retri

Feel My Pain: Creature takes effects of attacks for you.

Sacra

Soulstorm: Ghosts deal damage, possess and cause weather effects.

Seance

Speak with Deity: Divine being answers questions for you.

Silho

Noone's Shadow Master: Your shadow separates and gets all your remaining spells.

Wardi

Immortal Coil: You are immortal.

Jormengand
2016-08-20, 05:53 PM
Spell Descriptions (Adjur-Coerc)

Adjur

0lvl

Moment of Peace
Adjuration
Level: Paragon 0
Components: V, S
Casting Time: 1 immediate action
Range: Unlimited.
Target: Creatures in combat with you.
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Each creature takes a moment to talk.

All creatures in the combat, friend or foe, stop what they're doing for a moment, getting a moment to speak. Out of all creatures in combat, you choose the order for them to speak, and each one in turn spends their round of six seconds doing nothing but talking. You cannot change the order once creatures have begun speaking. You are yourself included in the order of speaking. Once each creature has had a chance to speak, the spell ends and initiative order resumes as normal.

Trip Trap
Adjuration (Creation)
Level: Paragon 0
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: 10 foot tripwire
Duration: 1 minute/level
Saving Throw: Reflex negates and reflex partial.
Spell Resistance: No.
You create a tripwire that may knock a creature over.

You create a 10 foot tripwire between two points that you can reach (you are permitted to move during the casting just enough to touch them, and will probably have to if your reach is less than 5 feet). The search and disable device DC to find and disable the trap are equal to the reflex save DC, but dealing any damage with any attack breaks the tripwire.

A creature who crosses the tripwire gets a reflex save to negate the effect in its entirety, otherwise they drop each item they are holding. A creature who fails the first save must take a second; failing both saves knocks the creature prone. In any case, the tripwire breaks when crossed. A creature who deliberately avoids stepping through the tripwire can bypass it without setting it off without any check or save of any kind.

1st

Flock Together
Adjuration [Force]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Two objects or creatures touched and also touching each other.
Duration: 1 hour per level
Saving Throw: Fortitude negates (object) (potentially harmless) (see text)
Spell Resistance: Yes (object)
Two objects become stuck together tightly.

Two touched objects, or one touched object and one touched creature, or two touched creature, must save or be stuck together (a creature may potentially save twice if they would be stuck to an object they are attending). Creatures may take another save each round to unstick themselves from an object or creature but objects, even attended ones, cannot save again if they fail the first save.

A creature stuck to the floor cannot move from the square they are in and is flat-footed.

2nd

Trianna's Chainstrike
Adjuration (Creation) [Force]
Level: Paragon of Duality 2
Components: V
Casting Time: 1 standard action
Range: 60 feet
Area: 60-foot cone originating from you.
Duration: 1 round/level
Saving Throw: Reflex Partial (see text)
Spell Resistance: None
Whirling chains of force entangle enemies

Creatures in the area are entangled by the force of the chains, which bind them and hinder their movement. Creatures who fail their reflex saves are held immobile by the chains. Either way, creatures get a new save each round to end the effect.

3rd

Hold Oath
Adjuration
Level: Paragon of Duality 3
Components: V
Casting Time: 1 minute
Range: Touch
Target: Willing creature touched
Duration: 1 year + 1 month/level
Saving Throw: None
Spell Resistance: No
A creature states an intended course of action, and cannot deviate from it.

Hold oath allows a creature to make a statement which that creature must then follow. It can only be used on a willing target, not a sleeping one, and the spell fails if the target is charmed or compelled into saying anything specific. The creature makes its intent clear using natural language or sign language, and the spirit of the wording rather than its literal meaning is observed by the spell.

The creature is physically incapable of deviating from the statement if it is possible not to, and must attempt to remedy the situation if they are in breach of it. For example, a creature who promises to stay within 100 feet of a specific person at all times may be unable to keep up if that person acquires a horse or casts a flying spell, but the oath-holder must still attempt to enter the space within 100 feet of them, even if this involves going back to get something that will speed them up to catch up.

Nothing short of a wish or miracle can end this commitment when made.

4th

Reinstate Magic
Adjuration
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard actions
Range: 120 feet
Effect: Dispelled spell effect that fits within area
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You restore a spell that has been dispelled

Choose a fourth- or lower-level spell that has been countered and cast a spell that's a copy of that spell except as noted above, or choose a fourth- or lower-level spell that has been dispelled and reinstate it from that point in its duration. Either way, the spell must have been active within the last minute.

5th

Force into Ruin
Adjuration
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You force a creature to be reckless in combat.

The targeted creature cannot use any abilities which protect it against anything (except by killing or disabling the aggressor) and attacks each turn if able.

6th

Timeshackle
Adjuration
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You slow a creature without affecting it directly, preventing it from resisting.

The creature you target acts as though staggered and takes a -2 penalty to AC, reflex saves and attack rolls, and its speed is halved.

7th

Bind into Service
Adjuration
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 minute
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
As you cast this spell, a creature is forced to obey you - physically.

The target creature forevermore obeys your orders, with limitations. You can only give it orders of the type which have an obvious metric other than time by which they can be considered complete, and you cannot give multifaceted orders, or lists of orders. Each time you give an order, that creature obeys you until that order's resolution, but is also free to act within the bounds of that order, meaning that they can choose how to approach a particular task and needn't display any regard for your safety. The creature isn't under any compulsion not to harm you, however, and can act as it will once its task is completed (until you give it a new one).

Remove curse, limited wish, wish or miracle can remove this effect.

8th

Crushing Prison
Adjuration [Force]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes
A crushing prison is a great cage of force that pushes in on a creature.

The target creature takes a fortitude save. If that creature fails, it is held immobile by the prison. Either way, it takes 1d6 points of damage per round as the prison pushes in on it.

9th

Commandeer
Adjuration
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 immediate action
Range: Medium (100 ft + 10 ft/level) (see text)
Effect: Spell is redirected as you choose
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You take control of a spell as it is being cast.

You immediately alter a spell being cast by a creature in range, so that its parameters are chosen by you exactly as they would be by the caster. For example, a creature casting bestow curse may be trying to inflict a -6 penalty to one creature's strength, when you redirect the spell to another creature and make it give the target a -6 penalty to the target's constitution, or back on the caster and make them lose half their actions. All parameters must be legal for the creature to have cast the spell, meaning that the entire effect of the spell must be in range of the original caster (but not necessariliy within medium range of you).

Anima

0lvl

Control Self
Animation
Level: Paragon 0
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You rely on your magic to stop you doing something stupid.

You gain a +2 bonus to all saves and checks related to physical self-control, such as constitution checks to keep running, skill checks requiring bodily control such as sleight of hand or balance, most reflex saves, and so forth, but never attack or damage rolls or your armour class. Control Self is useless to prevent mental effects such as suggestion spells.

Telekinetic Fist
Animation [Force]
Level: Paragon 0
Components: None
Casting Time: 1 standard action or one full-round action, see text.
Range: Close (25 ft + 5 ft/2 levels)
Target: One or more creatures in range, see text.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You lash out and hit a creature outside of your reach.

You choose a single creature and lash out your fist at them, and they take damage as though struck by your unarmed strike if you succeed on a ranged touch attack roll. If you cast this spell as a full-round action, you can attack as though making a full attack action with these ranged touch attack unarmed strikes.

1st

Animate Weapon
Animation
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You allow a weapon you possess to attack on its own.

You cause the touched weapon to fly about and attack on its own. It moves at a speed of 20 feet, flying with perfect maneuverability, and can attack as though it had a strength of 10 and a dexterity of 10. It can be attacked like a creature of its own size (not necessarily the size of its intended wielder) rather than a creature having to sunder it. If the weapon is a projectile weapon, your ammunition container for that weapon can be animated too. If the weapon can be thrown, it still can't throw itself and must make melee attacks (shuriken are ammunition and can't be animated with this spell).

2nd

Kinetic Trap
Animation
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 minute
Range: Touch; see text
Target: 1 object/level touched; see text
Duration: 1 day/level or until discharged
Saving Throw: None.
Spell Resistance: No
You animate some objects on a trigger, so they come to life for a brief moment when a creature reaches a designated spot.

You choose a set of objects, which can be no larger than medium, to fly towards a particular point when a creature enters that point, which you designate when you cast the spell. When a creature enters that location, each of those objects is hurled towards that point (unless it is affixed to something too large for the spell to move both of them as one). An attack roll is made for each one with a bonus equal to your caster level; if the attack hits, it deals 1d6 points of damage irrespective of the size of the object. Each object takes half its hit points in damage, plus another 1d6, even if it misses.

You cannot target objects that are attended by a creature who is not you, but during the casting of the spell you can walk around the room touching the objects you need to touch to make the spell work.

3rd

Animate Corpse
Animation
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You cause a creature to rise from the dead, by lifting it up physically.

You animate a corpse, making it half-undead and half-construct. The creature becomes halfway between zombie or skeleton (as appropriate - you cannot make a corpse that could have been a zombie into a skeleton) and animated object.

The creature can only have hit dice up to your caster level; excess hit dice are lost. Half of the remaining hit dice (rounding down) are undead hit dice; the rest are construct hit dice. Apply the changes listed in the skeleton or zombie template, except for the hit dice and that the creature's type is undead construct. At the end of the duration the creature reverts to its usual, dead state. Unlike with spells that actually animate the creature as a typical undead, this spell does not make further spellcasting on the creature

4th

Hurl Enemy
Animation [Force]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You throw a creature around the room.

You use your telekinetic abilities to move a creature about the room. Each round as a standard action (including the one you cast the spell, using the same action with which you did so) you can choose a creature within 100 feet, then that creature takes a will save. If it fails, you drag that creature up to five feet for each size category it is below gargantuan (colossal and gargantuan creatures don't move), deal 1d6 points of damage per two levels to it, and knock it prone. You can't drag it into a square that's occupied by another creature or an impassable object, but you can throw them through squares occupied by a creature - other creatures dodge out of the way.

5th

Animate Creature
Animation
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Up to 1 willing creature/level.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You give creatures a spark of the energy that animates objects as constructs.

The creatures targeted gain several benefits for the duration: they take on the construct type and lose the living construct subtype if they have it, while keeping their original type or types. This allows them to keep their own immunities if they have them, and although it deprives them of their constitution score, they gain extra hit points by size.

The creatures also gain the natural armour bonus and slam attack of an animated object of their size (Diminutive slams deal 1d2 damage, fine slams deal 1 damage, neither form has a natural armour bonus). They additionally move 10 feet faster than normal when travelling across land, just as animated objects tend to be fast for their size and number of legs.

6th

Supreme Animation
Animation
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Target: Two small objects per caster level; see text
You animate more objects than many others would manage

Supreme animation works just like animate objects, except as noted above.

7th

Foewielder
Animation [Force]
Level: Paragon of Duality 7
You pick up your enemies and hurl them at one another.

Foewielder works just like hurl enemy, except as noted above and that you can throw enemies into or through each other. You can either throw the creature into another, in which case they take damage, and are stopped in the last legal space before the creature struck, or through another, in which case they pass through one or more other creatures. A creature only takes damage from being thrown once, but each creature that they pass through or are thrown into takes the same damage. You can also use this to damage structures such as gates, but you can't throw a creature through the space of a closed gate the same way that you can throw them through a creature.

Creatures must be thrown in a straight line, so you can't circle around and hit multiple people with a curved path; further, no creature can be hit twice by a single throw. To throw a creature, if the throw does not end in an impact, the final space must be free and reachable within the distance. If the throw ends in an impact with a creature or object, then the closest square of that creature or object's space must be reachable and the space before that creature or object must be free.

8th

Sammael's Tsunami
Animation
Level: Paragon of Duality 8
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft + 40 ft/level) and see text.
Effect: One tsunami
Duration: Instantaneous
Saving Throw: Reflex partial, Fortitude partial, see text
Spell Resistance: No.
A great wave rises from the water and destroys all in its path.

You choose a point in the spell's range to be the initiation point of the spell. Once you have done this, the spell's range is treated as infinite (do not ignore parts of the tsunami which move out of long range). Then, the tsunami, 40 ft/level wide, 20 ft/level long and 10 ft/level tall, starts to move inwards. It travels inwards 4d6 miles, crushing anything in its path. This travel is at the speed of 100 feet/round, meaning that creatures and objects will be within the tsunami for multiple rounds.

The tsunami deals 1d6 points of damage per level to each creature or object in the area that it impacts and knocks creatures prone, with a reflex save halving the damage and allowing the creature to stay standing if they also pass a fortitude save. Creatures and objects already within the tsunami take half this damage each round, meaning that theyso saving reduces the damage to a quarter of the total.

When the tsunami passes, it still leaves areas flooded to a depth of 1 foot/level, so creatures are liable to drown if they cannot swim.

9th

World Wakes
Animation
Level: Paragon of Duality 9
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft + 40 ft/level)
Target: Up to one colossal object in range.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You awaken trees, boulders, and even the tops of mountains

You animate a number of colossal objects, none of which is more than ten million cubic feet (100 feet by 100 feet by 100 feet, or equivalent), and which are natural. These objects then fight as colossal animated objects, with a few key differences. The object's space can be up to 100 feet (assuming that the object even has a square space, but either way, the largest dimension is the vertical one), and it may have attacks appropriate for its size and shape, such as a tree using its roots much like 6 tentacle attacks. Each of these objects also recieves a +20 bonus to its strength and to its dexterity and to its natural armour bonus to AC.

Animi

0lvl

Detect Souls
Animism
Level: Paragon 0
Duration: Concentration, up to 3 rounds.
You detect the souls of creatures, living or dead, who have, had or are souls.

You detect souls exactly like detect undead with the obvious differences that entail from detecting souls instead of undead creatures as well as those given above (the aura strength is based on the hit dice of the soul's owner, or the soul itself). Generally, only living creatures and intelligent undead have or are souls. Outsiders are monist: they do not have a separate body and soul and cannot be detected by this spell.

This power comes with risk: rather than good creatures being stunned by high-HD undead, good creatures are stunned by high-HD evil souls, evil creatures by good souls, lawful neutral creatures by chaotic souls, chaotic neutral creatures by lawful souls, and neutral creatures by souls which are in no way neutral. To stun a creature, the soul need only have at least 4 more hit dice than the caster has character levels.

Soulstrike
Animism [Fire]
Level: Paragon 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: 1 incorporeal or ethereal creature.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You fire a blast of flame into the aether.

The target creature takes 1d6 points of fire damage if you hit it with a ranged touch attack, even though you can't normally attack creatures on other planes. Much like a force effect, the soulstrike is 100% likely to damage incorporeal creatures.

1st

Summon Minor Spirit
Animism (Summoning)
Level: Paragon of Duality 1
You summon a ghost to aid you in your plight.

Summon minor spirit works much like summon monster I except that the available animals are lizard, rat, toad and weasel, and that the creature acquires the ghost template, with one of the special effects given on it. Ignore the requirements for the template.

2nd

Sammael's Visage
Animism
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You become possessed by a ghost, and take on a power possessed by a ghost.

You gain one of the special abilities of a ghost: corrupting gaze, corrupting touch, draining touch, frightful moan, or horrific appearance, for the duration.

3rd

Summon Spirit I
Animism (Summoning)
Level: Paragon of Duality 3
You call upon a ghost to do your bidding.

Summon spirit I works just like summon minor spirit except that the base creature is chosen from the summon monster I list.

4th

Vampire Blade
Animism (Healing)
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You empower a weapon to heal its wielder by draining life from the victim..

Whenever the wielder of the equipped weapon deals damage to another creature during the duration, the user gains half that many hit points, with any excess above the normal maximum becoming temporary hit points which last for the spell's duration. The vampire blade only works when fighting creatures with two or more hit dice; weaker creatures aren't strong enough for their life to power it.

5th

Summon Spirit II
Animism (Summoning)
Level: Paragon of Duality 5
You call upon a more powerful ghost to do your bidding.

Summon spirit II works just like summon minor spirit except that the base creature is chosen from the summon monster II list and that it has two of the ghost's special abilities.

6th

Free Spirit
Animism
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You return a creature to life as a ghost, ready to do your will.

When you cast this spell, you raise a creature as a ghost; you must have a vaguely intact corpse. The creature returns as a ghost, with three of the ghost special abilities. It is not under your control, but you can give it a general purpose and it does not attack you or your allies.

The creature must be of a type that can be raised as a ghost, and excess hit dice above your caster level are lost for the duration of the spell.

7th

Summon Spirit III
Animism (Summoning)
Level: Paragon of Duality 7
You call upon an even more powerful ghost to do your bidding.

Summon spirit III works just like summon minor spirit except that the base creature is chosen from the summon monster III list and that it has three of the ghost's special abilities.

8th

Sammael's Exorcism
Animism
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living non-outsider creature touched or intelligent corporeal undead touched.
Duration: Instantaneous and 10 minutes/level
Saving Throw: Will partial
Spell Resistance: Yes
You attempt to tear a creature's soul from their body, killing them instantly.

The creature who is the target of the spell must take a will save or die as their soul is pulled from their body; they then appear as a ghost just as though you had used free spirit on them if they can be turned into a ghost. A creature who passes the save still takes 1d6 points of damage per level as their soul is tossed about.

9th

Ghostly Projection
Animism
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent or until discharged; see text.
You free yourself of your corporeal shackles, and roam as a ghost.

You take on the ghost template, leaving your corporeal body behind. Your body is protected, much as a sequester spell, from all other creatures. While you are in this ghostly form, you have a separate hit point total from your body, which is determined anew each time you cast the spell, and you begin at full hit points. Your body is considered to be resting while you are in ghost form.

If your ghost form would be destroyed, you wake up in your body and the spell ends. You can also do this manually by returning to your body deliberately. If the body form would be destroyed, you actually become a ghost; even if you make a new body or you have a clone, you can't return to that body. You must be resurrected normally.

If you can't be a ghost because you're the wrong type, ignore this and apply the template anyway. If you can't be ghost because you're incorporeal, add the ghost template except that the resulting creature is material corporeal instead of ethereal incorporeal, and then your ethereal form is sequestered instead.

Appar

0lvl

Blade of Thoughts
Apparition
Level: Paragon 0
Components: V, S
Casting Time: 1 swift action
Range: Personal
Effect: Dagger appears in your hand
Duration: 1 minute/level
A dagger appears in your hand, the stuff of shadows and reality.

A dagger appears in your hand when you cast the spell and disappears when the duration expires. The dagger cannot be used to hold any weight, for example to pin a bowstring in place so that it fires when the duration expires, and is obviously not real. The dagger can be the subject of spells that enhance weapons just like a real dagger.

Figment Doll
Apparition
Level: Paragon 0
Components: V, S
Casting Time: 1 minute
Range: 5 feet.
Effect: Illusory doll obeys your orders
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You create a living caricature of a humanoid to do some tasks for you.

You create a mindless diminutive construct with strength 6, dexterity 10 and wisdom and charisma 1, which acts on your behalf, moving with its speed of 15 feet to perform the tasks you require of it. It only understands relatively simple tasks, of the calibre of picking up an object and putting it in a location. It cannot use skills even if they can be used untrained, and cannot deal damage even if possessed of a weapon strong enough that it normally could.

1st

False Truth
Apparition (Glamer)
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Unattended object, or part thereof, of no greater than 10 cubic feet/level
Duration: 1 minute/level
Saving Throw: Will belief
Spell Resistance: No
You make an object seem to be an illusion.

You make an object, or part of an object, appear to be an illusion. For example, you can make it look as though a bridge has a gaping hole in it, and as though you've put an illusory bridge section over it, by making part of the bridge appear to be an illusion. Creatures who pass their will saves believe that the object is real.

2nd

Phantasmal Dancer
Apparition (Phantasm)
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Phantasm distracts creatures.
Duration: 1 round/level
Saving Throw: Will belief
Spell Resistance: No
You call upon a lasting dancer who repeatedly impedes creatures.

The spell creates a pseudo-creature, vaguely humanoid in size and shape, which dances around the room, whirling tassels through the spaces within its reach. It moves as you direct, moving up to 30 feet each turn. Creatures cannot move through its square and opponents treat squares adjacent to it as difficult terrain, meaning that it can stop creatures partway through their movement and its whirl of tassels can stop creatures in the middle of their charges: a creature who attempts to move into the phantasm's space or an enemy who attempts to charge through the tassels' spaces is stopped before entering that space and wastes the rest of that action.

A creature who believes that the phantasm is real can understand that it is likely to be affected by the tassels. Creatures who see the illusion block or slow down a creature can tell that it is real.

3rd

Illusory Walkways
Apparition (Shadow)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: 100 feet
Effect: Illusory walkway, 10 feet wide and no more than 20 feet/level long
Duration: Duration chosen on casting, up to 1 round/level
Saving Throw: Will belief
Spell Resistance: No
Those who believe in the power of the walkways can walk across them.

You create a thin, horizontal walkway that can carry creatures who believe in its power. The walkway is no impedement to creatures trying to cross it horizontally, even if they believe in it, so it cannot be used as a wall. Creatures can stand on or walk across the walkway, which also needn't be in one section (although any section of the walkway less than 20 feet long counts as 20 feet). These can then be used as bridges or platforms, or as stairs or ladders (in which case the walkway can have flaps in the middle of the walkway bent out to serve as steps).

Creatures who do not believe in the illusion assume that any creatures moving across the walkway have some other method of moving across, and disbelievers cannot use the walkway. Creatures who do believe can use the walkways, or they can choose to fall through them. They can even land on one, then immediately fall through it, possibly splitting a single long fall into several that can be mitigated with jump or tumble checks. A creature can even jump up through the platform from underneath, then land on top of it after completing a jump that takes their whole body through.

4th

Wall of Illusion
Apparition (Shadow) [Force]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft, + 10 ft/level)
Effect: Illusory wall, 20 ft/level long, 5 ft thick, 10 ft tall.
Duration: 1 minute/level
Saving Throw: Will disbeilief
Spell Resistance: No
A wall of force springs up to block you opponents, unless they realise it's an illusion.

A wall, completely immune to damage, appears at the location you designate and blocks creatures who believe, as well as their possessions and unattended objects, except for ammunition or throwing weapons launched by a creature who disbelieves in the wall and magical items which pass their own saves.

Creatures who disbelieve in the wall can move through with their belongings (even magical items which believe in the wall). They can also fire spells and ranged weapon attacks through the wall, and even see through it, although creatures on the other side still have concealment.

5th

Stay Strong
Apparition
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing Creature Touched
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: No
A creature appears to take no damage from attacks.

The chosen creature appears to be immune to attacks of any kind against that creature. Creatures get their will save to disbelieve this the first time an attack is made that hits that creature.

The illusion is sophisticated enough to make everything else appear consistent with this - arrows bounce off, abilities that drain life from one creature and give it to another seem to do nothing in the way of healing, and so forth. This might make other creatures believe that they have, or do not have, some condition that was removed or inflicted by attacking the creature.

6th

Blade of Realities
Apparition (Phantasm) [Fear, Mind-affecting]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level and instantaneous.
Saving Throw: Will disbelief, then fortitude partial and reflex partial.
Spell Resistance: No
A malevolent spirit inhabits your blade, showing creatures just a glimpse of the horrors that await them.

Your weapon - blade or otherwise - gains the power to slay any creature it strikes outright. This power is gained for 1 round/level and slays creatures with an instantaneous duration.

First, you must successfully hit a creature. That creature is then offered up visions of their place in the universe, showing them the futility of their existence. The creature gets a will save to disbelieve these illusions, failing which they can attempt to pull back before the vision consumes them, rolling a fortitude save and a reflex save. Failing both causes death; failing a single one of the saves but not the other causes 3d6 points of damage. Creatures only need to save once per round against this effect from a single weapon, but

7th

Face your Fears
Apparition (Phantasm) [Mind-affecting, see text]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature/level in range
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
The targets of your spell find themselves confronted with their worst nightmare.

Each creature targeted must take two will saves: one as a fear effect to prevent being panicked, and the other to prevent being nauseated. If the first save is failed the creatures are still shaken, and if the second is failed they are still sickened. All four effects last for the spell's duration if they apply.

8th

Phantasmal Army
Apparition (Phantasm)
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Illusory army deals real damage unless disbelieved.
Duration: 1 round/level
Saving Throw: Will belief or disbelief.
Spell Resistance: No
You appear to summon up an army, and those who believe that you just did are assailed by the creatures.

You conjure up a small army - 10 creatures from the summon monster IV list - which immediately fight enemies under your control as though you had cast that spell, except that all of the creatures summoned are illusions.

Creatures are subjected to conflicting information about the status of the creaures as illusory or otherwise. A creature who passes their will save is able to choose whether or not to believe in the creatures, and failing causes this to be chosen at random instead. Either way, a creature who believes in the army can attack and be attacked by them just like normal creatures. A creature who disbelieves is ineffective against them but they also won't attack that creature. Further, creatures who don't believe the illusions can walk through or be walked through by the illusions, or even share a space with them, though if either of two creatures sharing a space in this way is attacked by believers or other illusions, a single attack roll is made and compared to both occupants' ACs to determine whether it hits one or both. If a creature starts believing in the illusions while inside one, both creature and illusion lose hit points equal to the illusion's remaining hit point total.

9th

Retroactive Illusion
Apparition
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: You
Duration: 1 hour per level or until discharged.
You create a copy of yourself, or maybe not. You'll decide later.

You split into two copies of yourself. One is real, and one is an illusion, but you do not need to decide immediately which is which. Track their hit points, spells known, and so forth separately. Each one is in a state of potentiality, and their attacks are only half real until they move back into actuality at the end of the spell's duration. No save is required for this halving to occur. Because the creatures are only half real, attacks against them are only half likely to hit.

At the end of the spell's duration, or at any other time before, you can choose one of those creatures to become the real one and the other one to be the illusion. The illusion becomes fully unreal (and now allows a will save to disbelieve it) for the rest of the duration, if any. The real version works like the normal continuity of your existence.

Coerc

0lvl

Force Hand
Coercion (Compulsion) [Mind-affecting]
Level: Paragon 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature.
Duration: 1 round.
Saving Throw: Will negates
Spell Resistance: Yes
A creature of your choice makes their mind up about the course of action they are considering.

A creature who is considering an action and believes it to be the best, even if they are unsure, moves to undertake that action. They only spend the next round under any compulsion, but may not question their prior decisiveness in future rounds anyway.

Mind Knock
Coercion [Mind-affecting]
Level: Paragon 0
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You launch an inelegant strike against the mind of a creature.

If you hit with a ranged touch attack, Mind Knock deals 1 point of damage to each of intelligence, wisdom and charisma.

1st

Mind Spike
Coercion [Mind-affecting]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You launch a blast of energy at the target that knocks them out of their mind.

You launch a spike of mental force at the enemy. Choose intelligence, wisdom, or charisma. The creature takes 1d6 points of damage of the chosen type, plus 1 per 2 levels.

2nd

Secret Surrender
Coercion (Compulsion) [Mind-affecting]
Level: Paragon of Duality 2
Components: V
Casting Time: 1 standard action
Range: Very Close (10 ft + 5 ft/4 levels)
Target: One creature
Duration: 1 round.
Saving Throw: Will negates
Spell Resistance: Yes
A creature bursts out the information that it's trying to keep from you.

The target spends the entirety of its next turn doing nothing but telling you whatever information it is specifially attempting to hide from you, or the information it most wants to prevent you from knowing. If it doesn't have any information it doesn't want to give you, then it is confused for the round instead.

3rd

Force Mind
Coercion
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: Any number of creatures in range.
Duration: See text
Saving Throw: None
Spell Resistance: No
You intimidate a creature badly

You make an intimidate check with a +40 bonus. The creature you intimidated remains intimidated for an extra minute for each point by which you passed if you changed their attitude, or an extra round for each point by which you passed if you shook them. You can demoralise a target with this special intimidate check so long as you're in the spell's range, not only so long as you threaten them.

4th

Mind Hammer
Coercion [Mind-affecting]
Level: Paragon of Duality 4
Duration: Instantaneous and 1 round/level
You deal a finishing blow to a creature, and convert it to your cause.

Mind hammer works just as mind spike, except that a creature who has an ability score reduced to 0 in this way serves as a creature under your control for 1 round per level before falling unconscious (if that creature has its ability scores healed, it immediately regains its ability to act normally, though).

5th

Antony's Interrogaction
Coercion [Mind-affecting]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will half
Spell Resistance: Yes
The target must answer questions correctly or be tortured by the spell's power.

Each round, you can ask the subject one question that it must either answer correctly, or take 2 points of damage to intelligence, wisdom and charisma and 2d6 points of true damage instead of answering. True damage cannot be prevented, mitigated or resisted by any means except by passing the will save to halve the damage (a new save is taken each time) or by answering the question correctly, and it affects even creatures normally immune to the spell's effects.

The damage is not taken if the creature doesn't know the answer, so long it says so. Otherwise, the damage is taken unless the answer it gives is true in spirit - the spell is not fooled by excessive literalism but nor does it use it to make excuses to deal more damage.

6th

Mental Strength
Coercion
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Your physical body fights using your mental abilities.

Your base strength becomes equal to your base strength or your charisma, whichever is higher. Your base dexterity becomes equal to your base dexterity or your intelligence, whichever is higher. Your base constitution becomes equal to your base constitution or your wisdom, whichever is higher. Any hit points gained in this way are treated as temporary hit points and are lost first even though hit points from a bonus to your constitution aren't usually temporary hit points.

Any change your ability scores is reflected by a temporary bonus equal to the difference between the current base value of your relevant physical ability score and the current actual value of your relevant mental ability score. For example, a 15th-level character with a base constitution of 8 and a base wisdom of 14, wearing items which increase both ability scores by 4, end up with their base constitution changing from 8 to 18, a +10 bonus. The +4 bonus from the item is then applied to the constitution score. The creature's actual constution therefore changes from 12 to 22, which is also a +10 bonus, and the creature gains 75 temporary hit points.

7th

Overcome Mind Blank
Coercion
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You can target normally-immune foes to full effect with this ability.

You can affect creatures normally immune to mind-affecting and/or scrying abilities with abilities of one or both of those natures, most notably overcoming the effects of mind blanks, but also allowing you to affect creatures with some other protection, or even mindless creatures (as most creatures which are considered mindless are still capable of some level of thought and even object permanence). If you try to take control of an undead creature under some other creature's control, you need opposed charisma checks to see who actually controls the creature.

This spell also overcomes immunity to abilities which require will saves, even with some kind of rider on this ability.

8th

Mind War
Coercion
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates/see text
Spell Resistance: Yes
You mentally fight a creature, the battle playing out in an instant.

You take a will save, adding the spell saving throw DC to your save result. Your target then takes an ordinary will save. For every single point that creature rolls below your result, that creature takes 1d6 points of true damage. True damage cannot be prevented, resisted or mitigated by any means (short of passing the will save). For this special will save, even rolling a natural 20 does not guarantee success, but neither does a natural 1 guarantee failure (for your will save to set the DC, there is no special effect of rolling a natural 20 or 1 either).

9th

Cerebral Storm
Coercion
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Effect: Storm mentally damages enemies in range and may turn them to your cause.
Duration: 1 round/level
Saving Throw: Will partial.
Spell Resistance: No.
You conjure a whirlwind of thought, pummelling your enemies with a whirlwind of ideas.

Each enemy in range must pass a will save during each round at the start of that creature's turn or take 1d6 points of damage to each mental ability score. A creature who has an ability score reduced to 0 in this way serves you for the rest of the duration, just as if struck by a mind hammer to this effect.

Jormengand
2016-08-20, 05:54 PM
Spell Descriptions (Cogit-Exhib)

Cogit

0lvl

Moment of Thought
Cogitation
Level: Paragon of Duality 0
Components: V
Casting Time: 1 swift action
Range: Close (25 ft + 5 ft/level)
Target: Allies in range.
Duration: 1 round/level (apparent time)
Saving Throw: None
Spell Resistance: No
Suddenly, the world stops, and you and your allies discuss your strategy.

Moment of Thought is an exceptionally limited variant of time stop: you and your allies spend 1 round/level of time to do nothing except talk verbally with each other. Creatures who cannot speak for some reason can still move their mouths the normal amount, allowing them to mouth words if they are normally capable of doing so.

Speed-read
Cogitation
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
For the duration, your reading speed is accelerated

For the duration of the spell, you can read or study any written text five times as fast as normal.

1st

Instinctive Awareness
Cogitation [Mind-affecting]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You acquire a heightened awareness for the duration.

For the duration of the spell you get a +5 bonus to listen, search, sense motive and spot checks.

2nd

Analysis
Cogitation
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 swift action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You look at a creature and find out some information about it.

You can choose a single piece of numerical information about a creature, such as its armour class, flat-footed armour class, strength, fortitude bonus, fly speed, or balance skill bonus, plus another piece of information per 3 levels. You can also gain numerical information that is not a game statistic, such as the creature's age, but only information directly about the creature itself.

3rd

Pieces of the Puzzle
Cogitation [Mind-affecting]
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You use the information that you have access to in order to determine the truth.

You immediately work out which pieces of information you have access to are relevant to a particular matter, and the general way in which they might be relevant. You do not gain any information which could not eventually have been gained from extreme thought.

4th

Erika's Immense Scrutiny
Cogitation
Level: Paragon of Duality 4
You learn copious amounts about a single creature.

This spell works just like analysis, except that the DM reveals the creature's monster entry to you.

5th

Extrapolate
Cogitation [Mind-affecting]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You work out what is on the other side of walls and fill in conversations you cannot hear.

You can see and hear normally through walls, even if they contain materials which would normally block divinations - in effect, you are not actually seeing or hearing anything, only deducing what is occurring on the other side.

6th

Solve
Cogitation [Mind-affecting]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantanous
You instantly solve a puzzle, given the right information.

You immedaiately obtain the solution to a puzzle or mystery if you have enough information, or if you don't, as close to the solution as possible with the information available.

7th

Erika's Contemplation
Cogitation
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
You reorganise all of your remaining spells.

Add together the total number of levels of spells you have available. Then, lose all non-cantrip spell slots and regain non-cantrip spell slots of the same or lower total level, and such that you have no more spells per day of a particular level than you started with. For example, if you had a single ninth-level spell, you could split it into 3 3rd-level spells or a 7th- and a 2nd-level spell, but perhaps not into 9 1st-level spells.

8th

Ego Escape
Cogitation
Level: Paragon of Duality 8
Components: None.
Casting Time: 1 standard action
Range: Very Long (800 ft + 80 ft/level)
Target: Space in range
Duration: 1 round/level (D)
You can cast spells from a location you aren't in.

Your mind escapes your body and becomes the focal point for your spells, while your body is locked motionless into whatever position it was in when you cast the spell. You can cast spells as though you were in the chosen space. Your body gains DR 10/- and resistance to everything 10, as well as a +10 bonus to AC, but is otherwise vulnerable to attack. Your mind, however, is immune to being attacked, It also has a fly speed equal to highest base speed, and perfect maneuverability.

9th

Knowledge Overload
Cogitation
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will half
You scour the realities for all information on a single creature.

Choose any creature. You only need to be able to identify them uniquely, not know anything about them.

Assuming you name a viable creature, you take 3d6 points of damage to each of intelligence, wisdom and charisma. This damage is halved on a successful will save. Whether or not you are knocked unconscious, you know everything there is to know about this creature. Pertinent details are brought immediately to your attention, but a little thought can bring up any piece of information about that creature's life, statistics, or even their personal true name.

Only one creature's information can be stored in this way at a time, but your ordinary memory still works as normal.

Convo

0lvl

Ignite
Convocation [Fire]
Level: Paragon of Duality 0
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Object or creature touched
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
You reach out and ignite someone.

The touched creature or object Catches on Fire, and stays on fire until the flames are put out. Ignite doesn't work on non-flammable materials.

Liquid Lightning
Convocation (Creation)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: Vial of liquid lightning
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create liquid lightning, a dangerous substance to the touch.

You create enough liquid lightning to fill a potion vial. When the liquid lightning is thrown on a creature, it deals a single point of electricity damage before discharging. If a creature actually drinks it, it deals 1d3 points of electricity damage + 1 per level instead.

1st

Wield Energy
Convocation [See text]
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Your attacks are imbued with a type of energy

Choose an energy type; your attacks deal 1d6 extra damage of that type on a successful hit. This applies to manufactured and natural weapons equally. Whatever type you choose, this is a spell of that type.

2nd

Volcanic Sphere
Convocation (Creation) [Fire]
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: 30 feet
Effect: Lava ball rolls out to end of range.
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
You roll a ball of lava towards your foes, knocking them away.

The volcanic sphere - not actually quite made of lava, but close enough to do some serious damage - drags enemies back that it hits, moving foes along its line of effect to give it space to move. A creature who is struck by the sphere must take a fortitude save or be knocked back a square, and takes 1d6 points of fire damage and 1d6 points of bludgeoning damage either way. The sphere may force a creature to take up to 6 saves, one for each square the sphere tries to enter. Finally, the sphere explodes, dealing 1d6 points of fire damage, plus 1d6 per five levels, to each adjacent creature.

3rd

Summon Elemental
Convocation (Summoning) [see text of summon monster I]
Level: Paragon of Duality 3
You summon an elemental to fight.

This spell works like summon monster I except as noted as above and that it can summon any type of small elemental.

4th

Smoke Burst
Convocation [Air, Fire]
Level: Paragon of Duality 4
Components: V, F (A quarterstaff)
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous and 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No.
You fire a burning, smoking blast of energy at a creature.

You point your staff at the creature you wish to target, and fire a projectile that deals 1d6 points of fire damage per level (maximum 20d6) and grants all creatures concealment against the creature. A successful reflex save halves the damage and negates the concealment.

5th

Thrumming Sphere
Convocation (Creation) [Sonic]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Fairly Long (200 ft + 20 ft/level)
Effect: Huge sphere of sonic energy
Duration: 1 round/level
Saving Throw: Reflex partial.
Spell Resistance: No
You create a thrumming ball of manifest sound.

You conjure a huge-sized, spherical ball of sonic energy. The sphere remains suspended in whatever point you place it, and is essentially a solid object. Creatures who touch the ball take 1d6 points of sonic damage per two levels and are deafened for 1d6 rounds (even if this is longer than the remaining duration.. Creatures who pass the reflex save take half damage and are only deafened for one round.

You can move the sphere up to 30 feet once per round as a free action. The sphere bull rushes creatures exactly like a forceful hand does when pushed into them, and even if it fails it deals damage (and stops next to the creature it damaged).

6th

Force of Nature
Convocation [Force]
Level: Paragon of Duality 6
You create a creature made purely of force.

Force of nature works like summon nature's ally II except that it's a force effect, so the resulting creature is immune to damage, can harm creatures on coexistent planes, and deals untyped damage. It can't be moved out of the square it's in, or moved through, by other creatures either.

7th

Prismatic Weapon
Convocation
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon Touched
Duration: 1 round/level
Saving Throw: See text of prismatic spray
Spell Resistance: See text
Your weapon is imbued with the power of the seven colours

The touched weapon deals a randomly-chosen effect out of the effects given in the prismatic spray spell, including the roll twice and combine result, upon striking a creature. Spell resistance is rolled individually for each hit, and applies to creatures struck, not the weapon.

8th

Form of the Five
Convocation [Acid, Cold, Electricity, Fire, Sonic]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You become imbued with the power of all five energy types.

You become an elemental and your equipment is subsumed into your body. You gain immunity to energy. You get a slam attack appropriate to your size and can make a full attack with it as though it were manufactured. Any contact between you and another creature - a touch attack, a natural attack, or each round of a grapple - deals 2d6 points of damage of each energy type. Further, you gain the ability to make a breath weapon attack which deals the same damage in a 60 ft cone.

9th

Volcano
Convocation [Fire]
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 minute
Range: Very Long (800 feet + 80 ft/level)
Effect: One volcano.
Duration: See text.
Saving Throw: See text.
Spell Resistance: No.
It's a volcano; what do you expect?

A crater, full of lava and 20 feet across, appears at a location within range. Creatures are entitled to a reflex save to get out of the way, otherwise they fall into a pit of magma. The crater, and the surrounding 120 feet of land, starts to rise to form a small hill over the next 6 rounds, dealing 40d6 points of damage to each building, or discrete damageable part of a building, on top of it each of these rounds. Then, the crater erupts, causing choking smoke to move out of the crater at a speed of 300 feet/round for 20 rounds, and lava to move out at the comparatively leisurely pace of 60 feet/round for 20 rounds. Each creature in the smoke must take a fortitude save each round or be staggered in that round.

The lava produced by this spell is nonmagical, so it goes through antimagic fields much like the results of instantaneous conjurations.

Decep

0lvl

Look Again
Deception (Compulsion) [Mind-affecting]
Level: Paragon of Duality 0
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Until discharged
Saving Throw: Will negates
Spell Resistance: Yes
The creaure you target becomes less sure of itself

The creature re-checks a specific piece of information chosen by you, and believes the new evidence even if it has changed from what they previously believed. This allows you to alter something and convince a creature to look at it again. The creature waits until it has a reasonable opportunity, rather than dropping everything it's doing immediately.

Mind Patch
Deception (Charm) [Mind-affecting]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes
A creature ignores minor problems with their beliefs.

The target instinctively ignores oddities, or minor contradictions, within your bluffs, or evidence that seems to contradict it. Hard evidence and obvious contradictions are not affected.

1st

Falsehood
Deception (Charm) [Mind-affecting]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
A creature believes something untrue that they've no reason to doubt.

The target believes a single peice of information of your choice which they otherwise might have been unsure on. The spell doesn't help when the evidence against the information becomes clear.

2nd

Forger's Hand
Deception
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You become a master at forgeries.

You get a +20 bonus on decipher script and forgery checks for the duration.

3rd

Implicit Lie
Deception (Charm) [Mind-affecting]
Level: Paragon of Duality 3

This spell works just like falsehood except that it works even if the creature previously had an opinion, even justified by evidence. If the creature later sees convincing evidence against your deception, they recieve a new save for each individual piece of evidence presented.

4th

Mind Wipe, Lesser
Deception [Mind-affecting]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Willing (or unconscious) creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You erase a creature's recent memories.

You choose a length of time equal to or less than one year per caster level, and also equal to or less than the creature's age. That creature forgets everything they learned during that time - spells, skill ranks, levels, and ordinary memories. The creature automatically invents new memories to fill the gap, but these memories don't refer to any real creatures about whom the creature did not know at the time of the last remaining memory. Powerful evidence that the memories are fake allows the creature to recall its memories.

5th

Object Impermanence
Deception (Glamer)
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Creatures forget about you when they can no longer percieve you.

You remove the concept of your own object permanence - that is, you remove the idea that you continue to exist when creatures can't percieve you. Whenever a creature stops being able to percieve you, that creature forgets your passing entirely. This means that creatures can lose understanding of how a creature came to die if you killed that creature, not even thinking that it might have been an invisible creature, for example. They don't necessariliy consider that you, or anyone else, might possibly still be there.

6th

Mind Wipe
Deception [Mind-affecting]
Level: Paragon of Duality 6
This mind-wipe is more accurate in what exactly it replaces.

Mind wipe works like lesser mind wipe except as noted above and that rather than just removing memories holistically, you can choose a type of memory to be replaced. Because you can't actually view the memories, you must either be aware of the specific memories you want to remove already, or choose a specific category of memories to remove. These are still replaced with random, appropriate memories.

7th

Paranoia
Deception (Charm) [Mind-affecting]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The creature chosen believes all creatures to be its enemy.

The chosen creature becomes hostile towards its own allies (as chosen by you) and unfriendly towards all other creatures, and acts accordingly. It regains its initial attitude after the duration expires.

8th

Mind-wipe, greater
Deception [Mind-affecting]
Level: Paragon of Duality 8
You choose types of memory to replace, and what with.

Greater mind wipe works like mind wipe except as noted above and that you choose the memories that replace the memories that are removed.

9th

Total Simulation
Deception (Glamer) [Mind-affecting]
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
The creature touched believes whatever you want and acts accordingly.

When you cast this spell, you gain complete and utter control of the creature by influencing its senses so that it always believes that it is doing something unrelated to what it is actually doing. This means that it cannot be affected by attacks which rely on vision, but because your simulation can make the creature's opponents appear where your opponents are, the creature automatically senses creatures as though it had blindsight. There is no chance to give it extra will saves to end the effect.

Destr

0lvl

Hammer
Destruction [Force]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature or object.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You fire a blast of force at a creature or object.

You launch a blast of force. If you succeed on a ranged touch attack, you deal 1d3 points of damage to the target, or shatter it immediately if it is made of glass.

Topple
Destruction
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One stack of objects
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You topple a stack of objects

You knock over the target stack, spreading the objects all over the place.

1st

Lascutter
Destruction [Light]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 full-round action
Range: 5 ft
Effect: Laser cuts through objects
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No
You fire a laser beam at an object.

You create a laser that can cut incisions in immobile objects (and also through unconscious or dead creatures). The laser deals 5d6 points of damage per round and ignores hardness, but most of the damage is usually wasted as it only makes thin cuts, of up to 5 feet in length per round. You cannot move from your space in any round you wish to use the lascutter.

2nd

Wallcrash
Destruction
Level: Paragon of Duality 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
You become able to smash through most objects.

You get a +10 bonus to your next strength check to break an object.

3rd

Killbeam
Destruction
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Once creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You deal damage, without frills or extras.

The killbeam deals 1d6 points of damage per level to the target creature.

4th

Blood Lance
Destruction
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Once creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You drain a creature's life.

The blood lance deals 1d6 points of damage to the target per level, and heals you for half the damage dealt.

5th

Gjallarhorn
Destruction [Sonic]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: 100 feet
Target: Walls and buildings in range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You damage buildings and walls with a blast of sound

You open your mouth, and a sound like a deep horn comes out. Each building, section of a building, wall or section of a wall in range takes 1d6 points of damage per level, ignoring hardness.

6th

Obliterating Blast
Destruction
Level: Paragon of Duality 6
You obliterate the target creature.

Obliterating blast works just like killbeam except as above, that the damage is 2d6/level and that the spell deals true damage, which cannot be prevented, resisted or mitigated by any means.

7th

Kinetic Bombardment
Destruction [Force]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: 10 miles
Effect: Random bombardments scattered through the area.
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No.
You pull items from orbit and slam them into the ground with high speed and abysmal accuracy.

Each round, you choose a place within range, and then randomly determine a location 1d100-1d100 squares away from the chosen location in a random direction (rather than choosing one of the eight grid directions, the direction is 1d400 gradians clockwise from north - there are 400 gradians in a circle). Then, every creature within 100 feet of the chosen location takes 1d6/level points of force damage as an object tumbles down from space and slams into the location. Creatures with evasion can't possibly evade the entire attack and take a quarter of the damage even if they pass the save.

Buildings near the impact take 3d6/level force damage, ignoring their hardness, while anyone or anything actually impacted by the falling projectile takes 10d6/level force damage, and is extremely unlucky.

8th

Antony's Iconoclasm
Destruction [Force]
Level: Paragon of Duality 8
Components: V, S, M (A holy symbol)
Casting Time: 1 minute
Range: 1 mile
Target: Each holy symbol or religious structure in range.
Duration: Instantaneous
Saving Throw: Fortitude partial (Object)
Spell Resistance: No.
This powerful spell seeks out and destroys symbols of faith.

Each holy symbol and religious structure in the area is destroyed. Attended holy symbols - even those unsuitable for use as divine foci - or occupied structures (or those of either which are intelligent) can take a fortitude saving throw, but they still take 1d6 points of force damage per level, ignoring hardness, if they pass.

A holy symbol destroyed in this way shatters into fragments, dealing 1d6 points of slashing damage to each creature within 5 feet of it and an additional 1d6 to a creature wearing or holding it (This damage is dealt by the holy symbol, so silver holy symbols will bypass DR/silver). A holy symbol which is drawn on paper is simply destroyed along with the paper; so too is the fate of those inscribed on most other surfaces. A holy symbol on a cliff face will not bring down the cliff, but a little of the face of the cliff crumbles. Incredibly durable materials such as adamantine will resist, and only a minute layer (invariably not enough to deal any real damage to the adamantine) will fall off.

A holy symbol tattooed on a creature explodes off them, dealing them 2d6 points of force damage, whereas a symbol only inked on merely reddens the skin as it leaves, just like rubbing it off with a pumice stone. Any kind of birthmark is not treated as a religious symbol and the spell ignores it. The creature can take the fortitude save for its symbol.

A religious structure's collapse is treated as a cave-in for a creature inside. Creatures in a doorway to the outside of the building are almost invariably (Reflex DC 5) able to abandon the building fast enough to avoid being trapped.

9th

Ruination of Cities
Destruction [Sonic]
Level: Paragon of Duality 9
Components: V, S
Casting Time: 10 minutes
Range: 1 mile
Target: One city
You lay low an entire city.

Ruination of cities works like Gjallarhorn except that it affects every wall or building in the city and deals 3d6 damage per level.

Diabo

0lvl

Hellfire
Diabolism [Fire]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You wield the flames of hell, which is no safe task.

Hellfire deals 1d6 points of fire damage to the target and 1d3 points of true damage to you. True damage cannot be prevented, resisted or mitigated by any means.

Summon Lemure
Diabolism (Summoning)
Level: Paragon of Duality 0
You summon a lemure, but can't control it.

This spell works as summon monster I except as above and that it summons a lemure and you can't control it.

1st

Lemure Servant
Diabolism
Level: Paragon of Duality 1
You summon a lemure that you have the power to control.

This spell works as summon monster I except as above and that the spell summons a lemure.

2nd

Impiety
Diabolism (Summoning)
Level: Paragon of Duality 2
You call upon an imp to serve your cause.

This spell works as summon monster I except as above and that the spell summons an imp.

3rd

Body Possession
Diabolism (Possession)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Corpse Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A demon possesses the touched creature's body

The creature touched rises with a demon possessing it, acting much like a zombie or skeleton as appropriate except that its type is outsider undead [Chaotic, Demon, Evil], that any hit dice above your caster level are lost for the duration, and that half its hit dice (rounding down) are outsider hit dice, and that it has an intelligence score of 10. The creature is controlled by you.

4th

Summon Barbazu
Diabolism (Summoning)
Level: Paragon of Duality 4
You summon a mighty bearded devil

This spell works as summon monster I except as above and that the spell summons a barbazu.

5th

Chains of Possession
Diabolism (Summoning)
Level: Paragon of Duality 5
You summon a kyton to serve you

This spell works as summon monster I except as above and that the spell summons a kyton.

6th

Bone Titan
Diabolism (Summoning)
Level: Paragon of Duality 6
A bone demon joins your cause

This spell works as summon monster I except as above and that the spell summons an osyluth.

7th

Fiendish Possession
Diabolism (Possession
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The chosen creature is possessed by a demon

A demon possesses the creature touched. The creature becomes controlled by you, becomes an outsider [Chaotic, Demon, Evil] in addition to its other types, and that half its racial hit dice (if any, rounding down) become outsider hit dice.

8th

Barbed Warrior
Diabolism (Summoning)
Level: Paragon of Duality 8
A hamatula is summoned to serve you.

This spell works as summon monster I except as above and that the spell summons a hamatula.

9th

Lord of Cania
Diabolism (Summoning)
Level: Paragon of Duality 9
This most powerful of spells brings a gelugon to the field

This spell works as summon monster I except as above and that the spell summons a gelugon.

Effigy

0lvl

Cloth Shield
Effigy
Level: Paragon of Duality
Components: V, S, M (Part of your body)
Casting Time: 1 standard action
Range: Personal
Effect: Doll takes damage for you.
Duration: 1 minute or until discharged
You make a doll to take damage for you.

You create a doll with hardness 1 and 3 hit points. Damage to you is redirected to it until enough damage is dealt to destroy it.

Distract
Effigy
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Infinite
Target: Any creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You distract a creature at an important time.

Any creature of your choice takes a -2 penalty on their next d20 roll.

1st

Needle Doll
Effigy
Level: Paragon of Duality 1
Components: V, S
Casting Time: 10 minutes
Range: Infinite
Target: Any creature
Duration: One day or until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes
You jab a doll, causing pain in a creature.

You may put one needle per level in the doll created by the spell, which appears in your hand. Each needle you put in causes the target to be sickened for 1 round. A new save is allowed aganist each needle.

2nd

Positive Feedback
Effigy
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 minute
Range: Infinite
Target: Any creature
Duration: One day or until uischarged
Saving Throw: None
Spell Resistance: No
You create a focus that can be used to aid a creature in their time of need.

You create a small trinket which can be targeted by spells as though it were the creature you target. If it is, the target may accept the spell, causing it to affect them but destroying the trinket, or deny it, rendering the spell worthless.

3rd

Lead Pendant
Effigy
Level: Paragon of Duality 3
Range: Infinite
Target: Any Creature
You slow a single creature down from afar.

This spell works like slow except as noted above.

4th

Living Doll
Effigy
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Two creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You link two creatures so they feel each other's pain.

Whenever an effect would damage one or both of the creatures targeted, each one takes the higher amount of damage.

5th

Stone Warden
Effigy
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 hour
You create a stone creature to take damage for you.

This spell works much like cloth shield, except as noted above and that you create a massive stone statue with hardness 20 and 10 hit ponints/level to take damage for you. The statue is of huge size and can't reasonably be moved. The stone itself is worthless (and anyway ends when the spell does).

6th

Burn at the Stake
Effigy [Fire]
Level: Paragon of Duality
Components: V, S
Casting Time: 10 minutes
Range: Infinite
Target: Any Creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You create a model of your target and cast it into the flames.

The target takes 1d6 points of fire damage per level (maximum 20d6).

7th

Puppet Master
Effigy
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 day
Range: Infinite
Target: Any Creature
Duration: One day
You take control of a creature from afar.

This spell works like dominate monster except as noted here.

8th

Synecdoche
Effigy
Level: Paragon of Duality 8
Components: V, S, F (Part of the target's body)
Casting Time: 1 minute
Range: Infinite
Target: Any Creature
Duration: One day
Saving Throw: None
Spell Resistance: Yes
You use a tiny bit of a creature's body as substitute for that creature.

The focus becomes imbued with a semblance of the creature's life, and you can target it as though it were the creature in order to affect the creature instead, even if that creature's out of range of the spell you use to do so.

9th

Noone's Perdition
Effigy
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 hour
Range: Infinite
Target: Any Creature
Duration: One day or until discharged
Saving Throw: Will Partial
Spell Resistance: No
You crush a creature's existence.

The target dies. A target who passes the save instead takes half their current hit point total, plus five points (minimum 0 total), in true damage. True damage cannot be prevented, resisted or mitigated in any way.

Exhib

0lvl

Depict
Exhibition
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: 5 ft
Effect: Depictive copy of creature.
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
You show a recollection of a creature.

You depict a creature from your memory. The illusion does not appear to be real, but does portray the creature as accurately as you remember them.

Photograph
Effigy
Level: Paragon of Duality 0
Components: None.
Casting Time: 1 standard action
Range: Touch
Target: One sheet of paper or similar.
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: No
You copy what you can see onto a piece of paper.

You blink, and whatever you would have seen had you kept your eyes open is transferred to the paper.

1st

Scope Sight
Effigy
Level: Paragon of Duality 1
Components: V, S
Range: Close (25 ft + 5 ft/level)
Target: One creature.
You grant a creature the power to aim their next attack.

This spell works like true strike except as noted above and that the creature only gets a +15 bonus.

2nd

Shared Experience
Effigy
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 standard action
Range: Touch and infinite
Target: Allies touched, up to 1 per level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You share your perceptions with another creature.

You share your raw sensory input with another creature or creatures, allowing them to make their own skill checks to interpret that input, such as spot, search and listen checks.

3rd

Transparency
Effigy
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object Touched
Duration: 1 round/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The chosen object becomes transparent to all.

The touched object becomes transparent, allowing you and your allies to see through, but also allowing the same to all other creatures.

4th

Firesight
Exhibition
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: 60 ft
Area: 60 ft cone
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Your burning gaze sets creatures alight.

Each creature who would enter your line of vision but is invisible, or has some kind of spell or other effect that obscures them from you (short of hiding behind a physical object) Catches on Fire. This fire is enough to reveal them to you and other creatures.

5th

Shared Scrying
Exhibition (Scrying)
Level: Paragon of Duality 5
Your allies withness your scrying.

This spell works just like scrying except that your allies can look into your scrying focus and see through the sensor.

6th

Cartographer's Will
Exhibition
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 minute
Range: Up to 1 mile; see text.
Area: 1 mile radius emanation from you, see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a map of the surroundings in just a minute

You create a perfectly accurate map of the surrounding area, which shows in intricate detail the types of materials, the locations of buildings, and even the insides of buildings. Mobile objects are not counted (assuming that they really do move at all regularly), nor are creatures. Every named location has a name written on it on the map, usually the most common name among the languages you speak.

Unlike most divinations, the spell cannot be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt, but any of those counts as 10 feet for the purposes of the spell's maximum range.

7th

Surveillance
Exhibition (Scrying)
Level: Paragon of Duality 7
Components: None
Casting Time: 2 standard actions and up to 1 hour, see text
Range: Touch and see text
Effect: Sensor sees into area permanently.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You visit two locations, one to see into the other, and keep watch over them.

To cast this spell, you take a standard action to touch one of two relevant locations. You then have an hour (in which no actions are needed to continue casting) to move through whatever means to the other of the two locations, and touch it. Locations can be points in space. Once you have touched the second location, the casting is complete - one of the locations, chosen by you, becomes a screen that can look into the other location as though through scrying.

8th

Speak with Creature
Exhibition
Level: Paragon of Duality 8
Duration: Up to 1 minute/level
You have a longer conversation with a creature.

This spell works just as sending except that there is no word limit and you and the target can speak freely for the duration of the spell.

9th

Fractal Vision
Exhibition
Level: Paragon of Duality 9
Components: V, S
Effect: Model of surrounding area
Duration: Instantaneous and permanent, see text.
You create a living, moving model of the surroundings

This spell works like cartographer's will except that it creates a scale model of the surroundings, that creatures can choose which parts of the model to look through as though they were transparent to see inside, and that until the spell is dispelled, moving objects and creatures are represented on the model and any damage to the model repairs itself.

Jormengand
2016-08-20, 05:55 PM
Spell Descriptions (Exhor-Preco)

Exhor

0lvl

Erika's Beckoning
Exhortation (Calling)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You pull a creature towards you.

The target moves 5 feet directly towards you. If the creature can't end movement in a square that fulfils this, the spell fails.

Sudden Grab
Exhortation (Calling)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: One object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You make a grab for an object you can see.

The target object goes to your hand. If it's in the possession of another creature you must make a disarm check, using intelligence instead of strength and your caster level instead of your base attack bonus, to achieve this.

1st

Call to Hand
Exhortation (Calling)
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Very Long (800 ft + 80 ft/level)
Target: One unattended object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You grab an item from across the room

The object chosen appears in your hand. You can use this spell even if you don't have line of effect to the object or can't see it, so long as you know what square it's in.

2nd

Joshua's Tether
Exhortation (Creation)
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
You grab a creature with a tether that entangles them and may pull them to you.

The creature you target is entangled. Also, each turn as a free action, you may pull them towards you five feet unless they pass a reflex save.

3rd

Grappling Hand
Exhortation (Creation)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature or object
Duration: See text
Saving Throw: None
Spell Resistance: No
You fire a hand that grapples an object or creature.

This spell can work like sudden grab except as noted above, or can grapple a creature from afar in the same manner (and lasts until the grapple is over) or can be used to pull yourself onto an object that can't be lifted to you, such as part of a building. You may need a climb check to grab onto it, of the same DC as would be used to climb it normally.

4th

Vacuum Pull
Exhortation
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Target: 60 ft cone
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: See text
You cause strong winds to pull towards you.

You cause a hurricane-force wind to pull towards you, causing medium or smaller creatures to be blown towards you, large creatures to be knocked down towards you, and huge or larger creatures to be checked and unable to move away from you. Use the spell save DC instead of the normal hurricane DC. In addition, by casting this spell near a structure, you can deal 1d6 points of damage per round to it, ignoring hardness.

5th

Gatestone
Exhortation (Teleportation)
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Effect: Gatestone appears in your possession
Duration: Until discharged
You create stone that you can teleport to.

You create a small pyramidal stone that can be teleported to once during the duration. You can only have one gatestone at once, but they are practically indestructible until used. They are too small to have any practical use.

6th

Joshua's Living Armoury
Exhortation (Calling)
Level: Paragon of Duality 6
Target: 4 unattended objects/level
You equip yourself and your allies

This spell works just like call to hand except that you can place the items in your own hands, equpped to your body, in your allies' hands, or equipped to your allies' bodies. The allies to be equipped must be within 60 feet of you.

7th

Group Gatestone
Exhortation (Teleportation)
Level: Paragon of Duality 7
You create a gatestone that can be used by multiple people.

This spell works like gatestone, except that you choose up to one creature per level to be able to teleport to the gatestone before it is destroyed. Each creature can only make one teleport to the gatestone. You can have one gatestone and one group gatestone available for you to teleport to at once.

8th

Dark Presence
Exhortation [Evil]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: 1 mile
Area: Half-mile radius sphere.
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: See text
You call a small fragment of an elder evil's presence to a location

Choose an elder evil. The effect of that elder evil's presence is applied to the chosen location.

9th

Bring me the Stars
Exhortation (Calling)
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Infinite
Target: Any object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You acquire any object in existence.

You gain any single object. If the object is attended, you must make a disarm check, using your intelligence modifier instead of your strength modifier and your caster level instead of your base attack bonus. Otherwise, the object goes to you, regardless of line of effect, local conditions, or even it being on a different plane.

Illum

0lvl

Ari'El's Red Mark
Illumination [Light]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No
You mark a creature, making it easier to shoot at.

The target creature gets a -2 penalty to AC.

Dazzlebeam
Illumination [Light]
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: 30 ft
Area: 30 ft line
Duration: 3 rounds
Saving Throw: Reflex negates
Spell Resistance: Yes
Creatures are dazzled by the light.

Each creature on the line is dazzled unless they pass a reflex save.

1st

Beam of Light
Illumination (Beam) [Fire, Light]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Target: 60 ft line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Creatures on the line are burned by the beam.

Each creature on the line takes 1d4 points of fire damage per level (maximum 5d4)

2nd

Mirror Force
Illumination [Force, Light]
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Swift Action
Range: Medium (100 ft + 10 ft/level)
Effect: Medium Mirror
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a mirror to bounce beams off.

You create a double-faced mirror. Any illumination line spell you fire at it reflects off just like a normal beam of light, possibly allowing a creature to be hit twice or for you to hit creatures you can't see.

3rd

Ring Gates
Illumination [Force, Light]
Level: Paragon of Duality 3
Effect: Two medium rings
You create gates that make a beam go in one and out of the other.

You create two rings, each with a front and a back. Any illumination beam you fire through one's front comes out the other's back, and vice versa, which may change its direction.

4th

Holy Lance
Illumination (Beam) [Light]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: 120 ft
Area: 120 ft line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Your beam deals a lot of damage.

Each creature hit by the holy lance takes 1d6 points of damage per level.

5th

Lens Focus
Illumination [Force, Light]
Level: Paragon of Duality 5
Effect: Focus empowers beams
You create a focus for your beams

Lens focus works just like ring gates and mirror force, but it creates an omnidirectional focus that empowers (as the feat) any beam fired through it. The damage is doubled if the spell is doubly empowered.

6th

Barbs of the Sun
Illumination [Light]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: 120 ft
Area: 120 ft line
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
You fire a beam of barbed light which entangles creatures.

All creatures hit by the beam are entangled, and must take a fortitude save each time they move, attack, or cast a spell with a somatic component. Failure indicates that they take 1 point of damage per level.

7th

Trishot
Illumination [Force, Light]
Level: Paragon of Duality 7
Effect: Focus splits beams into three
You create an object which splits a beam into three

Trishot works like mirror force except that it creates an omnidirectional focus. Whenever a beam goes through the focus, two copies of the remainder of the beam are produced, one going 90 degrees to the left and one 90 degrees to the right.

8th

Divine Light
Illumination (Beam) [Light]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: 240 ft
Area: 240 ft line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You fire an exceptionally powerful beam of light.

Each creature struck by the beam takes 1d8 points of damage per level and catches on fire.

9th

A Light that Never Goes Out
Illumination [Light]
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Effect: Lantern eternally lights up area.
Duration: Permanent
Saving Throw: Reflex partial (See text)
Spell Resistance: No
You create a lantern of unstoppable light.

The light that never goes out is a lantern which broadcasts light in all directions. No darkness, not even magical darkness, can stop it. The lantern's brightness can be increased or decreased by you, making it dim enough to conceal or bright enough to blind creatures who fail their reflex save for 1d6 hours (those who pass are blinded for a round and dazzled for 1d6 hours).

Inhib

0lvl

Calanthe's Effortless Charm
Inhibition
Level: Paragon of Duality 0
Components: V, S
You charm foes into not attacking.

This spell works like sanctuary except that it is broken on any action by the target creature.

Cover Moderate Wounds
Inhibition [Mind-affecting]
Level: Paragon of Duality 0
Duration: 1 minute/level
Saving Throw: Will disbelief
A creature appears less injured

This spell works like cure moderate wounds except that the effects of the spell are not real; they only serve to make the creature seem less injured.

1st

Cover Critical Wounds
Inhibition [Mind-affecting]
Level: Paragon of Duality 1
Duration: 1 minute/level
Saving Throw: Will disbelief
A creature appears a lot less injured

This spell works like cure critical wounds except that the effects of the spell are not real; they only serve to make the creature seem less injured.

2nd

Shadow of Nothing
Inhibition [Mind-affecting]
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Target: Items in range.
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures believe that there are signs of another creature's passing.

Any creature who investigates the area becomes convinced that all the items in the area bear signs of a specific creature having passed.

3rd

Prevention Force
Inhibition (Compulsion) [Mind-affecting]
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You choose an action to prevent in a particular creature.

The target creature cannot perform the specified action. The action must be specific, such as making weapon attacks or casting spells or jumping.

4th

Calanthe's Innocence
Inhibition [Mind-affecting]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Creatures attempt to attack creatures other than the subject.

Creatures attempt to prioritise other opponents over the target if they fail a will save.

5th

Lethargy
Inhibition (Compulsion) [Mind-affecting]
Level: Paragon of Duality 5
Target: One creature
You slow down a creature to a crawl

Lethargy works like slow except as noted above and that the creature takes the effect of being slowed even if it passes its save; if not, it takes a -5 penalty on attack rolls, AC and reflex saves and its speed is reduced to one quarter, and it can only take one move or standard action every two turns.

6th

Inferiority Complex
Inhibition [Mind-affecting]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Permanent or 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
A creature believes itself to be ineffective.

The creature targeted believes that all actions it takes of a specific type chosen by you do not have any effect. If the will save is passed this lasts 1 round/level, otherwise it lasts forever.

7th

Fauxcurse
Inhibition [Mind-affecting]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Target: One creature
Duration: Permanent or 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You cause a creature to believe it is under a terrible curse.

The target believes it is under some kind of curse, such as a bestow curse or mark of justice or some kind of malediction spell, or has some kind of terrible illness. It may cease actions to prevent the curse from triggering or remain in bed to recover from illness. If the will save is passed this lasts 1 round/level, otherwise it lasts forever.

8th

Power Drain
Inhibition
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will partial
Spell Resistance: Yes
Each time the creature wishes to cast, it spends extra resources.

Each time the creature casts a spell, manifests a power, or uses a spell-like ability, that creature takes a will save. If that creature fails, counter that ability unless that creature spends another spell slot of the same or higher level, or power points equal to the number of points to manifest that power, or another use of that spell-like ability.

9th

Depression
Inhibition [Mind-affecting]
Level: Paragon of Duality 9
A creature of your choice becomes depressed and refuses to act.

This spell works like the microcosm power except that it can't be augmented and the creature, rather than being lost in its own fantasy, loses the will to take actions. Nothing short of a miracle, wish or reality revision can end the spell.

Inter

0lvl

Artificial Difficulty
Intervention (Glamer)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Object Touched
Duration: 1 minute/level
Saving Throw: Will disbelief
Spell Resistance: No
The object looks harder or more dangerous to use.

The object you have chosen appears more difficult and dangerous to use. For example, a sturdy bridge may look splintered and unstable.

Falter
Intervention [Mind-affecting]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
A creature of your choice begins to have doubts.

Doubts plague your target, who takes a -3 penalty on all rolls for the duration.

1st

Brittleness
Intervention
Level: Paragon of Duality 1
Components: V
Casting Time: 1 Standard Action
Range: Touch
Target: Object Touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (Object)
The chosen object becomes fragile.

The touched object's hardness is halved, then reduced by 5 (minimum 0). If it could support weight, it can only support half as much. The break DC of the object is reduced by 5.

2nd

Close Counter
Intervention
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 free action
Range: Personal
Target: You
Duration: Instantaneous
You counter a spell instantly.

You counter a spell at any time, without needing to ready an action. You must also provide the method to do so, such as a dispel magic spell; close counter only allows you to do so when you would otherwise be unready. Lose your next standard action.

3rd

Doubt
Intervention
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/level)
Target: One creature/level
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
Creatures begin to doubt themselves.

Each creature takes a penalty to all rolls equal to the number of remaining turns of the effect. A successful save halves the effect's duration.

4th

Ari'El's Sabotage
Intervention
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Object touched
Duration: Up to 1 day/level until discharged, then 1 minute/level
Saving Throw: None
Spell Resistance: No
An object is inoperable at a crucial moment.

The next time a creature has an urgent need for the object, it is inoperable. If little, it cannot be found; if big it refuses to operate. Big objects with no mechanical parts are unaffected.

5th

Degrading Aura
Intervention
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Target: Objects in range
Duration: 1 hour/level
Saving Throw: Will disbelief
Spell Resistance: No
Items in the area are degraded.

The area looks to be full of worthless, useless objects. Items that might have had value appear broken and fragile; books are illegible and so forth.

6th

Fallen Hero
Intervention
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Area: 60 ft cone
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Each creature believes its allies in the cone to have been killed.

You blast out psychic energy from your hands, and each opponent in the cone believes that its allies are dead, and other enemies of yours damaged, by the psychic energy. The illusion makes creatures appear to act differently in line with this, but does not obscure their actual location.

7th

Ari'El's Phantasmal Wardens
Intervention (Figment)
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Effect: 1 illusion per level.
Duration: 1 minute/level
Saving Throw: Will disbelief
Spell Resistance: No
A group of creatures appear to attack and deal damage.

A single large creature per level appears to fight against intruders. Each attack appears to deal 3d6+12 damage, and the creatures make 4 attacks per round with their greatswords or greatbows. They seem to shrug off most effects and fight on in spite of damage. The illusion makes projectiles appear to work consistently with the illusions.

8th

United we Stand
Intervention (Teleportation)
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Infinite
Target: 1 willing creature
Duration: Instantaneous and 1 round/level
Saving Throw: None
Spell Resistance: No
You teleport to an ally and shield them from harm.

You teleport adjacent to an ally you can identify uniquely, and that creature gains 10 temporary hit points per level.

9th

Mage's End
Intervention
Level: Paragon of Duality 9
Components: V, S
Range: 120 ft
Target: 120 ft radius burst emanating from you.
You end nearby magic

This spell works like mage's disjunction except that all spells, spell-like abilities and supernatural abilities with a duration are ended and that magic items aren't affected. Antimagic fields are destroyed automatically.

Maled

0lvl

Bear Curse
Malediction
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
You carry the weight of curses

You ignore all curses, such as item curses or spells such as bestow curse or other maledictions, for the duration. If those curses have durations, they are not paused while this spell is active, they are just ineffective.

Minor Curse
Malediction
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You curse a creature with some minor annoyance or misfortune.

The chosen creature takes a -1 penalty on all d20 rolls and damage rolls.

This spell can only be removed by the kind of effects that remove curses.

1st

Nonresistance
Malediction
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The chosen creature takes more damage.

The target's damage reduction of all types and resistance to everything is reduced by 5, which can reduce it to a negative value (if the creature does not have a value of DR/-, it gets DR -5/-).

This spell can only be removed by the kind of effects that remove curses.

2nd

Animals' Curse
Malediction
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You make a creature weaker in some area.

The chosen creature takes a -4 penalty to the chosen ability score.

This spell can only be removed by the kind of effects that remove curses.

3rd

Archetype of Cursing
Malediction
Level: Paragon of Duality 3
You use a more powerful version of bestow curse.

This spell works like bestow curse except that the penalty on ability scores is -9, the penalty on certain rolls is -6, and the chance that the creature does nothing is 75%.

This spell can only be removed by the kind of effects that remove curses.

4th

Curse of Thorns
Malediction
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The creature chosen takes damage equal to the amount it deals.

Whenever the creature deals damage to another creature, it takes true damage equal to the amount of damage that the target actually took. True damage cannot be prevented, mitigated or resisted by any means.

This spell can only be removed by the kind of effects that remove curses.

5th

Red Mist
Malediction
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will Partial
Spell Resistance: Yes
The creature you choose can barely restrain itself against attacking whatever it can.

Each round, the creature chosen must take a will save or unload its most powerful attack against the nearest creature to itself, not including itself, any familiar it might have, or any creature riding or ridden by it.

This spell can only be removed by the kind of effects that remove curses.

6th

Pariah
Malediction
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You cause a creature to be everyone's enemy.

Each round, every creature within 30 feet of the chosen creature must take a will save or unload its most powerful attack against that creature. No creature can treat that creature as an ally or target them with beneficial spells.

This spell can only be removed by the kind of effects that remove curses.

7th

Decrepify
Malediction
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You cause a creature to suffer badly.

The creature's movement speed, attack bonus, damage dealt and armour class are all halved if positive.

This spell can only be removed by the kind of effects that remove curses.

8th

Noone's Master Curse
Malediction
Level: Paragon of Duality 8
You launch a very powerful curse upon your opponent.

This spell works just like bestow curse except that all eight possible curses (a -6 penalty to each ability score, a -4 penalty to certain rolls, and a 50% chance to lose its turn) are inflicted at once, and that only a wish, miracle, or reality revision can end the spell.

9th

Albatross' Curse
Malediction
Level: Paragon of Duality 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Until Discharged
Saving Throw: None
Spell Resistance: Yes
"They groaned, they stirred, they all uprose,
Nor spake, nor moved their eyes;
It had been strange, even in a dream,
To have seen those dead men rise."
- The Rime of the Ancient Mariner

Dead creatures who come to be within 60 feet of the target creature are raised as skeletons or zombies, as appropriate, which do nothing but attempt to hunt down the caster. They have access to greater teleport and discern location at will.

This spell can only be removed by wish, miracle or reality revision.

Material component: A crossbow bolt.

Morph

0lvl

Subsume Item
Morphism
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Object touched
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: No
You subsume an object you own into your body.

An object in your possession merges into your body. It is unuseable in that state, but when the spell is dismissed the object can appear in your hand or worn by you.

Merge with Minor Creatures
Morphism (Summoning)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You summon a creature, then merge with it.

You summon a lizard, rat, toad or weasel to merge with, and take on a dual form with it. You retain your own hit dice and type, and also take on those of the summoned creature. You take on the combined hit point total, the physical abilities of the creature, the mental abilities of yourself, the speeds of the creature, the size of the creature, the natural armour and weapons of the creature, and the physical shape of the creature. You subsume equipment that doesn't fit on the new form.

Special attacks that don't depend on form are retained by you, while those which depend on form switch to the creature's set of special attacks that depend on form. The same is true of special qualities.

1st

Merge with Creature I
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster I list.

2nd

Merge with Creature II
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster II list.

3rd

Merge with Creature III
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster III list.

4th

Merge with Creature IV
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster IV list.

5th

Merge with Creature V
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster V list.

6th

Merge with Creature VI
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster VI list.

7th

Merge with Creature VII
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster VII list.

8th

Merge with Creature VIII
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster VIII list.

9th

Merge with Creature IX
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster IX list.

Oneir

0lvl

Dream Message
Oneirism
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Minute
Range: Extremely Long (1600 ft + 160 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You send a sleeping creature a message.

You send a message of up to 25 words to a sleeping creature. The creature doesn't wake up or have a chance to react until they are awake, and isn't granted any ability to send a response.

Flashback
Oneirism [Fear, Mind-affecting]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round
Saving Throw: Will partial
Spell Resistance: Yes
An eerie image passes before the target's eyes.

The creature sees a grotesque or frightening image flash before their eyes. They are panicked if they fail a will save. Either way, the image gives all other creatures concealment from them.

1st

Restful Sleep
Oneirism
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Up to 1 creature/level touched
Duration: 10 hours
Saving Throw: None
Spell Resistance: No
You guarantee more restful sleep.

If creatures rest wholly within the duration, the sleep is twice as effective.

2nd

Awaken
Oneirism
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Extremely Long (1600 ft + 160 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You give a creature the chance to wake up and observe its surroundings, then return to sleep.

The creature wakes up. At the end of the duration, that creature can either choose to go back to sleep, and complete the rest with no ill effects from the spell, or stay awoken. In essence, this allows a creature to look around and check that it is safe to return to sleep.

3rd

Lucid Waking
Oneirism [Mind-affecting]
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You convince a creature that it is dreaming and none of this is real.

The target is convinced that it is dreaming. How it reacts to this will depend on the creature.

4th

Suspended Animation
Oneirism
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Willing creature touched
Duration: Up to 1 minute/level
Saving Throw: None
Spell Resistance: No
A creature heals quickly but can't take actions.

The target gets fast healing 1 for a duration chosen by you, but can't act for that duration.

5th

Ari'El's Catatonia
Oneirism
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Until discharged.
Saving Throw: Will negates (Potentially harmless)
Spell Resistance: Yes
You knock a creature unconscious until an event of your choice takes place.

The chosen creature falls unconscious, and does not age or need sustenance. The spell ends upon a specific event (which can be the passage of a length of time) chosen by you on casting. The creature is not protected from attacks.

6th

Gift of Sleep
Oneirism (Compulsion) [Mind-affecting]
Level: Paragon of Duality 6
You send creatures to sleep, even if they can't sleep.

This spell works as sleep, except that it works on all creatures.

7th

Dream of Reality
Oneirism
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 8 hours
You sleep while awake.

You gain the benefits of a full night's rest at the end of the spell's duration. You can also actually rest at the same time.

8th

Ari'El's Infectious Hibernation
Oneirism
Level: Paragon of Duality 8
After many long and fruitless debates about the workings of the sequester spell, archmage Ari'El made this spell to show their colleagues the error of their ways.

Ari'El's Infectious Hibernation works just like sequester, except that whenever a creature looks at the target's location without some means of seeing invisible creatures, or if they physically trip over the target or accidentally hit or kick them, or are otherwise affected, even indirectly, by the fact that the creature has been sequestered, they share in that creature's fate, though fortunately the entire spell ends at the end of the duration.

9th

Summon Dreamheart
Oneirism
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Extremely long (1600 ft + 160 ft/level)
Effect: The dreamheart
Duration: 1 round/level
Saving Throw:
Spell Resistance: No.
You summon up the dreamheart - or at least, a very accurate copy.

You create a copy of the dreamheart - a roiling mass of energy a half-mile in diameter that deals 5 points of damage of each energy type per round, and also happens to be a hurricane. If the dreamheart doesn't exist in your setting, then the spell still works - some other reason for this can be invented to taste.

Petit

0lvl

Cry for Aid
Petition
Level: Paragon of Duality 0
Components: V
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Effect: Scream audible by all in range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You scream, and all around turn to hear.

Each creature in range hears your scream and knows whence it came.

Whispered Supplication
Petition (Supplication)
Level: Paragon of Duality 0
Components: None
Casting Time: 1 Free Action
Range: Personal
Target: You
Duration: Instantaneous
You can cast a single spell that you don't know.

Choose a spell of the zero level. Then, there is a 35% chance you can cast that spell, a 15% chance you can cast a random spell of the same level with a similar effect, a 25% chance you can cast a random spell of the same level and school, and a 25% chance you can cast a random spell of the same level. If you do, you then do so immediately. If not, you've wasted your spell and cannot attempt any other supplications until the next round.

1st

Humble Supplication
Petition (Supplication)
Level: Paragon of Duality 1

This spell works like whispered supplication, except you can choose a spell of up to 1st level.

2nd

Trembling Supplication
Petition (Supplication)
Level: Paragon of Duality 2

This spell works like whispered supplication, except you can choose a spell of up to 2nd level.

3rd

Courageous Supplication
Petition (Supplication)
Level: Paragon of Duality 3

This spell works like whispered supplication, except you can choose a spell of up to 3rd level.

4th

Pious Supplication
Petition (Supplication)
Level: Paragon of Duality 4

This spell works like whispered supplication, except you can choose a spell of up to 4th level.

5th

Impetuous Supplication
Petition (Supplication)
Level: Paragon of Duality 5

This spell works like whispered supplication, except you can choose a spell of up to 5th level.

6th

Righteous Supplication
Petition (Supplication)
Level: Paragon of Duality 6

This spell works like whispered supplication, except you can choose a spell of up to 6th level.

7th

Holy Supplication
Petition (Supplication)
Level: Paragon of Duality 7

This spell works like whispered supplication, except you can choose a spell of up to 7th level.

8th

Fervent Supplication
Petition (Supplication)
Level: Paragon of Duality 8

This spell works like whispered supplication, except you can choose a spell of up to 8th level.

9th

Exalted Supplication
Petition (Supplication)
Level: Paragon of Duality 9

This spell works like whispered supplication, except you can choose a spell of up to 9th level.

Preco

0lvl

Percieve intent
Precognition
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You observe a creature and what it might do next.

You find out the target's immediate intentions.

Trajectory
Precognition
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round
You observe an object's possible flight path, improving your aim.

You get a +5 bonus to your next attack roll with a ranged weapon.

1st

Quick Reactions
Precognition
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You react quickly.

You get a +4 dodge bonus to armour class and reflex saves.

2nd

Detect Hostile Intent
Precognition
Level: Paragon of Duality 2
You detect hostile creatures

This spell works just like the power of the same name.

3rd

Lightning Reactions
Precognition
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You predict attacks before they hit you.

You get a +8 dodge bonus on reflex saves and to your armour class, as well as the evasion class feature as a rogue.

4th

Consequence
Precognition
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
You learn the immediate consequences of an action.

You learn what the consequences over the next minute per level for you would be of an action.

5th

Eye of Guidance
Precognition
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You see in minute detail, giving you benefits to skills.

You get a +20 insight bonus on all skill checks.

6th

Witness the end
Precognition
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Up to 1 creature/level in range
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You offer creatures a glimpse of their judgement, and they react differently to the results.

Good creatures are dazed by pleasure, neutral creatures confused by conflict and evil creatures frightened by torment.

7th

Seven Steps Ahead
Precognition
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
You automatically dodge the next seven attacks.

You dodge the next 7 attacks - whether magical or physical - against you, even if you're immune to them. Don't roll a save against the attack: you can't choose not to dodge an attack if you save against it (or at all).

8th

Resolve Intent
Precognition
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
You predict the future, so long as everyone acts as they intend to.

You find out the events of the next day per level, assuming everyone acts under the intent they had when you started casting. Your own actions, however, are almost guaranteed to change some aspects of this.

9th

Retroactive Knowledge
Precognition
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
You see into the future far enough that you decide that it would be a good idea to cast this spell.

When you cast this spell, you are taken back 1 round/level. You can then replay the previous situation with the new knowledge you have - everything is the same as it was back then, minus the spell slot. In effect, what really happens is that you retroactively become in the position of having cast the spell, so technically you don't actually travel in time. Either way, any rolls that are made to do the same thing at the same time get the same result, but as creatures will inevitably change their actions, new rolls can be made for the new actions.

Jormengand
2016-08-20, 05:59 PM
Spell Descriptions (Prote-Wardi)

Prote

0lvl

Siphon Strike
Protection
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Immediate Action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You take the effects of an attack for a creature

You redirect an attack from another creature to you.

Sudden Shielding
Protection
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous
You bring up a shield to stop one attack

You get a +4 shield bonus to AC against one attack.

1st

Guardian Shell
Protection
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
A shell protects against damage.

You gain 5 temporary hit points per level. While any remain, you gain DR/- equal to half your level (minimum 1).

2nd

Shielding Screen
Protection
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
You give a creature a screen of protection

The affected creature gets a +6 deflection bonus to AC.

3rd

Barricade Portal
Protection
Level: Paragon of Duality 3
You hold a door tight shut.

This spell works like hold portal except that knock is ineffective and that the DC increase is +20, not +5.

4th

Modular Armour
Protection
Level: Paragon of Duality 4
You create armour that protects a creature.

This spell acts just like mage armour except that the armour has an enhancement bonus of 1, plus 1 per 4 levels, or the equivalent in special abilities. As a standard action, the abilities can be changed to any allowable combination.

5th

Centre Split
Protection
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Attacks against you are half real.

Attacks against you deal 50% of the total damage they would normally deal. Non-damaging effects are only 50% likely to affect you.

6th

Protection from Everything
Protection
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You are protected against all attacks.

You get a +10 bonus to AC, +5 to all saving throws, DR 20/-, resistance to everything 20 and spell resistance 11 plus your caster level which only applies to hostile spells.

7th

Cast Through Time
Protection
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: 25 ft + 5 ft/level
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You force a creature to the location it was in an hour ago.

The target goes to wherever that creature was an hour ago, regardless of local conditions.

8th

Shield Warden
Protection (Summoning)
Level: Paragon of Duality 8
You summon a shield guardian

This spell works just like summon monster I except that the creature summoned is a shield guardian.

9th

True Shield of the Faithful
Protection
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Effect: Shield protects you and allies in range
Duration: 1 minute/level or until discharged.
Saving Throw: None
Spell Resistance: No
A shield protects your allies.

You create a shield that has 20 hit points per level. It also has the shrug off (http://www.giantitp.com/forums/showthread.php?428437-quot-Stand-back-boy-and-let-me-show-you-war!-quot-(3-5-class-PEACH)) class creature. It uses its hit points to defend you and your allies in range from attacks and status effects by taking the damage instead of you and paying its hit points to remove your status effects.

Repli

0lvl

Carbon Copy
Replication
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Document Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You copy a document, word for word

You create and exact copy of a document no longer than one page/level.

Rebuild
Replication
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Broken object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You destroy an object and create a new one.

You destroy a broken object and make a new object that's a copy of that object. The copy lacks any magical powers.

1st

Charicature
Replication (Summoning)
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Minute
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You create a copy of a creature without any special abilities.

Choose a creature in range. You create a copy of that creature, except that the copy doesn't have the ability to do anything beyond move, talk, and pick up objects (it can't even attack), that the copy dies when it takes any damage, and that the copy is under your control.

2nd

Serial Strike
Replication
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: As attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You make a weapon attack that was a copy of an attack that you just witnessed.

You make a weapon attack (manufactured or natural, including unarmed strikes) that's a copy of a weapon attack that you just saw happen within the last round, even though you don't necessarily have the weapon. The attack is essentially made as written in the creature's attack entry. You can choose new targets for the attack.

3rd

Serial Spell
Replication
Level: Paragon of Duality 3
Components: None
Casting Time: Free action
You copy a spell and choose new targets.

This spell works just like serial strike except that you copy a single spell. To do so, you must actually spend the action and the spell slot, but you need not know the spell you wish to cast.

4th

Storm Bolts
Replication (Creation)
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Effect: 1 bolt per spell just cast.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a bolt for each spell that was just cast, and fire them off.

For each spell that was cast within your presence since the start of the last round, you create a bolt that deals 1d6 points of damage per 2 levels, and then you fire all of the bolts at creatures in range, needing a ranged touch attack to hit with them.

5th

Class Act
Replication
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You copy a creature's class feature.

You copy a single class feature the target has, and can use it as though your level in that class were your caster level. You can't copy a class feature that you wouldn't be able to access yet at that level.

6th

Serial Species
Replication
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You polymorph into the same race as the chosen creature.

This spell works as polymorph directed at you, except that the transformation is into the race of the target creature, even if that creature is of the wrong type, and that the level limit is 20th.

7th

Teletransporter
Replication (Creation, Teleportation)
Level: Paragon of Duality 7
You destroy yourself and your allies, remaking them elsewhere.

This spell works just like greater teleport except that each creature regains hit points equal to twice your caster level as well.

8th

Storm of Spells
Replication
Level: Paragon of Duality 8
You fire off a spell for each spell that was cast in the last round.

This spell works just like storm bolts except that instead of making bolts, you cast spells with a casting time of 1 standard action or less by expending the slot as normal.

9th

Gnusto
Replication
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Scroll touched
Duration: Permanent until re-cast.
Saving Throw: None
Spell Resistance: No
You copy a spell onto your spellbook, except that you don't use a spellbook.

You learn the spell on the scroll. You forget it when you cast this spell again.

Retri

0lvl

Backlash
Retribution
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute or until discharged
You retaliate against your next attacker.

The next creature to attack you within the next minute takes 1d3 points of damage.

Opportune Moment
Retribution
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute or until discharged
You deal more damag when you catch a creature off-guard.

The next attack of opportunity you make deals 1d6 extra points of damage.

1st

Counterattack
Retribution
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous and 1 round
You prepare a powerful attack

You ready an attack. If the attack connects, it deals an extra 1d6 points of damage per level (maximum 5d6).

2nd

Body of Fire
Retribution
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You are set alight, and damage attackers.

Your body burns bright with fire. Creatures within your reach who attack you take 1d6 points of fire damage, plus 1 per level (maximum 1d6+10)

3rd

Shield of Thorns
Retribution
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Creatures near you take damage.

At the start of each of your turns, so long as you did not use the delay action on your previous turn, each adjacent creature takes 1d6 points of damage per 2 levels (maximum 10d6)

4th

Erika's Watchhound
Retribution
Level: Paragon of Duality 4
You summon a dog to attack creatures who are aggressive towards you.

This spell works like summon monster I except that it summons a dog, which is a construct (living construct) in addition to its other type, and is advanced to 6 animal and 6 construct hit dice, and that the dog only acts in order to attack the last creature that attacked you or it.

5th

Eye for an Eye
Retribution
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You shall award eye for eye, tooth for tooth, blow for blow, wound for wound.

Each creature that deals damage to the target takes true damage equal to the amount of damage the target ultimately took. True damage cannot be prevented, mitigated or resisted in any way.

6th

Vengeance
Retribution
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The creature you choose becomes more powerful as it takes damage.

The creature touched deals 10% more damage for every 5% of its health total it is missing, or has in nonlethal damage, or some combination.

7th

Mark of Cain
Retribution
Level: Paragon of Duality 7
Let it be known that whoever harms Cain, he will be avenged sevenfold.

Mark of Cain works just like Eye for an Eye except that the effect deals seven times as much damage.

8th

Blood feud
Retribution
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level
Saving Throw: Will see text
Spell Resistance: No
The chosen creature becomes marked with the power of overwhelming vengeance.

The creature takes on an obvious mark that cannot be hidden. A creature who deliberately kills the creature, or forces another creature to do so, suffers along with their family.

That creature takes a will save, and if they fail, they die. Failure also indicates that each of their living siblings, parents or children must take this save or suffer the same fate and inflict it upon their next of kin in the same way - the process repeats up to 10 times.

9th

Feel my Pain
Retribution
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You redirect attacks to a hostile target.

Hostile effects that would affect you are redirected to the target.

Sacra

0lvl

Last Rites
Sacrament
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Corpse Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You destroy a corpse

You destroy the target corpse.

Smite Undead
Sacrament
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
You gain the ability to smite undead.

You get one use of smite evil, using undead instead of evil and intelligence instead of charisma and caster level instead of paladin level.

1st

Soul Warden
Sacrament
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Up to 1 creature/level touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The targets' souls are immune to attack.

The targets are immune to attacks which affect their souls directly.

2nd

Drain Guard
Sacrament
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Up to 1 creature/level touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The touched creatures cannot have their energy drained.

The targets are immune to energy drain and negative levels.

3rd

AEther Wall
Sacrament
Level: Paragon of Duality 3
You create an aetherial wall.

This spell works just like wall of force but only affects incorporeal and ethereal creatures.

4th

Mind Cure
Sacrament
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The creature is mentally healed.

This spell ends mind-affecting harmful abilities and mental ability damage and drain.

5th

Spiritual Release
Sacrament
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Infinite
Effect: One soul
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You allow a creature to pass on.

A dead creature who for some reason cannot pass onto the afterlife now can - their soul is freed, remade, or repaired as appropriate.

6th

Graveguard
Sacrament
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Corpse Touched
Duration: 1 month/level
Saving Throw: None
Spell Resistance: No
Creatures who would disturb the target's body or soul are fought by ghostly spirits.

If any creature tries to damage the target's body or soul, four sacred watcher giant owls manifest and attack that creature.

7th

Inviolable Aura
Sacrament
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Touch and 60 ft
Target: Willing creature touched and allies within 60 ft of that creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You place a ward on a creature which prevents damage to your allies, apart from that one.

Allies within 60 feet of the target are immune to damage, but the creature cannot themself benefit from the effect of an inviolable aura.

8th

Anchor to the AEther
Sacrament
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Once creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You cast a creature into the aether.

The target becomes ethereal.

9th

Soulstorm
Sacrament
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Area: 60 ft emanation centred on you.
Duration: Instantaneous and 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You cause a storm of ghosts to whirl about.

Each enemy in the area takes 1d6 points of damage per level and must take a will save or be possessed for 1 round/level.

Seance

0lvl

Last Words
Seance
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One corpse
Duration: Until creature has been dead for 1 round/level
Saving Throw: None
Spell Resistance: No
A creature talks after death.

The creature can hear and speak for the duration as it did in life.

Speak with Undead
Seance
Level: Paragon of Duality 0
You can talk to undead

This spell works just like speak with animals only with undead instead of animals.

1st

Soul of One
Seance
Level: Paragon of Duality 1
Components: V, S
You talk to a creature

This spell works like contact other plane to an inappropriate elemental plane, but no check is required, only one question can be asked, and you can only ask each question with this question once ever.

2nd

Spirit Messenger
Seance
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Corpse Touched
Duration: Until discharged
Saving Throw: None
Spell Resistance: No
You send a petitioner as a messenger

The creature's soul, if willing, returns as a petitioner and seeks out a creature of your choice to deliver them a message, then returns to its afterlife.

3rd

Assembly Node
Seance
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Point touched
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
You set up a communications network.

The touched location becomes one of many locations each of which can access all others, allowing creatures in any of those locations to communicate with those in any other. You can only maintain one such node per level.

4th

Out of Body Experience
Seance
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Your soul flies about without your body.

Your incorporeal soul can travel at a speed of 60 feet flying with perfect maneuverability while leaving your body behind. It observes things just as your body would, and can also tell if your body would be able to sense something new.

5th

Locate Spirit
Seance
Level: Paragon of Duality 5
You find a spirit.

This spell works as locate creature except that it finds souls. This means it can find most living and some undead creatures and also find souls that have left the body.

6th

Prophecy
Seance
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
You gain important information.

You are given a short summary of the most important information for you to know at this point.

7th

Circle of Friends
Seance
Level: Paragon of Duality 7
You speak with multiple creatures

This spell works like sending except you can send to up to 1 creature/2 levels, and creatures can respond in an order chosen by you. You can choose whether the creatures can hear each other or not.

8th

Ghostly Imbuement
Seance
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
You gain many abilities of a ghost.

You take on the ghost template, except that you remain material, your type doesn't change, and you can't possess creatures.

9th

Speak with Deity
Seance
Level: Paragon of Duality 9
You speak with divine beings to get accurate answers.

This spell works like commune except that each question goes to all deities and the most accurate response is relayed to you, and that you can ask questions with longer answers than yes or no.

Silho

0lvl

Darkening
Silhouette [Darkness]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Shadows in range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Shadows become even darker

All areas of shadowy illumination in the area become totally dark.

Move Shadow
Silhouette
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Shadows in range
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You move shadows about in range.

You move the shadows in range to different locations, but cannot change the total number of shadowy squares.

1st

Grab from Shadows
Silhouette
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
You can grab objects by touching their shadows.

If you are touching an object's shadow, you can manipulate it as though you were actually touching it.

2nd

Shadow Companion
Silhouette
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: Your shadow
Duration: 1 minute/level
Your shadow becomes a servant.

Your shadow separates, and becomes a first-level commoner version of you, allowing it to perform menial tasks. If it is killed, you go without a shadow until you've rested.

3rd

Shadowmorph Object
Silhouette (Shadow)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Object Touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You get a half-real version of an object.

You get a half-real, mundane version of the object - any numerical benefit of the object or damage dealt by it is halved, and any non-numerical benefit is half likely to function.

4th

Noone's Shadow Warrior
Silhouette
Level: Paragon of Duality 4
Your shadow becomes a mighty warrior.

This spell works like shadow companion except that the companion has a number of warrior levels equal to your caster level, rather than a commoner level.

5th

Shadow Salesman
Silhouette
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Minute
Range: Personal
Target: You
Duration: Instantaneous
You meet for a moment with a shadow salesman.

You can make as many trades as you like with a shadow salesman who offers you half the market price of an item you wish to sell, and who sells items for one and a half times as much money.

6th

Shadowmorph Creature
Silhouette (Shadow)
Level: Paragon of Duality 6
You copy a creature, half-real

This works like shadowmorph object except that it affects a creature, not an object. The creature's HD cannot be more than your caster level.

7th

Greater Shadow Salesman
Silhouette
Level: Paragon of Duality 7
You trade with a slightly fairer salesman.

This works like shadow salesman except that the items are traded at normal value.

8th

Dark Assassin
Silhouette
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will and Fortitude Negates
Spell Resistance: Yes
A creature fights their own shadow.

The target's shadow separates, and gains all of that creature's abilities, before trying to kill its owner. A creature who passes both saves is spared from this. If the shadow is defeated then the creature goes without a shadow until it has rested.

9th

Noone's Shadow Master
Silhouette
Level: Paragon of Duality 9
Your shadow copies your power

This spell works like shadow companion except that your shadow has all your levels and abilities.

Wardi

0lvl

Minor Dispulsion Ward
Warding
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
You counter a single cantrip directed at you.

The next harmful cantrip that would harm you is countered.

Splinter Shield
Warding
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
You are protected from slight hits.

The next attack that would do 5 or fewer points of damage to you deals none.

1st

Exhaustion Shield
Warding
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You drain more resources from magical and psionic attackers

Each spell or power directed at you is countered unless the attacker spends another spell slot (any level) or an extra power point.

2nd

Depower Spell
Warding
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Immediate Action
Range: Short (25 ft + 5 ft/2 levels)
Target: Creature casting a spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The chosen spell deals minimum damage.

Each variable, numeric effect of the chosen spell is minimised.

3rd

Block Attack
Warding
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous
You block a single attack

A single attack deals no damage to you.

4th

Shield Dome
Warding
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: 15 ft
Target: 15 ft emanation, centred on you.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The dome protects creatures within.

Creatures in the area take half as much damage from all effects.

5th

Reflection Shield
Warding
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
An attack damages the aggressor instead of you.

The attack being directed against you hurts the user instead of you.

6th

Draining Shield
Warding (Healing)
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
The next attack heals you rather than harming you.

The attack being made against you heals you instead of dealing damage.

7th

Sammael's Spellbreaker
Warding
Level: Paragon of Duality 7
You dispel a spell without recourse or saves.

This spell works like dispel magic except that it works without needing to roll.

8th

Castle of Peace
Warding
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Building touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
Creatures cannot attack within the building.

Negate the effect of any attack made within the buidling.

9th

Immortal Coil
Warding
Level: Paragon of Duality
Components: V, S
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 day/level (D)
You are afforded temporary immunity.

The first time during the duration that you would die, instead immortal coil restores the you to perfect state and grants immunity to the type of effect that would have killed the community leader for the rest of the duration.

Some creatures use this spell and deliberately have their acolytes attempt to kill them with normal damage to render themselves immune for the duration, but you can't have more than one instance of immortal coil active at once.

Undead, constructs and deathless can use this spell, and it triggers when they would be destroyed.

Jormengand
2016-08-20, 06:00 PM
Duality Companion

A duality companion has all the qualities of both their types (with the appropriate subtypes) and are affected by effects that specifically target either (such as hold person and favoured enemy). Duality companions always use the fractional base attack bonus and saves (http://www.orfinlir.de/3/Fractional%20Base%20Bonuses) special rules, even if the rest of the campaign does not.

Drakoid
Tiny Construct Dragon (Fire, Light, Living Construct)
Hit Dice: 1d10+1d12 (12 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 50 ft. (Average)
Armor Class: 16, (+3 Dex, +3 Natural Armour) touch 13, flat-footed 13
Base Attack/Grapple: +1/-7
Attack: Claw +3 melee (1d3) or Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4) and two claws -2 melee (1d3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Laser Breath
Special Qualities: None
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 10, Dex 16, Con 10, Int 6, Wis 6, Cha 6
Skills: You choose.
Feats: You choose.
Environment: Companion only
Organization: Companion only
Challenge Rating: 1
Treasure: None
Alignment: Always between true neutral and as owner.
Advancement: As companion.
Level Adjustment: -
The drakoid looks like a very mechanically-enhanced wyrmling. It can barely pick up objects in its claws.

Combat Abilities

Laser Breath (Ex)
The drakoid has a mouth-mounted laser cannon which also feeds off the dragon's natural breath. The laser can be used once every 1d4 rounds as a 30 foot line that deals 1d6 fire damage per dragon hit die and 1d4 damage per construct hit die (the damage from construct hit dice is untyped). Against undead or creatures harmed by light, the laser's untyped damage is doubled.

Rat Elemental
Tiny Large Elemental Animal (Extraplanar, Swarm)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 15 ft. (3 squares), climb 15 feet
Armor Class: 12, (-1 size, +3 dex) touch 12, flat-footed 9
Base Attack/Grapple: +1/+6
Attack: Swarm (1d6 plus disease) or slam +4 melee (2d6+1)
Full Attack: Swarm (1d6 plus disease) or slam +4 melee (2d6+1)
Space/Reach: 10 ft./0 ft. and 10 ft, see text
Special Attacks: Disease, distraction
Special Qualities: Dual Size, Half damage from slashing and piercing, low-light vision, scent, swarm traits.
Saves: Fort 6+, Ref +5, Will -1
Abilities: Str 12, Dex 17, Con 12, Int -, Wis 8, Cha
Skills: None.
Feats: None.
Environment: Companion only
Organization: Companion only
Challenge Rating: 1
Treasure: None
Alignment: True Neutral.
Advancement: As companion.
Level Adjustment: -
This creature looks vaguely humanoid from a distance on a dark night, but even the most superficial of inspection reveals it to be made of a writhing mass of rats.

A rat elemental is essentially a large mass of rats, forming some kind of tornado of stacked rodents.

Combat Abilities

Dual Size
To attack a rat elemental is to swing one's weapon throught the whole mass, but to be attacked by one is to be swarmed by the individual rats. The elemental is treated as a swarm of tiny creatures when attacking, and a large creature when defending, except that its slam attack has a 10 foot reach (and the damage is calculated for a large creature).

Swarm (Ex)
A rat elemental deals 1d6 points of damage per vermin hit die on a swarm attack.

Disease (Ex)
Filth fever—any attack, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Distraction (Ex)
Any living creature that begins its turn with a swarm in its square must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills
Rat elementals are made of rats, and share with them these properties:

Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Servitor
Medium Humanoid Construct (Human, Living Construct)
Hit Dice: 1d10+1d8+4 (14? hp)
Initiative: +0
Speed: 20 ft (4 squares)
Armor Class: 16 (+6 armour), touch 10, flat-footed 16
Base Attack/Grapple: +1/+3
Attack: Hydraulic Claw +3 melee (1d10+2/*4 Piercing) or Missile Launcher +1 ranged (1d10/*3 Piercing)
Full Attack: Hydraulic Claw -3 melee (1d10+2/*4 Piercing) and Missile Launcher -9 ranged (1d10/*3 Piercing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappling Claw
Special Qualities: Innately Armoured
Saves: Fort +2, Ref +2, Will -2
Abilities: Str 14, Dex 10, Con 14, Int 6, Wis 6, Cha 6
Skills: You choose.
Feats: You choose.
Environment: Companion only
Organization: Companion only
Challenge Rating: 1
Treasure: None
Alignment: Always between true neutral and as owner.
Advancement: As companion.
Level Adjustment: -
A servitor is an armoured cyborg, humanity partly obscured by gears and pumps. Its hands hold weapons already, but can also pick up, but not wield, objects.

A servitor is still a human, just a heavily-modified one, and gets a bonus feat at first level, 4 bonus skill ranks at first level, and 1 bonus skill rank at each other level.

Combat Abilities
Grappling Claw (Ex)
Whenever the servitor hits with its claw, it may attempt to start a grapple as a free action without making a separate touch attack or provoking an attack of opportunity.

Innately Armoured (Ex)
The servitor has a +6 armour bonus to AC as well as the natural armour bonus that it will get as its owner gains levels.

Lanth Sor
2016-08-22, 04:54 PM
"Power is only valuable if it can be harnessed. If not, then it's no power at all."
Quote by Zeddicus Zu'l Zorander


The Magos

Of all the fables that writhed and churned amongst the vast chaos, the one that knew of its condition first was the Mage. Each story flowed through the river and through its understanding it knew it was insignificant. But, the vast stories of the mage were not satisfied with just knowing, for they were shapers. Their research and understanding lead to great change and horrible consequences. More than any other they know the cost of power is sacrifice.
While the mage was not the first titan to form from the primal fables it was the grandest. In the 'Heat of the night" a bright flash of violet light filled the expanse of the river and all the mages fables collided in an extraordinary war of energies until one reigned and that notion became a titian. Born of great minds, wise guider and powerful wills the fables built something that would take the creation of an directly opposing fables form for the Lawbringers to bring into sway.


Hit Die: d8
Skill Points: 8+ Intelligence Modifier
Class Skills: Appraise (Int), Bluff (Cha), Concentration(3.5) (Con), Craft (Int), Decipher Script(3.5) (Int), Diplomacy(Cha), Fly(PF) (Dex), Handle Animal (Cha), Heal(Wis), Knowledge (Any) (Int), Linguistics(PF) (Int), Listen(3.5) (Wis), Perceiption(PF) (Wis), Perform (Cha), Ride (Dex), Search(3.5) (Int), Sense Motive (Wis), Speak Language(3.5) (Int), Spellcraft (Int), Spot(3.5) (Wis), Survival (Wis), Use Magic Device (Cha)
Proficiencies: Magos are proficient with simple weapons, and are not proficient with any armor or shields.


level
BAB
Fort
Ref
Will
Special
Mythos
Excellencies
1
+0
+2
+2
+2
Arcanist’s Mythos, Arcanum Principium, Mythos Known, Exceptional Mythos, Eldritch Excellence, Mystic Form I
+2
+1
2
+1
+3
+3
+3

+0
+1
3
+1
+3
+3
+3

+1
+0
4
+2
+4
+4
+4
Mystic Form II
+0
+1
5
+2
+4
+4
+4

+1
+0
6
+3
+5
+5
+5

+0
+1
7
+3
+5
+5
+5
Fantastic Mythos, Mystic Form III
+1
+1
8
+4
+6
+6
+6

+0
+1
9
+4
+6
+6
+6

+1
+0
10
+5
+7
+7
+7
Mystic Form IV
+0
+1
11
+5
+7
+7
+7

+1
+0
12
+6/+1
+8
+8
+8

+0
+1
13
+6/+1
+8
+8
+8
Legendary Mythos, Mystic Form V
+1
+1
14
+7/+2
+9
+9
+9

+0
+1
15
+7/+2
+9
+9
+9

+1
+0
16
+8/+3
+10
+10
+10
Mystic Form VI
+0
+1
17
+8/+3
+10
+10
+10

+1
+0
18
+9/+4
+11
+11
+11

+0
+1
19
+9/+4
+11
+11
+11
Exalted Mythos
+1
+1
20
+10/+5
+12
+12
+12

+1
+1


The Arcanist’s Mythos: A Magos’s power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Magos class. When a Mythos references "allies", it specifically does not refer to the Magos using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the story of powerful mystics delving into extraordinary arcana or traveling to priest caring for the sick. An Magos with Fantastic Mythos is more talented in their control of the primal energies of the universe A Legendary Magos finds the infinitesimal “what if”s and the “should I”s become “give me a minute”s and “it would be wrong not to”s. Some become legendary guides of humanity or indulge in the raw prime of that which was before becoming one with it. An Exalted Magos is a master of energies forgotten by even the eldest of beings and the looms most wield as emblem of pride the magos sees a parlor tricks. They have taken the form of fabled wizards of old, eternal guardians, secretive wizards, or raving lunatics. Regardless of their path they have truly become masters of the Magic and its influence.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Magos gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an Magos gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Magos. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

Mythos Known: A 1st level Magos begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Magos class table.

For characters that multiclass into Magos after having taken levels in another PC character class, the 1st level of Magos grants only a single Exceptional Mythos, rather than two.

A Magos also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by pursuing inner strength at the expense of external strength. The exact method varies for each Magos; some give to organizations that create a change, others tend to great libraries , others go on magnificent pilgrimages through the planes seeking great sources of power, while still others spend countless nights researching new archaic methods of manipulating the forces of the world. In all cases, the Magos must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no enlightenment). He then gains Mythos Points equal to the gold piece value of the currency or items removed.

By spending 1,000 Mythos Points, and 250xp, a Magos may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

For half the listed price for a given Tier, a Magos may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Magos. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Magos class.

Eldritch Excellence: As denoted on their class table, a Magos gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Magos may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)

Arcanum Principium: Treated as having all spells on their spell list and has an caster/meldshaper/invoker level equal to their class level. Their casting stat is their Cha for Arcane magic and Invocations, Con for Soulmelds, and Wis for Divine magic..

Mystic Form: The Magos starts with 4 + Constitution Modifier essentia. Temporary changes to Constitution do not increase their essentia. Magos gains Open Least Chakra(Crown) as a bonus feat. Unlike other essentia users you may invest 1/2 class level(rounded up) essentia in any essentia container(feat, soulmeld, etc.). Each level after the first the Magos gains 2 essentia.

At the 4th level the Magos gain Open Least Chakra(Feet) and Open Least Chakra(Hands) as bonus feats.

At the 7th level the Magos gains Open Lesser Chakra(Arms), Open Lesser Chakra(Brow), and Open Lesser Chakra(Shoulders) as bonus feats.

At the 10th level the Magos gains Open Greater Chakra(Throat) and Open Greater Chakra(Waist) as bonus feats.

At the 13th level the Magos gains Open Heart Chakra as a bonus feat.

At the 16th level the Magos gains Open Soul Chakra as a bonus feat

Lanth Sor
2016-08-22, 04:55 PM
Exceptional Mythos



Armor of Arcana
Prerequisite: -
[Abjuration]

Gain an force armor bonus to AC equal to Cha Mod. Additionally you can invest Essentia in this armor to increase its bonus by 1 per essentia invested.


Artisan Talent Awakening
Prerequisite: Weaving Tools of the Less Talented

Gain Craft Wondrous Item. When crafting such items the Magos may spend mythos points equal to the items gold value to create, using only common ingredients. Such as a footman's worn boots or a rugged cloak.

Awakened Awareness
Prerequisite: -
[Divination]

The Magos gains a force armor bonus to AC equal to Wis mod. If the magos also has Armor of Arcana they add the bonus from essentia after determining which ability score provides the armor bonus. Additionally as long as they succeed on a Sense Motive check vs the attack roll they may negate an attack by forfeiting an attack of opportunity.

The Magos may invest essentia into this skill granting an insight bonus to Sense Motive equal to the invested essentia. This bonus doubles for Sense Motive checks done for the purpose of this mythos.

Carving Futures into Twigs
Prerequisite: Weaving Tools of the Less Talented

Gain Craft Wand bonus feat. When crafting such items the Magos may spend mythos points equal to the items gold value to create using only common ingredients. The base wand need only be a shaped stick or similar stick like object.
A Magos may use a number of mythos points equal to the cost of a wand charge in the wand to recharge it. Recharging a wand in this way makes a progress of 500 mythos points infused per hour of work.

Forging Fate from Obscurity
Prerequisite: Weaving Tools of the Less Talented, Artisan Talent Awakening

Gain Craft Magic Arms and Armor. When crafting such items the Magos may spend mythos points equal to the items gold value to create, using only common ingredients. Such as a footman's old bow or bandits armor.


Forge Souls to Form
Prerequisite: -

While the Mage did not create the first soulmeld it spent eons refining them as tools.

The magos gains the feat shape soulmeld. Unlike normal any soulmeld gained through this Mythos has a meldshaper level equal to your Magos level.

Advanced
Expanded Forging: The magos gains shape soulmeld an additional time. This manifestation may be taken multiple times each new instance providing a new soulmeld.


Fundamental [Spell School] Evolution
Prerequisite: Fundamental [Spell School] Inception, Fundamental [Spell School] Expansion both with the chosen school, CL 5
[Magic]

This is not one Mythos, but a template describing 10 maybe more different Mythos, one for each spell school that exists, or could exist. 'Fundamental Evocation Evolution' and 'Fundamental Enchantment Evolution', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 3 essentia in a 3rd level spell with the chosen school. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a 3rd level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times.

Regardless of spell level you have access to you must have a caster level equal to the lowest level required to cast the spell for class whose spell you using. IE, for wizards spells it will always be spell level x2 -1, but for a paladin specific spell it would be CL 4 for 1st level spells.

If you wish to use metamagic feats with these spells you must apply the metamagic feats before determining the level of spell. IE Ray of Frost a level 0 spell would become a 1st level spell if enlarged and thus only be usable 1/day.


Fundamental [Spell School] Expansion
Prerequisite: Fundamental [Spell School] Inception with the chosen school, CL 3
[Magic]

This is not one Mythos, but a template describing 10 maybe more different Mythos, one for each spell school that exists, or could exist. 'Fundamental Evocation Expansion' and 'Fundamental Enchantment Expansion', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 2 essentia in a 2nd level spell with the chosen school on you discovered spells list. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a 2nd level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times.

Regardless of spell level you have access to you must have a caster level equal to the lowest level required to cast the spell for class whose spell you using. IE, for wizards spells it will always be spell level x2 -1, but for a paladin specific spell it would be CL 4 for 1st level spells.

If you wish to use metamagic feats with these spells you must apply the metamagic feats before determining the level of spell. IE Ray of Frost a level 0 spell would become a 1st level spell if enlarged and thus only be usable 1/day.


Fundamental [Spell School] Inception
Prerequisite: -
[Chosen School]

This is not one Mythos, but a template describing 10 maybe more different Mythos, one for each spell school that exists, or could exist. 'Fundamental Evocation Inception' and 'Fundamental Enchantment Inception', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 1 essentia in a 1st level spell or level 0 spell with the chosen school on you discovered spells list. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a level 0 spell grants access to it at-will. However any spell providing healing can only provide healing to a target a number times per hour equal to 3 + your highest mental modifier. At the 7th level there is no longer a limit on how much healing can be provided.

Investing in a 1st level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times.

Regardless of spell level you have access to you must have a caster level equal to the lowest level required to cast the spell for class whose spell you using. IE, for wizards spells it will always be spell level x2 -1, but for a paladin specific spell it would be CL 4 for 1st level spells.

The first time you take this Mythos you gain the Incarnum Spellshaping as a bonus feat.

If you wish to use metamagic feats with these spells you must apply the metamagic feats before determining the level of spell. IE Ray of Frost a level 0 spell would become a 1st level spell if enlarged and thus only be usable 1/day.

Esoteric knowledge takes up a lot of space, you must create a unique spell focus for each spell. This focus can be the writing on a page or random bauble, regardless of its form you cannot invest in a spell when you don't have the focus on you. Each focus cost gold or mythos points equal to (50 x spell level x min caster level X Tier of mythos required), additionally you must pay 1/25 that cost in experience, and make progress at a rate of 1000g per day. IE a 2nd level spell would cost 300(50x2x3x1), while wish would cost 30600(50x9x17x4). Each time the magos takes a mythos with a descriptor they gain a focus with school or dscriptor. The magos determines the metamagic feat applied to the spell when creating the Focus. Crating a focus does not benefit form item creation feats.


Magic is my Best Friend
Prerequisite: -
[Summoning]

The Magos gains a familiar as the wizard’s familiar class feature. The familiar may be a horse. You also gain Share Soulmeld as a bonus feat.

Advanced
Mighty Familiar: You gain Improved Familiar as a bonus feat.
SoulBound Familiar: You gain Share Soulmeld as a bonus feat.


Mystic Oculum
Prerequisite: -
[Divination]

Gain Detect Magic as a constant supernatural effect. You may deactivate this effect or reactivate it as a free action. Additionally you gain Soul Sight as a bonus feat. At the 3rd level Detect Magic becomes Identify as per the pathfinder version of the spell.


Shape Beasts Unleashed
Prerequisite: Forge Souls to Form


Gain access to the Totem Chakra, and the ability to bind soulmelds to the totem chakra. Each time you gain access to a new mythos tier past exceptional you can bind an additional meld to the totem chakra. The Magos may also take both manifestations of the mythos Forge Souls to Form an additional time for each time you can bind a soulmeld to your totem chakra.


Veils Bound in Form
Prerequisite: Forge Souls to Form
[Incarnum]

The magos now treats the Veils as soulmelds. You may treat every instance of the word Veil as Soulmeld and every instance of Essence as though it were Essentia. Additionally they gain the ability to create veils for the ring magic item slots. The Magos may also take both manifestations of the mythos Forge Souls to Form two additional times.


Weaving Tools of the Less Talented
Prerequisite: -

Gain the Craft Scroll Feat and Brew Potion feat. When crafting such items the Magos may spend mythos points equal to the items gold value to create, only common ingredients.(A sheet of common paper and single pint of ink, or a few herbs form the chef's garden and water from the local spring.) Crafting such item is done in 1 hour increments and creates 125g per increment.


Wrath Unleashed
Prerequisite: -
[Evocation]

The Magos learns to channel magic into purified wrath. Upon choosing this mythos you must choose a damage type. The magos gains a 60ft ranged touch attack that deals 1d4 + Cha Mod damage . The ability is a supernatural ability that is effected by spell resistance. That attack does not provoke attacks of opportunity and you are treated as threatening all targets in 30ft with the blast as long as it is the magos's turn. The damage increases by 1d4 every odd magos level past the first.

Basic
[Acid]: Wrath deals acid damage.
[Air]: Wrath deals slashing damage and uses d8 instead of d4.
[Chaos]:
[Cold]:
[Earth]: Wrath deals slashing damage and uses d8 instead of d4.
[Electricity]:
[Evil]:
[Fire]:
[Force]: Wrath deals force damage.
[Good]:
[Law]:
[Water]: Wrath deals slashing damage and uses d8 instead of d4.


Advanced
[I]Wrath Tempered: Gain 1 shape you meet the requirements for. This may be taken multiple times.
Wrath Wild: Gain 1 essence you meet the requirements for. This may be taken multiple times.

Lanth Sor
2016-08-22, 04:56 PM
Fantastic



Clubs of a Curious Nature
Prerequisite: Weaving Tools of the Less Talented, Artisan Talent Awakening

Gain Craft Rod bonus feat. When crafting such items the Magos may spend mythos points equal to the items gold value to create using only common ingredients. The base structure need only be the correct shape and of the appropriate amount.


Eldritch Oculum
Prerequisite: Mystic Oculum Mythos
[Divination]

The spell Mystic Oculum upgrades to Arcane Sight. You may deactivate this effect or reactivate it as a free action. At the 13th level Arcane Sight becomes Greater Arcane Sight the spell. Additionally all the benefits of SoulSight feat double.


Inscribed Fate in Skin
Prerequisite: Weaving Tools of the Less Talented, Artisan Talent Awakening

Gain Inscribe Magical Tattoo bonus feat. When crafting such items the Magos may spend mythos points equal to the items gold value to create using only common ingredients. The base structure need only be the correct shape and of the appropriate amount.


Micro [Spell School] Understanding Evolution
Prerequisite: Micro [Spell School] Expanded with a school tied to chosen school, caster level 11
[Magic]

This is not one Mythos, but a template describing a theoretically infinite number of different Mythos, one for each spell School that exists, or could exist. 'Micro Evocation Understanding Inception' and 'Micro Enchantment Understanding Inception', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 6 essentia in a 6th level spell of the chosen School. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a 6th level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times


Micro [Spell School] Understanding Expanded
Prerequisite: Micro [Spell School] Inception with a school tied to chosen school., caster level 9
[Magic]

This is not one Mythos, but a template describing a theoretically infinite number of different Mythos, one for each spell School that exists, or could exist. 'Micro Evocation Understanding Inception' and 'Micro Enchantment Understanding Inception', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 5 essentia in a 5th level spell of the chosen School. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a 5th level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times


Micro [Spell School] Understanding Inception
Prerequisite: Fundamental [Spell School] Evolution with a school tied to chosen school., caster level 7
[Magic]

This is not one Mythos, but a template describing a theoretically infinite number of different Mythos, one for each spell School that exists, or could exist. 'Micro Evocation Understanding Inception' and 'Micro Enchantment Understanding Inception', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 4 essentia in a 4th level spell of the chosen School. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a 4th level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times

Now 1st - 3rd level spells of chosen school have an additional use per day per investment. This stacks with all other mythos and manifestations.

Now investing in spells 3 levels lower than your highest castable spell level for the school is a full round action.


"Mt. Doom was Only the Beginning"
Prerequisite: Weaving Tools of the Less Talented, Artisan Talent Awakening, Forging Fate from Obscurity

Gain Forge Ring bonus feat. When crafting such items the Magos may spend mythos points equal to the items gold value to create using only common ingredients. The base structure need only be the correct shape and of the appropriate amount.


Shaping Titans of Stone
Prerequisite: Weaving Tools of the Less Talented, Artisan Talent Awakening, Forging Fate from Obscurity

Gain Craft Construct bonus feat. When crafting such items the Magos may spend mythos points equal to the items gold value to create using only common ingredients. The base structure need only be the correct shape and of the appropriate amount.


Shatter the Works of Lesser Men
Prerequisite: Weaving Tools of the Less Talented

A Magos may unweave the enchantments on a magical item, adding the raw material cost of that item to his mythos points. The Magos must possess the item’s prerequisite item creation feats, and must spend one day with the item before he may disenchant it. Artifacts cannot be disenchanted. When disenchanting an item with charges or a limited number of uses (like a wand,) divide the cost of creating the item by the original number of charges, then multiply by the remaining uses to find the amount of mythos points gained. Items you craft with mythos points cannot be effected by this ability.


Soul Legion Resurrection
Prerequisite: Forge Souls to Form
[Transmutation]

The magos may create a construct of pure essentia. The construct is an outsider with a number of HD equal to 2 x the invested essentia. One of magos's soulmelds must be provided to the construct. If a soulmeld with totem bind is used the you must instead invest 1 essentia per 2 HD of the base creature to create it, if you cannot invest enough essentia to match the creature's base HD then you may not use that soulmeld. The construct lasts until you recover essentia and the invested essentia cannot be removed form the construct once created. The Soulmeld is bound to an appropriate chakra for the construct, if it cannot be bound then the crafting fails. The Soulmeld and bind counts against you maximums and cannot be bound to a chakra you cannot bind to.


"The Sky is Like Invisible Dirt"
Prerequisite: -
[Transmutation]

Gain a 60ft fly speed with perfect maneuverability. This is a supernatural ability. For every invested essentia provides +1 to fly checks and increases your Fly speed by 10ft.

Lanth Sor
2016-08-22, 04:57 PM
Legendary


Engraving to Defy the Gods
Prerequisite: Weaving Tools of the Less Talented, Carving Futures into Twigs

When crafting wands you may now craft wands of spells up to the 5th level. Such wands cost CL x Spell Level(4 or 5) x 750gp


Macro [Spell School] Understanding Expansion
Prerequisite: Macro [Spell School] Understanding Inception with chosen school. Caster Level 15
[Magic]

This is not one Mythos, but a template describing 10 or more different Mythos, one for each spell school that exists, or could exist. 'Micro Evocation Understanding Inception' and 'Micro Enchantment Understanding Inception', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 8 essentia in a 8th level spell of the chosen School. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a 8th level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times


Macro [Spell School] Understanding Inception
Prerequisite: Micro [Spell School] Understanding Evolution with a school tied to chosen school, Caster Level 13
[Magic]

This is not one Mythos, but a template describing 10 or more different Mythos, one for each spell school that exists, or could exist. 'Micro Evocation Understanding Inception' and 'Micro Enchantment Understanding Inception', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 7 essentia in a 7th level spell of the chosen School. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a 7th level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times

Now 1st - 6th level spells of chosen school have an additional use per day per investment. This stacks with all other mythos.

Now investing in spells 3 levels lower than your highest castable spell level for the school is a full round action. Additionally investing in spells 6 levels lower than your highest castable spell level for the school is a swift action.


Sagacious Fate Forming
Prerequisite: Weaving Tools of the Less Talented

Gain Craft Staff bonus feat. When crafting such items the Magos may spend mythos points equal to the items gold value to create using only common ingredients. The base staff need only be a shaped walking stick.
A Magos may use a number of mythos points equal to the cost of a scroll of the highest level spell in the staff to recharge it. There is no limit to how many times this maybe be done per day, but you must spend the cost of 1 scroll per charge.





Exalted



Esoteric Pinnacle Revelation
Prerequisite: Macro [Spell School] Understanding Expansion with chosen school, Caster Level 17
[Magic]

This is not one Mythos, but a template describing 10 or more different Mythos, one for each spell school that exists, or could exist. 'Micro Evocation Understanding Inception' and 'Micro Enchantment Understanding Inception', despite using the same rules, are two completely different Mythos.

Each time you take this Mythos you select a new Spell School. Upon choosing the Mythos the Magos gains the ability to invest 9 essentia in a 9th level spell of the chosen School. Investing essentia in such a way takes 1 minute and the essentia cannot be reallocated until the Magos spends 8 hours of rest.

Investing in a 9th level spell grants a single use per day of that spell. You may invest in a single spell an unlimited number of times

Now 1st - 8th level spells of chosen school have an additional use per day per investment. This stacks with all other mythos.


Eyes that Pierce the Veil
Prerequisite: Eldritch Oculum Mythos
[Divination]

The Magos’s Greater Arcane Sight becomes True Sight. Additionally they can never suffer ill effects to their sight and if blind they now see as normal while truesight is active.


Will of the Soul
Prerequisite: Wis or Cha 24

The Magos’s 0-2nd level spells no longer have any components(not even material components or foci), and automatically succeed on any concentration for such spells.

Advanced
Will Expanded: The benefit of this mythos applies to the next spell level. You must have 26 Wis or Cha. You may take this manifestation multiple times, each time taken the requirement increases by 2.


Sticks that Defy the Wheel
Prerequisite: Weaving Tools of the Less Talented, Carving Futures into Twigs, Engraving to Defy the Gods

When crafting wands you may now craft wands of spells up to the 6th level. Such wands cost CL x Spell Level(6) x 1000gp

Lanth Sor
2016-08-22, 04:59 PM
Excellencies


Anima Drenched in Arcana
Prerequisite: -

The Magos may use their Wis or Cha to determine HP in place of con. Also gain Incarnum-Fortified Body.

Life Clings to Life
Prerequisite: -

Gain essentia equal to your con mod(Min 2). Temp bonuses don’t provide more essentia. This Excellency may be taken multiple times and its benefit stacks.

Esoteric Defense Understanding
Prerequisite: -

Gain Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will as bonus feats. Unlike normal you may invest or remove essentia from these feats as often as you like, while shifting around your essentia.

Esoteric Tattooed Body
Prerequisite: Fantastic Mythos, ability to cast the spell via Magos class features, the ability to cast a spell of the same school and from that class 4 levels higher then the chosen spell.

Choose one spell with a duration of one hour or greater. You may now maintain the effect as a constant supernatural ability. If dispelled or discharged reactivating the spell is the same action required to cast the spell. You may take this excellency multiple times applying to a new spell each time taken.

Mana Barrier
Prerequisite: -

Gain Azure Toughness as a bonus feat. The temporary hit points per essentia provided by the feat increases to 5. Additionally you are not limited to investing only once per day. This Excellency may be taken once per mythos tier. Each time after the first it increases the temporary hit points per essentia provided by 5.

[Skill] Soul Wisdom
Prerequisite: 1 rank in chosen class skill

You chose to forget all you previously knew about how to utilize a skill and listen to the guidance the souls you shape provide. Reduce all the skill points in the chosen class skill to 1 and you may redistribute those points to other skills. You now gain 1 skill point in the chosen class skill per day up to your max skill ranks in a skill. This may be taken once per skill.

ShiningStarling
2016-08-25, 04:40 AM
Cascadence

My, what a pretty picture. *-*

"One after the other, they all will fall and flow away, just to make room for more, like... like so much jetsam in the tide."
~Arlen Stormcaller, a Cascadence with a bit of a flare for being overdramatic

"One... Two... Three... FOUR!"
~Jhandis, a Cascadence counting to keep herself in cadence as she lets loose spells

Cascadences are mages that truly relish in cutting loose in bouts of destructive magic. They can lay down the hurt on an awful lot of targets all at once, though at the expense of more versatile types of magic.

Adventures: Cascadences tend to be somewhat belligerent. They often seek adventure to test their spell-slinging might, but also seek knowledge of new spells.

Characteristics: Cascadences are blaster mages, through and through. Whether they find art in it, revel in destruction, or use it to combat evil, blasting is what they do.

Alignment: Any alignment can be suitable, though Cascadences tend a tad towards the chaotic side.

Religion: Why worship deities, such a waste of time, you could be blasting things instead...

Background: Cascadences come mostly from disgruntled students, casting off the teachings of their wise masters in favor of the flashier magics involved in primal elemental chaos.

Races: Anyone can, few do. Halflings usually have too calm a temperament, and the lack of subtlety doesn't suit gnomes.

Other Classes: They usually hate the arcane and divine classes who have subtler magics, but get along well with warmages, some sorcerers, and fighter/mage types. They usually brag about how much more effective they are than mundane classes, leading to strained relations.

Role: They kill things, as many and as quickly as possible. It's what they do.

Adaptation: Disgruntled apprentices abound in many fantasy settings, less wise of such persons are ideal candidates for this class.

GAME RULE INFORMATION
Cascadences have the following game statistics.
Abilities: Charisma is the primary statistic needed for Cascadences, as they rely on their willpower to channel their arcane might. Dexterity and Constitution help them as much as other casters.
Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Cleric

Class Skills
The Cascadence's class skills are the same as the Sorcerer's class skills.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Cascader


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0


+0


+2


+2


6
4
-
-
-
-
-
-
-
-


2nd

+1


+0


+3


+3

Advanced Learning
6
5
-
-
-
-
-
-
-
-


3rd

+1


+1


+3


+3


6
6
-
-
-
-
-
-
-
-


4th

+2


+1


+4


+4

Advanced Learning
6
6
4
-
-
-
-
-
-
-


5th

+2


+1


+4


+4

Cascade Casting (2)
6
6
5
-
-
-
-
-
-
-


6th

+3


+2


+5


+5

Advanced Learning
6
6
6
4
-
-
-
-
-
-


7th

+3


+2


+5


+5

Meta-Cascade (1)
6
6
6
5
-
-
-
-
-
-


8th

+4


+2


+6


+6

Advanced Learning
6
6
6
6
4
-
-
-
-
-


9th

+4


+3


+6


+6


6
6
6
6
5
-
-
-
-
-


10th

+5


+3


+7


+7

Advanced Learning, Baseline Spells, Cascade Casting (3)

6
6
6
6
4
-
-
-
-


11th

+5


+3


+7


+7

Meta-Cascade (2)

6
6
6
6
5
-
-
-
-


12th

+6


+4


+8


+8

Advanced Learning


6
6
6
6
4
-
-
-


13th

+6


+4


+8


+8




6
6
6
6
5
-
-
-


14th

+7


+4


+9


+9

Advanced Learning



6
6
6
6
4
-
-


15th

+7


+5


+9


+9

Cascade Casting (4), Meta-Cascade (3)



6
6
6
6
5
-
-


16th

+8


+5


+10


+10

Advanced Learning




6
6
6
6
4
-


17th

+8


+5


+10


+10






6
6
6
6
5
-


18th

+9


+6


+11


+11

Advanced Learning





6
6
6
6
4


19th

+9


+6


+11


+11

Meta-Cascade (All)





6
6
6
6
5


20th

+10


+6


+12


+12

Advanced Learning, Ascending Cascade, Cascade Casting (5)





6
6
6
6
6



Class Features
All of the following are class features of the Cascadence.

Weapon and Armor Proficiencies: Cascadences are proficient with simple

Spellcasting: Cascadences cast spells as Sorcerers, save that Metamagic comes more naturally to them, taking no extra time. Their spells per day are delineated in the table above. Cascadences gain 5 cantrips and 2 1st level spells at first level, then one spell of any level they know every level thereafter. Their class spell list is any Sorc/Wiz spell of the Evocation, Conjuration, or Transmutation schools with a duration of instantaneous that deals direct hit point damage.

Advanced Learning: At all even levels, Cascadences may add a spell known to their list from the Sorc/Wiz list of the Evocation or Transmutation school of a level they can cast.

Cascade Casting: The heart of a Cascadence's spellcasting is their ability to sling fury at their opponents at truly terrifying. When a Cascadence of 5th level or higher casts a spell of at least 2nd level, they may choose to do so as a Cascade. Cascades are made up of 2 spells at 5th level, 3 spells at 10th level, 4 spells at 15th level, and 5 spells at 20th level. The first spell in the Cascade is the Base Spell. Every spell following in the Cascade must be at least 2 levels lower than the one preceeding it (for example: a 10th level Cascadence that used a 5th level spell for the base could cast Cascades as 5th, 3rd, 1st; 5th, 2nd, 0th; 5th, 1st; or 5th, 0th). No spell in the Cascade may have a longer casting time than the base spell in the Cascade, including if the base spell was Quickened or otherwise cast at shorter than its normal casting time. All spells in the Cascade consume spell slots of their level. Any and all spells may be affected by metamagic, but the adjusted levels must fall withing the normal rules for casting in Cascade. Spells in a Cascade need not all target the same creature or affect the same area.

Meta-Cascade: At 7th level, Cascadences Become more fluent in applying metamagic to their cascades. Any metamagic applied to the base spell of a cascade that adjusts the level of the spell by one may be applied to the other spells in the cascade for free, if they are able to be applied. At 11th level, this ability also applies to metamagic that adjusts the level of spells by two, at 15th by three, and at 19th all metamagic applied to the base spell can be applied to the other spells in the cascade for free.

Baseline Spells: At 10th level, Cascadences have channeled so much destructive might, that they may cast spells 5 levels lower than the highest level they know an unlimited number of times per day. This is reflected in the progression table.

Ascending Cascade: At 20th level, the Cascadence has transcended what most magicians thought possible. When casting a cascade they may instead make the base spell the bottom of a cascade, and go up by a minimum of two levels for each additional spell in the cascade. This means that one could apply metamagic to low level spells, and then through Meta-Cascade apply it to higher level spells for free.

DreganHiregard
2016-09-01, 11:44 AM
I'll be throwing my Hat into the ring as well, this is my first time entering one of these challenges so appologies in advance if I mess Up. I'll come abck and edit this with my class when It's ready.

bekeleven
2016-09-19, 05:58 PM
The Arcane Pugilist


http://i.imgur.com/fq1d2vo.jpg
Billy Christian (http://billcreative.deviantart.com/art/4-381960462)

“It’s the funniest thing. We sitting around practicing our fireballs, but Mazon over there in the back, the fire kept sticking to his hands. Was he trying to do that?”

-Classmate of Mazon Hammerhand, Arcane Pugilist.

It’s common sense that wizarding schools are for spellcasters. It’s so obvious, in fact, that few have bothered to codify the idea into their rules and bylaws.

So what stops a fighter or rogue from attending? There may be entrance requirements or fees, but those don’t require specific aptitude. Sometimes, a strongman might just slip through the cracks. It doesn’t matter if he can’t use magic. After all, that’s what he’s here to learn.

Courses rarely require a student to cast spells in as many works, so as long as he can grasp the magical concepts, or the gulf between himself and the minimum standard can be bridged by his tuition, the arcane pugilist can get a degree and head off, affirmations in hand, knowledge in mind, and muscles on arms.

Making an Arcane Pugilist

An arcane pugilist’s role is exactly what you’d expect of a martial weapon user: Standing at the frontlines of a fight, cutting his enemies down to size. Some pugilists learn how to sneak, or fight unarmed, or heal their teammates. But all their applications of magic serve one purpose: To defeat enemies through force of arms.

Also, to get passing grades.

Abilities: Most arcane pugilists favor strength first and foremost, as befits their position at the front of battle. Constitution keeps them alive, and dexterity can provide survivability and ranged prowess. Sneakier pugilists may prioritize dexterity and intelligence, and they can learn some magic to help with charisma-based pursuits.

Races: Relative to their populations, the most common arcane pugilists can be found among the half-orc and elf communities. Half-orcs that find themselves magically talented may prefer this more physically direct course of expressing it, while elves that find themselves attracted to martial combat could approach the class from the other end. By raw numbers, humans make up most arcane pugilists.

Alignment: Like his wizarding classmates, an arcane pugilist can have any philosophy or approach to life. They are, perhaps, slightly less inclined towards law as a side effect of their abilities being less structured.

Starting Gold: 6D4x10 (150 GP)

Starting Age: Moderate (as Fighter)

Hit Die: D10.

Class Skills

The arcane pugilist’s class skills (and key abilities for each skill) are Balance (Dex), Concentration (Con), Crat (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Handle Animal (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Cha), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).

Each arcane pugilist gains additional class skills based on his majors:
Abjuration: Escape Artist (Dex), Tumble (Dex)
Conjuration: Jump (Str), Survival (Wis)
Divination: Appraise (Int), Sense Motive (Wis)
Enchantment: Bluff (Cha), Perform (Cha)
Evocation: Climb (Str), Intimidate (Cha)
Illusion: Hide (Dex), Sleight of Hand (Dex)
Necromancy: Heal (Wis), Speak Language (n/a)
Transmutation: Disable Device (Dex), Use Rope (Dex)

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Arcane Pugilist


Level
BAB
Fort
Ref
Will
Max. Course
Special

1st
+1
+2
+2
+2
140First Major, Gen Ed (Prestidigitation)
2nd
+2
+3
+3
+3
160Course, Bookworm, Magical Proficiency
3rd
+3
+3
+3
+3
1802nd Major, Course
4th
+4
+4
+4
+4
200Course, Phys Ed
5th
+5
+4
+4
+4
220Course, Distribution Requirements
6th
+6
+5
+5
+5
240Course, Cram
7th
+7
+5
+5
+5
2603rd Major, Course
8th
+8
+6
+6
+6
280Course, Phys Ed
9th
+9
+6
+6
+6
300Course, Distribution Requirements
10th
+10
+7
+7
+7
320Course, Study Technique
11th
+11
+7
+7
+7
3404th Major, Course
12th
+12
+8
+8
+8
360Course, Course, Phys Ed
13th
+13
+8
+8
+8
380Course, Distribution Requirements
14th
+14
+9
+9
+9
400Course, All-Nighter
15th
+15
+9
+9
+9
4205th Major, Course
16th
+16
+10
+10
+10
440Course, Course, Phys Ed
17th
+17
+10
+10
+10
450Course, Distribution Requirements
18th
+18
+11
+11
+11
450Course, Course, Shop
19th
+19
+11
+11
+11
450Course, Course, Distribution Requirements
20th
+20
+12
+12
+12
450Course, Gen Ed (Limited Wish), Phys Ed


Class Features

All of the following are class features of the Arcane Pugilist.

Weapon and Armor Proficiency: An Arcane Pugilist is proficient in all simple and martial weapons, light, medium, and heavy armor, and shields (including tower shields).

Gen Ed (Su): An arcane pugilist has a general magical aptitude, thanks to both his courseload and tricks he picks up on campus. A first-level arcane pugilist can perform low-level magical tricks at any time, as though under the effect of the spell Prestidigitation. An arcane pugilist’s caster level is equal to his class level.

At 20th level, an arcane pugilist may cast the spell Limited Wish once per day, paying all costs for doing so.

Courses: The defining ability of the arcane pugilist come from his courseload. The arcane pugilist takes one or more courses each level, as can be seen on Table: The Arcane Pugilist. Each course, once taken, gives the arcane pugilist a new magical insight that can be used to increase his effectiveness in combat. Most courses are extraordinary or supernatural, as noted in each course’s description. Each course has a major (the school that teaches it), a course level, and may have entry requirements.

An arcane pugilist’s caster level is equal to his class level. Any save that does not list its save DC uses a DC of 10 + his base attack bonus.

Major: When an arcane pugilist gains a new major, he automatically takes any 100-level (100-199) course in that major that he qualifies for, so long as it is within his maximum course level. From there on in, he may take courses from that major normally, whenever he has room in his schedule.

Course: The arcane pugilist can select any course he qualifies for within one of his majors. It must be of a level that he can take.

Distribution Requirements: When an arcane pugilist runs up against new distribution requirements, he may take any course that he qualifies for from any school. However, its course level cannot exceed half of his maximum course level. He may use a distribution requirement to take a course within his major, unless his academic advisor catches him.

Bookworm (Ex): Sometimes, book learning is unavoidable. A second-level arcane pugilist gains knowledge devotion as a bonus feat.

Magical Proficiency (Ex): Thanks to the required curriculum, a second-level arcane pugilist uses enough magic to gain skill mastery with Use Magic Device.

Phys Ed (Ex): At fourth level and every four levels after (8th, 12th, 16th and 20th level), an arcane pugilist gains a bonus fighter feat. He must meet the prerequisites for these feats. For purposes of these feats, he has a fighter level equal to his class level.

Cram (Ex): It can be hard finding time for studying and combat drills. A sixth-level arcane pugilist needs only half of his race’s normal sleep per night.

Furthermore, at any time, he may spend 4 hours studying and concentrating. If he does so, he gains a skill trick of his choice for the next 20 hours. He must meet the prerequisites for this skill trick.

Study Technique (Ex): A tenth-level arcane pugilist gains a bonus mental skill trick of his choice. This does not count towards his total number of skill tricks.

All-Nighter (Ex): A fourteenth-level arcane pugilist has ascended. He no longer needs sleep, except if he wants to prepare spells he picked up somewhere.

Furthermore, at any time, he may spend 8 hours studying and concentrating. If he does so, he gains a single feat of his choice for the next 16 hours. He must meet the prerequisites for this feat.

Shop (Su): An eighteenth-level arcane pugilist can create magical items without knowing required spells, although he still needs the appropriate item creation feats. He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.

If the check succeeds, he can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Arcane Pugilist Feats

Overloading [Student]
Sure, you can fit that in before lunch.
Prerequisite: Enrolled.
Benefit: Immediately take an additional course.

Arcane Pugilist Lore
Characters with ranks in knowledge (Arcana) can research arcane pugilists to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

DC 10: There’s more than one way to learn magic, and going into education with the wrong philosophy—or perhaps, the right one—can lead to a person resembling a martial warrior much more than a mage.

DC 15: An arcane pugilist is someone that learns the same magic as a wizard, but rather than using it to cast spells, enhances his own physical prowess. Depending on what education he receives, an arcane pugilist can resemble a fighter, or a rogue, or a mystical warrior unlike either.

DC 20: Arcane pugilists can burst into flame, disappear from sight, or cut straight through magic with a sword. They also learn to function without sleep and cram information into their head for short periods of time.

DC 25: A Character that succeeds in a check this successful should learn information about specific arcane pugilists in the world, as well as perhaps how much money they spent to bribe their respective admissions offices.

Adaptations

While the arcane pugilist as written is a student, nothing mechanical enforces this use of the class. An arcane pugilist can learn in the background and from his experiences on the road, like a wizard does. He can just as easily be an instinctive, untaught magic-user, like a sorcerer. The names of his class features wouldn’t make much sense, but characters never learn those anyway.

Or, he could be taking a correspondence course. Who’s to say?


Course Catalog


Course
Description
ABJ100Gain spell resistance.
[/tr]ABJ101Turn off your SR more easily..
[/tr]ABJ150Gain Endurance and Endure Elements.
[/tr]ABJ200Armor is ghost touch, and you resist extraplanar attacks.
[/tr]ABJ201Armor applies to touch attacks.
[/tr]ABJ250Gain Freedom of Movement.
[/tr]ABJ300Dispel things you strike.
[/tr]ABJ301Counter spells as an immediate action.
[/tr]ABJ400Gain Mind Blank.
[/tr]ABJ450Emit an Antimagic Field that allows your class features.CON100Summon food for yourself and others.
[/tr]CON150Summon masterwork weapons and armor.
[/tr]CON151Summon cheap items.
[/tr]CON200Teleport 5 feet as a swift action.
[/tr]CON201Teleport further.
[/tr]CON250Instead of moving, teleport the same distance.
[/tr]CON300Teleport opponent's armor away on hit.
[/tr]CON301Teleport opponent's weapons away when hit.
[/tr]CON400Teleport moderate ranged once per minute.
[/tr]CON450Teleport opponents when striking them.
[/tr]DIV100Gain skill mastery with skills.
[/tr]DIV110Gain trapfinding.
[/tr]DIV150See magical auras and identify magical items.
[/tr]DIV200Gain evasion.
[/tr]DIV201Gain improved evasion.
[/tr]DIV250Critical hit and sneak attack all creatures.
[/tr]DIV300Gain uncanny dodge.
[/tr]DIV301Gain improved uncanny dodge.
[/tr]DIV400Gain True Seeing.
[/tr]DIV450Spend immediate actions to roll twice.
[/tr]ENCH100Reroll charisma-based skills and checks.
[/tr]ENCH150Weapon or armor gains a +1 enhancement bonus.
[/tr]ENCH151Enhancement bonus rises to +1/4 levels.
[/tr]ENCH200Demoralize faster and more effectively, at range.
[/tr]ENCH201Gain a frightful presence.
[/tr]ENCH250Apply weapon and armor special abilities.
[/tr]ENCH300Force enemies to attack you.
[/tr]ENCH350Gain Mettle.
[/tr]ENCH400Daze an opponent on hit.
[/tr]ENCH450Steal an opponent's senses for bonuses to rolls.
[/tr]EVO100Light your hand on fire to deal fire damage with attacks.
[/tr]EVO101Light your body on fire to damage attackers.
[/tr]EVO150Send messages silently hundreds of feet.
[/tr]EVO200Melee weapons deal force damage.
[/tr]EVO201Fire a force shockwave with a weapon as a line attack.
[/tr]EVO250Ranged weapons deal force damage.
[/tr]EVO300Attack every foe within reach.
[/tr]EVO350Automatically critical hit an opponent within reach.
[/tr]EVO400Plan actions to go off when the conditions are met.
[/tr]EVO450Make a Forcecage with a Dimensional Lock around yourself.
[/tr]ILL100Gain sneak attack.
[/tr]ILL110Gain improved feint and the ability to feint against anything.
[/tr]ILL150Hide auras on yourself and your gear.
[/tr]ILL200Gain Camouflage around worked stone and wood.
[/tr]ILL201Gain concealment.
[/tr]ILL202Go invisible for 2 minutes as a full-round action.
[/tr]ILL300Deal extra nonlethal damage on hits.
[/tr]ILL301Deal nonlethal damage equal to the original damage.
[/tr]ILL400Create dense fog that affects only enemies.
[/tr]ILL450Create a clone with your nonmagical abilities.
[/tr]NEC100Gain fast healing up to half health.
[/tr]NEC101Fast healing now heals you to full.
[/tr]NEC150Gain Lay on Hands.
[/tr]NEC200You are immune to critical hits and sneak attack.
[/tr]NEC250When you fell an enemy, heal yourself or allies of conditions.
[/tr]NEC251Cure more conditions, and heal when you damage an enemy.
[/tr]NEC300Remove yourself from time for up to 5 rounds.
[/tr]NEC350Deal negative levels on hit and increase your damage and saves.
[/tr]NEC400When grappling, jump into an opponent to control their body.
[/tr]NEC450Resurrect dead teammates with Revivify.
[/tr]TRN100Gain natural armor and damage reduction.
[/tr]TRN150Gain Powerful Build.
[/tr]TRN151Gain +5 feet of reach.
[/tr]TRN200Gain superior low-light vision, darkvision and blindsense.
[/tr]TRN210Slowly move stone or earth.
[/tr]TRN250Fly.
[/tr]TRN300Gain immunity to many conditions and effects.
[/tr]TRN350Grow extra arms for higher damage.
[/tr]TRN400Gain an additional move action each round.
[/tr]TRN401Instead of a move action, gain a standard action.

bekeleven
2016-09-19, 05:59 PM
Course Descriptions

Abjuration
The School of Abjuration’s Dean Mordenkainen assures all students that the Abjuration curriculum is truly first-rate. He also assures all other departments that serving as program head while president of the university doesn’t represent a conflict of interest.

ABJ100: Introduction to Abjuration (Ex)
The first lesson is devoted to the most general of defenses.
Benefits: The arcane pugilist gains spell resistance equal to 10 + his class level. He may raise or lower this spell resistance as a standard action. For every 2 additional abjuration courses he learns beyond this one, his spell resistance rises by 1.

ABJ101: Magical Harmony (Ex)
It can sometimes be worth your time to cooperate with other mages.
Course Requirements: ABJ100
Benefits: The arcane pugilist can raise and lower his spell resistance as a free or immediate action.

ABJ150: Environmental Defense (Ex)
Abjuration isn’t just limited to defenses against magic. Abjuration protects you from everything.
Benefits: The arcane pugilist can exist comfortably at temperatures between -50 and 140 degrees, and gains the feat Endurance.

ABJ200: Basic Planar Shielding (Su)
It’s incredibly rare for someone to target you with beneficial magic from another plane.
Benefits: All armor and shields worn and held by the arcane pugilist gain the Ghost Ward property. In addition, the arcane pugilist gains +10 to saves and spell resistance against all spells and abilities originating on another plane.

ABJ201: Magical Shielding (Ex)
Another invaluable form of defense you won’t learn anywhere else.
Course Requirements: ABJ200
Benefits: The arcane pugilist can apply all armor and shield bonuses from worn or held shields to his armor class when defending against touch attacks.

ABJ250: Reactive Magical Defenses (Su)
An ability that stops many conjurers and necromancers in their tracks.
Course Requirements: Any two abjuration courses
Benefits: The arcane pugilist is under the effects of a constant Freedom of Movement, as the spell.

ABJ300: Proactive Magical Defense I (Sp)
For all of those other magics that give lesser mages trouble.
Course Requirements: Any three abjuration courses
Benefits: As a full-round action, the arcane pugilist can perform a melee attack. If he hits, he casts Greater Dispel Magic on his target.

ABJ301: Proactive Magical Defense II (Sp)
Some mages think they’re very clever, having developed attack routines that destroy their enemies instantaneously. It’s the abjurer’s job to show them that no technique is without flaw.
Course Requirements: ABJ300
Benefits: The arcane pugilist may counterspell as an immediate action, as though using Greater Dispel Magic.

ABJ400: Advanced Mind Shielding (Su)
Try this one on for size, School of Enchantment.
Course Requirements: Any five abjuration courses
Benefits: The arcane pugilist is under the effects of a constant Mind Blank, as the spell.

ABJ450: Structural Antimagic (Su)
Transmutation only wishes they could pull this stuff off.
Course Requirements: Any six abjuration courses
Benefits: The arcane pugilist is under the effects of a constant Antimagic Field, except that the antimagic field doesn’t interfere with any of his arcane pugilist class abilities. As a standard action, he may turn this field on or off, or adjust its range to anywhere between 0 feet (personal only) to 5 feet for every 2 other abjuration courses he’s taken.

Conjuration
Everybody has somewhere they want to be in life. Dean Leomund can help you reach your destination.

CON100: Introduction to Conjuration (Su)
The School of Conjuration’s intro class operates with a simple principle: If none of their students die of ramen poisoning year 1, they have higher enrollment year 2.
Benefits: Two to five times per day, the arcane pugilist may summon delicious food, drinks and dishes, which last until consumed or for 1 hour. The total amount he may summon per day is enough to feed and water himself, as well as an additional person of his size category for every 2 additional conjuration courses he’s taken.

CON150: Learning to Summon (Su)
It’s not an easy course, but it’s foundational to skills as a conjurer, and it’s useful in a surprising number of situations.
Benefits: As a standard action, the arcane pugilist may summon a masterwork weapon, a set of masterwork armor, a masterwork shield, or a quiver of 20 arrows or bolts. The weapon or armor must be one with with he is proficient at a size he can wield. These can appear in a free hand or on his unarmored body, as appropriate, or in his square otherwise. Each summoned item lasts for 10 minutes, but this duration can be reset if he touches it and spends another standard action.

CON151: Magical Summoning (Su)
Students of conjuration are the most resourceful at the university.
Course Requirements: CON150
Benefits: Once every five minutes, as a standard action, the arcane pugilist may summon a nonmagical, item made of wood, metal, string, rope, or similar materials. This item must cost less than 5GP per class level. It must be his own size or smaller, it cannot be used as a spell component, and it cannot contain information he himself does not know (such as a book). He may only have one such item summed at a time. Any other person handling the item can feel its temporary nature.

CON200: So You Want To Teleport (Su)
The capstone course for the interdisciplinary Horizon Walker trade certificate.
Benefits: As a swift action, the arcane pugilist may teleport 5 feet. He must have line of effect to the square to which he teleports.

CON201: Teleportation II: Arcane Boogaloo (Su)
Thanks to recent innovations, you can even act afterwards!
Course Requirements: CON200
Benefits: The arcane pugilist can now use a swift action to teleport up to 5 feet, plus an additional 5 feet for every two other abjuration courses he’s taken.

CON250: Why Walk? (Su)
The school of conjuration recommends regular exercise to prevent muscular decay.
Course Requirements: Any two conjuration courses
Benefits: Once per round, when he would move (as a move action, as part of a charge, as a withdraw action, or any other form of intentional movement), the arcane pugilist may instead teleport from his current square to his destination square. This acts otherwise similarly to movement with the same total range, except that he can teleport past areas that would normally not be suitable for movement and his movement provokes no attacks of opportunity. He must be able to see his the ground of his destination square to use this ability.

CON300: Unconventional Offense (Su)
An effective trick against many of the more problematic enemies.
Course Requirements: Any three conjuration courses
Benefits: When he attacks an opponent but his attack is blocked by armor or shielding (but not natural armor), the enemy must make a will save, with a DC of 10 + the arcane pugilist’s total attack modifier for that attack. If the enemy fails, the object that blocked the attack is teleported directly behind him (away from the arcane pugilist), or to the floor in his square if he is against a wall or other barrier.

CON301: Fighter’s Bane (Su)
You’ll quickly have them saying, “Why not attack that squishy rogue over there instead?”
Course Requirements: CON300
Benefits: Whenever he is struck by a melee attack, the arcane pugilist may force his attacker to make a will save (with a DC of the arcane pugilist’s armor class). If the opponent fails, the weapon that struck him is teleported directly behind the attacker (away from the arcane pugilist), or to the floor in his square if he is against a wall or other barrier. If he struck with a natural weapon, the attacker is teleported 5 feet back (or knocked prone).

CON400: Teleportation for Fun and Profit (Sp)
The main reason upperclassmen prefer commuting to campus.
Course Requirements: Any five conjuration courses
Benefits: Once per minute, as a full-round action, the arcane pugilist may teleport up to 50 feet per class level. He may take along any amount of equipment, allies, and equipment of those allies, so long as the total weight of people and items accompanying him does not exceed twice his heavy load. If any destination squares are occupied, the use fails.

CON450: Ridding Oneself of Enemies (Su)
The School of Conjuration would like to congratulate you for meeting your degree requirements!
Course Requirements: Any six conjuration courses
Benefits: Once per minute, on a successful attack, the arcane pugilist may force his target to make a will save (with a DC equal to his total attack roll). If the target fails the save, he may teleport his target up to 100 feet in any direction, observing the normal rules for moving people and items through conjuration effects. If the destination square is occupied, the target instead appears in the nearest unoccupied square.

Divination
Learn under the tutelage of the School of Divination. Or don’t. Whatever choice you make, it’s the one Dean Rary foresaw.

DIV100: Introduction to Divination (Su)
To learn these teachings, a student must first be taught how to learn.
Benefits: The arcane pugilist gains skill mastery with a single skill. For every two other divination courses he takes, he gains skill mastery with an additional skill.

DIV110: Uncovering the Hidden (Ex)
This power is what you make of it. The same can be true of all powers. The power of flight. The power of speech. The power of life.
Benefits: The arcane pugilist gains Trapfinding, as the rogue ability.

DIV150: Sensing Aura (Su)
When you care what is outside, what is inside cares for you.
Benefits: The arcane pugilist gains the ability to detect magic passively. He senses the strength of the strongest magical aura in every square within his line of sight, to a range of 5 feet plus an additional 5 feet for every two other divination courses he’s taken. If he concentrates as a standard action, he can separate multiple auras within each square and tell the school of each aura.

By handling an examining a magical item for a full minute, he can understand its properties as though through the spell Identify.

DIV200: Tracking Danger (Ex)
The key to spotting deception is seeing the truth behind the lie.
Benefits: The arcane pugilist gains evasion.

DIV201: Becoming One With Danger (Ex)
If you do not learn to master your emotions, your emotions will become your master.
Course Requirements: DIV200
Benefits: The arcane pugilist gains improved evasion.

DIV250: Discerning Weakness (Su)
In the end, all a person can rely on is oneself.
Benefits: The arcane pugilist can discern weak points on creatures that normally have none, such as constructs, elementals, oozes, plants, undead, and swarms. This allows him to critical hit those creatures and deal precision damage, such as sneak attack.

DIV300: Hearing the Unheard (Ex)
It is impossible to know the present without understanding the past. And a man cannot understand the universe without first understanding himself.
Benefits: The arcane pugilist gains uncanny dodge.

DIV301: Walking the Razor’s Edge (Ex)
It is a fundamental tenet of the universe that all knowledge wishes to be learned.
Course Requirements: DIV300
Benefits: The arcane pugilist gains improved uncanny dodge, using her class level as her rogue level.

DIV400: See the Unseen (Su)
Life is an exercise in balance between the body, the soul, and the spirit.
Course Requirements: Any five divination courses
Benefits: The arcane pugilist can constantly see through illusions, as the spell True Seeing.

DIV450: Choosing Destiny (Sp)
You can’t always get what you want. But, if you try sometimes, you might find you get what you need.
Course Requirements: Any six divination courses
Benefits: As an immediate action, before rolling 1D20 to perform an attack, save, or check, the arcane pugilist may choose to roll 2D20 and take the higher one.

Enchantment
Dean Otto, perfect scorer on the MIND800 perceptual desire aptitude test, has devised a curriculum perfect for upping all relevant measurable attributes.

ENCH100: Introduction to Enchantment (Ex)
30% of all entrants scrub out within two courses. 10% test out. The remaining 60% can benefit from a robust course such as this one.
Benefits: As an immediate action, the arcane pugilist may reroll any charisma-based skill or check and take the second result. This is useable once per day, with an additional daily use for every two other enchantment courses taken.

ENCH150: Basics of magic-assisted combat (Su)
Guaranteed +5% hit rate or your money back.
Benefits: As a standard action, the arcane pugilist can switch between weapons, armor, or off. As long as he is in weapon mode, all weapons he wields have a +1 enhancement bonus to attack and damage. As long as he is in armor mode, all armors and shields he wears or wields have a +1 enhancement bonus to armor class.

ENCH151: Advanced magic-assisted combat (Su)
This course leads to the most accurate attacks in the entire university.
Course Requirements: ENCH150
Benefits: The bonus granted by ENCH150 rises to +1 for every four class levels.

ENCH200: Proactive Deterrence (Ex)
Recommended by nine out of ten paladins.
Benefits: The arcane pugilist can demoralize any opponent within 60 feet and can demoralize as a move action. Foes that were already shaken become frightened, while frightened foes become panicked.

ENCH201: Reactive Deterrence (Su)
Directly stimulates the amygdala, releasing hormones such as epinephrine and norepinephrine.
Course Requirements: ENCH200
Benefits: The arcane pugilist gains a frightful presence. Whenever he makes a successful attack, he may force foes within 30 feet to make a will save. Foes that fail this save are frightened.

ENCH250: Enhancement Strategies (Su)
Hundreds of options. Limitless potential.
Benefits: The arcane pugilist may impart special abilities to a weapon or shield he wields or armor he wears. As a full-round action, he chooses one suitable piece of equipment and one or more weapon or armor special abilities suitable for that weapon. Those abilities must be costed in the form of a plus-enhancement equivalent bonus, and the total enhancement equivalent cannot exceed 1 plus 1 for every 2 other enchantment courses he’s taken. No special ability can be selected if creating a weapon with that special ability requires a form of choice (as is the case with abilities such as Bane). These abilities last until he enchants more equipment or uses a full-round action to dismiss it.

ENCH300: Proactive Incentive (Ex)
Directly stimulates the amygdala, releasing hormones such as epinephrine and norepinephrine. Then pisses people off.
Course Requirements: Any three enchantment courses
Benefits: As a standard action, the arcane pugilist may give out a taunt that compels all enemies within 60 feet to focus on attacking him unless that succeed on a will save. Enemies that fail will prioritize him over other enemies as a target, but may not focus on him if, for instance, he is the only flying enemy while they wield a melee weapon, or he has mirror image duplicates, or he is invisible. This effect lasts 5 rounds.

ENCH350: Qualified Immunity (Ex)
By deploying autohypnosis and specialized self-suggestion, a student will build up resistance to many forms of attack.
Course Requirements: Any three enchantment courses.
Benefits: If the arcane pugilist makes a successful will or fortitude save against an effect that would have a half or partial effect on a successful save, the entire effect is instead canceled for him.

ENCH400: Altered Feedback (Su)
An enchantment that routes neuropathic pain past the brain and into the soul. A statistically significant number of test subjects agree: Make screaming sounds.
Course Requirements: Any five enchantment courses
Benefits: When the arcane pugilist strikes a foe with a melee weapon, that foe must make a will save. On a failure, they are dazed for 1 round.

ENCH450: Sensory Misappropriation (Su)
Connect the target’s nerves to magic. Then connect your brain to magic. It’s magic. It’s all magic.
Course Requirements: Any six enchantment courses
Benefits: The arcane pugilist may attempt to steal the senses of an opponent as a swift action. If the target fails a will save, they are blinded and deafened, and suffer a further -2 to all attacks, saves, and checks. The arcane pugilist gets +2 to all attacks and checks while within easy sight of them (a maximum of 30 feet + 5 feet for each rank of spot that person has), but takes a -2 to saves against sonic effects. This effect lasts 2 rounds, and cannot be used again while it’s active.

Evocation
Co-Deans Bigby and Otiluke understand that there’s much more to evocation than punching and burning. Have fun learning punching and burning.

EVO100: Introduction to Evocation (Su)
Light your hand on fire. Then punch someone with fire.
Benefits: As a standard action, the arcane pugilist can light his hand on fire and use it as a torch-equivalent light source or to light other combustible materials. He can choose to heat the flame when he lights it, in which case all unarmed or melee attacks deal extra fire damage equal to 1 plus 1 for every other evocation course he’s taken. He may extinguish this flame as a free action. This fire does not harm himself or his possessions.

If he has taken at least 2 other evocation courses, he may supercool his hand, freezing items and dealing cold damage.

EVO101: Full-Body Flame (Su)
Light the rest of you on fire. Then get punched by someone. It’s not ideal.
Course Requirements: EVO100
Benefits: Instead of lighting only his arm, the arcane pugilist may light his entire body on fire (or wreath in in frost, as is appropriate). This acts identically to EVO100 except that anybody striking him in melee with a non-reach weapon takes the same amount and type of energy damage.

EVO150: Sending Messages (Su)
See? All sorts of other applications.
Benefits: The arcane pugilist chooses a message and a recipient, then concentrates for 1 full round for every word of that message. When he is done concentrating, if the recipient is within 200 feet per class level of his present location, they hear him whisper the message.

EVO200: Force Wreath (Su)
Punch things with magic.
Benefits: While attacking in melee, the arcane pugilist may cover any weapon he wields in magical energy. Attacks with that weapon deal force damage while he does so.

EVO201: Force Projection (Su)
Punch at a distance.
Course Requirements: EVO200
Benefits: As a full-round action, the arcane pugilist may choose to perform a line attack with a wielded melee weapon. He chooses a direction to aim the line, then attacks every target within that line with a melee attack that deals force damage but is otherwise unchanged. The range of the line is equal to the weapon’s normal reach plus 5 feet for every other evocation course he’s taken.

EVO250: Shoot Force(Su)
Fire magic. But not, you know, like EVO100. Fire is a verb here.
Benefits: While attacking with projectile weapons, the arcane pugilist may cover the projectiles in magical energy. The damage they deal is force damage if he does so.

EVO300: Force Whirlwind (Ex)
Punch everywhere!
Course Requirements: Any three evocation courses
Benefits: As a full-round action, the arcane pugilist may perform a melee attack against every enemy within his reach.

EVO350: Pummel (Ex)
Punch one person really bad. (Bad for them.)
Course Requirements: Any four evocation courses
Benefits: Once per encounter as a full-round action, or as an attack at the end of a charge, the arcane pugilist may choose one enemy within reach of his melee weapon. He automatically hits that person with an attack, and that attack is a confirmed critical hit. He may not apply power attack damage to this attack.

EVO400: Plan (Su)
Punch someone in the future. For now, just lay back, relax, and think about punching.
Course Requirements: Any five evocation courses
Benefits: The arcane pugilist may spend 10 minutes concentrating on a condition (such as “I am ambushed” or “I have less than half health”) and one round’s worth of actions (such as “I get out my greatsword if necessary, then attack the nearest enemy as many times as possible” or “I take a 5-foot step if I am threatened by any enemies, then teleport away”). The next time that condition is met in his life, he performs that action instantly. The conditions for the action must be clear, although they can be general. Once the action is expended, he cannot plan another action that day. Planning an action cancels any previous plans.

EVO450: Trap (Sp)
Trap yourself. And, hopefully, other people. So you can punch them.
Course Requirements: Any six evocation courses
Benefits: As a move action, the arcane pugilist evokes a cage centered around his current square with a radius of 5 to 30 feet. He may end this trap as a free action, and it also ends if he creates another trap or loses consciousness. This cage acts otherwise like a windowless celled Forcecage. The area within the cage is also dimensionally locked, as the spell Dimensional Lock.

Illusion
Illusion is not an easy school. There’s so many things going on at any one point that Dean Nystul could almost forgive an acolyte for incorrectly wagging the eyebrow on the third orc from the left. Almost.

ILL100: Introduction to Illusion (Ex)
To ensure that students understand the basics, this course covers observation-feedback looping, vision tracking, and simple sleight of hand.
Benefits: The arcane pugilist gains 1D6 sneak attack, with an additional 1D6 damage for every 2 other illusion courses taken. This functions otherwise identically to the rogue ability, using his class level instead of his rogue level.

ILL110: Basic Perceptual Misguidance: How The Hand Tricks The Eye And The Eye Tricks The Brain (Su)
This course is an in-depth examination of attention denial through the lens of physiological, personal, social, and even political action.
Benefits: The arcane pugilist gains the feat Improved Feint as a bonus feat and may feint against any creature, even nonintelligent creatures, at no penalty. Inside of an antimagic field he loses this second bonus but retains the feat.

ILL150: Advanced Studies in Auras: The Divide Between Magical Power And Magical Emittance (Su)
This course is a seminar on the historical evolution of enchantments and how they fit into the structure of magic as a whole.
Benefits: The arcane pugilist gains the ability to hide magical auras on himself and his equipment. As a standard action, he may choose to suppress the auras of any or all all magic on himself or items on his person, or he may select specific auras that he is aware of and suppress just those, leaving the rest. After he has spent more than 2 rounds out of contact with an item, its true aura is revealed.

ILL200: Understanding Stealth: Why The Hand Can Never Be Faster Than The Eye, And Why That Doesn’t Matter (Ex)
Most people understand that seeing isn’t believing. The techniques learned in this course exploit healthy skepticism through the use of double and triple-bluffs.
Benefits: The arcane pugilist can use the hide skill when in any terrain with worked stone or wood, particularly buildings, even if standing in an area that doesn’t grant cover or concealment.

ILL201: Creative Displacement: A Study Of Boundaries, Edges, And Paint (Su)
Not all metaphors are created equal, but this closer look at how people look closely benefits from extended dips in hands-on nonmagical crafts.
Course Requirements: ILL200
Benefits: The arcane pugilist becomes fuzzy and unclear around the edges, gaining concealment. He may switch this ability on and off as a swift action.

ILL202: Invisiblity: The Big One. Come One, Come All. (Su)
The class everyone enters the program to learn. You know it. We know it. Just remember: It’s not about bending light so much as tell it you’re not there.
Course Requirements: ILL201
Benefits: As a full-round action, the arcane pugilist may become invisible for 2 minutes. This acts otherwise like the spell Greater Invisibility.

ILL300: Concepts In Sympathetic Sensory Feedback: Why Not Touch Fire? (Su)
This course is a critical look at the impact of perception on reality as well as an examination of similar concepts covered in previous courses.
Course Requirements: Any three illusion courses
Benefits: When the arcane pugilist attacks a foe and deals at least 1 damage, he also deals 1 nonlethal damage, plus an additional nonlethal damage for every illusion course he’s taken.

ILL301: Advanced Sensory Replication: Faking It Past The Point Of Making It (Su)
While other courses discuss the brain’s impact on the body, this turns the lens around and exploits its connection to the soul.
Course Requirements: ILL300
Benefits: Instead of the damage listed in ILL300, the nonlethal damage is equal to the full damage of the original shot, less modifiers such as power attack.

ILL400: Technical Air Density Manipulation, Non-Invasive Particle Refinement, And You: A Romance In Three Acts (Su)
Illusions, like illusionists, have a love-hate relationship with reality. But the question isn’t so binary as popular culture might suggest.
Course Requirements: Any five illusion courses
Benefits: As a standard action, the arcane pugilist can create a cloud of illusionary fog. He may center it at a location within 5 feet per class level, and give it a radius between 5 feet and 30 feet. This obscures all forms of vision beyond 5 feet, and gives concealment to those within 5 feet. In addition, those within it can move up to half of their normal move speed, but they are aware that unless they reduce their movement speed to 5 feet they will be flat-footed. The arcane pugilist, as well as any chosen allies adjacent to him when he uses this ability, can see and move through it without any difficulty. This fog lasts 5 minutes or until he creates another cloud.

ILL450: Alternative Avenues In Illusions: The Science Of Mimicry Redefined As Art Via Matter Creation In The Ongoing And Evolving Paradigm Of The Post-Specialist Magical Environment. What Does It Mean To You? (Featuring Professor Khelben) (Su)
Good luck!
Course Requirements: Any six illusion courses
Benefits: As a full-round action, the arcane pugilist can create an illusionary copy of himself. This copy is under his control. It acts as he does and acts on his initiative count, and has all of his extraordinary abilities, but none of his magical abilities. The copy has nonmagical copies of all of his equipment. A copy has 2 hit points per class level when created, and lasts until its hit points hit 0, or it dies in any other way, or 1 round per class level passes, at which point it and all of its gear disappear. Despite being illusionary, it can still perform tasks such as moving around, attacking or assisting people, speaking, or using items. The arcane pugilist can make only one such duplicate every 5 minutes.

Necromancy
Dean Evard welcomes all students to the warmest and most inviting school in the university.

NEC100: Introduction to Necromancy (Su)
Necromancy flushes the skin, breathes new life into the body, and revitalizes all creations.
Benefits: The arcane pugilist gains fast healing 1, although this fast healing will only raise his health to half of his maximum health. It rises by 1 for every 2 other necromancy courses he’s taken.

NEC101: Life’s Wellspring (Su)
Students of necromancy are known to remain active and healthy far longer than those from other schools.
Course Requirements: NEC100
Benefits: The limitation of NEC100’s granted fast healing is removed. It will now heal the arcane pugilist up to full health.

NEC150: Healing Hands (Su)
Necrmancy is the school of magic dedicated to bringing parties together.
Benefits: The arcane pugilist gains the ability to heal himself and allies by touch. As a standard action, he may heal himself or a touched creature. He gains a daily healing pool equal to his class level, refreshed at dawn. For every two other necromancy courses he’s taken, add his class level once more to the healing pool. He may use any amount of the healing remaining in his pool when healing, and save the rest for later in the day.

NEC200: Sturdy Construction (Ex)
The School of Necromancy grants its students resistance to deadly blows, just like man’s best friend: Plants.
Benefits: The arcane pugilist is immune to critical hits and sneak attacks.

NEC250: Harness Lifeforce (Su)
When spare energy would go to waste, Necromancy is there to use it.
Benefits: When the arcane pugilist fells an enemy, he may cure himself or a party member within 60 feet of one of the following conditions: Blind, confused, dazed, dazzled, deafened, entangled, fascinated, fatigued, frightened, shaken, sickened, staggered.

NEC251: Recycling (Su)
The school of necromancy is easily the most environmentally friendly.
Course Requirements: NEC250
Benefits: Add the following to the list of conditions the arcane pugilist may cure: Cowering, exhaustion, nausea, panic, paralysis, stunning, and disease (any one). In addition, when he damages an enemy with a melee attack, for every 10 hit points that they lose, he gains 1.

NEC300: Taking A Break (Su)
The school of necromancy knows that it’s good to take some vacations. But as the staff is very contientous, it knows that it’s best to get back to work soon.
Course Requirements: Any three necromancy courses
Benefits: As a move action, the arcane pugilist may remove himself from the timestream for one to five rounds. He disappears from his current location. The stated number of rounds later, on the same initiative count, he reappears. He may take only 1 action (standard, move, or swift) the round he reappears. If his space is occupied when he would come back, he appears unharmed in the nearest unoccupied space.

NEC350: Petting Puppies (Su)
Featuring a visit by special guest-lecturer Archmage Vecna!
Course Requirements: Any four necromancy courses
Benefits: Any foe the arcane pugilist strikes with a weapon must make a fortitude save or gain a negative level. If they do, he gains +1 to his saving throws and damage rolls for the remainder of the encounter (up to 5 minutes).

NEC400: How to Win Friends and Influence People (Su)
If you can’t think of anything nice to say, don’t say anything at all.
Course Requirements: Any five necromancy courses
Benefits: While the arcane pugilist is grappling an opponent who is one size smaller than him or larger, at the end of every one of their rounds in which they are still grappling with the arcane pugilist (or pinned) but have not pinned him, they must make a will save. On a failure, he can squeeze inside of their body and control them like a puppet for up to 1 round per class level. While he controls the host, their dexterity is reduced to a maximum of 8 and their charisma is reduced to a maximum of his charisma minus 2. The host still makes all of their own fortitude and will saving throws. He takes half of the damage that the host takes. The host’s movements look robotic and it is generally obvious something is wrong. When the duration ends, the host dies, or the arcane pugilist decides to leave, he must spend a full round to get out. He is extruded prone into an adjacent square of his choice, and both parties may act again.

NEC450: Community Service (Su)
Never litter.
Course Requirements: Any six necromancy courses.
Benefits: The arcane pugilist may revive dead allies, as the spell Revivify, once per day.

Transmutation
Dean Tenser would like to assure all students that spells that change forms of objects and creatures are among his favorites.

TRN100: Thicker Skin (Ex)
Stoneskin. Barkskin.
Benefits: The arcane pugilist gains DR 1/- and a natural armor bonus of 1. These rise by 1 for every 2 other transmutation courses taken.

TRN150: Bigger (Ex)
Enlarge person.
Benefits: The arcane pugilist gains powerful build.

TRN151: Longer (Ex)
Enlarge Person. And variants.
Course Requirements: TRN150
Benefits: The arcane pugilist gains +5 feet of natural reach.

TRN200: Better Eyes (Su)
Darkvision. Dragonsight.
Benefits: The arcane pugilist gains superior low-light vision as well as darkvision (60 feet) and blindsense (30 feet).

TRN210: Move Stone (Su)
Stone shape. Move earth.
Benefits: The arcane pugilist can move 1 cubic foot of packed earth or similar materials, or gently press or mold 1 cubic foot of stone, per round. He must be touching the material to be moved this way. Packed earth can be moved up to 1 foot in this time, while stone can be moved 6 inches. Thus, it takes 4 rounds to make a two foot square hole in a packed earth wall, by pulling out sections and letting them drop to the ground. It takes eight rounds to do so in a stone wall, and will result in the edges of that hole bulging noticeably outwards.

TRN250: Flight (Su)
Fly. Overland flight.
Course Requirements: Any two transmutation courses
Benefits: The arcane pugilist gains a fly speed equal to 30 feet, plus an additional 5 feet for every 2 other transmutation courses he’s taken. His maneuverability is average if he has taken 4 or fewer transmutation courses, good if he’s taken between five and eight courses, and perfect if he’s taken more than eight.

TRN300: Immunities (Ex)
Too many to bother. Are there still two deans over at evocation?
Course Requirements: Any three transmutation courses
Benefits: The arcane pugilist is immune to dazing, diseases, exhaustion, fascination, nausea, paralysis, poisons, sickening, sleep, stunning, and staggering.

TRN350: More Arms (Ex)
Girallon’s Blessing.
Course Requirements: Any six transmutation courses
Benefits: As a full-round action, the arcane pugilist may grow one additional pair of arms beyond his race’s normal. His clothing and armor distorts to incorporate the new limbs. He gains two secondary natural attacks if his previous limbs had any. He may wield more weapons (such as two two-handed weapons or four one-handed or light weapons) but takes all appropriate penalties for two-weapon or multiweapon fighting. If he wields a weapon using any of these hands, that weapon gets an additional 1/2 of his strength modifier to damage for each one. He may spend a second full-round action to retract these limbs.

TRN400: Faster (Su)
Celerity. Time Stop.
Course Requirements: Any five transmutation courses
Benefits: The arcane pugilist gains an additional move action each combat round.

TRN401: Even Faster (Su)
Tenser’s Transformation is actually my least favorite spell. No lie.
Course Requirements: TRN400
Benefits: Instead of an additional move action, the arcane pugilist gains a standard action.

DreganHiregard
2016-09-22, 07:04 AM
Student of Magic

"Generalist is just another word for idiot."

A student of magic is a true specialist wizard. They're able to call upon all the magic of a single school and channel it with the help of an indestructable living magic companion. Theya re meant to offer a lower alternative power to the wizard while still offering some very exciting options and diversity within their school.

Adventures: A student of the arcane generally is found on adventures that either involve their magical specialty, or can lead to acquiring resources needed to forge potent magical items that can aid in their spellcasting.

Characteristics: A Student of magic is notable for their cleverness, dedication, their drive to succeed and their nearly godlike magical abilities. While often physically weak a Student of Magic can vary greatly based on their chosen school of magic though certain patterns are rather consistent. Abjurers are often very cautious, conjurers tend to be resourceful and personable, diviners lean towards being wise and sedimentary, enchanters are often charming and can frequently tend towards being forceful, evokers are usually grand and showy and brash, illusionists appear polished and poised, necromancers are frequently evasive and shifty, and transmuters has a penchant for being removed and analytical..

Alignment: A student of magic may be of any alignment although common stereotypes often hold true, with chaotic evokers and lawful diviners being as common as evil necromancers and goodly abjurers.

Religion: A student of magic calls upon a vast array of spells but they have acquired them through intensive study and hard work rather than by the grace of a god. This leads to many Students forgoing devotion to any particular gods as most find themselves to be more than enough to handle most situations, even when casting traditionally divine spells.

Background: All students of magic can share in the vast amount of time spent training. The mystical arts they harness have been learned through intensive study and the analysis of fundamental forces beyond most comprehension. Whether this training is spent amongst raging thunderstorms, in dark dank crypts, amidst chambers of clay and mud, in a silent mountaintop observatory, or somewhere more exotic can depend on the school and personal situation.

Races: Nearly any race can learn the secret of magical power, though some races are more inclined to it. Elves and other long lived races tend to have the ability to patiently analyze every detail of their spells and often take the long way in determining how magic works. Short lived or less intelligent races tend to cut corners when learning magic and often times wind up in way over their heads.

Other Classes: Student's of magic realize that while their abilities are potent, they are also very limited, drawing on only a small range of solutions they can achieve only so much. When magical solutions fail a Student of magic knows that having allies to pick up the slack is crucial for success. Which party member a Student of magic associates with most often can vary wildly based on their school and personal preference, but only a fool would slight a potential ally, and most Students of magic are not fools.

Role: The student of the Arcane's roll depends greatly on their school of magic and spell choice. Evocaitonists are often masters of dealing damage, while summoners and abjurers for example are far better suited to controlling the battlefield. Unlike regular wizards however a Student of the Arcane has little hope of doing every role at once, making them much more reliant on their allies to form a effective team.

Adaptation: Formalized schools of magic can be added to any campaign to give the students a home base tied into the setting. Alternatively a DM can easily alter the bonuses and feats granted by their studious intent ability in order to better differentiate different students.

GAME RULE INFORMATION
Master's of Magic have the following game statistics.
Abilities: Intelligence is the primary attribute for students of the arcane. Secondary choices vary wildly based on what role they plan to fill.
Alignment: Any.
Hit Die: d4
Starting Age: As Wizard.
Starting Gold: As Wizard.

Class Skills
The Student of magic's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Student of Magic


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+0

+0

+2
Spell familiar, Mystical Research
4
2
-
-
-
-
-
-
-
-


2nd

+1

+0

+0

+3
Studious intent
5
3
-
-
-
-
-
-
-
-


3rd

+1

+1

+1

+3

5
3
2
-
-
-
-
-
-
-


4th

+2

+1

+1

+4
Studious intent
5
4
3
-
-
-
-
-
-
-


5th

+2

+1

+1

+4

5
4
3
2
-
-
-
-
-
-


6th

+3

+2

+2

+5
Studious intent
5
4
4
3
-
-
-
-
-
-


7th

+3

+2

+2

+5

5
5
4
3
2
-
-
-
-
-


8th

+4

+2

+2

+6
Studious intent
5
5
4
4
3
-
-
-
-
-


9th

+4

+3

+3

+6

5
5
5
4
3
2
-
-
-
-


10th

+5

+3

+3

+7
Studious intent
5
5
5
4
4
3
-
-
-
-


11th

+5

+3

+3

+7

5
5
5
5
4
3
2
-
-
-


12th

+6

+4

+4

+8
Studious intent
5
5
5
5
4
4
3
-
-
-


13th

+6

+4

+4

+8

5
5
5
5
5
4
3
2
-
-


14th

+7

+4

+4

+9
Studious intent
5
5
5
5
5
4
4
3
-
-


15th

+7

+5

+5

+9

5
5
5
5
5
5
4
3
2
-


16th

+8

+5

+5

+10
Studious intent
5
5
5
5
5
5
4
4
3
-


17th

+8

+5

+5

+10

5
5
5
5
5
5
5
4
3
2


18th

+9

+6

+6

+11
Studious intent
5
5
5
5
5
5
5
4
4
3


19th

+9

+6

+6

+11

5
5
5
5
5
5
5
5
4
4


20th

+10

+6

+6

+12
Studious intent
5
5
5
5
5
5
5
5
5
5



Class Features
All of the following are class features of the Student of Magic.

Weapon and Armor Proficiencies: A student of magic is proficient only with simple weapons and no armor or shields.

Spellcasting: A student of magic casts spells from a specified source drawing on a certain small group of magical techniques. At first level the Student Selects one school of magic other than universal. This is chosen school, and often times a student is referred to by their school (ex. Student of Abjuration for a Student who casts abjuration spells). This school is the only school of magic the Student can learn and cast from and can likewise only use spell trigger and spell completion items of this school without a use magic device check. When this choice is made the Student also chooses a specific spell list which becomes their "primary" spell list. The majority of their spells will be drawn from this list though it's not impossible to learn other spells. The Saving throw to resist a student of magic's spells is 10+ spell level+Int bonus. A student of magic does not require any form of spellbook

Spells known: A Student of magic begins play knowing all cantrips and Orisons of their school and five first level spells. Three of these must be drawn from their primary spell list. the other two may be drawn from any other source the DM approves. Each time a Student of magic gains a level they learn another spell of the highest level they can cast drawn from their primary spell list. If a spell has multiple spell levels listed for it, always use the highest.

Spells Per day: A Student of magic has only a certain number of spells they can cast per day, however they do not have to allocate their spell slots ahead of time. Instead they may simply call upon any spells they know without preparing them ahead of time, in the same manner as a sorcerer. If desired a Student of magic may use a higher level slot than required for their spell to increase the effective spell level, and thusly the DC. A Student of magic applying metamagic to their spells does not increase the casting time for doing so. A student of magic regains all spell slots after eight hours of rest. The Value listed for level 0 spells indicates how many different cantrips or orisons you may prepare, but each can be cast at will. Bonus spells per day are based on intelligence.

Mystical Research : Beginning at first level the Student of Magic chooses a spell to begin researching. This spell can be from any spell list and of any level that the student will be able to cast as of their next class level but it must be of the school chosen at first level. Upon gaining the next level the Student of magic immediately learns that spell. For example a 3rd level student of evocation may begin studying Scorching ray. Immediately upon reaching 4th level the student learns that spell in addition to the spell learned normally. A Student of magic may also use this class feature to create brand new spells, and if they do they ignore all the normal researching costs for doing such, as usual creating entirely new spells is subject to DM's approval.

Spell familiar: (Su) At first level the Student of magic gains a special sort of companion. A spark of raw magic that follows the caster and aids them. This spark is not a creature so much as it is a mobile, magical effect. The effect may be moved up to 30 ft at the casters will as a free action once per turn. The familiar may be summoned directly to its master's square across any distance as a free action, this is different from the free action used to move it normally. Many spell familiar's possess special abilities when they occupy the same space as a creature. When the spell familiar moves into a creature's space it sticks with that creature, regardless of how fast or far they use, as long as they don't teleport away or their master chooses to move the spell familiar. The familiar is incorporeal and invisible to the naked eye though it can be seen by anyone who can detect magic. As a living magical effect, the familiar has no hit points, armor class, saving throws, physical form or other creature qualities. The familiar may not be attacked or harmed by normal means though they can be dispelled as though they were a spell with a spell level equal to half the master's level (rounded up) and caster level equal to the masters level. Additionally each familiar has a specific way to dispel it based on the school it is tied to. A dispelled familiar disappears until the Student of magic takes a full hour to undergo a ritual to recreate it. The abilities of this spell familiar, and the methods of dispelling them, vary based on the school of magic the Student studies:


Abjuration:

An abjuration spell familiar occupies a single two dimensional 5 ft by 5 ft pane. When placed upright this causes it to resemble a wall effect, it can be moved from upright to being laid flat across the ground as part of the same free action used to move it. Any attack that originates on one side of the wall and deals damage to someone on the other side is hindered by this barrier, including the creators own attacks. Any damage dealt by an attack that gets hindered is reduced by an amount equal to the Student of Abjuration's level, regardless of type. To determine if someone benefits from the familiar's protection determine if the wall would grant any form of cover against the originating square of the attack, if so it reduces the damage, even if the attack normally ignores cover. In addition to this basic protection any movement through or across this barrier counts that square they are occupying as terrain one step more difficult than normal for that 5 ft square. An Abjuration familiar can be dispelled if the Student who created it is forcibly moved through the barrier.

At 5th level, in addition to the barrier slowing anyone attempting to move through it, such creatures must also make a str check with a dc of 10+the Student's level or find themselves unable to move through the barrier at all, which ends the action they used to make the attempt. This does not affect incorporeal opponents. Despite the barrier seemingly becoming solid when pressed against this can never be used to harm a creature, even one that charges directly into the wall. Even a creature that does succeed on the strength check treats the square as two steps more difficult than it normally would be, which may still render it impassable if they don't have enough movement left. Additionally, since a Student of Abjuration is not immune to the effect of their barrier's hindering properties they may use this to create a mobile platform they can stand upon. When used in this way the barrier may not be more than 3 ft from the surface below it and it may carry weight as if it were a medium creature with a strength score equal to the dc to move through it, movie the barrier when it is supporting any weight requires a move action each turn rather than a free action. Additionally the spell familiar may now be up to 10 ft by 10 ft. Changing size may be done as part of the same free action used to move the spell familiar.

At 10th level this barrier also protects against the harmful effects of spells. Any harmful spell passing through this barrier is treated as if being counter spelled with a greater dispel magic at the Student's caster level. A successful dispel negates only the part of the spell targeting creatures on the opposite side of the barrier, not the entire spell effect. Additionally the spell familiar may now be up to 15 ft by 15 ft in size. This treated as a successful counter spell for any and all effects and abilities.

At 15th level the barrier becomes more potent still, subtly distorting attacks and effects passing through it granting anyone protected by it a 20% chance to ignore the attack, this is not a miss chance and as such cannot be negated by effects like true seeing, furthermore it extends to abilities not requiring attack rolls such as single target spells and area of effects. Roll percentile once per effect, not per target. Furthermore the wall can now also take the form of a 15 ft cube, or 25 ft pane. Finally, even incorporeal creatures and creatures attempting to teleport or pass through interdimensional are hindered by the Spell Familiar and such creatures must make a will save dc 10+1/2 Student level+int bonus in order to enter the protected area, they may retry each turn but any spell slots expended to make the attempt are still wasted. This interdimensional barrier prevents teleportation if the shortest distance between the teleporter's initial space, and their destination is a line that would pass through any square occupied by the spell familiar.

At 20th level the Abjuration familiar becomes not just the best defence, but also a fine offense. Any attack completely negated by the Familiar, due either to damage being reduced to 0, miss chance, or a spell being countered, the effect is turned back on the originator using the same attack roll, caster level, and original damage. Additionally the Student of Abjuration may now choose to allow an attack to pass through their barrier unhindered.

Conjuration:
A conjuration spell familiar functions similarly to a miniature portal. It is an invisible aperture that occupies a 5 ft square. For all intents and purposes the familiar's square is considered adjacent to the Student of conjuration. This means, among other things, a Student of conjuration may make attacks into and manipulate objects in the square their familiar occupies. However it should be noted this works both ways, a canny enemy, or one who can observe magic can launch an attack into the familiar's square to target the Student directly once they figure out how the portal works. Because any object that touches any edge of the aperture does not get transported in any part there is no chance of an attack accidentally passing through. This portal also allows the Student, and anyone else aware of, and adjacent to the aperture to make attacks of opportunities against creatures passing through the familiar's square. Furthermore when calculating the range of a spell the caster counts the distance between them and the spell familiar and from the spell familiar to the target if that total distance would be less than the normal distance. The portal is only 1 foot wide so only the smallest of creatures can successfully pass through it. A conjuration spell familiar is dispelled if it would be placed inside of another portal or teleportation effect, such as a gate or teleportation circle.

At 5th level the Student of Conjuration may now move the destination of their spell familiar in the same manner that they move their Spell familiar, though they still may only use one such free action per round. This essentially grants a second spell familiar the same as the first but they make their squares adjacent to each other instead of adjacent to the Student of Conjuration.

At 10th level the portal has widened greatly and is now large enough for a medium or small creature to step through entirely allowing any creature aware of the familiar's presence to move from one square to the other exactly as if they were adjacent. This also is now large enough that any area of effect that would affect the square of one spell familiar now also affects the square of the other one.

At 15th level the Student of conjuration heightens their control over their spell familiar's and may now attempt to force a target unaware of the portal to move through it. The target may resist with a will save with a dc equal to 10+1/2 the Student's level+int modifier. On a failed save the creature entering one Spell familiar's square instead finds them self in the other square. Activating this ability uses the free action the student of Conjuration normally uses to move their spell familiar.

At 20th level the Student of Conjuration has become a master of manipulating their twin portals, and may now move one or both portals as an immediate action instead of a free action. Additionally the portals can be expanded up to 15 ft allowing huge creatures to pass through, and becoming large enough to completely block off 3 squares from counting as adjacent to the squares on the other end of the portal.


Divination:

A divination spell familiar is a small bundle of sensory reception. The Student may see normally as if they stood in the same square as their spell familiar, however it does not gain the benefit of any special sight the student may have such as dark vision or low light vision. A divination spell familiar cannot pass through solid objects, it is the same size as one of the student of Conjuration's eyes and cannot squeeze through any space smaller than that. Any effect based on vision that would affect the spell familiar is transferred to the student of divination. In addition to having to save against any vision based effect the spell familiar is subjected to; the Student of divination cannot close the eye of the spell familiar causing them to take a -4 penalty on their save against such effects.

At 5th level the Divination familiar Gains lowlight vision and dark vision at a range of 60 ft regardless of if the student possessed such an ability.

At 10th level the Divination familiar receives all sensory input to the same degree the Student of the Divine would have. This includes smell, hearing, and even taste and touch if the familiar comes into direct contact with an object.

At 15th level the Student of the Divine may cast any divination spell they possess through their familiar, including effects such as detect spells, and the Familiar gains any form of magic temporary sense the Student may possess. In addition the Familiar may now see through objects in the same way as the wearer of a ring of x-ray vision but without the fatigue or time limit.

At 20th level a master of divination learns to split their focus even farther and gains a second Divination Spell Familiar with all the qualities of the first. In addition both Spell Familiars now have a constant true seeing ability and any divination spell cast through one is cast through both as well as originating from the Student them self if desired.


Enchantment:
An enchantment spell familiar functions somewhat differently than most others. Rather than move freely it moves only through direct physical contact, though it may still be called back to its creator like normal. The Familiar begins by occupying the body of the Student of Enchantment who called it, granting them a bonus on all charisma based checks equal to half the student's level. But by making physical contact with another creature the spell familiar may pass into them. While occupying another creature that creature's attitude is treated as one step friendlier towards the Student than it normally would, to a maximum of helpful. While this may cause a hostile creature to become merely unfriendly, it does not prevent such a creature from attacking the student, though if possible it will prioritize any other target it can. If the creature currently affected by the familiar makes contact with another creature the Student may will their familiar to pass to that creature, however they must be aware that contact is currently being made. This effect is a mind affecting charm. An Enchantment familiar is dispelled if the student ever directly attacks a creature being affected by the familiar.

At 5th level the enchantment spell familiar grows more powerful. a creature affected by the enchantment familiar treats every request the Student of Enchantment makes as a suggestion with a saving throw DC of 10+1/2 the student's level+int mod. A successful save protects the subject from having to carry out that specific command for 24 hours. Additionally the subject affected by the enchantment familiar is immune to any charm or compulsion effect not generated by the student of the Arcane unless the caster is 5 or more levels higher than the student of the arcane. If a subject is already under a charm or compulsion effect when the familiar is transferred to them they may make a new save immediately to end the effect with a bonus equal to the student of the enchantment's int bonus, though if they fail that second save they may not be granted another attempt against the effect by the enchantment familiar.. Additionally at this level the Student now has two spell familiars with all the same abilities and rules.

At 10th level the enchantment spell familiar grants even greater control than before. If desired the student may assert complete control over a creature affected by the spell familiar. This allows the subject a will save DC 10+1/2 class level+ int bonus and functions as dominate person but without any limit to the duration. Additionally at any time the student of enchantment may dismiss the domination effect, allowing the subject to regain control of them self without completely removing the spell familiar from them. Similarly, by using a standard action to concentrate the student may gain sensory input from their target, including being aware of when they touch someone else. As with the suggestion effect gained previously, a successful will save only allows the subject to resist a specific command it does not end the dominate effect as it normally would. In addition to this bonus the student may now effectively possesses 3 Enchantment Familiars instead of 2.

At 15th level the power the Student of Enchantment has thanks to their familiar is even more potent. Subjects affected by the enchantment familiar now make a will save immediately upon the familiar being passed to them, the DC being the same as above. If they fail they are immediately utterly enthralled by the Student, their attitude becoming fanatical, willing to give their lives or die for the student, however the most insidious part of this ability is that apart from this loyalty they act otherwise normally making this far harder to detect than dominate. Additionally no order or request provokes a second will save from the subject, once charmed they are stuck that way until the familiar is transferred. Additionally the Student of enchantment may mentally influence the subject in such a way as to force nearly any mentally influenced condition upon them, including but not limited to rendering a subject sickened, nauseated, frightened, shaken, dazed, stunned, or even asleep as a free action, and may likewise remove or negate any such effects on an affected subject. Finally, up to 4 Enchantment familiars exist at once in the service of the Student of enchantment instead of 3.

At 20th level a master of Enchantment gains several benefits that can be channeled through their familiars. Firstly A Master gains a fifth Spell familiar functioning exactly as the others. Secondly, once per round as a free action a Master of enchantment may gain sensory input from one creature attached to their Spell Familiar. Finally as a full round action the Master of enchantment may actively control any target that failed their save to resist one of their Spell familiars. This control functions as a Magic jar spell though it is mind effecting enchantment rather than necromancy and there is no jar containing the soul, as such distance is never a factor and if the enchanted target is slain the Master's soul simply returns to their body. If the Master's body is slain they may choose to permanently occupy any of the bodies their spell familiar's are attached to, changing as a full round action just as if their body were intact.


Evocation:
An evocation familiar occupies a single 5 ft space and draws in and mimics damage dealt to a subject. If the familiar is occupying the same square as another creature and that creatures takes damage from any source the familiar remembers and stores that damage. The original victim still takes the full damage but the familiar becomes charged with the power to inflict it's stored damage. Stored weapon damage also includes any weapon qualities, such as adamantine ability to penetrate hardness and overcome DR. At first level as a standard action the Student of evocation can command the evocation familiar to deliver it's stored damage to a creature occupying the same square as itself. This requires the Student of Evocation to make an attack roll using their intelligence in place of strength or dexterity. If the Familiar hits the opponents touch ac they immediately take whatever type and amount of damage is stored within the familiar. Unused stored damage vanishes after 1 minute and a spell familiar cannot store damage that it itself inflicts. The evocation familiar stores only a single instance of damage, thus a target hit with 3 magic missiles might take 3d4+3 damage, but each is technically a separate instance of damage and thus only the damage from one missile is stored. The student of evocation always knows when a spell familiar can absorb an instance of damage and deciding whether to take a new instance of damage to replace an old one does not require an action. As the evocation familiar grows stronger it gains the ability to inflict its damage in new ways, any saving throw allowed uses a dc of 10+1/2 Student level+int bonus.

[b]Example:

As an example of how this ability works: Xanadu, a student of evocation, moves his spell familiar as a free action to occupy the same space as an enemy bugbear and then casts lightning bolt on it. Xanadu deals 36 electric damage and kills the bugbear. On his next turn Xanadu moves the spell familiar to the space of a earth elemental and uses a standard action to attempt to deliver the stored damage. With a successful touch attack using Xanadu's base attack+int the spell familiar makes contact and deals 36 electric damage and looses it's stored damage. It should be noted that even though the damage may have originated from a spell, the touch attack does not permit spell resistance. An evocation familiar is dispelled only if it suffers six different types of damage in a single turn.

At 5th level the Evocation familiar may now store two different instances of damage at once, and it now occupies a 10 ft square area. In addition it may now deliver it's damage with a ranged touch attack at a range of 25 ft+5 ft/level, using the same bonus as the melee touch attack outlined earlier, or it may deal this damage to all creatures in the space it occupies automatically, this allows a reflex save for hal;f damage. Additionally when delivering it's stored damage the Evocation familiar may deal it's damage as either type of stored damage. For example a familiar storing 2 slashing damage and 16 fire damage could fire a ray to deliver 16 slashing damage. Additionally a spell familiar now deliver's all weapon damage as if it were magic for the purpose of overcoming damage reduction if this would be beneficial, even if the original weapon damage was not magical.

At 10th level the Evocation familiar can now store 3 separate instances of damage, and it occupies a 15 ft square. The familiar may deliver it's damage by firing 2 rays with a range of 100 ft +10 ft/level, these rays must be directed at different targets but each deals full damage. Alternatively it may project a 120 ft line originating in any of its squares, and all those caught in the area may make a reflex save for half damage using the dc listed above.

At 15th level the Evocation familiar may now store up to 4 instances of damage and it occupies a 20 ft square. In addition to the previous methods of dealing damage the Familiar may now project up to 5 rays with a range of 400 ft+ 40 ft/level, though as before they must all be directed at different targets. Alternatively the Familiar may now project a 60 ft cone of damage originating from any of its spaces with a reflex save for half. Finally a Student of Evocation may condense the storm of energy inside the familiar, this changes it once more into a single 5 ft square, but causes it to automatically deal it's full damage to any target that it passes through each round without expending the stored damage. Creatures are allowed a reflex save to negate, but objects are affected normally. This ability is applied to a specific creature only once per round no matter how many times it's square is passed through.

At 20th level a Master of Evocation has learned the secret of storing power inside their familiar and retaining that energy. The Spell Familiar of Evocation may now store up to 5 separate instances of damage, and regardless of which ability is used to release the damage it retains that amount and type of damage until the master chooses to release it or until they regain spells for the day. Additionally the area of the evocation effect crows to a 30 ft burst, 120 ft cone, 250 ft line, or it may fire up to 10 rays, though still only at different targets. Lastly the evocation familiar may retain this size even in its "condensed" form gained at level 15

Note: If players are abusing the spell familiar by performing coup de gras on a bagful of kittens or the like it is entirely reasonable for the DM to rule that the spell familiar only absorbs as much damage as it took to kill the target. This is not the default simply because it requires more calculation


Illusion:
An illusion familiar is a floating illusion that can take nearly any form. The illusion familiar occupies a 5 ft square and can fill that square with any visual illusion. If the square is occupied by another creature the spell functions as a disguise self cast on that creature, but all aspects of its appearance are chosen by the Student of Illusion. If the square is not occupied the illusion can take nearly any form. At this level the illusion does not emulate sound, smell or other sensory input, however it can be controlled and manipulated as part of the free action that moves it, allowing for an illusion to be manipulated seamlessly by the Student to mimic even a walking creature travelling from one square to another. Further the illusion reacts to the environment as long as the student can observe what is being re-acted to. (I.e A stabbed illusionary person bleeds and falls if the Student wishes even though it's not the students turn). Anyone able to detect illusions, or who interacts with the illusion and makes a will save dc 10+1/2 Student's level+int bonus can determine the illusion is in fact entirely false. An illusion familiar is dispelled if it attempts to make an illusion incompatible with an existing illusion, such as making a disguise of an Orc on someone who is already using magic to disguise them self.

At 5th level the illusion becomes far more full and complete. It can now mimic all basic kinds of sensory input, sight, smell, hearing, taste, and even temperature, though not enough so to cause damage. Additionally the size of the Spell familiar grows to being up to a 15 ft cube if desired and this size may be changed with the same free action used to move it.

At 10th level the power of the illusion grows much more refined, allowing not just the ability to create sensory input, but also to subtract it entirely. At this level the spell familiar can occlude objects altogether. Concealed objects and creatures are undetectable to sight, hearing, scent, or taste, although senses based on movement or physical contact such as some forms of blind sense still function normally and creatures can still be felt normally. In addition the familiar grows to affect up to a 25 ft cube.

At 15th level the spell familiar becomes more far spread allowing it to conceal, disguise, or add any sort of sensory input in a 50 ft cube to the same extent that it could once influence it's small area. Additionally the illusion now deceives even extraordinary and supernatural senses unless they specifically affect illusions or rely on physical contact.

At 20th level a master of Illusion gains the ability to focus their illusory powers outward, to expand the area of their illusion up to a 100 ft burst, or focus it entirely onto a single creature, trapping them in an illusion so strong it becomes real. If focusing the illusion on a single target the Student must expend a standard action and the subject makes a will save dc 10+1/2 students level+int mod. If it fails then all of its sense, including tactile, can be controlled utterly by the Student of illusion. This allows them to inflict any status condition on the target they desire, can control them as if under Dominate monster, and deal any amount of nonlethal damage desired up to a maximum of their current hit points. They are utterly at the Master of illusion's mercy. If a subject succeeds on their will save however they are completely immune to ALL abilities of the spell familiar for 24 hours, as such using this power can be risky.


Necromancy:
A necromancy spell familiar is a looming and invisible shadow of death. At its most basic this shadow has three abilities, the first is the mere presence of the shadow causing a creatures vitality to weaken. A creature occupying the same space as a spell familiar spell familiar counts the as 1 level lower for the purpose of magical effects based on HD such as circle of death or cloudkill and also takes -1 on all saving throws. This is not the same as a negative level and comes with no other penalties of its own. Secondly the spell familiar has to ability to occupy the same 5 ft area as a corpse and animate it as either a skeleton or zombie. The skeleton or zombie cannot have more HD than the Student of necromancy possesses, however this number is calculated after the Spell familiar reduces a targets effective hd. So even a first level Student of necromancy making use of this spell familiar can animate and control a human zombie, which would normally be a 2 HD creature. This control is tracked separately from any other pool of undead being controlled by the Student of necromancy. Lastly the familiar may be used to ward off deathly energy, and when a student of necromancy has their familiar occupy the same square an allied creature they may choose for that creature to get a bonus on all saves against necromancy effects equal to the amount it would normally reduce the creatures effective HD by. A Necromancy spell familiar is dispelled if any form of resurrection spell is cast on a square it currently occupies.

At 5th level: As the necromancy familiar grows more powerful it takes more and more energy from the victim. The spell familiar now lowers a target's effective level and level throws by 2, and additionally reduces the max hp of the attached creature by 10 for as long as it occupies their space. If the student has the familiar protecting a subject they instead gain +1 hp/hd to their max hit points. When the Familiar moves off of a creature the effect ends but the amount of damage a creature has taken doesn't change but a slain creature remains slain. Additionally the spell familiar may now animate a skeleton or zombie and apply the evolved undead template to it (Libris mortis pg 100).

At 10th level: The Necromancy familiar's draining abilities become even more potent. The spell familiar now bestows 3 negative levels rather than simply reducing effective HD. These negative levels vanish as soon as the spell familiar moves away and they can never cause permanent level loss. An undead animated by the spell familiar now has maximum hit points per hit die. When used to protect a creature from negative energy effects this ability negates as many negative levels as it would otherwise bestow though.

At 15th level: The necromancy familiar now bestows 4 negative levels instead of 3, and the familiar may now occupy the same space as an undead creature and force it to make a will save or become controlled. The save dc is 10+1/2 level+int mod. However as soon as the familiar detaches the undead regains control of itself. An undead animated or controlled by the necromancy familiar now adds its creators int bonus to its attack, damage, armor class and saving throws as a profane bonus, and fast healing equal to it's HD.

At 20th level a Necromancy spell familiar inflicts 5 negative levels instead of 4. Secondly, if protecting a creature; that creature is immune to all negative energy effects as if protected by death ward, this is in addition to the bonus on saving throws, in case a situation arises in which the immunity is somehow negated or bypassed. Thirdly an undead animated by the spell familiar is no longer destroyed. It will continue to take damage beyond 0 hp and will be unable to act until it's hit points reach a positive value. Any effect that completely destroys the body will still stop the undead form reforming. Finally if a Master of Necromancy is ever slain, they gain full control of their Spell familiar, and even cast their spells out of it allowing them to somewhat cheat death. However in this incorporeal form a Master of Necromancy is unable to regain their spells by any means, so once a spell is cast, it is gone until the Master of Necromancy is revived. Additionally if the Master of Necromancy is attached to and controls an undead in this form they may speak out of the body, cast out of it, and it functions similarly to a magic jar spell but without the jar itself, though they still may not regain their spells.


Transmutation:
A transmutation spell familiar is a formless ever changing thing and is capable of taking the effect of a transmutation spell onto itself. A Student of Transmutation may cast any single target spell that does not allow a saving throw into their spell familiar. Anytime the spell familiar occupies the same space as another creature that could be a viable target for the spell that creature gains the spell effect immediately and looses it if the spell familiar moves away from them. In addition to being able to move the spell effect the Student of transmutation may spend a full round action to extend the duration of the contained spell for 1 round. Any decisions regarding the function of the spell must be decided when it is cast into the familiar. A transmutation spell familiar is dismissed if it carries a single spell for 48 hours, this dismissal takes place after the Student of transmutation prepares their spells for the day.

5th level: The transmutation spell placed into the spell familiar may now have a target of touched object or personal but it must still be harmless. Additionally maintaining the duration by a round is now only a standard action.

10th level: The transmutation spell placed into the spell familiar no longer has to be harmless. If the spell normally allows a saving throw, the creature contacted by the spell familiar may make that save, and if successful they are immune to the specific casting of the spell held within the spell familiar until it changes. The Saving throw DC is calculated as if the spell were an ability of the spell familiar. Furthermore focusing on maintaining a spell in a spell familiar is now only a move action.

15 level: The Student of transmutation may now cast area of effect spell into their spell familiar. Each round the spell familiar may treat any object, substance, or creature in the space it occupies as if it were in the area of effect when the spell was cast. Lastly extending the duration of the spell within the spell familiar now requires only a swift action.

At 20th level a Master of Transmutation's abilities become more flexible rather than merely more powerful. First, A Master of transmutation may now cast a second spell into their familiar allowing them to blend the magics together. Extending the duration of one spell in the spell familiar does not extend the other. Additionally, each round when using a free action to move the spell effect of the familiar the Master of Transmutation may choose to change any decision made about the spell. Such as what a subject is polymorphed into, or what substance an object is transmuted to.

Studious intent: At second level the student of magic must make a very important choice, they must decide the purpose of their magical study. They may choose either the path of history, the path of theory, or the path of power. Thereafter they gain a set of benefits based on this choice and once made it cannot be altered.

Path of history: The Student is dedicated not only in learning the story of magic, but in leaving tangible reminders behind. At Second level And every 2 levels thereafter the Student gains a bonus feat, they must select either an item creation feat, or any skill focus (knowledge) feat. They must otherwise qualify for the feat and meet all other prerequisites. Additionally through the use of these feats a Student of magic may only count their spellcasting levels towards meeting the prerequisites for crafting items if the item only requires spells from their chosen school.

Path of theory: The student with this path has a great focus on mastering new ideas and concepts regarding their magical abilities. Beginning at second level and again every 2 levels thereafter the Student may use their Magical research ability to learn an additional spell. This spell may be either from their primary spell list or any other list.

Path of power: The student walking the path of power has little desire for knowledge, instead craving more magical energy. At second level and every 2 levels thereafter the Student gains an extra spell slot per day of the highest level spell they can currently cast as well as a +1 bonus on caster level checks to overcome spell resistance and dispel magic.

Zaydos
2016-09-23, 04:51 PM
Feats

Dual Release:
You are able to release the same symbol in more than one of its released states.
Prerequisites: Ability to release symbols to their intermediate state.
Benefits: You may release one or more symbols in multiple released states, for example you could have Windcaller's Sigil in both its Intermediate and Lesser Released States and Artificer's Rune in both its Greater and Lesser Released states but it would count as having 4 released symbols.

Expanded Symbol Capacity:
Your skillful manipulation of symbols allow you to craft them to hold more essentia in a single symbol.
Prerequisites:Int 13, symbol wright level 1st.
Benefit: When you craft your symbols, choose one symbol. Your essentia capacity for that symbol is increased by 1 (up to a maximum of your Intelligence bonus plus 2). Each time you shape your symbols, you can change the symbol that benefits from this feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional symbol while shaping. You can’t apply this feat’s effects more than once to the same symbol.

Fine-Tuned Resonance: [General]
Your runic resonance is increased with symbols of a single school.
Prerequisites: Int 13+, Runic Guidance.
Benefit: When you gain this feat select a single school. Wrought symbols of that school are considered to be in their lesser released state for the purposes of Runic Guidance, Improved Symbol's Alertness, Rune's Protection, Runic Harmonics, Runic Blessing, Mana Shield, and Runic Resonance. Lesser released symbols are considered to be in their Intermediate Released State, and Intermediate ones in their Greater Released State, for the purposes of the aforementioned abilities; this has no effect on Greater Released Symbols.
Special: You may take this feat multiple times, each time you do you must select a different school.

Full Resonance [General]:
You are able to spread resonance through your symbols to resonate equally with all eight schools of magic.
Prerequisites: Ability to craft symbols, Int 15+, Runic Blessing.
Benefit: While you have at least one symbol wrought from each school (these can include inscribed symbols, or those granted by items or other sources) you are considered to have a symbol of each school in its Greater Released State for the purposes of Runic Guidance, Improved Symbol's Alertness, Rune's Protection, Runic Harmonics, Runic Blessing, Mana Shield, and Runic Resonance. If you lack a single school this feat has no effect.

Inscribed Symbol:
You have had a symbol tattooed, or otherwise permanently inscribed, onto your flesh and used a bit of your soul to attune it to you and the underlying magic of the cosmos.
Prerequisites: Con 13+, or Cha 15+ and Con -.
Benefits: When you take this feat select one symbol. You have that symbol wrought, unlike those crafted by a glyph knight it does not glow, at all times. If it would be destroyed it reforms after 1 hour. While you have this symbol wrought you are not considered to be able to craft symbols as it is instead merely permanently inscribed upon your flesh. Your symbol wright level for this symbol is 1/2 your character level or your total level in classes that grant symbol wright levels whichever is higher.

This symbol does not count against those you may have wrought, and is in addition to those granted by class features. You may not voluntarily erase an inscribed symbol.

Midnight Mana Shield :
You are able to reinforce your mana shield with additional mana, and to absorb magical energy through it to increase the power of your symbols.
Prerequisites: Con 13+, Int 15+, Mana Shield.
Benefits: Once per day, you can invest essentia in this feat. The Spell Resistance granted by your Mana Shield is increased by the essentia invested in this feat. In addition when your Mana Shield successfully negates a single target spell you gain bonus essentia equal to the essentia in this feat which you may only invest into symbols of the same school as the negated spell; you may invest this essentia immediately even if it is not your turn. This bonus essentia lasts 1 round.

You gain 1 point of essentia.
Special: If you are not using Incarnum or not treating Symbols as Incarnum remove the Incarnum tag from this feat, and replace the term essentia with mana. it still follows the basic rules of an Incarnum feat, you can only invest mana into it 1/day and cannot normally remove invested mana, and may only invest up to your capacity (1 + 1/6 character levels up to 4 at 18th).

Recraft Symbol [Incarnum]:
You are able to re-create a symbol as another symbol a limited number of times per day.
Prerequisites: Int 13+.
Benefits: Once per day, you can invest essentia in this feat. As a full-round action, you can erase a symbol you have wrought and craft another symbol in its place. Each day you can use this ability once plus a number of times equal to the essentia invested in this feat.
You gain 1 point of essentia.
Special: If you are not using Incarnum or not treating Symbols as Incarnum remove the Incarnum tag from this feat, and replace the term essentia with mana. it still follows the basic rules of an Incarnum feat, you can only invest mana into it 1/day and cannot normally remove invested mana, and may only invest up to your capacity (1 + 1/6 character levels up to 4 at 18th).

Runic Recoil:
You are able to redirect a fraction of the resonance from your symbols to tear destructively at the spell's caster.
Prerequisites: Int 13+, Runic Guidance.
Benefits: Whenever a creature casts a spell which triggers your Runic Guidance you may choose to have them take damage equal to your Int modifier or the level of the triggering spell whichever is higher; this damage is the result of pure magical backlash and is untyped. If it matches an intermediate or greater released symbol this damage is increased to equal your Int plus the spell level. If it matches a greater released symbol this damage is dealt before the spell's casting is completed, and the caster must make a Concentration check due to the damage or lose the spell.

Song of Runic Resonance:
You are able to use your bardic music to stimulate magical energy nearby through resonance with your symbols.
Prerequisites: Ability to craft symbols (not merely possessing an inscribed symbol), Inspire Courage, Knowledge (arcana) 6 ranks.
Benefits: When you use Inspire Courage you may choose to forgo its usual effect and instead increase the Caster Level of all extent spells which share a school with one of your wrought symbols within 30-ft of you by an amount equal to the morale bonus it would have granted. This bonus lasts for as long as you perform and 5 rounds thereafter, and moves with you so that if you move out of range of a spell effect it immediately loses this benefit and conversely if you move into range of a spell effect it gains this benefit. Spells cast into the area of this effect gain the benefit of it, while spells cast from within the area outside of it gain the benefit only while being cast meaning while it applies to range and Spell Resistance checks unless the spell is Instaneous it fails to apply to its actual effect (unless it's also cast into the area of the effect).

If you have a symbol released the Caster Level increase for spells which share its school is increased by 1, or by 2 if it is in a Greater Released State.

Versatile Runic Blessing: [General]
You are able to channel the benefits of your runic blessing through another symbol lensing its effect to better match your desired outcome.
Prerequisites: Runic Blessing.
Benefit: When your Runic Blessing it activated you may choose to gain the benefit listed for another school. To do so you must have a symbol in its Released State in the alternate school, and unless the symbol of the new school is in its Intermediate or Greater Released State you do not gain the Greater Released State benefit even if the original symbol was in the Greater Released State.


Dual Symbol Feats:

The feats below allow a Glyph Knight (or other Symbol Wielding character) to hybridize and fuse two symbols, often of differing schools, to create additional effects when they have both symbols wrought, and, in some cases, additional effects based on how many of the symbols they have in released states with potential minimum released state effects. For example a Dual Symbol Feat might have a base effect if both symbols are wrought, an additional effect if one of the symbols is released, and a third effect if one symbol is in its greater release and the other in at least its lesser. Some Dual Symbol Feats may require a specific release state from a specific of the two symbols involved to take effect, these directly build on that effect.

In addition a Glyph Knight (or other Symbol Wielding character) may not benefit from two Dual Symbol Feats that require the same symbol at the same time. When the second symbol is wrought (or inscribed) the two symbols become locked into combination and this interlocked status prevents another from being intertwined. The only way to break this interlock is to erase one of the two symbols and re-craft one or both of the symbols involved. As such few Glyph Knights pursue 2 Dual Sigil Feats requiring the same Symbol.

Any spell-like ability granted to a character through a Dual Symbol Feat is considered to have been granted by a symbol. It uses the higher essentia investment to determine save DCs (or other effects based off of essentia invested) and the lower symbol wright level between the two symbols to determine Caster Level.

All Dual Symbol Feats have a minimum prerequisite of a Symbol Wright Level of 6+.

Dragon's Rune [Dual Symbol]
You have intertwined the Hungry Rune with the Energy Channeler's Rune to create a rune in imitation of the runic dragons from whose hides symbol magic was torn (or so they say).
Prerequisites: Symbol Wright level 6+, Knowledge (arcana) 6 ranks, Dragonblood subtype.
Benefit: When you have both the Hungry Rune and Energy Channeler's Rune whenever the former dispels a spell or reduces its duration so that it immediately ends you gain bonus essentia equal to 1/2 the spell level rounded up for 1 round which is immediately invested as you see fit.
If either symbol is in a released state this bonus essentia may be invested in symbols as if their essentia capacity was 1 higher, or if your Energy Channeler's Rune is currently set to Electricity 2 higher in the case of the Energy Channeler's Rune.
If both symbols are in a released state your Hungry Rune reduces caster level by an additional 2 each round.
If the Energy Channeler's Rune is in its Greater Released State whenever your Hungry Rune would reduce a spell's caster level to 0 or its remaining duration so that it immediately ends you may immediately use that spell as a spell-like ability with a caster level of the caster level before it was reduced by your Hungry Rune that round.
If the Hungry Rune is in its Greater Released State it does not affect the Energy Channeler's Rune (though it still prevents the spell-like abilities granted by this feat).

Horizon Eye Blade [Dual Symbol]
You have intertwined the Farblade Glyph with the Sun Eye Sigil, allowing one to extend not only their consciousness but their presence afar.
Prerequisites: Symbol Wright level 6+, Knowledge (the Planes) 4 ranks, Int 13+.
Benefit: When you have both the Farblade Glyph and Sun Eye Sigil wrought when making a ranged attack you may have the attack originate from any square within 5 ft + 5 ft per essentia invested into whichever of the two symbols has more essentia invested into it.
If either symbol is in a released state: As a move action you may designate a location within 5 ft per symbol wright level. You may have any spell effects, symbol effects, or supernatural abilities you use which have a range longer than touch or your melee reach originate from that square instead of your own, as long as you have line of effect to it. This position does not remain static, instead it moves with you maintaining the same distance from you at all times.
If the Sun Eye Sigil is in its greater released state: Once per day you may extend your presence through the scrying sensor created by the greater released state and make a single full attack, or use a single spell, symbol, spell-like ability, or supernatural ability as if you were at the scrying sensor's location.
If the Farblade Glyph is in its greater released state: You may flank creatures within your melee reach as if you were in any/every square you threaten; you still may not flank with yourself however.

Farstep Emblem [Dual Symbol]
You have intertwined the Farblade Glyph with the Swiftstep Rune allowing you a greater mastery over the arts of teleportation.
Prerequisites: Symbol Wright level 6+, Knowledge (the Planes) 5 ranks, Int 13+.
Benefit: When you have both the Farblade Glyph and Swiftstep Rune wrought you may make an additional 5 ft step each round, or may make a single 5 ft step during your turn in addition to normal movement.
If either symbol is in its intermediate released state: You may use Dimension Door with a medium (100 ft + 10 ft/caster level) range and targeting only you and up to your lift over head value of carried objects as a spell-like ability twice per day, plus once per day if the other symbol is in its least released state, twice per day if it is in its intermediate, and at-will if it is in its greater released state.
If either symbol is in its greater released state: You may use Greater Teleport as a spell-like ability once per day. If the other symbol is in its Lesser Released State you may use this spell-like ability an additional time per day, or two additional times if its in its Intermediate or Greater Released State instead.

Rage Channeling Emblem [Dual Symbol]
You have woven together the Provocation Rune and Energy Channeler's Rune into a single symbol which turns the rage generated by the former into an energy the latter can channel.
Prerequisites: Symbol Wright level 6+, Base Fortitude Save +6, Con 15+, and one of Endurance, Toughness, or Improved Toughness.
Benefit: When you have both Provocation Rune and Energy Channeler's Rune wrought and take damage you gain a bonus to weapon damage until the end of your next turn equal to the damage you have received since the start of your previous turn or 1 + the essentia invested in whichever symbol has more invested essentia (whichever is lower).
If either symbol is in a released state: Any creature you damage is affected by your Provocation Rune as if they were within its range for 1 round per 5 Symbol Wright levels regardless of the actual distance between you and them.
If either symbol is in its intermediate released state and the other is in a released state: Prevent the first damage you would take each round up to 1 + your invested essentia. This damage although prevented still counts for providing you bonus damage from this feat. In addition the bonus damage from this feat now also applies to non-weapon damage (but not to ability damage you inflict), although only once per creature per spell/effect.
If either symbol is in its greater released state and the other is in a released state: Any enemy within range of your Provocation Rune which attacks a creature other than you takes energy damage of the same type and amount as from your Provocation Rune. No enemy may take damage from this effect more than once per round.


Progenitors of Symbol Magic - A Small Bestiary

Devil, Symbol
Small Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 11d8+55 (104 hp)
Initiative: +6
Speed: 30 ft (6 squares), climb 15 ft.
Armor Class: 26 (+1 size, +6 Dex, +9 natural), touch 17, flat-footed 20
Base Attack/Grapple: +11/+11
Attack: Tail +20 melee (1d6+4 and 6 energy and stun), or ranged touch (3d6+9 energy)
Full Attack: Tail +20 melee (1d6+4 and 6 energy and stun), 2 claws +18 melee (1d4+2 and 6 energy and disease), and bite +18 melee (1d6+2 and 6 energy and disease), or ranged touch (3d6+9 energy).
Space/Reach: 5 ft/5 ft (10 ft with tail)
Special Attacks: Change shape, create symbol dead, disease, fear aura, spell-like abilities, stunning tail, summon baatezu.
Special Qualities: Baatezu traits, bestow symbol, [i]blur, create symbols, damage reduction 10/good, darkvision 60-ft, spell resistance 23.
Saves: Fort +12, Ref +13, Will +11
Abilities: Str 18, Dex 23, Con 20, Int 17, Wis 18, Cha 23
Skills: Bluff +24, Concentration +19, Dipomacy +26, Gather Information +22, Hide +28, Intimidate +22, Knowledge (arcana) +18, Knowledge (local) +8, Knowledge (nobility and royalty) +8, Listen +6, Move Silently +20, Sense Motive +24, Spellcraft +20, Spot +6.
Feats: Ability Focus (Disease), Ability Focus (Stunning Tail), Multiattack, Weapon Finesse
Environment: Any land or underground
Organization: Solitary, or corruption (1-3, 2-12 symbol dead, 1-8 attendants empowered through Bestow Symbol).
Challenge Rating: 11
Treasure: Standard.
Alignment: Always Lawful Evil.
Advancement: By character class.
Level Adjustment: –

The creature before you looks like some strange new species of imp. Its features are a strange cross between the diabolic and reptilian, its face stretching forth in a saurian snout, its hands ending in long, lightly curved claws, and its tail swaying like a snake, easily more than twice the length of its body. Symbols glow a brimstone red across its otherwise obsidian black form.

Symbol devils are one of the many tempters of devil-kind. They typically take on humanoid form to do this, offering mortals power in exchange for acts that taint their soul. They appear to mortals in secluded places at night, offering access to their powers in exchange for little things, little favors that guide their mortal victims towards acceptance that minor evils are nothing to be concerned over. Eventually they may turn actively vicious giving their captured flies truly horrendous tasks, revealing their ability to kill their victims should they break the pact, and offering them the rationalization that following orders is like nothing more than being a tool, a sword isn't evil just because someone uses it for evil, and that's all you really are in this situation.

Combat:

Symbol devils prefer to avoid combat. Killing those who have not fallen onto the path of tyranny does nothing but swell their enemies' ranks. If they must fight, however, they revert to their natural form and lash out with their whip-like tail and diseased claws, hoping to bring down a few quickly and overwhelm them with the barrage.

Bestow Symbol (Su): A Symbol Devil is able to create a binding pact between itself and another creature. In exchange for an immediate service, and monthly services to be determined by the Symbol Devil it can bestow upon a creature a wrought symbol (see Glyph Knight class) until a time, at least 9 months distant, at which point the symbol vanishes. The symbol wright level for this symbol is 10th, and the gifted creature can invest mana in this symbol as normal. This symbol appears as a discoloration of their skin, a devil’s mark. While the symbol devil can agree to limitations on its monthly services, there must be a monthly service, and no magic can influence a symbol devil’s bargaining in the pact (or else said limitations are null and void), nor can it be compelled to simply grant the symbol without monthly service (it cannot do so even if it chose to out of its own free will). If the symbol devil dies the bestowed symbol vanishes. A symbol devil cannot remove a bestowed symbol on its own but can invert it as a swift action, causing all benefits to be lost, and the bearer to immediately suffer 1 negative level plus 1 per point of essentia invested in the symbol at the point of this inversion. These negative levels remain until the symbol is removed either due to reaching the agreed upon time, due to the symbol devil’s death, or through a Remove Curse or Break Enchantment spell with a caster level of 15 or higher. A Symbol Devil cannot bestow a symbol on the same creature more than once per year, or two symbols upon the same creature at once.

Bestowing a symbol in this way requires 30 minutes in addition to the time spent bargaining.

Blur (Su): The default symbol devil benefits from the continuous effect of a blur spell due to a wrought symbol (see below). As symbol devils may have different symbols wrought this should not be considered an ability universal to all symbol devils.

Change Shape (Su): A Symbol Devil is able to assume the shape of any small or medium humanoid.

Create Symbols (Su): A Symbol Devil is able to create symbols, including releasing them, as an 8th level Glyph Knight, and possess essentia as an 8th level Glyph Knight, but have a symbol wright level of 10. If a Symbol Devil takes levels in Glyph Knight or another class which creates (as opposed to inscribes) symbols they may add 8 to it in order to determine how many symbols they can create, how much essentia they gain, and what released states they can access, and 10 to determine their symbol wright level. A Symbol Devil’s symbols use Charisma, not Intelligence, to determine their save DCs, though a Symbol Devil with levels in Glyph Knight may choose to use Intelligence instead.

Sample symbols, used in the stats above are Iron Flesh Rune (2 essentia invested), Energy Channeling Glyph (2 essentia invested, Lesser Released State), Shimmercloak Rune (Lesser Released State), and Glyph of Mental Warding. This grants them +3 to natural armor (included above), 6 points of energy damage per attack (included above), the ability to shoot ranged touch attacks of said energy dealing 3d6+9 damage/attack with an 80 ft range (included above), a +4 to hide checks, a 20% miss chance (included above), and protected from mental effects as if with Protection from Evil.

Create Symbol Dead (Su): A Symbol Devil is able to create symbol dead. To do so it must be allowed free access to the deceased’s body for at least 8 hours, during which time it draws and etches unholy symbols across their form, branding them in the name of the 9 Hells. The creature rises as a symbol dead (see template below) under the symbol devil’s control. A Symbol Devil may not create a symbol dead with greater than 10 hit dice, nor may they have more than 30 hit dice of symbol dead animate at a time.

Disease (Su): A creature struck by a symbol devil’s bite or claw attack must succeed on a DC 22 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). If an already infected creature is struck by such an attack and fails their saving throw the incubation period is reduced by 1d4 x 6 hours, if this reduces the incubation period to 0 or less the creature immediately begins showing symptoms and takes ability damage. Each additional failed save thereafter inflicts an immediate 1d4 Str damage as the devil’s putrid claws and fangs invoke the disease to surge through the target. The save DC is Constitution-based and includes the Ability Focus feat.

Fear Aura (Su): Symbol devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Spell-like Abilities: At will—arcane sight, greater teleport (self plus 50 pounds of objects only), invisibility (self only), see invisibility, slow (Will DC 19). 1/week - Plane Shift (self plus 50 pounds of objects only). Caster level 12th. The save DC is Charisma-based.

Stunning Tail (Su): A creature struck by a symbol devil’s long whip-like tail is mentally assailed by a pulse of psychic force that attempts to tear asunder the connection between their mind and body. They must make a Will save (DC 23) or be stunned for 1 round. This is a mind-affecting effect. The save DC is Charisma based and includes the Ability Focus feat.

Summon Baatezu (Sp): Once per day a symbol devil can attempt to summon 2d10 lemures with a 50% chance of success, or a bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: Symbol devils gain a +4 racial bonus on Bluff and Sense Motive checks.

Rune Dragon
Dragon (Earth)
Environment: Temperate mountains and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 5; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Often True Neutral.
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm + HD.

Runic dragons are believed by some (especially dwarves) to be the original practitioners of symbol magic the emulation of which led humanoids to develop their own methods. Runic dragons are typically tunnel dwellers, living in great underground passages, making their home within and occasionally coming into conflict with other races which share their mountainous and underground homes.

Blue scaled a runic dragon could be mistaken for a blue dragon if one were to judge solely by color or physical prowess. However they possess a number of distinctions. First and foremost they have a different skull structure with two horns upon their brow as opposed to the single nose horn of a blue dragon. Their heads are also distinctly wider, and flatter, with slightly narrower eyes, and more but smaller fangs. For those incapable of noticing even such obvious distinctions there is of course the fact that their scales are covered in naturally occurring magical runes and magical symbols float around their bodies.

Runic dragons should be dealt with using caution as they run the gamut from nobility to make metallic dragons cast their eyes down with shame, to the same sorts of ravenous monsters as whites and blacks can be. That stated such extremes are rarities, although runic dragons lean more towards the latter than the former.

-Zasper, the Dragon Sage, Archmage of the Ninth Echelon, Guardian of the Seven Spires, Grand Sage of... (title list edited for length)

Runic Dragons by Age


Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
S
5d12+5 (37 hp)
13
10
13
12
13
12
5/2
7
5
4
5
2d8
13
-


Very Young
M
8d12+16 (66 hp)
15
10
15
14
15
14
8/10
10
8
6
8
4d8
16
-


Young
M
11d12+22 (93 hp)
17
10
15
14
15
14
11/14
14
9
7
9
6d8
17
-


Juvenile
L
14d12+42 (133 hp)
21
10
17
16
17
16
14/23
18
12
9
12
8d8
20
-


Young Adult
L
17d12+68 (178 hp)
23
10
19
18
19
18
17/27
22
14
10
14
10d8
22
22


Adult
H
20d12+80 (210 hp)
25
10
19
18
19
18
20/35
25
16
12
16
12d8
24
24


Mature Adult
H
23d12+115 (264 hp)
27
10
21
20
21
20
23/39
29
18
13
18
14d8
26
26


Old
H
26d12+130 (299 hp)
29
10
21
22
23
22
26/43
33
20
15
21
16d8
28
29


Very Old
H
29d12+174 (362 hp)
31
10
23
22
23
22
29/47
37
22
16
22
18d8
30
30


Ancient G 32d12+224 (432 hp) 35 10 25 24 25 24
32/56 40 25 18 25 20d8 33 33


Wyrm G 35d12+281 (508 hp) 37 10 27 26 27 26 35/60 44 27 19 27 22d8 35 35


Great Wyrm G 38d12+343 (590 hp) 41 10 29 28 29 28 38/65 49 30 21 30 24d8 38 38




Age
Speed
Init
AC
SR
Special Abilities
Symbols (Inscribed/Wrought) Symbols Released (Max Intermediate) {Max Greater}Essentia


Wyrmling
60-ft, fly 150-ft (poor), burrow 20-ft
+0
15 (+1 size, +4 natural)
-
Immunity to Electricity, Sense Magic
1/000


Very Young
60-ft, fly 150-ft (poor), burrow 20-ft
+0
17 (+7 natural)
-
Drain Magic
1/101


Young
60-ft, fly 150-ft (poor), burrow 20-ft
+0
20 (+10 natural)
-
Lesser Release
2/113


Juvenile
60-ft, fly 150-ft (poor), burrow 20-ft
+0
22 (-1 size, +13 natural)
-
Active Drain
2/215


Young Adult
60-ft, fly 150-ft (poor), burrow 20-ft
+0
25 (-1 size, +16 natural)
20
DR 5/magic
3/227


Adult
60-ft, fly 150-ft (poor), burrow 20-ft
+0
27 (-2 size, +19 natural)
22
Improved Drain Magic
3/329


Mature Adult
60-ft, fly 150-ft (poor), burrow 20-ft
+0
30 (-2 size, +22 natural)
24
DR 10/magic , Intermediate Release
4/33 (1)11


Old
60-ft, fly 150-ft (poor), burrow 20-ft
+0
33 (-2 size, +25 natural)
26
-
4/43 (1)13


Very Old
60-ft, fly 150-ft (poor), burrow 20-ft
+0
36 (-2 size, +28 natural)

DR 15/magic
5/44 (2)16


Ancient
60-ft, fly 200-ft (clumsy), burrow 20-ft
+0
37 (-4 size, +31 natural)
30
Rapid Drain
5/55 (3)19


Wyrm
60-ft, fly 200-ft (clumsy), burrow 20-ft
+0
40 (-4 size, +34 natural)
32
Greater Release
6/56 (6) {1}22


Great Wyrm
60-ft, fly 200-ft (clumsy)
+0
43 (-4 size, +37 natural)
34
DR 5/non-magic
6/67 (7) {2}26


Special Abilities:

Breath Weapon (Su): A runic dragon’s breath weapon is a line of lightning which deals the listed (electricity) damage. A Reflex save halves this damage.

Sense Magic (Su): A runic dragon may sense magic in their blindsense range. They know the location and number magical auras within range and the strength of the most potent aura. As a standard action they may learn the strength of each aura in range and make a Spellcraft check to determine the school of one aura per category.

Symbol Magic: A runic dragon is a natural user of symbol magic. Their Symbol Wright level is equal to twice their age category. They naturally gain a number of inscribed symbols (similar to the inscribed symbol feat) based upon their age category, these symbols are fixed and changeless and cannot be permanently erased or destroyed. In addition they gain the ability to wrought a certain number of symbols based on their age category in a manner similar to a Glyph Knight. They may invest 1 essentia into each symbol they posses plus 1 per 6 racial hit dice, or the normal amount based upon their hit dice whichever is more (normally these are the same until 24+ hit dice). They also gain the ability to release symbols (as a glyph knight does). Unlike a glyph knight they may release an inscribed symbol and may revert it to its unreleased form to regain the released symbol slot. A runic dragon is able to suppress the glow of their symbols as a free action.

Drain Magic (Su): A runic dragon consumes spells in the region. At the end of a very young or older runic dragon's turn any spell effect within 20 ft of the runic dragon per age category has its caster level decreased by 2. If this decreases the spell's caster level to 0 the spell effect is immediately dispelled and the runic dragon gains 1 point of temporary essentia which lasts until the end of their next turn (they may immediately invest it as a free action), up to a number of temporary essentia equal to the dragon's age category. This caster level reduction can reduce durations (potentially ending spells that way, in which case the dragon does not gain temporary essentia unless it also reduced their CL to 0), and bonuses granted. A runic dragon that consumes a number of spell levels equal to two times their age category squared of spell effects during a day has no need to eat, drink, sleep, or breathe for 24 hours.

Active Drain Magic (Su): A juvenile or older runic dragon can forcibly increase the rate at which they consume nearby magic. As a standard action they can 'inhale' magic. All magic within the range of their drain magic ability immediately has its caster level reduced as per the drain magic, and then it is affected as if the runic dragon had cast an area greater dispel magic (CL = Age Category) on the area. The runic dragon never gains essentia for spells ended by its active drain magic. A runic dragon still passively drains magic in a round they use this ability.

Improved Drain Magic: An adult or older runic dragon consumes magic at a greater rate. Their drain magic ability reduces the caster level of nearby effects by 5 each round instead of 2.

Rapid Drain Magic: An ancient or older runic dragon consumes magic at an accelerated rate. Their drain magic ability reduces the caster level of nearby effects by 10 each round instead of 2 or 5.

Damage Reduction 5/nonmagic (Su): A great wyrm runic dragon takes 5 less damage from magic weapons. Those that merely overcome DR as if magic are unaffected.

Skills: Spellcraft is a class skill for Runic Dragons.

Runic Dragonhide Armor: Dragonhide Armor made from a Runic Dragon which had a symbol in a released state when it died may be crafted in such a way as to grant the wearer the benefits of having that symbol wrought (but not released). The scales must be gathered by a character with Knowledge (arcana) 10 ranks, and Craft (armorer) 10 ranks, and the creation requires both the investiture of life energy from an enchanter and various rare reagents, requiring the craftsman have the aforementioned skills and Craft Magic Arms and Armor, and it has the same cost to create as if it had a 20,000 GP enchantment, but this enchantment cannot be added later to a pre-existing suit of armor (nor does it require the armor be +1). The wearer of such armor gains the benefit of the symbol and may even invest essentia into it as if they had wrought it themselves, but the symbol wright level is equal to the age category of the dragon it was made from, and it may, of course, not be released.

Symbol Dead

Symbol dead are a form of undead created by the Rune of Death's Emperor or by Symbol Devils. They appear much as they did in life, but their body is covered in black symbols which seem in places to glow red hot, and their eyes are covered with inky darkness.

Creating A Symbol Dead

"Symbol Dead" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to undead and it gains undead traits. It retains any subtypes except alignment subtypes. It gains the augmented subtype and the Evil subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Each of the creature’s Hit Dice increases to a d12.

Speed

The symbol dead's speed is increased by 30 ft or doubled (whichever is less) for each movement mode

Armor Class
As base creature +3.

Base Attack

A symbol dead uses the base creature's base attack bonus.

Attacks

A symbol dead retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A symbol dead also gains a slam attack.

[B]Symbol Dead SizeNatural Armor Bonus
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Damage:

Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the symbol dead’s size. (Use the base creature’s slam damage if it’s better.)

Special Attacks

A symbol dead retains all of the base creatures extraordinary and supernatural special attacks, but it loses any spell-like abilities or spellcasting the base creature may have possessed. They gain the following special attacks:

Constitution Drain (Su):

Whenever a symbol dead strikes a living creature with a natural weapon if this is the first time it struck that creature this round that creature must make a Fortitude save (DC 10 + 1/2 Symbol Dead HD + Symbol Dead Cha modifier) or take 1d6 Constitution drain.

Fear Aura (Su):

Symbol dead can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a Will save (DC 10 + 1/2 Symbol Dead's HD + Symbol Dead's Cha modifier) or be shaken for as long as they are within the aura and 1 minute thereafter. A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Special Qualities

A symbol dead retains any extraordinary and supernatural special qualities except Damage Reduction overcome by Evil weapons but loses any spell-like abilities or spellcasting. A symbol dead gains the following special qualities.

Damage Reduction (Su)

A symbol dead has damage reduction 10/Good.

Life Sense (Su): A symbol dead notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Spell Resistance:

A symbol dead has Spell Resistance of 5 plus their hit dice.

Turn Resistance:

A symbol dead has +4 Turn Resistance.

Undead Traits:

A symbol dead gains undead traits.

Saves

As base creature.

Abilities

A symbol dead’s Strength increases by +4, its Dexterity increases by +4, it has no Constitution score, its Intelligence increases by +2, its Wisdom decreases by 4, and its Charisma increases by +2.

Skills

As base creature.

Feats

As base creature.

Environment

Any land and underground.

Organization

Solitary.

Challenge Rating:

As base creature +1, or +2 if base creature's CR is under 8; if base creature has numerous spell-like abilities as base creature.

Treasure

None.

Alignment

Alignment changes to Evil. All symbol dead have an overriding desire to kill and exterminate life, the only thing able to prevent them from doing so is their ability to plan and reason out ways not killing now may help them kill more later.

Advancement

As base creature.

Level Adjustment

—.

Zaydos
2016-09-25, 08:34 PM
Prestige Classes

Symbol Smith

Symbols are resonant runes, glyphs, and marks which draw magic into an item. Drawn with precise skill, or created through pure magical force, they are able to create magical effects through ambient mystical energy. Is it any surprise, then, that dwarves have learned to inscribe these symbols into items. Dwarf smiths who study Symbol Magic have learned to become something more, Symbol Smiths, able to craft items which bestow the effects of symbols to those who carry them. While legend claims that the greatest Symbol Smiths of the past could create symbols which needed nothing from them, simply functioning from perfect resonance, verifiable Symbol Smiths must still provide a bit of vital energy into their Symbols to cause them to resonate. Even so Symbol Smiths create symbols which can be used by others, even as they learn to craft rune-carved items and constructs with naught but their own dwarven skill.


Becoming a Symbol Smith

Symbol Smiths may come from Glyph Knights, Glyph Thieves, Symbolists, or even Symbol Casters (although 3 of these currently exist only as vague adaptations) and what is lost by each varies slightly. For the most part becoming one is as simple as investing skill points heavily (for a 2 + Int class), as well as taking 4 levels in a symbol crafting class as a dwarf.

Prerequisites:
Race: Dwarf
Skills: Craft (armorsmithing or weaponsmithing) 7 ranks, Craft (the other) 3 ranks, Knowledge (arcana) 4 ranks.
Symbol Crafting: Ability to craft symbols and to release them.

Class Skills: The class skills for a Symbol Smith (and their key ability scores) are Concentration (Con), Craft (Int), Knowledge (any, each taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d8.


LevelBABFortRefWillSpecialSymbol Crafting
1+0+0+0+2Craft Magic Arms and Armor, Master Craftsman +1 level existing symbol crafting class
2+1+0+0+3Crafted Symbol +1 level existing symbol crafting class
3+1+1+1+3Bonus Item Creation Feat +1 level existing symbol crafting class
4+2+1+1+4Increased Symbol Capacity (Crafted) +1, Strengthening Symbols +1 level existing symbol crafting class
5+2+1+1+4Claim Crafted Symbol, 2nd Crafted Symbol +1 level existing symbol crafting class
6+3+2+2+5Channeling Symbol +1 level existing symbol crafting class
7+3+2+2+5Release Crafted Symbol +1 level existing symbol crafting class
8+4+2+2+63rd Crafted Symbol, Increased Symbol Capacity (Crafted) +2 +1 level existing symbol crafting class
9+4+3+3+6Bonus Item Creation Feat, Symbol-Marked Panoply +1 level existing symbol crafting class
10+5+3+3+7Release Greater Crafted Symbol, Scry on Symbol +1 level existing symbol crafting class

Weapon and Armor Proficiencies: A Symbol Smith gains no new armor or weapon proficiencies.

Craft Magic Arms and Armor: A Symbol Smith gains Craft Magic Arms and Armor as a bonus feat even if they do not meet the prerequisites.

Master Craftsman: A Symbol Smith is a master of the forge and craftsmanship in general. At each level a Rune Wright gains 4 bonus skill points which can only be spent on Craft skills. They may also substitute your Symbol Wright level for your Caster Level for the purposes of crafting items and qualifying for Item Creation feats. In addition they may emulate any 3rd level or lower spell from the spell-list of any spellcaster which gains 9th level spells for the purposes of crafting items. If they can release symbols to their intermediate released state they may now emulate any 5th level or lower spell from the spell-list of any spellcaster which gains 9th level spells for the purposes of crafting items. If they can release symbols to their greater released state they may now emulate any non-epic spell.

Symbol Crafting: Levels in Symbol Smith add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

Crafted Symbol (Su): A Symbol Smith is a craftsman, and like most masters of a craft they put a bit of themselves into their best works. Beginning at 2nd level a Symbol Smith may engrave a Symbol into a weapon, shield, or armor they craft. They select what Symbol is engraved onto the object when they craft it. Simply having the design for a Symbol is not enough to resonate with the magical energies of reality, but a Symbol Smith can put a piece of their life force into an engraved symbol that they created. If they do so that Symbol functions for the wielder of the marked weapon or wearer of the marked armor/shield as if they had wrought it themselves, but uses the Symbol Smith's Symbol Wright level and Intelligence modifier (where needed), as well as the Symbol Smith's essentia capacity. The wielder of the marked item can invest their own essentia into it, and the Symbol Smith can as well, but together they may not exceed the item's essentia capacity. A Symbol Smith may only have their energy in one item at a time, they may withdraw it from an item as any point as a move-equivalent action regardless of the distance, but activating one is more difficult requiring it to be within 30 ft and must be done as part of the action of crafting symbols. A Symbol Smith cannot release a Crafted Symbol.

A weapon must be held in hand ready to be used to impart this benefit (a 2-handed weapon must be in 2 hands), armor must be worn, and a shield must be worn (not animated and floating) ready for use. Merely carrying such items grant no benefit.

If a Symbol Smith creates the body of a construct they may also engrave a single symbol onto their form, or 2 if they are at least large sized, plus one for each size category above large. In this case the construct gains the benefits of the engraved symbol if the symbol is active.

At 5th level a Symbol Smith develops the ability to have 2 active crafted symbols at a time (instead of 1), and at 8th to have 3.

Bonus Item Creation Feat: At 3rd level and 9th level a Symbol Smith gains a single bonus item creation feat they qualify for.

Increased Symbol Capacity (Crafted): Beginning at 4th level the essentia capacity of a Symbol Smith's crafted symbol(s) is increased by 1, at 8th level it is increased by another 1 for a total of +2.

Strengthening Symbols (Su): The magical resonance in a Symbol Smith's crafted symbols even those which are not activated strengthens them. Beginning at 4th level any armor, shield, or weapon a Symbol Smith creates with a crafted symbol engraved on it which has ever been activated gains a +1 to all saving throws, and +2 hardness. If the symbol is currently active it gains a +2 to all saving throws and +4 hardness instead, an additional +1 to saving throws and +2 hardness per point of invested essentia, and may make saving throws as if a magic item with a caster level of the Symbol Smith's symbol wright level. In the case of a construct with a crafted symbol they gain a +1 resistance bonus to saving throws and DR 1/- when the Symbol is active, and these bonuses are increased by 1 for each point of invested essentia (so with 4 essentia would be +5 resistance bonus and DR 5/-).

Claim Crafted Symbol (Su): A Symbol Smith learns to use their vital energy to activate the symbols of other smiths, including (perhaps especially) long dead ancestors. Beginning at 5th level a Symbol Smith can activate inactive crafted symbols made by other Symbol Smiths. When a Symbol Smith does so use their symbol wright level, Intelligence, essentia capacity, etc. The item (or construct) only gains the benefit of Strengthening Symbols if the original craftsman possessed that ability.

Channeling Symbol (Su): A Symbol Smith can charge their symbols with mystical energy which can be released on command by the bearer. Beginning at 6th level when a Symbol Smith activates a crafted symbol they may select a single spell of the same school as the Symbol and charge the item with it. This spell must be of a level no higher than 1 + 1/6 Symbol Wright levels of the Symbol Smith, or 1/2 the Symbol Smith's class level (whichever is lower), and must be from the Cleric, Druid, or Sorcerer/Wizard spell list. A creature wielding the item so affected may through a command word (of the Symbol Smith's devising) activate the selected spell as if using a command-word activated item. The caster level for the spell is the Symbol Smith's Symbol Wright level and the save DC is 10 + Spell level + their Intelligence. Once an item has been used this way it loses this ability entirely until the Symbol Smith charges it with another spell (by activating the symbol again).

Release Crafted Symbol: A Symbol Smith learns with time to expand the power of their Crafted Symbols, to let one spread across the object it was engraved upon and draw more resonance with it. Beginning at 7th level a Symbol Smith may release a single Crafted Symbol at a time. To do so they must release it while crafting symbols for the day (and it becomes unreleased if they de-activate that Crafted Symbol). This released crafted symbol does not count against the Symbol Smith's maximum number of released symbols, nor their maximum number of released intermediate symbols. A Symbol Smith may only release symbols crafted on armor, and light armor may only have a Lesser Released State, and medium or heavier up to an Intermediate. A Symbol Smith cannot release a crafted symbol in its Greater Released State even if they have access to Greater Released States, and must have access to Intermediate Released States to release one in its Intermediate Released State.

Beginning at 10th level a Symbol Smith may release a Symbol engraved on Heavy Armor into its Greater Released State if they have access to Greater Released States.

Symbol-Marked Panoply: A Symbol Smith learns how to activate more of their crafted symbols at the cost of their own personal symbols. Beginning at 9th level a Symbol Smith may choose to instead of having a symbol wrought have an extra activate crafted symbol. They may do this for every symbol they could normally craft, and may make this choice anew each time they craft symbols. You may also spend your regular symbol releases to release additional crafted symbols, but these releases count against your normal limit and must abide by limitations on number of Intermediate or Greater Releases, in addition to the limits on Release Crafted Symbol (must be on armor, must be medium or heavy for Intermediate Release, must be heavy and you must have 10 levels of Symbol Smith for Greater Release).

Scry on Symbol (Sp): A Symbol Smith learns to use their connection to their crafted symbols to sense them and see what is near and about them. Beginning at 10th level a Symbol Smith may use Scry as a spell-like ability at-will (CL = Symbol Wright level). They may not scry upon creatures however, but instead they scry upon an item they created with a crafted symbol. The item, or its bearer, is not allowed a saving throw against this effect. To target an item the Symbol Smith must have activated the crafted symbol on the item within 3 months, but it need not be currently active. In addition as a standard action a Symbol Smith can determine the distance and direction to any item bearing one of their crafted symbols which was active within the last 3 months as long as it is on the same plane as the Symbol Smith.


Knight of the Soul Rune

A Knight of the Soul Rune is a Symbol wielder who has sworn themselves to a higher power and the pursuit of an ideal of Good or Evil. Whether they have offered themselves as a soldier of Good, or traded their very soul for power, they have wrought upon the very essence of their being a great change and carving a single Symbol metaphysically into their soul have become a warrior for their chosen side in the great battle.


Becoming a Knight of the Soul Rune

Glyph Knights are the most common Knights of the Soul Rune as they already utilize the harmonics of their Symbols and magic at large and combine that with a martial bent. Any Glyph Knight who studies the nature of reality and offers their soul to the forces of Good or Evil can become a Knight of the Soul Rune. Most Symbol Devils or Runic Dragons could also become Knights of the Soul Rune if they desired, and Glyph Thieves, Symbolists, and Symbol Mages are not unheard of.

Prerequisites:
Alignment: Good or Evil.
Feats: One of the following: Brand of the Nine Hells, Disciple of Darkness, Favored of the Companions, Knight of the Stars, Profane Vow, Sacred Vow, Servant of Heaven, Servant of the Old Ones (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29), Thrall to Demon, or True Believer.
Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 8 ranks, Knowledge (the Planes) 4 ranks.
Special: Must have sworn allegiance to a powerful planar entity of Good or Evil alignment (this allegiance is represented by the prerequisite feat above), such as a god, archfiend, or their celestial equivalent. Must petition the entity for aid (through prayer or the like) in creating your Soul Rune.
Symbol Crafting: Ability to craft symbols and to release them.

Class Skills: The class skills for a Knight of the Soul Rune (and their key ability scores) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d8.


LevelBABFortRefWillSpecialSymbol Crafting
Spells per Day

01st2nd3rd4th5th6th
1+1+2+0+2Soul Rune, Aligned Resonance, Sensitive Resonance (+30 ft) -22-----
2+2+3+0+3Perfection of Form, Soul Made Flesh +1 level existing symbol crafting class 321----
3+3+3+1+3Invoke Soul Rune 1/day +1 level existing symbol crafting class 332----
4+4+4+1+4Increased Soul Rune Capacity (+1), Sensitive Resonance (+60 ft) Soul Rune’s Awareness- 3321---
5+5+4+1+4Soul Rune’s Warding +1 level existing symbol crafting class 3332---
6+6+5+2+5Invoke Soul Rune 2/day- 33321--
7+3+2+2+5Wings +1 level existing symbol crafting class 33332--
8+4+2+2+6Sensitive Resonance (+90 ft), Soul Rune’s Resonance +1 level existing symbol crafting class 433321-
9+4+3+3+6Invoke Soul Rune 3/day, Body of Other Worlds +1 level existing symbol crafting class 433332-
10+5+3+3+7Discordant Resonance, Increased Soul Rune Capacity (+2) +1 level existing symbol crafting class 4433321

Weapon and Armor Proficiencies: A Knight of the Soul Rune does not gain any new proficiencies.

Soul Rune: A Knight of the Soul Rune is defined by their Soul Rune. A Soul Rune is a Symbol which has been inscribed more than physically upon the knight, engraved not on their body but upon their soul itself. This deeply engraved Symbol gives the Knight a veriety of benefits. First and foremost a Knight of the Soul Rune's Soul Rune becomes an inscribed symbol and no longer counts against their maximum number of symbols wrought. Unlike other inscribed symbols, however, a Knight of the Soul Rune may change their Soul Rune between its Released States. A Knight of the Soul Rune's Soul Rune becomes automatically released, it does not count against their maximum number of Soul Runes released. In addition even if they do not have access to Intermediate Released States beginning at 5th level a Knight of the Soul Rune may release their Soul Rune into its Intermediate Released State, however it counts against their limit of Intermediate Released Symbols (usually 1) unless they have 10 levels of Knight of the Soul Rune. Beginning at 10th level a Knight of the Soul Rune may also release their Soul Rune into its Greater Released State, but it counts against their number of Greater Released Symbols (if they have access to other Greater Released Symbols).

The presence of a flexibly released inscribed symbol while potentially impressive is not what make a Soul Rune special. A Soul Rune's resonance with the underlying nature of magic is magnified both by its position upon the Knight's own soul and by the planar nature of the entity which aided in its construction. This resonance serves both to resonate with surrounding spells, as a Glyph Knight's symbols do, but also to serve as a conduit through which the Knight can pull a theoretically limitless reserve of magical energy (practically it's limited by the Knight of the Soul Rune's ability to survive using their soul as a conduit this way). A Knight of the Soul Rune may spontaneously cast a spell they know, even if not cast as a Knight of the Soul Rune, without expending a spell slot, however if they do so they suffer ability burn (http://www.dandwiki.com/wiki/SRD:Ability_Burn) equal to its spell level +2 (min 2) or twice its spell level +2 (min 3) if it is not the same school as their Soul Rune. This ability burn cannot be prevented or reduced in any way and abilities which allow for quickly healing ability damage (i.e. Naberius) do not heal it. This ability burn is dealt to the ability scores of the Knight's choice. A Knight of the Soul Rune may reduce one of their ability scores to 0 with this ability, if they do so they die when they finish casting the spell however.

Finally the resonance of the Soul Rune with the planar energies used in its creation leads to a Knight of the Soul Rune's own transformation into a creature of the planes, grants them protection from harm, and can even be directly invoked to perform magical effects.

Aligned Resonance (Su): A Knight of the Soul Rune's Soul Rune is infused with energy by a being of great Good or Evil, as such it too becomes an object of Good or Evil resonating with such cosmic forces. If a Knight of the Soul Rune is Good aligned their Soul Rune is always considered to be the same school as any [Good] descriptor spell or Sanctified spell regardless of actual schools. If the Knight of the Soul Rune is Evil aligned their Soul Rune is always considered to be the same school as any [Evil] descriptor spell or Corrupt spell regardless of actual schools. This ability does not apply for the purposes of a Knight of the Soul Rune's Spellcasting (see below), or when casting spells with their Soul Rune class feature.

Sensitive Resonance (Su): A Knight of the Soul Rune’s Soul Rune is more sensitive to resonant magical energy than most Symbols. Whenever an ability requires a spell (or spell-like ability) to be used within a certain range which match the school of a wrought symbol the Knight of the Soul Rune possesses its range is increased by 30 ft for the purposes of spells and spell-like abilities with the same school as their Soul Rune. This increase is also applied to abilities which require spells (or spell-like abilities) to be used within a certain range which match the school of a Knight of the Soul Rune’s Soul Rune. At 4th level this increases by another 30 ft (total +60 ft) and again at 8th level (total +90 ft).

Spellcasting: A Knight of the Soul Rune's Soul Rune allows them to cast spells. These spells function in a manner similar to those of a Sorcerer's but are neither Arcane nor Divine (they are a mix as they draw upon Arcane Magic through the assistance of Planar Forces, but mechanistically are neither). A Knight of the Soul Rune automatically knows all spells on the Knight of the Soul Rune spell list which match the school of their Soul Rune of any level they can cast, and learns another 2 spells from the Knight of the Soul Rune spell list at each class level. When they cast a spell which does not match the school of their Soul Rune they suffer ability burn equal to its spell level, unlike that inflicted for casting extra spells this ability burn may be reduced to a minimum of level - 2, and if they would be immune they instead simply suffer ability burn equal to level - 2. This ability burn is dealt to the ability scores of the Knight's choice. A Knight of the Soul Rune may reduce one of their ability scores to 0 with this ability, if they do so they die when they finish casting the spell however. If a Knight of the Soul Rune casts a spell that does not match their Soul Rune's school without using a Spell Slot use the damage in Soul Rune above as opposed to this damage (they do not take 2 + 3 times spell level).

A Knight of the Soul Rune may use any of Intelligence, Wisdom, or Charisma to determine spells per day, saving throw DC, and maximum spell level they can cast when casting Knight of the Soul Rune spells. They do not have to choose which, they simply automatically use whichever is currently highest. A Knight of the Soul Rune uses their class level or Symbol Wright level as their Caster Level for Knight of the Soul Rune spells whichever is higher. A Knight of the Soul Rune may not cast spells whose alignment descriptor opposes their alignment. In the case of spells which are automatically Evil aligned a Knight of the Soul Rune has an alternate spell on their list if they are Good aligned.

At 5th and 10th level a Knight of the Soul Rune may add any Cleric, Corrupt, Druid, Sanctified, or Sorcerer/Wizard spell of a level they can cast to their spell list and spells known at the same level as it is for the appropriate class; if the spell matches the school of their Soul Rune they add it at a level 1 lower (and it may be 1 level higher than they may cast).

Symbol Crafting: At each level in Knight of the Soul Rune except 1st, 4th, 6th, and 8th your level in one class you possess which grants the ability to craft symbols is increased by 1 for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols. A Knight of the Soul Rune's Soul Rune uses their Symbol Wright level in this class despite being inscribed and not crafted.

Perfection of Form (Ex): A Knight of the Soul Rune's body begins to shift into an idealized perfection based upon their alignment. Blemishes and flaws begin to fade as their appearance begins to resemble that of an angel or of a human-seeming fiend. Beginning at 2nd level a Knight of the Soul Rune gains a +2 bonus to Charisma. In addition they gain a +3 bonus to Bluff, Diplomacy, Disguise, and Gather Information checks to deal with Good aligned creatures if Good aligned and to deal with Evil aligned creatures if Evil aligned. If Good aligned they also gain a +3 bonus to Intimidate checks dealing with Evil aligned creatures. If Evil aligned they gain a +3 bonus to all Intimidate checks.

Soul Made Flesh: A Knight of the Soul Rune ceases to be mortal flesh and bone as their Soul Rune draws them ever closer to a planar existence. Beginning at 2nd level a Knight of the Soul Rune's type changes to Outsider and they gain the Augmented Subtype (for their former type), and either the Good or Evil subtype (if Good or Evil respectively). They are never considered an extraplanar creature when on a plane with an Alignment Trait matching their alignment subtype granted by this ability. They cease to age gaining neither benefits nor penalties, although they still die when their time would be up, and they gain DR 1/2 class levels overcome by the opposing alignment (Good if Evil and Evil if Good). Unlike normal outsiders a Knight of the Soul Rune may still be revived by Raise Dead and Ressurection, a trace of their mortality showing through. A 10th level Knight of the Soul becomes truly unaging and no longer needs to fear death of old age.

If a Knight of the Soul Rune's alignment shifts so that it no longer matches that of their alignment subtype they suffer 1 negative level, or 2 if it now opposes their alignment subtype. These negative levels are not from negative energy, cannot be prevented or removed in any way unless the Knight's alignment or their alignment subtype changes to once again match, and never result in permanent level loss. A Knight of the Soul Rune is however immune to any effect which would forcibly change their alignment such as a morality undone spell or helm of opposite alignment, as well as non-magical means. A Knight of the Soul Rune may still use the atonement spell to hasten alignment change, or they may use it to change their alignment subtype to match their new alignment (either use requires a quest normally).

Invoke Soul Rune (Su): A Knight of the Soul Rune may invoke energy from their soul rune, releasing a burst of magical energy from it which has effects based upon the school of their Soul Rune (if their Soul Rune has multiple schools they must choose one when they gain this ability). A Knight of the Soul Rune may use this ability 1/day at 3rd level, and an additional time each day per 3 levels beyond 3rd. Unless otherwise stated in the ability (Conjuration, Evocation, and Transmutation) using this ability is a Standard action and the save DC is 10 + class level + the highest of your Int, Wis, or Cha modifier.


Abjuration: This energy mimics a targeted Greater Dispel Magic upon a target within 10 ft per class level with a caster level of twice your Knight of the Soul Rune level or your Symbol Wright level whichever is higher. In addition if the target can cast spells or use spell-like abilities after any effects are dispelled the target must make a Will save or have their Caster Level reduced by 2 + 1/2 your Knight of the Soul Rune level.
Conjuration: One creature within 30 ft per class level must make a Will save or be teleported to a square adjacent to you. This must be an unoccupied space which can support their weight (unless they're flying already). Using this ability is a swift action.
Divination: You fill the target's mind with images of their own death, pouring into them dozens of potential futures in which they fail and die. The target must make a Will save or be dazed for 1d4+1 rounds. If they succeed on their saving throw they are not dazed but suffer a -2 penalty on all rolls for actions they take (as opposed to reactionary rolls) for 1d4+1 rounds. This is a mind-affecting effect.
Enchantment: You cause rage and anger towards you to swell up in the hearts and minds of one creature per 2 class levels all within 30 ft of you. These creatures must make a Will save or be forced to attack you by whatever means possible for 1 round/class level. This is a mind-affecting compulsion effect.
Evocation: By spending 1 full round you can create a contingency (http://www.d20srd.org/srd/spells/contingency.htm) effect but you may only tie an Evocation spell to it of a level up to 1 + 1/2 your Knight of the Soul Rune level, or you may tie an ability of an Evocation school Symbol which uses a Standard, Move, or Swift action to activate to it as if it were a 2nd level Evocation spell.
Illusion: You create a phantasm in the mind of a single creature within 10 ft per class level. This phantasm is the image of another creature within range attacking and killing them. The target must make both a Will save and a Fortitude save. If they fail both the target takes 3d6 damage per class level and dies (this death is a death effect but the rest of the ability is not). If they fail either they take 2d6 damage per class level. If they fail the Will save they do not know that it was an illusion, but instead believe the creature actually attacked them even as the wounds materialize across their form (but not on their clothes). This is a mind-affecting effect.
Necromancy: Make a ranged touch attack against up to 1 creature per class level within 10 ft per class level. Each struck creature suffers 1d4 negative levels, or 1d6 if your Knight of the Soul Rune level is at least 8.
Transmutation: As a free action you may use this ability to gain a +8 enhancement bonus to Strength and Constitution for 3 + Con modifier rounds. At 10th level this bonus increases to +10.


Increased Soul Rune Capacity: A Knight of the Soul Rune is able to pour more energy into their Soul Rune than other essentia receptacles. At 4th and 10th level the Knight of the Soul Rune's essentia capacity for their Soul Rune is increased by 1.

Soul Rune's Awareness (Su): A Knight of the Soul Rune's Soul Rune resonates with nearby magic. Beginning at 4th level when a spell is cast which matches the school of your Soul Rune within 30 ft (note that this is increased by sensitive resonance to 90 ft, 120 ft at 8th level) or within the range of your Symbol’s Awareness or Runic Guidance ability (if you possess either) you gain Blindsense out to 20 ft per spell level of the spell and Blindsight out to 5 ft per 3 spell levels of the spell (rounded down). This blindsense/blindsight lasts for 1 round, or 2 rounds if your Soul Rune is in its Released State (which by default they always are), 3 rounds if it is in its Intermediate Released State, or 1 minute if it is in its Greater Released State.

Soul Rune’s Warding (Su): A Knight of the Soul Rune’s Soul Rune creates a certain amount of destructive interference towards harmful effects through the use of its resonant energies. Beginning at 5th level a Knight of the Soul Rune gains an ability listed below based upon their Soul Rune’s School (if their Soul Rune has multiple schools they must choose one when they gain this ability).

Abjuration: Your spells, magic items, and symbols are resistant to dispelling. If an effect that you do not generate would dispel one of your magical effects they must roll their dispel check twice and take the lower result. In addition you, your symbols, and magic items each gain a +5 to their caster level for the purpose of resisting dispelling, and a +5 to saving throws against Disjunction effects.
Conjuration: Your Soul Rune protects you from the environment no matter how dangerous. You gain the benefits of a continuous Avoid Planar Effects and are immune to persistent environmental damage such as temperature, pressure, or lava but not environmental damage from a temporary effect which would last less than 4 hours. You may breathe water as if it were air and air as if it were water. Finally you take no damage from a teleport mishap that involves you being shunted through a solid object.
Divination: By spending 10 minutes in concentration you may select what information a Divination spell will give about you. This remains the same for that divination spell until you perform this ritual again. You must perform this for each Divination spell separately.
Enchantment: You gain immunity to compulsions.
Evocation: If an effect deals energy damage and allows a Reflex or Fortitude save for half or partial, you may make a Fortitude save to negate it entirely as if you had successfully saved with the Evasion or Mettle ability instead of making the normal save.
Illusion: You are able to see through all illusions as if with a true seeing spell out to a distance of 60 ft.
Necromancy: You are immune to death effects, and energy drain, as well as negative energy based negative levels.
Transmutation: You are immune to unwilling transmutation effects. You may still be affected by a transmutation effect which you consciously and willingly allow to affect you.

Wings (Ex): A Knight of the Soul Rune slowly takes on a more and more celestial or fiendish form. At 7th level a Good aligned Knight of the Soul Rune grows a pair of feathered wings resplendent in their glory, and an Evil aligned Knight of the Soul Rune grows a pair of bat-like wings. Regardless of alignment a Knight of the Soul Rune gains the ability to fly at their land speed with Good maneuverability.

Soul Rune’s Resonance (Su): A Knight of the Soul Rune is able to draw additional essentia into their Soul Rune through resonance with magic spells cast nearby. Beginning at 8th level whenever someone casts spell which triggers your Soul Rune’s Awareness, you gain 1 temporary bonus essentia per 3 levels of the triggering spell (rounded down). This temporary essentia lasts for 1 round and you may immediately invest it as a free action. If multiple such spells are cast the bonus essentia from each one stacks. If your Soul Rune is in its Greater Released State you gain 1 essentia per 2 spell levels (rounded down) instead of per 3.

Body of Other Worlds (Ex): A Knight of the Soul Rune’s body continues to shift becoming more and more attuned to the planar forces they have called into their being. Beginning at 9th level a Good aligned Knight of the Soul Rune gains immunity to Petrification and a +4 on saves vs Poison. An Evil aligned Knight of the Soul Rune instead gains immunity to Poison. In addition the Knight of the Soul Rune’s celestial or fiendish nature grows more visibly apparent, skin color potentially changing, tiny horns, and other cosmetic shifts are possible. The skill bonuses from Perfection of Form increase by +1 (to +4).

Voice of Other Worlds (Su): A Knight of the Soul Rune gains more than just the body of their new form. Beginning at 9th level a Good aligned Knight of the Soul Rune gains a continual Tongues effect, and an Evil aligned Knight of the Soul Rune gains telepathy with a 30 ft range.

Discordant Resonance (Su): As a Knight of the Soul Rune grows in power so too does the power of their Soul Rune. As it reaches its pinnacle of power it begins to resonate fiercely not only with those powers aligned with it, but in a disruptive counterpoint to those opposed to it. Beginning at 10th level whenever a creature with an alignment opposed to the Knight of the Soul Rune’s on the Good-Evil axis casts a spell or uses a spell-like ability whose school matches the Knight’s Soul Rune’s school they take damage equal to twice the level of the spell and must make a Concentration check (DC 20 + damage taken) or lose the spell. This also applies to any creature regardless of alignment or spell school which casts a spell with the Evil descriptor or a Corrupt spell within the range of a Good Knight of the Soul Rune, or which casts a spell with the Good descriptor or a Sanctified spell within the range of an Evil Knight of the Soul Rune.

Knight of the Soul Rune Spell List:
0 Level:
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Create Water
Cure Minor Wounds
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Inflict Minor Wounds
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.


1st Level:
Abjuration:
Alarm
Endure Elements
Hold Portal
Protection from Chaos/Evil/Good/Law

Conjuration:
Benign Transposition
Lesser Vigor
Mount
Summon Monster I

Divination:
Comprehend Languages
Detect Secret Doors
Identify
True Strike

Enchantment:
Bless
Charm Person
Distract Assailant
Whelm

Evocation:
Bigby’s Tripping Hand
Magic Missile
Persistent Blade
Tenser’s Floating Disc

Illusion:
Disguise Self
Nystul’s Magic Aura
Silent Image
Ventriloquism

Necromancy:
Blade of Blood
Chill Touch
Ray of Enfeeblement
Spirit Worm

Transmutation:
Enlarge Person
Expeditious Retreat
Feather Fall
Jump

2nd Level:
Abjuration:
Deflect
Dispelling Touch
Obscure Object
Resist Energy

Conjuration:
Baleful Transposition
Close Wounds
Glitterdust
Summon Monster II

Divination:
Detect Thoughts
Locate Object
See Invisibility
Sure Strike

Enchantment:
Stay the Hand
Tasha’s Hideous Laughter
Touch of Idiocy
Whelming Blast

Evocation:
Bigby’s Warding Hand
Darkness
Gust of Wind
Shatter

Illusion:
Blur
Invisibility
Mirror Image
Misdirection

Necromancy:
Blindness/Deafness
Command Undead
False Life
Gentle Repose

Transmutation:
Knock
Levitate
Spider Climb
Wood Shape

3rd Level:

Abjuration:
Anticipate Teleport
Avoid Planar Effects
Dispel Magic
Magic Circle against Chaos/Evil/Good/Law

Conjuration:
Cure Serious Wounds
Regroup
Scattering Trap
Summon Monster III

Divination:
Arcane Sight
Clairaudience/Clairvoyance
Tongues
Unluck

Enchantment:
Heroism
Inevitable Defeat
Rage
Suggestion

Evocation:
Bigby’s Disrupting Hand
Blacklight
Daylight
Prismatic Mist

Illusion:
Displacement
Invisibility Sphere
Major Image
Spectral Weapon

Necromancy:
Animate Dead (if Evil) or Healing Touch (if Good)
Bestow Curse
Ray of Exhaustion
Vampiric Touch

Transmutation:
Blink
Fly
Haste
Slow

4th Level:
Abjuration:
Condemnation
Dimensional Anchor
Stifle Spell
Stoneskin

Conjuration:
Dimension Door
Minor Creation
Restoration
Summon Monster IV

Divination:
Arcane Eye
Detect Scrying
Divination
Scrying

Enchantment:
Charm Monster
Confusion
Geas, Lesser
Whelm, Mass

Evocation:
Fireshield
Floating Disc, Greater
Otiluke’s Resilient Sphere
Wall of Ice

Illusion:
Hallucinatory Terrain
Invisibility, Greater
Mirror Image, Greater
Sensory Deprivation

Necromancy:
Burning Blood
Death Ward
Enervation
Fear

Transmutation:
Attune Form
Baleful Blink
Bite of the Wereboar
Reincarnate

5th Level:
Abjuration:
Antimagic Field
Dismissal
Dispel Magic, Greater
Duelward

Conjuration:
Heal
Teleport
Revivify
Summon Monster V

Divination:
Find the Path
Prying Eyes
Rary’s Telepathic Bond
True Seeing

Enchantment:
Dominate Person
Feeblemind
Hold Monster
Overwhelm

Evocation:
Bigby’s Interposing Hand
Cone of Cold
Sending
Wall of Force

Illusion:
Friend to Foe
Nightmare
Persistent Image
Shadow Hand

Necromancy:
Harm
Magic Jar
Slay Living
Spirit Wall

Transmutation:
Baleful Polymorph
Disintegrate
Righteous Might
Telekinesis

6th Level:
Abjuration:
Energy Immunity
Guards and Wards
Repulsion
Spell Turning

Conjuration:
Mordenkainen’s Magnificent Mansion
Plane Shift
Resurrection
Summon Monster VI

Divination:
Analyze Dweomer
Arcane Sight, Greater
Scrying, Greater
Legend Lore

Enchantment:
Heroism, Greater
Power Word Blind
Rebuke, Final
Suggestion, Mass

Evocation:
Bigby’s Grasping Hand
Contingency
Force Cage
Prismatic Spray

Illusion:
Invisibility, Mass
Mislead
Permanent Image
Shadow Walk

Necromancy:
Create Undead (if Evil) or Undeath to Death (if Good)
Destruction
Eyebite
Waves of Exhaustion

Transmutation:
Bite of the Werebear
Ethereal Jaunt
Flesh to Stone
Move Earth

0 Level:
Cure Minor Wounds becomes Necromancy instead of Conjuration.

1st Level:
Replace Lesser Vigor with Stand (Conjuration)
Replace Chill Touch with Lesser Vigor (Necromancy)

2nd Level:
Replace Close Wounds with Summon Swarm (Conjuration)
If Good replace Blindness/Deafness with Close Wounds (if Evil Blindness and Deafness remains) (Necromancy)

3rd Level:
Replace Cure Serious Wounds with Dimension Step (Conjuration)
If Good replace Healing Touch with Cure Serious Wounds (Necromancy).

4th Level:
Replace Restoration with Lesser Planar Ally (Conjuration)
Replace Burning Blood with Restoration (Necromancy).

5th Level:
Replace Heal with Tree Stride (Conjuration).
Replace Revivify with Insect Plague (Conjuration).
Replace Harm with Heal if Good aligned (if Evil retain Harm) (Necromancy).
Replace Slay Living with Revivify if Good aligned (if Evil retain Slay Living) (Necromancy).

6th Level:
Replace Resurrection with Creeping Doom (Conjuration)
Replace Undeath to Death with Resurrection if Good aligned (Necromancy).
Replace Waves of Exhaustion with Resurrection if Evil aligned (Necromancy).

0 Level:
Acid Splash and Create Water become Evocation.

2nd Level:
Replace Glitterdust with Dimension Hop (Conjuration)
Replace Bigby’s Warding Hand with Glitterdust (Evocation).

4th Level:
Replace Minor Creation with Lesser Planar Exchange (Conjuration).
Replace Greater Tenser’s Floating Disc with Minor Creation (Evocation).

sirpercival
2016-09-30, 12:13 PM
The Epicure

Author's note: I wanted to try something a little different w/ format & presentation, I hope you like it!

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r2d2go
2016-10-01, 12:01 AM
Revoker

http://67.media.tumblr.com/tumblr_lxlmcx8M1n1qc29lyo2_500.jpg

”Hm… how about… no.”

All things that exist, do. Creatures consume and reproduce, civilizations expand and advance, even stone erodes and forms over time. Revokers goal in life is to put a stop to that. Their first word as children was likely “No!”, and their vocabulary has only expanded to improve upon that quintessential denial. Using powerful abjurations, they prevent their victims from casting spells, attacking, moving, or even breathing - all from a safe, comfortable distance.

Adventures: There's only one reason why a Revoker adventures, or does anything, really - control. Now, this doesn't necessarily mean they're power-hungry, or oppressive, though they often are. Some Revokers want to regain control of their lives, or refuse to fail ever again after a traumatic experience - there's more to control than simple power. Still, no matter how noble the cause, Revokers at their core want to prevent anyone or anything from acting against their goals.

Characteristics:Revokers are best at stopping events, not causing them. In combat, they debilitate their enemies, control the battlefield, and prevent the death of their allies. They can occasionally put their willpower into breaking limits and empowering themselves or their allies, but this is much less common than oppressing their foes and warding their allies from harm.

Alignment: Revokers are usually Lawful, wanting the world to fall into their orderly ideal. Good Revokers are slightly less common than Evil Revokers, as preventing others from acting rings strongly of oppression, but having a righteous cause is not unheard of among Revokers.

Religion: Revokers follow all manner of deities that match their needs, but the most worshipped ones fall into one of two categories - strongly Lawful deities, who Revokers accept as far more powerful than any mortal and allow that small degree of outside control, or Neutral, relatively carefree deities, who impose no limits on the Revoker. The most accommodating deity of the last kind is no deity at all, and non-religious Revokers are common.

Background: Revokers generally have a strong desire for control, for one reason or another - many have traumatic experiences in which they feel helpless, and unlock latent magical abilities as their willpower forces the world around them to bend. Others study magic as a Wizard, but have such an affinity and desire for control that they discover and hone their ability to Deny as well as their more traditional arcane abilities.

Races: Races with strong willpower or aptitude for prepared magic have more Revokers simply because they are more likely to discover their abilities and use them. In particular, some variants of elves, as well as descendants of certain lawful outsiders, have the necessary desire and power to control reality in this way.

Other Classes: Few living beings can tolerate Revokers - if their desires align, perhaps the Revoker can hold back from nitpicking at every "mistake" their companions make, and their companions can avoid crushing the Revoker's skull. In particular, Monks and Paladins with similar ideals can find Revokers tolerable, while Barbarians and Rogues will often find themselves "accidentally" punching or poisoning nearby Revokers out of sheer frustration.

Role: Revokers work well when a party is willing to follow their lead. Their spells are best at laying down fields of control that may harm allies and enemies alike, so being able to position around these with ranged attacks, reach weapons, or mobility is always appreciated. Revokers can then ensure those at the most risk are able to complete their master plan, weakening enemies or protecting allies to help them reach optimal efficiency.

Adaptation: Revokers have little that distinguishes them from simply being especially oppressive arcane casters. If Wizards and Sorcerers can be adapted to a setting, so can Revokers - whether that involves technomancy, and countermagic is lightning-fast disruptive hacking, or pacts with eldritch horrors, and one is particularly fond of manipulating mortals.

GAME RULE INFORMATION
Revokers have the following game statistics.
Abilities: Intelligence is used for a Revoker's spells, while Wisdom is used for their Denials. All other attributes come second, though Constitution and Dexterity help with survivability.
Alignment: Any non-chaotic.
Hit Die: d4
Starting Age: As Bard
Starting Gold: As Sorcerer

Class Skills
The Revoker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+0

+0

+2
Spells, Denial
5
3
-
-
-
-
-
-
-
-


2nd

+1

+0

+0

+3
Spell Conversion
6
4
-
-
-
-
-
-
-
-


3rd

+1

+1

+1

+3
Denial, Mental Celerity
6
5
-
-
-
-
-
-
-
-


4th

+2

+1

+1

+4
Advanced Learning
6
6
3
-
-
-
-
-
-
-


5th

+2

+1

+1

+4
Denial, Category 1 Denials
6
6
4
-
-
-
-
-
-
-


6th

+3

+2

+2

+5
Advanced Learning
6
6
5
3
-
-
-
-
-
-


7th

+3

+2

+2

+5
Denial, Greater Counterspell
6
6
6
4
-
-
-
-
-
-


8th

+4

+2

+2

+6
Advanced Learning
6
6
6
5
3
-
-
-
-
-


9th

+4

+3

+3

+6
Denial, Category 2 Denials
6
6
6
6
4
-
-
-
-
-


10th

+5

+3

+3

+7
Advanced Learning
6
6
6
6
5
3
-
-
-
-


11th

+5

+3

+3

+7
Denial, Make No Mistake
6
6
6
6
6
6
4
-
-
-


12th

+6

+4

+4

+8
Advanced Learning
6
6
6
6
6
5
3
-
-
-


13th

+6

+4

+4

+8
Denial, Category 3 Denials
6
6
6
6
6
6
4
-
-
-


14th

+7

+4

+4

+9
Advanced Learning
6
6
6
6
6
6
5
3
-
-


15th

+7

+5

+5

+9
Denial, Force of Will
6
6
6
6
6
6
6
6
4
-


16th

+8

+5

+5

+10
Advanced Learning
6
6
6
6
6
6
6
5
3
-


17th

+8

+5

+5

+10
Denial, Category 4 Denials
6
6
6
6
6
6
6
6
4
-


18th

+9

+6

+6

+11
Advanced Learning
6
6
6
6
6
6
6
6
5
3


19th

+9

+6

+6

+11
Denial, Unlimited Power
6
6
6
6
6
6
6
6
6
4


20th

+10

+6

+6

+inf
Unstoppable Will
6
6
6
6
6
6
6
6
6
5



Class Features
All of the following are class features of the Revoker.

Weapon and Armor Proficiencies: Revokers are proficient with one simple weapon of their choice. Because of their natural desire to avoid such distasteful activities such as physical combat, Revokers have almost no familiarity with weapons, usually only becoming proficient with a single ranged weapon as a last resort.

Spells: A Revoker casts arcane spells which are drawn from the list of all Wizard Abjuration, as well as the Revoker spell list. A Revoker must choose and prepare her spells ahead of time.

To learn, prepare, or cast a spell, the Revoker must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Revoker’s spell is 10 + the spell level + the Revoker’s Intelligence modifier.

Like other spellcasters, a Revoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Revoker. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a Revoker may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Revoker decides which spells to prepare.

Spellbooks: A Revoker must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook. A Revoker begins play with a spellbook containing all 0-level Abjurations, plus one 1st-level spell of your choice. For each point of Intelligence bonus the Revoker has, the spellbook holds one additional 1st-level spell of your choice. At each new Revoker level, she gains one new spells of any spell level or levels that she can cast (based on her new Revoker level) for her spellbook. At any time, a Revoker can also add spells found in other spellbooks to her own.

Daze
Touch of Fatigue

Grease
Sleep
Cause Fear
Ray of Enfeeblement
Entangle
Command
Backbiter
Resinous Tar
Net of Shadows


Levitate
Invisibility
Daze Monster
Touch of Idiocy
Mirror Image
Web
Hold Person
Detect Thoughts
Silence
Bigby's Warding Hand
Ray of Ice
Ray of Weakness
Blinding Color Surge


Slow
Fly
Sepia Snake Sigil
Ray of Exhaustion
Halt Undead
Wind Wall
Spike Growth
Sleet Storm
Crushing Despair
Glyph of Warding
Great Thunderclap
Alter Fortune
Grasping Wall
Phantasmal Strangler
Ray of Dizziness

Black Tentacles
Solid Fog
Fear
Dismissal
Spell Immunity
Resilient Sphere
Wall of Ice
Greater Mirror Image
Enervation
Repel Vermin
Antiplant Shell
Ice Storm
Spike Stones
Crushing Grip


Overland Flight
Lesser Planar Binding
Dominate Person
Interposing Hand
Wall of Force
Magic Jar
Mirage Arcana
Baleful Polymorph
Command, Greater
Wall of Stone
Wall of Thorns
Symbol of Sleep
Lord of the Sky
Flesh to Ice


Wind Walk
Wall of Iron
Flesh to Stone
Forceful Hand
Planar Binding
Forbiddance
Glyph of Warding, Greater
Word of Recall
Antilife Shell
Howling Chain
Fleshshiver
Freezing Fog


Symbol of Stunning
Forcecage
Control Undead
Control Weather
Reverse Gravity
Hold Person, Mass
Dictum
Repulsion
Bigby's Grasping Hand
Waves of Exhaustion
Evil Glare
Choking Cobwebs
Freezing Glance
lemental Body

Maze
Trap the Soul
Telekinetic Sphere
Temporal Stasis
Irresistable Dance
Greater Planar Binding
Towering Thunderhead
Shield of Law
Spell Immunity, Greater
Control Plants

Etherealness
Hold Monster, Mass
Dominate Monster
Crushing Hand
Soul Bind
Time Stop
Antipathy

Denial (Su): Revoker’s primary means of preventing others from acting is a form of supernatural rejection of reality called Denial. By verbally asserting, “No”, modified by whatever appropriate gestures or descriptions necessary, a Revoker can halt or even revert an action by sheer force of will. This is treated as casting a spell with verbal and somatic components for purposes of restrictions (e.g. armor penalties), attacks of opportunity, and concentration. They may use this ability (Revoker Level + Wisdom modifier) times per day.

At 1st level and every two levels thereafter, Revokers learn a new Denial, preventing victims from performing a given action in new, exciting ways. These are categorized by level, and can only be taken if the Revoker has access to equal level spells. A Denial is generally only available given certain triggers, and requires a successful Denial check (with a bonus equal to your Revoker level + Wisdom modifier) against a listed DC, in order to achieve an effect.

Denials are sorted into Catgeories, from 0 to 4. A Revoker’s level must be at least four times a Denial’s category before they can learn it, and using a Denial costs additional daily uses equal to its Category. So, a 7th level Revoker with 20 Wisdom can learn up to Category 1 Denials, and has 12 Denials per day, which could be used for six Category 1 Denials, twelve Category 0 Denials, or anything in between.

In addition to learning new Denials by leveling, whenever Revokers learn a new Denial, they may replace an old Denial of the same category. For example, a Revoker at 19th level who chose Deny Talent at 1st level could replace it with Deny Aggression, because both are category 0 Denials, but not Deny Existence, which is category 4.

Ignore Talents:
Trigger: A creature makes a skill check.
Action: Immediate
Denial DC: Skill user’s ranks in skill + 15
Effect: The skill check automatically fails. If there are consequences for failure by a given amount, they are not applied.

Assert Superiority:
Trigger: You have a lower skill check than another creature's simultaneous skill check.
Action: Immediate
Denial DC: See text
Effect: You may add your Denial check -10 to your skill check result, as long as it would make your check at least 1 higher than the other creature's.

Disbelieve Power:
Trigger: A creature attempts to use an Ex or Su ability.
Action: Immediate
Denial DC: 10 + creature’s CR
Effect: The ability cannot be used this round. The creature may (and sometimes must) change its actions taken this round.

Inhibit Mobility:
Trigger: A creature attempts to move.
Action: Immediate
Denial DC: Opposed check vs creature’s Will save
Effect: The creature’s speed falls to 0 this round. It may still act normally, and the action used to move is not consumed.

Prohibit Assault:
Trigger: A creature attempts to attack you.
Action: Immediate
Denial DC: Attack roll of the attack.
Effect: The attack is negated.

Overcome Weakness
Trigger: You fail a saving throw.
Action: Immediate
Denial DC: Saving throw DC
Effect: You succeed at the saving throw.

Repeal Failure
Trigger: You fail a skill check, ability check, or attack roll.
Action: Immediate
Denial DC: Original check DC, or target's AC.
Effect: The failed action is reverted, with no negative consequences. You can retry the action, or take a different action in place of the one you would have failed.

Prohibit Aggression:
Prerequisite: Prohibit Assault
Trigger: A creature attempts to attack.
Action: Immediate
Denial DC: Attack roll of the attack.
Effect: The attack is negated. That creature cannot attack or otherwise attempt to deal damage for the rest of the round.

Prevent Rejuvenation:
Trigger: A creature would regain hit points.
Action: Immediate
Denial DC: Amount of health regained.
Effect: The creature does not regain health. Additionally, if the source was an ability of the creature, that ability is suppressed for 1 round/revoker level.

Counterspell:
Trigger: A creature begins casting a spell.
Action: Immediate
Denial DC: 10 + Caster Level of spell
Effect: The spell fails.

Suppress Mortality:
Trigger: You or another creature would die from hit point damage.
Action: Immediate
Denial DC: Negative hit point total of target
Effect: The creature cannot die from negative hit point damage until the end of your next turn. If they are not healed to a survivable hit point total by that time, they still die.

Assail Well-Being
Trigger: A creature is not Sickened, Nauseated, Fatigued, Exhausted, Shaken, Frightened, Panicked, Staggered, Stunned, Entangled, or Paralyzed.
Action: Standard
Denial DC: Opposed check vs Creature’s Will Save
Effect: The creature becomes your choice of Sickened, Fatigued, Shaken or Entangled for 1 round/Revoker level.

Overcome Debilitation
Prerequisite: Overcome Weakness
Trigger: You would suffer from a spell, effect, or other condition for 1 or more rounds.
Action: Immediate
Denial DC: Save DC, or if there is none, 10+CR of source.
Effect: You ignore the spell, effect, or other condition. If the source would continue to apply the effect, you ignore any reapplication for 1 round/Revoker level.

Prevent Restoration
Prerequisites: Prevent Rejuvenation
Trigger: A creature would regain hit points, ability scores, or have a condition removed.
Action: Immediate
Denial DC: 10 + Creature’s CR
Effect: The creature’s hit points, ability scores, and conditions remain.

Assail Functionality
Prerequisites: Assail Well-Being
Trigger: A creature is not Nauseated, Exhausted, Frightened, Panicked, Stunned, or Paralyzed.
Action: Standard
Denial DC: Opposed check vs Creature’s Will Save
Effect: The creature becomes your choice of Nauseated, Exhausted, Frightened or Staggered for 1 round. At the end of that round, you may inflict any one of Deny Well-Being’s conditions upon them for 1 round/Revoker level.

If they their save beats your Denial check they are still subject to one condition of Deny Well-Being for 1 round.

Supress Injury:
Prerequisites: Suppress Mortality
Trigger: A creature would take hit point damage.
Action: Immediate
Denial DC: 10 + Damage taken/2
Effect: The creature does not take the damage. If this denial fails by 5 or less, it takes half damage.

If you fail the Denial check, and the creature would die from the hit point damage, they still take the damage, but you may use Suppress Mortality as a free action to attempt to deny their death.


Wit’s End
Prerequisites: Assail Functionality
Trigger: A creature is not Panicked, Stunned or Paralyzed.
Effect: The creature becomes your choice of Panicked, Stunned or Paralyzed for 1 round. At the end of that round, you may inflict any one of Deny Functionality’s condition’s upon them for 1 round/Revoker level.

If their save beats your Denial check, they are still subject to one condition of Deny Functionality for 1 round.

Suppress Death:
Prerequisites: Suppress Mortality
Trigger: A creature would die.
Action: Immediate
Denial DC: 10 + HD of target
Effect: The creature is not dead until the end of your next turn. At that point, any effects that would kill them, do.

If you fail the Denial check, and the creature would die from hit point damage, you may use Suppress Mortality as a free action to attempt to deny their death.

Push Limitations:
Trigger: You fail any d20 roll.
Action: Immediate
Denial DC: 40 - natural roll
Effect: Your roll is considered a natural 20.

Deny Existence:
Trigger: A creature exists.
Action: Standard
Denial DC: Creature’s CR + 15
Effect: The creature ceases to exist. Their body disappears, leaving not even dust. They cannot be Raised or Resurrected except via Wish.

Revoke Timeline:
Trigger: Anything.
Action: Immediate
Denial DC: 35
Effect: The trigger does not occur. Return to the beginning of your last turn. Any actions that occurred after that point in time did not occur.

Spell Conversion (Su): Revokers learn to put as much energy as necessary into preventing intrusions into their perfection. At 2nd level, you may convert spells into uses of Denial, at 1 spell level = 1 use of Denial.

Mental Celerity (Su):: Revokers soon learn to process and respond to changing situations quickly, as to assert their will before anything stops them. They can use Denials and immediate action spells, even before they've acted in a combat. Additionally they add their Wisdom modifier to their initiative bonus.

Advanced Learning: While Revokers have found Abjuration the best school for putting a stop to anything they dislike, many fantastically oppressive spells can be found in other schools of magic. To avoid missing out on any of these spells, at 4th level and every 2 levels thereafter, Revokers may learn a single Sorcerer/Wizard, Cleric, or Druid spell that is of a level lower than their highest level known.

Universal Counterspell (Su): Revokers are extremely skilled at countermagic, despite focusing heavily into only one school. At 7th level, they may sacrifice a prepared spell to counter any spell of the same level. They still must ready an action to counter the spell, but they do not have to identify the spell they are countering. However, unless they identify the spell, they do not know the level of the spell they are countering, and thus may fail to counter it or expend a spell slot of higher level than necessary.

No Mistake (Su): Revokers don’t make mistakes. Once per day, upon failing a Denial check, a Revoker may refuse, and instead treat their Denial roll as a 20.

Force of Will (Su): Revokers can occasionally push the limits, preventing reality from proceeding through superhuman will. A 15th level Revoker may gain an additional use of No Mistake, use a Denial without expending daily uses, or cast a spell without expending a spell slot. Alternatively, they may use an immediate action Denial, even if they’ve already used their immediate action that turn.

Using this ability inflicts deep mental wounds upon the Revoker. They immediately take 2 points of Intelligence, Wisdom and Charisma burn - ability damage that can only be healed naturally. A successful Will save (DC 30) reduces this to 1 point.

Unlimited Power (Su): Extremely powerful Revokers have limitless reserves of mental energy. At 19th level, a Revoker may regain all uses of Denial by meditating for mere moments, as a full round action.

Unstoppable Will (Su): Revokers who have mastered reality have truly unstoppable wills. At 20th level, a Revoker becomes immune to all mind-affecting effects, and automatically succeeds Will saves. Additionally, once per day, through sheer force of will, they may make a spell irresistible, making their victim automatically fail any saving throw involved.

Zaydos
2016-10-01, 08:06 PM
Theurge Prestige Classes

General Note for Theurge PrCs and Balance: I intended for the theurge PrCs to be worth taking but not necessarily stronger than single class in the stronger class, or even probably weaker than it in the case of Symbolic Arcanist. This is why Symbolic Arcanist actually is stronger than Rune Dragon Aspirant even assuming Wizard and Dragonfire Adept were equal, they aren't and losing levels in Wizard loses you more than losing ones in DFA. This reasoning left as soon as I got to ToB, though, as I just based it on Jade Phoenix Mage... on the basis that it was between two full BAB classes and so wasn't getting a better chassis compared to either?


Symbolic Arcanist

A Symbolic Arcanist is a mage who has taken to the study of Symbol Magic due to its augmentative resonance with magic. They are students of the way that this resonance may augment their spells and maximize their effectiveness.


Becoming a Symbolic Arcanist

A Symbol Caster may become a Symbolic Arcanist without any levels in other classes at the earliest possible level, that said they gain less from it as their casting is sluggish and they already progress both casting and symbols (ironically they improve their BAB this way). Even so most Symbolic Arcanists are Wizards who dabble with Symbolist, Glyph Thief, or perhaps especially Glyph Knight (as the others don't actually exist yet, most likely Glyph Knight :smalltongue:). This simply requires 2 levels in Glyph Knight, 5 levels total, the ability to cast 2nd level arcane spells, and a +1 Intelligence or human to acquire the skill ranks to get the necessary grounding in magical principles.

Prerequisites:
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks.
Spellcasting: Ability to cast 2nd level arcane spells.
Symbol Crafting: Ability to craft 2 or more symbols.

Class Skills: The class skills for a Symbolic Arcanist (and their key ability scores) are Concentration (Con), Craft (Int), Knowledge (any, each taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d6.


LevelBABFortRefWillSpecialSpellcastingSymbol Crafting
1+0+0+0+2Casting Resonance+1 level existing arcane spellcasting +1 level existing symbol crafting class
2+1+0+0+3- +1 level existing arcane spellcasting +1 level existing symbol crafting class
3+2+1+1+3 Symbol’s Dispelling +1 level existing arcane spellcasting +1 level existing symbol crafting class
4+3+1+1+4- +1 level existing arcane spellcasting +1 level existing symbol crafting class
5+3+1+1+4- +1 level existing arcane spellcasting +1 level existing symbol crafting class
6+4+2+2+5Casting Harmonics- +1 level existing symbol crafting class
7+5+2+2+5Symbol’s Resonance +1 level existing arcane spellcasting +1 level existing symbol crafting class
8+6+2+2+6- +1 level existing arcane spellcasting +1 level existing symbol crafting class
9+6+3+3+6- +1 level existing arcane spellcasting +1 level existing symbol crafting class
10+7+3+3+7Symbol’s Metamagic +1 level existing arcane spellcasting +1 level existing symbol crafting class

Weapon and Armor Proficiencies: A Symbolic Arcanist gains no new weapon or armor proficiencies.

Spellcasting: At every level except 5th, a Symbolic Arcanist gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

Symbol Crafting: Levels in Symbolic Arcanist add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

Casting Resonance (Su): A Symbolic Arcanist learns to draw energy into their spells through the resonance their symbols possess with certain types of magic. Whenever a Symbolic Arcanist casts a spell which matches the school of one of their wrought symbols they gain a +1 competence bonus to caster leve. If the symbol is in a released state they also gain +1 to the spell save DC. If the symbol is in a greater released state both of these bonuses increase to +2.

Symbol’s Dispelling: A Symbolic Arcanist learns how to use the resonance of their symbols and the energy released in one’s destruction to more perfectly dispel enemy magic. A 3rd level or higher Symbolic Arcanist with the ability to cast 3rd level arcane spells adds Dispel Magic to their spells known (if applicable) and spell list as a 3rd level spell, and if they are able to cast 6th level arcane spells they add Greater Dispel Magic as a 6th level spell. In addition when they cast Dispel Magic or Greater Dispel Magic they may erase one crafted symbol they possess, if they do so they gain a +10 bonus on a single dispel check to dispel an effect of the same school as the erased symbol, they may either select a single identified effect, or simply apply it against the first effect of that school they roll against. If the symbol was in a released state they gain a +5 bonus to all dispel checks against its school as well as +10 on a single one (these bonuses do not stack, they do not gain a +15 to one check), if it was in its intermediate released state they may additionally treat the check with a +10 applied to it as a natural 20 instead of rolling it, if it was in its greater released state they do not need to roll any dispel checks against the school of the symbol instead treating all of them as 20 before modifiers.

Casting Harmonics (Su): A Symbolic Arcanist learns to actively harmonize their symbols with their spells, moving mana from the former to the latter. When a 5th level or higher Symbolic Arcanist casts an arcane spell they may choose to transfer essentia from one or more symbols of the same school into the cast spell (they may not transfer more essentia this way than their essentia capacity). If they do so the essentia becomes invested in the spell until its duration ends (at which point it does not return to the symbols but becomes uninvested requiring a swift action to reinvest) and they gain a bonus to caster level on that spell equal to the invested essentia and a bonus to the spell’s save DC (if any) equal to ½ that.

Symbol’s Resonance (Su): A Symbolic Arcanist can draw otherwise wasted energy used in nearby spells (both theirs and others) through the resonance of their symbols. Beginning at 6th level when a 1st level or higher spell is cast (not a spell-like ability) within 30 ft of you (this includes spells you cast) which matches the school of one of a Symbolic Arcanist’s released symbols they can scavenge some of the energy from it. If you prepare arcane spells you may regain one expended arcane spell of the same school with a level no higher than 1/3rd the level of the triggering spell. If you cast arcane spells spontaneously you may instead select one spell you know of the same school with a level no higher than 1/3rd the level of the triggering spell and the next time you cast that spell without metamagic within 1 hour it does not expend a spell slot. If you do both you may select which of these abilities to trigger with each spell cast but no spell can trigger both. If the symbol is in a greater released state you may use this ability with spells of up to ½ the level of the triggering spell instead of 1/3rd. You’re either going Legacy Champion to extend the PrC and losing 9th level spells or losing 8th and 9th level spells to get a single Greater Symbol.

Symbol’s Metamagic (Su): A Symbolic Arcanist learns to draw magical energy through their symbol to maximize the power of their spells even if it means destroying their carefully wrought symbols. Beginning at 10th level when you cast a prepared arcane spell you may erase a symbol to apply a +1 or less level metamagic to it spontaneously (with no change in casting time), or +2 if it is a released symbol, +3 if it is in its intermediate released state, or +4 if it is in its greater released state. When you cast a spontaneous arcane spell you may erase a symbol to negate the increase in casting time and reduce the metamagic increase applied to the spell by 1, 2 if it was a released symbol, 3 if it was in its intermediate released state, or 4 if it was in its greater released state; this cannot reduce the metamagic level adjustment to less than +0.



Rune Dragon Aspirant

A Rune Dragon Aspirant is a Symbol Wright who aspires to the powers and ferocity of a Runic Dragon (see bestiary (http://www.giantitp.com/forums/showsinglepost.php?p=21234859&postcount=27)). They combine draconic power with the ability to craft symbols even going so far as to inscribe the Hungry Rune upon their flesh to better emulate runic dragons.


Becoming a Rune Dragon Aspirant

Rune Dragon Aspirants typically begin as Dragonfire Adepts and Glyph Knights, although Symbolists, Glyph Thieves, and Symbol Casters are all possible. To become a Rune Dragon Aspirant one must have a solid understanding of the nature of magic and dragons, as well as a foundation in both draconic invocations and symbol crafting. Taking this further they must emulate the Runic Dragon and the final step is to inscribe the Hungry Rune on their flesh, either tattooing it there or using ritual scarification, a sign of the dedication to become like the Runic Dragon.

Prerequisites:
Breath Weapon: Must possess a breath weapon and at least 1 Breath Effect.
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
Invocations: Ability to use least invocations.
Symbol Crafting: Ability to craft 2 or more symbols.

Class Skills: The class skills for a Rune Dragon Aspirant (and their key ability scores) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d6.


LevelBABFortRefWillSpecialInvocationsSymbol Crafting
1+0+2+0+2Inscribed Hungry Rune+1 level existing invocation-using class +1 level existing symbol crafting class
2+1+3+0+3-+1 level existing invocation-using class +1 level existing symbol crafting class
3+2+3+1+3Keen Senses +1 level existing invocation-using class +1 level existing symbol crafting class
4+3+4+1+4Invested Breath +1 level existing invocation-using class -
5+3+4+1+4- +1 level existing invocation-using class +1 level existing symbol crafting class
6+4+5+2+5Consuming Breath- +1 level existing symbol crafting class
7+5+5+2+5- +1 level existing invocation-using class +1 level existing symbol crafting class
8+6+6+2+6Released Hungry Rune +1 level existing invocation-using class-
9+6+6+3+6- +1 level existing invocation-using class +1 level existing symbol crafting class
10+7+7+3+7Increased Capacity (Draconic) +1+1 level existing invocation-using class +1 level existing symbol crafting class

Weapon and Armor Proficiencies: A Rune Dragon Aspirant gains no new weapon or armor proficiencies.

Invocation: At each level other than 6th, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a Rune Dragon Aspirant, you must decide to which class to add each level for the purpose of determining caster level and invocations known. If you increase your level in Dragonfire Adept with this ability you also gain increased breath weapon damage/save DC, range, and breath effects as if you had gained a level in Dragonfire Adept.

Symbol Crafting: Levels in Rune Dragon Aspirant except 4th and 8th add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

Inscribed Hungry Rune (Su): A Rune Dragon Aspirant emulates the runic dragon, as such they inscribe the Hungry Rune upon themselves and let their energies fill it. This inscribed symbol does not count against your maximum number of symbols wrought, nor does it count as a crafted symbol. A Rune Dragon Aspirant may suppress their Hungry Rune as a full round action causing it to no longer be considered to be wrought and have no effect. They may reactivate it at a later time as another full round action.

Keen Senses (Su): A Rune Dragon Aspirant learns to extend their senses with divination symbols. Beginning at 3rd level as long as a Rune Dragon Aspirant has a symbol of the divination school wrought they suffer half the normal penalties for distance on Listen and Spot checks.

Invested Breath (Su): A Rune Dragon Aspirant learns to augment their breath weapon with mana making it stronger. Beginning at 4th level a Rune Dragon Aspirant may invest essentia into any breath weapon they may possess as if it were an essentia receptacle. As long as they have essentia invested into a breath weapon they may choose to have it deal electricity damage instead of whatever damage it would normally deal (assuming it deals damage), in addition it gains a +1 to its save DC per 2 points of invested essentia, and if it deals hit point damage it deals +2 damage per point of invested essentia.

Consuming Breath (Su): A Rune Dragon Aspirant learns how to modify their breath in new and dangerous ways. Beginning at 6th level they gain Consuming Breath as a breath effect. This effect, applied to a cone shaped breath, causes it to deal no damage but inflict 1 essentia damage per 2 dice of damage it would normally have dealt (Will halves) and functions as an area dispel magic with no cap to the bonus you receive to dispel checks. Your ‘caster level’ for this dispel magic effect is equal to your caster level for invocations and you may apply this breath effect to cone shaped breath weapons you possess other than that of Dragonfire Adept but you still may not apply it to 2 breath weapons in the same or consecutive rounds.

Released Hungry Rune (Su): A Rune Dragon Aspirant’s Hungry Rune grows resonant with their soul, allowing them to shift its physical form upon their body. Beginning at 8th level a Rune Dragon Aspirant may release their Hungry Rune as an action requiring 1 minute of concentration or return it to its unreleased state with 1 minute of concentration. This does not count against their maximum number of released symbols, released intermediate symbols, or released greater symbols. A Rune Dragon Aspirant able to release symbols to their intermediate state may release their Hungry Rune to its intermediate state, and the same is true of one able to release symbols to their greater state, however they may not release it to its intermediate or greater state unless they possess the ability to do so more generally.

Increased Capacity (Draconic) +1: A Rune Dragon Aspirant’s Hungry Rune and breath weapon is theirs to control and shape, easily drinking deep of their mana if allowed. Beginning at 10th level a Rune Dragon Aspirant may treat their essentia capacity as 1 higher for the purposes of their Hungry Rune and their breath weapon(s).




Runeblade

Most practitioners of Symbol Magic delve into the magical arts if they diverge from Symbol Magic or even while studying it directly, focusing on how their symbols resonate with the natural magic underlying reality. Some, however, look not at the arcane arts but the sublime, those semi-mystical, and sometimes wholly mystical, arts of martial combat. While the resonance with Symbols is less directly noticeable, one who walks the Sublime Way may notice a resonance still, a throb in their Symbols when they initiate a strike, a sense that the mana flows more easily into them when in certain stances. Runeblades are those who follow up these little feelings and learn how the Sublime Way meets the magic of reality, weaving it through themselves and their weapons, making their weapons part of them to strike against foes.


Becoming a Runeblade

To become a Runeblade one must have a solid understanding of both symbol crafting and the sublime way. Most Runeblades begin as Glyph Knights due to their martial focus, although Symbolists and Glyph Thieves are not unheard of, and mix such skills with those of a warblade, though some follow the path of the Crusader or Swordsage instead.

Prerequisites:
Martial Maneuvers: Must know a 2nd level or higher martial maneuver from each of two different disciplines.
Martial Stances: Must know at least 1 Martial Stance.
Skills: Knowledge (arcana) 8 ranks, Martial Lore 5 ranks.
Symbol Crafting: Ability to craft 2 or more symbols.

Class Skills: The class skills for a Rune Dragon Aspirant (and their key ability scores) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d8.


LevelBABFortRefWillSpecialManeuvers Known Maneuvers Readied Stances Symbol Crafting
1+1+2+0+2Tradition of the Rune Blade, Mana Gathering Stance100-
2+2+3+0+3Blade Runes000 +1 level existing symbol crafting class
3+3+3+1+3- 110 +1 level existing symbol crafting class
4+4+4+1+4Rune Parry 000 +1 level existing symbol crafting class
5+5+4+1+4- 101 +1 level existing symbol crafting class
6+6+5+2+5Rune’s Warding 010 -
7+7+5+2+5- 100 +1 level existing symbol crafting class
8+8+6+2+6Releasing Stance 000 +1 level existing symbol crafting class
9+9+6+3+6- 110 +1 level existing symbol crafting class
10+10+7+3+7 Stance Capacity 000 +1 level existing symbol crafting class

Weapon and Armor Proficiencies: A Runeblade gains no new weapon or armor proficiencies.

Maneuvers: At first level select up to 3 disciplines from which you know martial maneuvers, you add their discipline skill to the list of Runeblade class skills (if it was not there already). At each odd-numbered level, you gain a new maneuver known from one of the selected disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Runeblade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from one of the disciplines you selected at 1st level for your maneuvers. You must meet a stance’s prerequisite to learn it.

Symbol Crafting Levels in Runeblade except 1st and 6th add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

Tradition of the Runeblade: Each of the Disciplines of the Sublime Way are associated with certain schools of magic. However these associations are loose and different traditions may possess different associations. For the purposes of the Runeblade PrC and all its class features the disciplines of the sublime way are associated with the following schools (only my brew and Tome of Battle covered, for disciplines from other sources ask your DM, or maybe me).

Desert Wind: Evocation and Illusion.
Devoted Spirit: Conjuration and Evocation (if Healing is changed to Necromancy change Devoted Spirit to Necromancy and Evocation).
Diamond Mind: Abjuration and Divination.
Iron Heart: Abjuration and Transmutation.
Setting Sun: Abjuration and Enchantment.
Shadow Sun: Illusion and Necromancy.
Stone Dragon: Evocation and Transmutation.
Tiger Fang: Necromancy and Transmutation.
White Raven: Divination and Enchantment.

Adamant Eagle: Abjuration and Divination.
Crone’s Hex: Necromancy and Transmutation.
Crushing Avalanche: Evocation and Transmutation.
Darting Viper: Abjuration and Necromancy
Edge of Apocalypse: Conjuration and Necromancy.
Eldritch Rain: Conjuration and Evocation.
Feral Hunger: Necromancy and Transmutation.
Flashing Lightning: Conjuration and Evocation.
Grown Blade: Evocation and Transmutation.
Hewn Tree: Abjuration and Transmutation.
Jeering Monkey: Conjuration and Illusion.
Lunar Spirit: Abjuration and Divination.
Perfected Style of the Grand Court: Divination and Enchantment.
Protean Hunter: Evocation and Transmutation.
Star Dream: Enchantment and Illusion.

Mana Gathering Stance (Su): A Runeblade learns how to channel the energy from their stances in a new way. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of mana gathering stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using mana gathering stance and resume gaining the normal benefit of the stance as a swift action. While you use this ability, you gain 1 essentia plus 1 per 6 character levels you possess. When you activate this stance you may immediately invest this essentia and when you cease maintaining this stance or return to gaining the normal benefit of the stance this essentia immediately disappears. Mana Gathering Stance is considered the same discipline as the stance you entered it from.

Blade Runes (Su): A Runeblade learns how to perform their signature art of combat, the spreading of symbols across a weapon, the creation of the ‘runeblades’ from which they get their name, of course it takes time. Beginning at 2nd level a Runeblade may spend 1 minute to create a special symbol which spreads across a touched weapon. When a Runeblade creates these blade runes, as this symbol is called, they select a school, this symbol is considered to be of this school and as long as the Runeblade holds the weapon they are considered to have a symbol of this school wrought. A Runeblade may invest essentia into this symbol as normal for a symbol. When a Runeblade initiates a strike which matches the school of the Blade Runes (see Tradition of the Runeblade above) they gain an insight bonus to attack rolls made as part of that strike with that weapon equal to one half the essentia invested in their Blade Runes and +2 damage per point of invested essentia; this damage bonus only applies once per strike per enemy and only to damage dealt with the weapon with the Blade Runes. A Runeblade may not select their Blade Runes with the Expanded Symbol Capacity feat. While the Blade Runes remain visible even if another creature wields the weapon they only have an effect in your hands.

A Runeblade may have up to two sets of Blade Runes wrought at a time. Each set must be on a separate weapon and may be of different schools however they share invested essentia. If you have two separate weapons with Blade Runes which would both be triggered by the same strike they both gain attack bonus but the damage is still only applied once per enemy. If you would create a third set of Blade Runes one of your former two (your choice) vanishes.

Rune Parry (Su): A Runeblade learns to avoid hostile spells using their runes and Sublime skills to cut through their magic. Beginning at 4th level when you are targeted with a spell (or spell-like ability) that matches the school of one of your wrought symbols or included in the area of a spell that matches the school of one of your wrought symbols you may make an attack roll as an immediate action. This attack roll is opposed by a check by the caster of the spell using 1d20+Caster Level+Charisma modifier. If you win the opposed check the spell does not affect you. If it is a spell which has a continuous effect on its area (such as solid fog) you are unaffected by it for only 1 round; if it creates a physical object and you are within the spell’s area and thus able to use this ability (such as a forcecage made around you) you may pass through the object created as if it did not exist for 1 round. If you are in a stance which matches the school of the triggering spell (see Tradition of the Runeblade) you gain a +2 bonus on the attack roll. Once you have used this ability you cannot use it again until you recover it as if it were a maneuver; if you have granted maneuvers, you cannot use it again until your granted maneuvers all recover and reset.

Rune’s Warding (Su): A Runeblade learns to draw defensive protection through centering themselves in the Sublime Way through their symbols. Beginning at 6th level when in a stance whose discipline matches the school of a symbol you possess in a released state you gain a +2 bonus to saving throws, this increases to +3 if it is in an intermediate or greater released state. If it matches a symbol in its greater released state you also gain a +2 bonus to AC.

Releasing Stance (Su): A Runeblade learns to use the Sublime Way to coax more energy through their symbols and cause a symbol to temporarily release, or increase its release. Beginning at 8th level while you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of releasing stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using releasing stance and resume gaining the normal benefit of the stance as a swift action. When you activate releasing stance select one unreleased symbol you have wrought of a school which matches the discipline of the stance you are forgoing the benefits of, that symbol enters its lesser released state for as long as you maintain releasing stance. If the stance you left was at least 5th level and you are able to release symbols to their intermediate states you may select a lesser released symbol and it moves to its intermediate released state instead of lesser for the duration of this stance. If the stance you let was at least 8th level and you are able to release symbols to their greater states you may select an intermediate released symbol and it moves to its greater released state instead of intermediate for the duration of this stance. The releasing stance is strenuous on the body and soul, however. A Runeblade may only maintain the releasing stance for 1 + Con modifier rounds safely, after which point they take a cumulative -1 penalty to attack rolls, AC, saving throws, skill and ability checks per round they maintain it until they leave the stance, if they take a -3 or greater penalty they become fatigued, if they take a -8 or greater penalty they become exhausted; ending the releasing stance removes the penalty but fatigue or exhaustion caused by it must be dealt with normally. In addition a Runeblade may only enter their releasing stance safely twice per day, each time they do so thereafter they suffer 1 negative level which lasts until they have 8 hours of rest. Releasing Stance is considered the same discipline as the stance you entered it from. The released symbol granted by this stance does not count against your maximum number of released symbols or maximum intermediate/greater released symbols.

Release Blade Runes (Su): A Runeblade learns how to increase the power of their Blade Runes letting them cover their weapon completely and glow with a magical light. Beginning at 10th level when a Runeblade crafts symbols they can put their Blade Runes into a released state. When they do so they select a single discipline for each Blade Runes they have made releasing it in that state; you may only select disciplines which you selected to learn maneuvers from at 1st level in Runeblade. A weapon with a released Blade Runes sheds light as a daylight spell. A held released Blade Runes counts as having a lesser released symbol of each school related to the selected discipline as long as you hold it. A weapon with a released Blade Rune gains an enhancement bonus to attack and damage equal to the essentia invested into it and is considered a magic weapon (even if isn't), in addition you gain a benefit based upon the discipline chosen. Another creature wielding a weapon with a released blade runes gains no benefit from it except the enhancement bonus, although it does still shed light.

Desert Wind: Fire damage inflicted by attacks and strikes made with the weapon ignore fire resistance and deal 1/2 damage through fire immunity.
Devoted Spirit: Whenever you successfully make a melee attack with the weapon upon a creature whose alignment differs from yours and which poses an immediate threat to you or an ally, you may heal yourself or an ally within 20-ft 2 hp + 1 hp/point of essentia invested in your Blade Rune. If the attack was part of a Devoted Spirit strike this range becomes 200 ft and it heals 4 hp + 2 hp/point of essentia invested.
Diamond Mind: If you succeed on a saving throw for half or partial by 5 or more above the DC you take no effect (as if you had Evasion and Mettle).
Iron Heart: You suffer no miss chance due to concealment less than total and only a 20% miss chance due to total concealment. Likewise you suffer only a 20% miss chance due to incorporealness (if you aren't wielding a ghost touch weapon). Any other miss chances from unlisted effects are reduced likewise by 30% each. All these effects only apply with the released weapon. If you are using an Iron Heart strike you ignore miss chances entirely (you still need to be aiming for the right square).
Setting Sun: You gain a +1 dodge bonus to AC, this increases by +1 per size category larger than you the attacker is. In addition it increases by +2 against charges, and +2 against attacks gaining the benefit of the Power Attack feat (all these increases are cumulative).
Shadow Hand: Whenever you successfully hit a creature with a melee attack with the weapon you deal 1 point of Strength damage. If you are using a Shadow Hand strike which grants a single melee attack you instead deal 2 points of Strength damage (in addition to any ability damage from the strike). If you score a critical hit any Strength damage from this ability is multiplied by it in addition to the hit point damage.
Stone Dragon: Your attacks with the weapon ignore DR. If you use a maneuver with the weapon that would allow your attack to ignore DR you deal +3d6 damage with it.
Tiger Claw: The threat range of the weapon increases by 1; this is applied before Keen or Improved Critical and stacks with them.
White Raven: Whenever you strike an enemy with the weapon allies other than you gain a +2 bonus to hit that enemy for 1 round. If you strike an enemy with a White Raven strike this increases to a +4 bonus to hit that enemy.

I have ~25 minutes and a hunger(?) headache. The PrC is technically complete for working with official material, so we'll see how many I get done.

Adamant Eagle: Allies within the area you threaten with the weapon gain +2 to their AC as your weapon moves of its own volition to defend them. Whenever you use an Adamant Eagle counter this bonus increases to +4 for 1 round.
Crone’s Hex: Targets you strike with the weapon suffer a -2 penalty to Fortitude saves for 1 round, this applies to any Will save made against a strike you hit them with. If you hit a creature with a Crone's Hex strike they suffer a -2 penalty to all saves instead of merely Will saves.
Crushing Avalanche: Cold damage inflicted by attacks and strikes made with the weapon ignore cold resistance and deal 1/2 damage through cold immunity.
Darting Viper: Whenever you successfully hit a creature with a melee attack with the weapon you deal 1 point of Dexterity damage. If you are using a Darting Viper strike which grants a single melee attack you instead deal 2 points of Dexterity damage (in addition to any ability damage from the strike). If you score a critical hit any Dexterity damage from this ability is multiplied by it in addition to the hit point damage.
Edge of Apocalypse: You gain a +2 to hit and damage against Servants of the Gods with the affected weapon; if you use an Edge of Apocalypse Strike this increases by +2d4 damage.
Eldritch Rain: You may apply any enhancement bonus that the weapon possesses to attack and damage with Eldritch Rain strikes and with your eldritch blast (if any), in addition you may apply any weapon enchantments the weapon possesses which could be applied to ranged weapons (with the exception of splitting) to Eldritch Rain strikes and Eldritch Blast.
Feral Hunger: The weapon is considered a natural weapon for Feral Hunger maneuvers and stances, in addition if you down an enemy with the weapon you may make a demoralize attempt as a free action.
Flashing Lightning: Electricity damage inflicted by attacks and strikes made with the weapon ignore electricity resistance and deal 1/2 damage through electricity immunity.
Grown Blade: Creatures treat any square you threaten as if it were difficult terrain (costs 2 squares of movement to enter).
Hewn Tree: The weapon is considered plant bane (its enhancement bonus increases by +2 against plants and it deals +2d6 damage against them).
Jeering Monkey: Whenever you strike a creature which poses a threat to you with the weapon you may make an immediate 5 ft step (this does not count against making a normal 5 ft step during the turn). If you strike them with a Jeering Monkey strike you may take 2 5 ft steps instead.
Lunar Spirit: Whenever you strike a creature with the weapon their Spell Resistance is lowered by 2 for 1 minute, or by 6 if you struck them with a Lunar Spirit strike.
Perfected Style of the Grand Court: -.
Protean Hunter: -.
Star Dream: Targets you strike with the weapon suffer a -2 penalty to Will saves for 1 round, this applies to any Will save made against a strike you hit them with. If you hit a creature with a Star Dream strike they suffer a -2 penalty to all saves instead of merely Will saves.

Stance Capacity: A Runeblade’s mastery of the sublime way opens their soul to a closer connection with their symbols allowing a greater influx of mana into them. Beginning at 10th level a Runeblade may treat their essentia capacity as 1 higher for the purposes of any symbol they have wrought the school of which matches the discipline of their current stance.

Temotei
2016-10-02, 01:39 AM
Contest closed. Here (http://www.giantitp.com/forums/showthread.php?502354-Base-Class-Contest-XXXV-Voting-Thread&p=21262065) is the voting thread.