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View Full Version : D&D 3.x Class "Power is only valuable if it can be harnessed." [Mythos][3.5/PF]



Lanth Sor
2016-11-06, 11:10 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


http://i.imgur.com/7ALvSxP.jpg
"Paranoia is a survival trait when you run in my circles. It gives you something to do in your spare time, coming up with solutions to ridiculous problems that aren't ever going to happen. Except when one of them does, at which point you feel way too vindicated."
- Harry Dresden, Changes, Jim Butcher

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: d6
Skill Points: 6+ 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, Magicka Pool, Empower Mystic Receptacle, Pristine Esoteric Understanding
+2
+1
2
+1
+3
+3
+3

+0
+1
3
+1
+3
+3
+3

+1
+0
4
+2
+4
+4
+4
-
+0
+1
5
+2
+4
+4
+4

+1
+0
6
+3
+5
+5
+5

+0
+1
7
+3
+5
+5
+5
Fantastic Mythos
+1
+1
8
+4
+6
+6
+6

+0
+1
9
+4
+6
+6
+6

+1
+0
10
+5
+7
+7
+7
-
+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
+1
+1
14
+7/+2
+9
+9
+9

+0
+1
15
+7/+2
+9
+9
+9

+1
+0
16
+8/+3
+10
+10
+10
-
+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 + highest mental ability 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: The magos is 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 highest mental ability score. Additionally the magos is able to read magical text without the aid of spells such as read magic.

Magicka Pool: Gain a pool of 30 points of magicka that recovers at a rate of class level + constitution modifier every per minute.

The magos gains 10 additional magicka each level. The magos converts all essentia into bonus max magicka. They may no longer gain essentia from any source. Whenever they would gain essentia they instead increase their Magicka pool by the same amount.

Expending or burning any magicka prevents magicka recovery that minute.

Empower Mystic Receptacle (Su): As an immediate action or swift action, the magos may infuse any essentia receptacle with magicka. For every 5 magicka expended the receptacle is treated as if it had 1 essentia invested, up to the normal maximum. This last 1 round per caster level. This increases to 1 minute increments at fantastic, 1 hour increments for legendary, 1 day increments at exalted.

Pristine Esoteric Understanding: The magos gain the ability to cast spells and rituals. Any spell cast by a magos counts a all type of magic(arcane, divine, psychic, etc), but only when it would be beneficial to do so. Any spell cast or ritual preformed via this ability is uses the spell/ritual's minimum caster level or your caster level whichever is higher.

Casting a spell costs magicka equal to spell level times the spell's minimum caster level (min 3). Any spell they learn is always at the the lowest spell level it appears on a classes spell list The spells level is the lowest level any class gains access to it, IE druid 2 ranger 1 would be level 1. The minimum caster level is the caster level the appropriate class would have gained access to the spell.

To cast a spell pay the magicka cost, if the spell is known or you have the spells focus the spells goes off following normal spellcasting rules. If the spell is researched you may preform a ritual to cast the spell. The last option is to Burn Cast the spell, the spell goes off normally but you take the magicka cost as magicka burn and making a will save, you can burn cast any spell you have notes on. If you preform a ritual follow the ritual rules below. If you cast the spell taking magicka burn you must make a will save DC 15 + spell level, on failed save the spell fails and you take hit point damage equal to the magicka burn. This damage cannot be mitigated.

Craft Spell Focus: 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 cast a spell when you don't have the focus on you. To create a spell focus the magos must have the spell in its ritual book. 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 weird would cost 30600(50x9x17x4). Each time the magos takes a mythos with a descriptor they gain a focus with school or descriptor. Crating a focus does not benefit form item creation feats.

When creating a spell focus you may choose to apply any meta magic feat to the spell as an intrinsic metamagic. Intrinsic metamagics permanently change how the spell focus spell is cast using that focus, but do not increase the casting time for spontaneous casting. You may have multiple spell foci of the same spell.

Some mythos have tags such whenever you take one of these you instantly gain a spell focus for a spell of that school of a level you can make foci for. If the tag is [magic] you can choose any spell. You do not need to do prior research to learn this spell.



Any spell cast via this ability is cast at the spells minimum caster level or your caster level whichever is higher.
Magicka is spent at the start of the casting but does not start to be recovered until 1 minute after the ritual is complete.
The magos does not need to meet a spell/ritual's caster level, alignment or sphere requirements to cast or preform it.
Preforming rituals this way is difficult as you are adjusting things on the fly and you must make a spellcraft check to complete the spell correctly DC 10 + (spell level * 3). On failed check the spell fizzles and resources are still expended.
If the checks succeeds make a will save DC 15+ spell level or the spell fails and the magos takes 1d10 per spell level damage, additionally take magicka burn equal to the spell level.

Learning rituals requires either the magos copies the spell into the their ritual book from another source or they spend the long journey discovering the spell. The magos starts play with a ritual book and and 4 spells/rituals researched, and gains 1 researched spell each level without paying cost or time. At the end of the research/copy time the magos must make a spellcraft check, Copy DC 15+spell level, Research DC 10+spell level .

Spell level: The minimum spell level
Focus Prerequisites: What is required
Cast Time: How long casting the ritual takes
Copy Cost: Price of materials to copy the ritual/spell into their ritual book
Copy Time: The amount of time it take to translate and transfer a spell/ritual. Any source material
Research Cost: The price of materials to research and record the new spell.
Research Time: The time it take to complete the research.


[tr]Spell
level
Focus
Prerequisites
Cast
Time
Copy
Cost
Copy
Time
Research
Cost
Research
Time

0
None
1 Min.
1g
30 min
500g
4 day

1
Fundamental Spell Inception
5 Min.
5g
1 hour
1,000g
1 week

2
Fundamental Spell Understanding
10 Min.
10g
2 hour
2,000g
4 weeks

3
Fundamental Spell Evolution
30 min.
25g
3 hour
4,500g
9 Weeks

4
Micro Spell Understanding Inception
1 hour
50g
4 hour
8,000g
32 weeks

5
Micro Spell Understanding Expanded
2 hours
100g
5 hour
12,500g
50 weeks

6
Micro Spell Understanding Evolution
4 hours
250g
6 hour
18,000g
72 weeks

7
Macro Spell Understanding Inception
8 hours
500g
7 hour
24,500g
147 weeks

8
Macro Spell Understanding Expansion
1 day
1,000g
8 hour
32,000g
192 weeks

9
Macro Spell Understanding Evolution
2 days
2,500g
9 hour
40500g
243 weeks

10
Esoteric Pinnacle Revelation
1 week
5,000g
1 day
50,000g
400 weeks

11
Esoteric Pinnacle Revelation
2 weeks
10,000g
2 day
100,000g
484 weeks

12
Esoteric Pinnacle Revelation
3 week
25,000g
3 days
250,000g
576 weeks

+1
Esoteric Pinnacle Revelation
+1 week
x2±
+1 day each level
1000g x Spell Level * 1/2 Spell Level
Spell level² x 4 weeks

± Spell levels divided by 3 instead instead multiply the cost of the spell level 2 levels lower by 5.


New Rule
Magicka Burn: Some abilities cause magicka burn. Magicka burn causes the burned magicka to become unavailable until the magos spends a 8 hours of rest identical to how spellcaster recover spell slots.
Spell Known: Spells known are spells you can cast with out any external focus or research material. A spell can only gain the spell known status if it is specifically granted by a mythos or excellency.
Researched Spell: Any spell the magos has recorded into their ritual book weather via copying or research can is considered a researched spell. These spells do not count as spells known.
Reserved Magicka: Reserved magicka reduces magicka recovery by the amount listed. Magicka recovery can go negative becoming magicka degen.
Magicka Degen: Magicka degen reduces current magicka by the listed amount each round. If magicka would be reduced below 0 by magicka degen all active abilities reserving magicka end.

Lanth Sor
2016-11-06, 11:11 PM
Exceptional Mythos



Armor of Arcana
Prerequisite: -
[Abjuration]

Gain a force armor bonus to AC equal to your Charisma Modifier (Min 4). Additionally, you can invest Essentia in this armor to increase its bonus by 1 per essentia invested. You may only have one manifestation active at a time. Switching between manifestations is a swift action, that cannot be performed if armor of arcana is bound to a chakra.

Advanced
Demon Armor: Armor of arcana gains a fleshy jagged hide appearance. Gain force shield bonus to AC equal to 1/2 the force armor. While demon armor is bound to the heart chakra gain fast healing 5 + invested essentia.
Devil Armor: Armor of arcana gains a sinister blackened metal appearance. Gain 1 caster level and additional caster level per invested essentia. While devil armor is bound to the heart chakra all healing received is doubled.
Frost Armor: Armor of arcana takes the appearance of ice. Melee attackers are chilled for 1 round per 4 class levels. Attackers gain a penalty to str and dex equal to 2 + invested essentia while chilled by frost armor. While frost armor is bound to the heart chakra gain DR x/-, only attacks that also deal fire damage overcome the DR. X is equal to 4 + 4 times the invested essentia.
Molten Armor: Armor of arcana takes a molten appearance. Melee attackers take class level fire damage + 1d6 per invested essentia fire damage on hit. While molten armor is bound to the heart chakra gain fortification 20%+ 10% per invested essentia.
Prismatic Armor: Armor of arcana becomes ever-changing colors solidifying over you form. Gain resistance to all energy types equal to the armor bonus of this mythos. While prismatic armor is bound to the heart chakra magicka recovery starts after 1 round of no casting.


Artisan Talent Awakening
Prerequisite: -

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 mythos 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: -

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 a 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 the progress of 500 mythos points infused per hour of work.


Categlogical Beastiary Recollection
Prerequisite: -

The magos have read extensive texts on the various beasts of the world. At the start of combat for each enemy, the magos may make a Knowledge roll DC 15+ creatures HD. On success, the magos add their intelligence modifier (up to class level) to attack and AC.

Basic Manifestation
Biological Durability Reference: For every 5 the magos beats the DC they gain knowledge of 2 defensive abilities/attributes. DR, SR, resistances, immunities, natural armor, ETC.
Savage Battery Reccolection: For every 5 the magos beats the DC they gain knowledge of 2 attack abilities/attributes. Natural Attacks, breath weapon, ETC.
Monster Hunter's Notes: The magos gain the ability to research a specific creature(vampire, ogre, human, or etc.) and gains favored enemy toward that creature. Each creature takes up one page per bonus provided by favored enemy. The bonus provided is +1 per 5 of the result exceeds DC 10 Knowledge check related to the creature's type. Research requires a large library or a collection of works about the creature worth 25g per HD of the creature. The research can only be done once for a given creature per level.


Dregs of Unwielded Arcana
Prerequisite: -
By Gideon Falcon

You gain any Reserve feat as a bonus feat. You are counted as having an uncast spell prepared of a level equal to the amount of essentia invested in this Mythos, which has every descriptor.

Basic Manifestation:
Versatility of Capacitance: You gain an additional bonus Reserve feat. You may gain this manifestation multiple times.


Elemental Adaptation Analysis
Prerequisite: -
[Fire] [Water] [Earth] [Air]
By Gideon Falcon

You gain Energy Substitution as a bonus feat. However, you need not choose an energy type- you may use it to substitute any of the four appropriate energy types (Fire, Cold, Electricity, Acid).

Advanced Manifestations:
Adaptation of Ignition: [Fire] When casting a spell with the Fire descriptor (including those affected by this Mythos), any flammable items in the area (if applicable) or on the target (if applicable) are set ablaze- the fire is nonmagical, and takes no extra effort to extinguish. You may also make a free Bull Rush against any creatures damaged as the explosive force pushes against them- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers.
Adaptation of Electrocution: [Electricity] When casting a spell with the Electricity descriptor (including those affected by this Mythos), any creatures or objects in the area touching or made from metal take an extra 2 points of damage per die (minimum 2 if no dice are rolled). You may also make a free Disarm attempt against any creatures damaged as the shock convulses their muscles- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers.
Adaptation of Freezing: [Cold] When casting a spell with the Cold descriptor (including those affected by this Mythos), any liquids (except vital fluids and molten materials like lava) in the area (if applicable) or on the target (if applicable) are solidified- they melt again at the normal rate. You may also make a free Grapple check against any creatures damaged as they are encased in ice- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers. The ice dissipates as soon as they break the grapple by any means, and deals no damage.
Adaptation of Corrosion: [Acid] When casting a spell with the Acid descriptor (including those affected by this Mythos), you may make a Sunder attempt against any creatures damaged as the acid clings and eats away at their equipment- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, not gaining any size modifiers. If successful, their equipment is damaged as if they had rolled a 1 on a saving throw. Any equipment destroyed by this effect grants you its value in Mythos Points.
Adaptation of Resonance: [Sonic] When casting a spell that deals Sonic damage, it automatically damages any crystalline items in the area or on the target, as applicable, as if they were unattended. In addition, any creatures damaged are subject to a free Trip attempt as the shockwave bowls them over and ruins their balance- using your caster level and casting ability modifier in place of Base Attack bonus and Strength, and gaining no size modifiers.
Elemental Fusion Synthesis: You gain Energy Admixture as a bonus feat, once again including all four energy types.


Forging Fate from Obscurity
Prerequisite: -

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. These first tools are what are invoked when modern mages craft wands, magical arms and armor and other eldritch crafts.

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 Evolution
Prerequisite: Fundamental Spell Inception, Fundamental Spell Expansion, CL 5
[Magic]

The magos may now make 3rd level focuses


Fundamental Spell Expansion
Prerequisite: Fundamental Spell School Inception with the chosen school, CL 3
[Magic]

The magos may now make 2nd level focuses.


Fundamental Spell Inception
Prerequisite: -
[Magic]

The magos may now make 1st level focuses.

The first time you take this Mythos you gain the Incarnum Spellshaping as a bonus feat.


Indistinguishable Hand
Prerequisite: -
[Transmutation]
By Gideon Falcon

As a standard action, you may telekinetically lift up to one object per point of casting ability bonus + 2 per mythic tier, within 100 feet, plus 10 feet per essentia. The combined weight of these objects must be no more than 10 pounds per level. You may carry these objects with you by concentrating.

Advanced Manifestations:
Focused Fist of the Mage: When lifting only a single object, you may lift up to twice the normal weight- however, doing so requires a Full Round action, even for concentrating. As part of lifting or concentrating on lifting an object, you may hurl it at a target within 30 feet of itself as a ranged attack, dealing 1d6 damage per 10 pounds the object weighs.
Meniality Abolishing Legion: You may use Unseen Servant at will as a supernatural ability. You gain an additional servant for every point of Essentia invested in this Mythos.


Kinetic Dispersion Barrier
Prerequisite: -
[Abjuration] [Force]
By Gideon Falcon

You may summon a shield of force around you as a swift action, which lasts until dismissed or dispelled by some effect. It grants you a shield bonus to AC equal to 1 + half of your Casting modifier (minimum 2). You may invest Essentia into this mythos to increase the bonus by the same amount.

Basic Manifestations:
Bulwark Formation Head: The shield you create takes the shape of a Tower Shield, which you may use to grant cover as normal. It now grants a bonus of 2 + your Casting modifier (minimum 3) + essentia. Though you need not wield it in a hand, it counts as a physical shield for any feats, Mythos, or abilities that require one.
Hammering Optimal Defense Mudra: You may use the shield you create to deliver Shield Bash attacks, dealing 1d8 plus your Casting modifier Force damage for a Medium Magos, sized as appropriate. This counts as an actual Shield Bash for any feats or abilities which affect it.

Advanced Manifestations:
Charge Shattering Bulkhead: Requires Bulwark Formation Head: By concentrating on your tower shield (a standard action each round), it expands to form a ten foot wall centered on one edge of your space. This is identical to a Wall of Force, save for the smaller size and the required concentration. If you lose concentration on the wall, the shield is dismissed.
Ephemeral Vanguard Pulse: Requires Hammering Optimal Defense Mudra: You may dismiss your shield as a standard action to create a wave of force in a 10-ft cone or a 20-ft line, dealing twice the damage of your Shield Bash with a reflex save for half damage.


Ire of Lightning Lord's Retribution
Prerequisite: -
[Lightning]

Gain focus of Call Lightning. At legendary you constantly benefit from the spell duration is permanent until expended. Upon using the last bolt the magos may as a swift action expend the magicka to reactivate the spell. Additionally it becomes a known spell.

Advanced
Bounty of the Sky: Double the number of bolts
Inured to the Storm: You are immune to your own call lightning.
Rage of the Tempest: The damage die increase to 1 die per odd level. requires fantastic mythos.
Storm's Blessing: Call lightning always benefits as though being in range of stormy weather.
Tempest Unleashed: You may now call down a lightning in place of any attack. requires fantastic mythos.
Thunderous Call: The lightning strikes deal an equal number of die of sonic damage n a 10ft radius.


Least Invocation of Personal Power [Invocation's Name]
Prerequisite: -
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be a least invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


Magic Frustrating Defense
[Abjuration]
By Gideon Falcon

You gain Spell Resistance equal to 10 + your class level + any amount of essentia invested in this Mythos.

Basic Manifestations:
Fire Impeding Black Body: If you are adjacent to the point of origin of an area of effect which fails to pierce your Spell Resistance, such as the center of a Fireball, the spell fails entirely, rather than just for you. It also counts as a targeted spell for the purpose of other manifestations.
Universal Warding: You gain a bonus on saving throws against magical effects equal to the higher of your Charisma or Wisdom modifiers, plus the amount of essentia invested in this Mythos.

Advanced Manifestations:
Impenetrable Mage’s Warding: Your Spell Resistance increases by the higher of your Charisma or Wisdom modifiers.
Retributive Turnabout: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you immediately reflect it back as if by a Spell Turning effect.
Pocketed Essence: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you may immediately steal it, and may cast the spell for free at any time in the next hour.
Invigorating Arcana: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you may absorb the spell in order to heal 1d6+1 hit points per level of the spell.


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.


Manifest Upon the Expanse
Prerequisite: -

You gain Enlarge Spell and Widen Spell as bonus feats. In addition, when any spell targets a specific volume or weight of inanimate material, such as Stone Shape or Mage Hand, double that amount.


Mystic Oculum
Prerequisite: -
[Divination]

Gain Detect Magic and Read Magic as a constant supernatural effect. You may deactivate this effect or reactivate it as a free action. Additionally you gain Soul Sight (http://www.giantitp.com/forums/showthread.php?269124-Soulsight-(fix)) as a bonus feat. At the 3rd level Detect Magic becomes Identify as per the pathfinder version of the spell. This may be bound to the brow chakra to change the range to line of sight.


Mystic Warding
Prerequisite: -
[Abjuration]

Gain spell resistance 6 + class level + intelligence modifier. Reduce incoming damage from magic sources by 20% + 5% per invested essentia.

When bound to the shoulder chakra gain 1/5th the absorbed damage as magicka.


Personal Perfection Field
Prerequisite: -

Gain an energy shield granting 5 x class level HP Shield. You may reserve magicka to grant the shield a recovery of 1 shield per magicka reserved per minute. Reserving or unreserving the magicka is a swift action. You may invest essentia into it if you do not have a magicka pool granting an equal amount of recovery.

HP shield functions much in the same way as temp HP, the difference is HP shield can only protect form external threats, so fire ball, a bullet, building falling, etc. However internal damage it has no sway on, fall damage, spells that effect blood, mind thrust, bleed, etc. If an attack fails to deplete the shield it cannot effect the shielded person with injury poison or even contact poison, it does not prevent touch attacks, but does apply to things that require direct contact or injury. As long as the shield is active the magos must specify when making contact with an object, as they do not touch things they do not leave fingerprints.


Reflective Actualization Cognitive Emancipation
Prerequisite: Wis 11

Amid the roiling fables that made up the dawning worlds, the mage was first to reflect and see itself as it was gaining a vestige of self. With that vestige of self it bore realization of its place amid the great expanse before it. Its realization lead to the discovery of others guiding and aiding their growth to similar realizations.

The magos may now bind any valid item(soulmeld, magic item, etc.) to their crown chakra. Gain telepathy 20ft, for each essentia you invest the distance increase you 10ft. Binding this mythos to the crown chakra doubles the telepathy range including any range gained by investing essentia. Binding this mythos creates markings on you forehead or scalp that may glow providing no more then a slight radiance.


Reflective Actualization Extremis Emancipation
Prerequisite: Wis 13, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their hands chakra. Any skill benefiting from fine manipulation you take no penalty for using improvised tools. Gain +2 bonus on ability checks and skill checks involving fine manipulation and saving throws made to resist being disarmed. Each invested essentia increases this bonus by 2. Binding this mythos to the hands chakra allows the magos to reduces the cast time of 0 level spells by 1 step, for every essentia invested the spell level increases by 1. Cast time cannot be lower than immediate action. The magos is not required to use the reduced cast time.

Spells with cast times longer then 1 round reduce the cast time by 10%, ie a 1 minute cast would take 9 rounds, a 5 round cast would become 4 rounds to cast, 1 minute 30 sec(15 rounds) would be 13 rounds.

1 round action > full-round action > standard > attack action > move action > swift action > immediate action


Reflective Actualization Root Emancipation
Prerequisite: Wis 13, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their feet chakra. Gain +4 bonus on ability checks and saving throws made to resist being overrun, bull rushed or tripped. Each invested essentia increases this bonus by 2. Binding this mythos to the feet chakra the magos's cannot have their move speed decreased by any source below their base move speed for that mode of movement. Fly spell for instance would have base move speed of 60ft. This does not effect things that prevent any movement. Grappling for instance you base speed for crawling is 5ft.


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.


Sky Emperor Lizard Inception
Prerequisite: -
[Evocation]

The magos gains a focus of [I]Burning Hands. The damage die increases by 1 step per mythos tier, d6 at fantastic, d8 at legendary, etc. The range also doubles for each mythic tier, 30ft at fantastic, 60ft at legendary, 120ft at exalted.

Advanced
Dragon's Roar: Burning hands deals half as many die of sonic damage, and targets that fail the reflex save are knocked prone.
Breath Mastery: You may apply meta breath feats to burning hands. Each one modifies the spell level instead of recovery rounds. Gain 1 metabreath feat. This may be taken multiple times each time learning a new feat.


Veils Bound in Form
Prerequisite: Forge Souls to Form


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.


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 250g per increment.

Weaponized Will
Prerequisite: -

You may make any weapon you are proficient with out of pure energy. Alternatively, you can infuse a preexisting weapon with your will. The weapon can be made or infused as a swift action. The weapon acts in all ways as a masterwork magic weapon of its type. The weapon may be a ranged weapon, any required ammunition is created automatically when you draw or reload the weapon from soul stuff. You may invest essentia into different manifestations of this mythos, but the total invested essentia for the entire mythos cannot exceed 1/2 class level.

Basic
[I]Anarchic Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of lawful alignment per invested essentia. This manifestation makes the weapon chaotic-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Chaotic Alignment
Anaxomic Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of chaotic alignment per invested essentia. This manifestation makes the weapon lawful-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Lawfull Alignment
[Type or Subtype] Bane Weapon: You may invest essentia in this manifestation adding 1d6 and +1 enhancement bonus per invested essentia. This is a manifestation template each possible variation is its own manifestation.
Corrosive Weapon: You may invest essentia in this manifestation adding 1d6 acid damage to the weapon's damage per invested essentia.
Enhancement: Investing in this manifestation providing a +1 enhancement bonus to attack and damage per invested essentia.
Flaming Weapon: You may invest essentia in this manifestation adding 1d6 fire damage to the weapon's damage per invested essentia.
Frost Weapon: You may invest essentia in this manifestation adding 1d6 cold damage to the weapon's damage per invested essentia.
Holy Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of evil alignment per invested essentia. This manifestation makes the weapon good-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Good Alignment
Punishing Weapon: You may invest essentia in this manifestation granting +2 per invested essentia to Bullrush, Trip, and Disarm checks made with the weapon.
Shocking Weapon: You may invest essentia in this manifestation adding 1d6 electricity damage to the weapon's damage per invested essentia.
Thundering Weapon: You may invest essentia in this manifestation adding 1d6 sonic damage to the weapon's damage per invested essentia.
Unholy Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of good alignment per invested essentia. This manifestation makes the weapon evil-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Evil Alignment
Vicious Weapon: You may invest essentia in this manifestation adding 2d6 damage to the weapon's damage per invested essentia. You additionally take 1d6 damage per invested essentia.

Advanced

Blade and Mind Awareness: While the mythos is bound to your Crown Chakra you gain +1 insight bonus to hit per invested essentia into this mythos when using the weapon. Requires crown chakra unlocked.
Corrosive Burst Weapon: While bound to the hand chakra and essentia is invested in the Corrosive Weapon Manifestation The weapon gains the benefit of Corrosive Burst and adds an additional 1d10 per 2 invested essentia to the Corossive Burst damage. Requires corrosive weapon manifestation and hand chakra unlocked
Fierce Bane Weapon: While bound to the arm chakra and essentia is invested in any bane property, the weapon gains the benefit of Fierce Bane vs the target of its Bane and adds an additional 1d10 per 2 invested essentia to the feirce bane damage. Requires any one [Type or subtype] bane weapon manifestation and arm chakra unlocked
Flaming Burst Weapon: While bound to the hand chakra and essentia is invested in the Flaming Weapon Manifestation The weapon gains the benefit of Flaming Burst and adds an additional 1d10 per 2 invested essentia to the Flaming Burst damage. Requires flaming weapon manifestation and hand chakra unlocked
Icy Burst Weapon: While bound to the hand chakra and essentia is invested in the Frost Weapon Manifestation The weapon gains the benefit of Icy Burst and adds an additional 1d10 per 2 invested essentia to the Icy Burst damage. Requires frost weapon manifestation and hand chakra unlocked
Kinetic Weapon: While bound to the arm chakra and essentia is invested in punishing weapon the weapon deals damage as if one size category larger per 2 invested essentia. Requires punishing weapon manifestation and arm chakra unlocked
Shocking Burst Weapon: While bound to the hand chakra and essentia is invested in the Shocking Weapon Manifestation The weapon gains the benefit of Shocking Burst and adds an additional 1d10 per 2 invested essentia to the Shocking Burst damage. Requires shocking weapon manifestation and hand chakra unlocked
Thundering Burst Weapon: While bound to the hand chakra and essentia is invested in the Thundering Weapon Manifestation The weapon gains the benefit of Thundering Burst and adds an additional 1d10 per 2 invested essentia to the Thundering Burst damage. Requires thundering weapon manifestation and hand chakra unlocked



Wrath Unleashed
Prerequisite: -
[Evocation]

The Magos learns to channel magic into purified wrath. The magos gains a 60ft ranged touch attack that deals 1d6 + Cha Mod supernatural 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 1d6 every odd magos level past the first. The magos may make iterative attacks with this blast. You may invest essentia into different manifestations of this mythos, but the total invested essentia for the entire mythos cannot exceed your maximum provided by class level. Unless stated otherwise only one basic and one advanced manifestation may effect wrath at a time. Every 2 essentia invested into a manifestation of this mythos provides a +1 enhancement bonus to attack and damage.

Basic

Caustic Wrath: Wrath deals acid damage. The damage increases by 1d6 per 2 invested essenita in this manifestation. Anyone hit by caustic blast must fort save or reduce their armor bonus to AC by 1 per invested essentia in this manifestation. If the armor bonus is reduced to 0, the damage to AC is applied to natural armor, if they have no remaining natural armor the reduction applies to DR, if they have no armor, natural armor, or damage reduction add any additional reduction to damage dealt.
[Air]: Wrath deals slashing damage and uses d8 instead of d6.
[Chaos]: Wrath deals chaos damage and uses d8 instead of d6. Deals full damage to lawful alignment, half to neutral alignment, and no damage to chaotic alignment.
[Cold]: Wrath deals cold damage.
Impaling Wrath: A Stone spike issues from a near by surface impaling the target. Wrath deals piercing damage and uses d8 instead of d6. This attack gains a +1 to hit and a +2 to damage per invested essentia, if the spike is coming from an earth-like surface, such as a stone wall or the ground the bonus to hit and damage are doubled.
[Electricity]: Wrath deals electricity damage.
[Evil]: Wrath deals evil damage and uses d8 instead of d6. Deals full damage to good alignment, half to neutral alignment, and no damage to evil alignment.
[Fire]: Wrath deals fire damage and uses d6+1 instead of d6.
[Force]: Wrath deals force damage.
[Good]: Wrath deals good damage and uses d8 instead of d6. Deals full damage to evil alignment, half to neutral alignment, and no damage to good alignment.
[Law]: Wrath deals lawful damage and uses d8 instead of d6. Deals full damage to chaotic alignment, half to neutral alignment, and no damage to lawful alignment.
[Water]: Wrath deals bludgeoning damage and uses d8 instead of d6.
Wrath Wild: Gain 1 essence you meet the requirements for. This may be taken multiple times.


Advanced

Line of Wrath: You can change the area to a 30ft line, the range doubles at each mythos tier, 60ft at fantastic, 120ft at legendary, 240ft at exalted. Each point of invested essentia increases the exceptional range by 10ft.
Wave of Wrath: You can change the area to a 15ft cone, the range doubles at each mythos tier, 30ft at fantastic, 60ft at legendary, 120ft at exalted. Each point of invested essentia increases the exceptional range by 5ft.
Wrath Burst: Wrath explodes on its target in a 5ft Radius burst, the radius doubles at each mythos tier, 10ft at fantastic, 20ft at legendary, 40ft at exalted. Each point of invested essentia increases the exceptional radius by 5ft.
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.
Pin Point Wrath: Wrath hits targets at extreme range, gaining a range of 250ft. The range doubles at each mythos tier, 250ft at fantastic, 500ft at legendary, 1000ft at exalted. Each point of invested essentia increases the exceptional range by 25ft. Each point of invested essentia adds 1 to the crit multiplier of the blast.

Lanth Sor
2016-11-06, 11:12 PM
Fantastic



Aeonic Instant Substantiation
Prerequisite: -
By Gideon Falcon

You gain Extend Spell and Rapid Spell as bonus feats.

Advanced Manifestations:
Rapidity Focus: You gain Quicken Spell as a bonus feat.
Durative Focus: You gain Persistent Spell as a bonus feat.
A Lost Moment Found: You gain Delay Spell as a bonus feat.


Ascendant Spell Realization
Prerequisite: -
[Magic]

You gain Ascendant Spell as a bonus feat.


Analytical Refinment Resignation
Prerequisite: Int 17, Fundamental Spell Inception

The magos has dedicated themselves to magical research commanding uncommon speed in the practice. Whenever the magos researchers a spell of a level they can make foci for, it takes half the normal research time.


Boons of a Benevolent Benefactor
Prerequisite: Any item creation feat.

The magos can burn magicka to infuse an item with temporary magical power until they recover burn. To infuse an item the magos must meet all the normal requirements and spend 5 minutes per item caster level infusing the item. The magicka required is item caster level times 1/2 the item caster level(round up). At the start of each day, the magos may choose to keep the burn extending the enchantment an additional day.


Clubs of a Curious Nature
Prerequisite: -

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.


Esoteric Tattooed Body
Prerequisite: Inscribed Fate in Skin, Micro Spell Understanding Inception

Gain permanency spell focus. Choose one spell with a duration of one hour or greater you have created a focus for. The spell must be 4 levels lower then the highest level spell you can create spell foci for. 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. Activation takes half the normal magicka cost.

You may add additional magical tatoos by expending mythos points equal to the cost of creating a magical item with the spell as a constant effect that takes up no body slot. Spell level x caster level x 2,000 gp. If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half. An item that does not take up one of the spaces on a body costs double.

Etheric Overload Invocation
Prerequisite: -
By Gideon Falcon

You gain Empower Spell and Maximize spell as bonus feats. Any time you use one of these feats, you also increase the size of the dice affected by one (1d4 to 1d6, maximum d12).


Greater Invocation of Personal Power [Invocation's Name]
Prerequisite: Invoker level
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any greater invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


Inscribed Fate in Skin
Prerequisite: -

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.


Lesser Invocation of Personal Power [Invocation's Name]
Prerequisite: -
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any lesser invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


Mana Chaining Technique
Prerequisite: -
By Gideon Falcon

You gain Chain Spell as a bonus feat. In addition, when casting any spell that affects a number of targets, no two of which may be more than a certain distance apart, you may instead affect targets such that each target is within half that certain distance from at least one other target (For example, a Chain Lightning could affect one target per level, so long as each target is within 15 feet of at least one other target).


Mana Sculpting Technique
Prerequisite: -
By Gideon Falcon

You gain Reach Spell, Sculpt Spell, and Ray Burst as bonus feats.

Advanced Manifestations:
Alternating Ley Pathways: Whenever you cast a spell with a line-shaped area, you may place up to three 45-degree turns in its pathway- two may be combined to a single 90-degree, and so on.
Diffracted Ether Grating: Whenever you cast a spell with a cone-shaped area, you may split it in half lengthwise to produce two thinner cones that may not overlap, or simply split it at the base and produce two normal cones of half the length that may not overlap.
Unstable Radial Homogeny: Whenever you cast a spell with a burst or spread-shaped area, you may remove up to half the 5-foot squares from its perimeter and place them elsewhere contiguous with the burst.


Micro Spell Understanding Evolution
Prerequisite: Micro Spell Expanded, caster level 11
[Magic]

The magos may now make 6th level focuses

Micro Spell Understanding Expanded
Prerequisite: Micro Spell Inception., caster level 9
[Magic]

The magos may now make 5th level focuses


Micro Spell Understanding Inception
Prerequisite: Fundamental Spell Evolution, caster level 7
[Magic]

The magos may now make 4th level focuses

"Mt. Doom was Only the Beginning"
Prerequisite: -

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.


Reflective Actualization Core Emancipation
Prerequisite: Wis 17, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their waist chakra.


Reflective Actualization Brace Emancipation
Prerequisite: Wis 15, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their arms chakra.


Reflective Actualization Third-Eye Emancipation
Prerequisite: Wis 15, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their brow chakra.


Reflective Actualization Mantle Emancipation
Prerequisite: Wis 15, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their shoulder chakra.


Reflective Actualization Word Emancipation
Prerequisite: Wis 17, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their throat chakra.


Plundering "Life" form Black Gems
Prerequisite: Any ability that creates undead.

When determining the limitations of undead you can control use CR in all situations where HD would apply.

Basic
Undead Lord: Increase you limit of undead controlled by 2 per level. This may be taken multiple times.
Undead Researcher: Your caster level for undead creating magic is 2 higher.


Shaping Titans of Stone
Prerequisite: -

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: Any one magic item creation feat.

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 itemÂ’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.


Spiteful Degradation of Fortunes
Prerequisite: -
[Necromancy]
By Gideon Falcon

As a swift action, you may hex a creature within 60 feet, forcing them to make a will save. If they fail, they take a -1 penalty on all attack rolls and gain a +1 bonus on saves against this ability for one minute. The bonus and penalty are both cumulative, and each failed save resets the duration.

Basic:
Impotent Weaponry: The penalty is also applied to all damage rolls.
Lure of Blades: The penalty is also applied to the victimÂ’s AC.
Forgotten Talent: The penalty is also applied to all skill and ability checks.
Inescapable Suffering: The penalty is also applied to all saving throws (other than saves against this ability).

Advanced:
Frailty of Body: For every -4 that a given creature takes from this ability, they must make another save or take a cumulative -1 penalty to an ability of your choice for the duration.
Stupor of Thought: For every -5 that a given creature takes from this ability, they must make another save or be given a cumulative 10% chance of losing their turn each round for the rest of the duration (to a maximum of 50%)


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.


Thaumaturgic Mastery
Prerequisite: Fundamental Spell Evolution, caster level 7
[Magic]

By spending 1 week per spell level meditating with a spell focus you gain the spell as a spell known. You must be twice the minimum caster level of the spell to gain it as a spell known.

"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.

Weave of Emotions
Prerequisite: -
[Enchantment] [Mind-Affecting]
By Gideon Falcon

As a swift action, you begin to project an aura out to twenty feet which affects creatures. They gain a bonus or penalty to certain rolls based on the specific emotion you wish to project, which can be changed with another swift action. In either case, the bonus or penalty is 2 plus 1 for every five levels. The bonuses only affect allies, and the penalties only affect enemies.
Joy: Bonus to AC and Saving throws
Anger: Bonus to Attack and Damage rolls
Compassion: Penalty to Attack and Damage rolls
Sorrow: Penalty to AC and Saving throws

Advanced:
Forceful Manifestation of Emotion: As a standard action, you may force a creature in 60 feet to make a will save or feel a more powerful version of whichever emotion you are currently projecting for one minute. A creature can only suffer from one such emotion at a time.
Joy: They gain the normal bonus to saving throws, but instead take a penalty to AC as they begin impulsively dancing and skipping; they also must move at least 10 feet each turn if they are able. This also ends any rage effects they are currently under.
Anger: They gain twice the normal bonus to attack and damage, but also take a penalty to AC and Saving throws of the normal size. They also enter a Rage, as per the rage mechanics listed in the Taramach class.
Compassion: They gain the normal penalty to attack and damage, and also are forced to use nonlethal tactics if at all possible- they must deal nonlethal damage with attacks, and will attempt to use nondamaging spells and abilities unless pressed.
Sorrow: All movement speeds are halved, and they cannot take five foot steps; they also take twice the normal penalty to AC and saving throws.
Complex Tapestry of Feeling: You may project two emotions at once, so long as they are not opposites (Anger vs Compassion, Joy vs Sorrow). If you have Forceful Manifestation of Emotion, you still only inflict a single emotion with it, but later uses can inflict a second (but not opposite) emotion with another save to resist.

Lanth Sor
2016-11-06, 11:13 PM
Legendary


Engraving to Defy the Gods
Prerequisite: 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

Esoteric Invocation of Personal Power [Invocation's Name]
Prerequisite: Invoker level
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any Esoteric/Dark/Divine invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


Eternal Eldritch State
Prerequisite: Macro Spell Understanding Evolution, Artisan Talent Awakening


Gain the Eldritch Life Feat. The magos may spend a minute focusing to reserve magicka, gaining 1 fast healing per reserved magicka. This fast healing counts toward the total granting 1 per 2 hp healed. After you reach the goal you may burn magicka upon taking a fatal atttack as an immediate action to prevent it form kill you. The magicka burned must match the damage of the fatal attack. If the source of death was not damage refer to spoiler for burn costs.






Effect

Cost



Ability Damaged

5/point



Ability Drained/Burned

15/point



Blinded

10



Blown Away*

20



Checked

10



Confused

10



Dazed

10



Dazzled

2



Dead*

50



Deafened

10



Disabled

20



Dying

30



Energy Drained

10/level



Entangled

10



Grappling*

5



Knocked Down*

15



Paralysed

20



Petrified

30



Pinned*

5



Prone*

5



Spell Lv 0**

3



Spell Lv 1**

6



Spell Lv 2**

13



Spell Lv 3**

21



Spell Lv 4**

30



Spell Lv 5**

40



Spell Lv 6**

51



Spell Lv 7**

63



Spell Lv 8**

76



Spell Lv 9**

90



Spell Level 10th**

100



Spell Level 11th***

111



Spell Level 12th***

123



Spell Level 13th***

136



Stable

20



Staggered

20



Stunned*

20



Unconscious

As stable/dying



*These effects can only be Shrugged Off before they take effect, due to one of three reasons: One, that they less are conditions and more cause them, two, that once the ability takes hold the witch hunter won't be able to Shrug them Off, or three, because simply being hard enough to prevent yourself falling down is one thing; being hard enough to go from being on the ground to on your feet in no time at all is another.
**This also covers (Sp) and (Ps) abilities, powers, and martial maneuvers.
***As **, and also these abilities tend not to exist, but a few classes such as the Worldspeaker have them. To find any spell level higher than 13th, add the new spell level to the previous number (for example, the 13th level value is calculated by adding 13 to the 12th level value).


Macro Spell Understanding Evolution
Prerequisite: Macro Spell Understanding Expansion. Caster Level 17
[Magic]

You may now create 9th level spell foci.


Macro Spell Understanding Expansion
Prerequisite: Macro Spell Understanding Inception. Caster Level 15
[Magic]

You may now create 8th level spell foci.


Macro Spell Understanding Inception
Prerequisite: Micro Spell Understanding Evolution, Caster Level 13
[Magic]

You may now create 7th level spell foci.


Magic Frustrating Offense
[Abjuration]
By Gideon Falcon

As a standard action a number of times each encounter equal to the higher of your Charisma or Wisdom modifiers, you may use a Greater Dispel Magic effect with no maximum caster level bonus as a supernatural ability. You may use this to counterspell as normal. You gain an additional bonus on the dispel check equal to your essentia invested in this Mythos.

Advanced Manifestations:
Unstoppable Mage’s Dispersal: You add the higher of your Charisma or Wisdom modifiers to your dispel check.
Thaumic Mirror: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you dispel or counter a spell of a level you could cast, you immediately reflect it back as if by a Spell Turning effect. (If the spell is an ongoing beneficial effect, it transfers to you for the rest of its duration. If the spell is an ongoing negative effect, it transfers to the caster for the rest of its duration.)
Stolen Essence: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you successfully counter or dispel a spell of a level you could cast, you may immediately steal it, and may cast the spell for free at any time in the next hour.
Devouring Dispersal: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you successfully counter or dispel a spell of a level you could cast, you may absorb the spell in order to heal 1d6+1 hit points per level of the spell.


Necrotic Overlord Assumption Shintai
Prerequisite: Macro Spell Understanding Evolution, Artisan Talent Awakening

The magos learns the ritual required to become a lich. After acquiring the materials and finding a place tied to death significant enough they forge the phylactery and imbibe the final liquid required for the transformation. They gain the lich template, but they are so much more. Any necromancy spell they cast is cast at +10 caster level. Additionally your limit of undead uses your level squared instead of your level.

Upon completing the transformation an aspect of death takes form. This is due to a fail safe built by the lawbringers. The aspect of death is a CR 30+ Grim Reaper (http://www.d20pfsrd.com/bestiary/monster-listings/undead/grim-reaper/) with divine Rank 0. The additional CR is made of unique abilities meant to foil the Magos. Should the magos kill the aspect of death they are free from its pursuit.

Reflective Actualization Heart Emancipation
Prerequisite: Wis 19, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their heart chakra.


Reflective Actualization Soul Emancipation
Prerequisite: Wis 21, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their soul chakra.


Sagacious Fate Forming
Prerequisite: -

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



Daughter of Belialuin
Prerequisite: -

Anything you spend magicka on that has a duration longer than instantaneous but less than permanent has its duration changed to permanent. Additionally, you may dismiss any effect you create as a free action even if it normally could not be dismissed.


Esoteric Pinnacle Revelation
Prerequisite: Macro Spell Understanding Expansion with chosen school, Caster Level 17
[Magic]

You may now create an epic level(10+) spell foci.

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.

Magic-Unweaving Void Prana
Prerequisites: Magic-Frustrating Defense, Magic-Frustrating Offense
[Abjuration]
By Gideon Falcon

You may use Magic-Frustrating Offense and any manifestations of it, as well as any manifestations of Magic-Frustrating Defense, at will.


Will of the Soul
Prerequisite: INT, 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: 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
2016-11-06, 11:15 PM
Excellencies


Barrier Extension Principle
Prerequisites: Kinetic Dispersion Barrier
By Gideon Falcon

The area of the wall created by Charge Shattering Bulkhead and the blast created by Ephemeral Vanguard Pulse doubles. You may gain this excellency multiple times, and its effects stack (remember two doublings equals a tripling, and so on).


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.


Joining Self With Alien Self
Prerequisite: -

The magos may have 1 chakra bind active. This may be taken once per chakra bind location you have unlocked.


Magician's Grabbag
Prerequisite: -

The magos gains prestidigitation and 4 other 0 level spells as spell known, 0 level spells cost 1 magicka to cast. This can be taken multiple times each time after the first the magos learns 4 new 0 level spells.


Magicka Reservoir Expansion
Prerequisite: -

The magos's magicka pool increase by their constitution modifier(min 5.) Temp bonuses don’t provide more essentia. This Excellency may be taken multiple times and its benefit stacks.


Essentia Uncapper
Prerequisite: -

The maximum capacity for all of the magos's essentia receptacles increase by 1. This may be taken once per mythos tier.


[School] Understanding Epiphany
Prerequisite: -
[School]
By Gideon Falcon

This Excellency is a template for any number of Excellencies, one for each school of magic. You gain Spell Focus and Greater Spell Focus in the chosen school as bonus feats.


[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.

Kaje
2016-11-07, 03:26 AM
Ooh, I'll have a look. Meantime, add the (mythos) tag to the title.

khadgar567
2016-11-07, 03:54 AM
Looks good but needs definite finishing strokes like way to create signiture spell like harry's fuego my advive is grab katadoses meldshaping mythos and their ability to create unique meld

Lanth Sor
2016-11-07, 11:53 AM
Ooh, I'll have a look. Meantime, add the (mythos) tag to the title.

Unfortunately the quote is to long so i can't

Updated but had to move part of the quote


The traditions are breaking down.
The line between Druid and Wizard, between Summoner
and Cleric, Bard and Witch and Sorcerer are blurred,
wiped away like dust on a chalkboard. With the old
divisions of magic lost and forgotten all that’s left is the
power, the power to summon demons, to heal the injured,
to stop time or to, or burn down a skyscraper with little
more than a thought, a word and a gesture.
The Modern Spellcaster is a new basic class for both the
Pathfinder Roleplaying Game and D20 Modern, and is
equally at home in either. The Modern Spellcaster provides
a way for D20 Modern characters to cast any spell in the
Pathfinder Roleplaying Game, up to and including worldshattering
ninth level spells!
The Modern Spellcaster also makes a great alternative
spellcasting class for Pathfinder Roleplaying Game
campaigns. It is even more spontaneous than a Sorcerer,
and uses a Spell Point mechanic, which might make the
class more palatable to gamers coming to the PFRPG from
a console games or non-D&D background. Younger and
less experienced gamers might find the Modern Spellcaster
more to their liking than the more ‘specialized’ spellcasting
classes.
The Modern Spellcaster is different than most D20 Modern
Basic Classes- the class has no talents. Instead, the Modern
Spellcaster has spells. Lots and lots of cool spells- why
bother to learn to sneak around when you can just divine
the truth of a matter with some tea leaves and expended
mystic energy? Why learn to fight when you can just blast
somebody with a magic missile or three, or just summon a
golem to beat your enemies to a pulp? The lack of talents
marks Modern Spellcasters as somehow different than the
regular, workaday world, a product of a different time, a
different ethos. However, the Modern Spellcaster has a
pretty useful class skill list and decent amount of skill
points, reflecting their nature as eccentric, well educated
(if self taught) geniuses.
The Modern Spellcaster lacks the more exotic features of
the other spellcasting classes- by default, the Modern
Spellcaster can’t wildshape like a Druid, summon an
Eidolon, access Clerical domains or channeled energy, or
do anything else. However the Modern Spellcaster can cast
spells- lots and lots of spells. The Modern Spellcaster has
access to every single spell in the game, and has the
freedom to cast very high level spells even as a first level
rookie, though doing so carries a major risk to the
character. Customization and freedom are the Modern
Spellcaster’s biggest and more impressive advantages.
Class Information
The following information pertains to the Modern
Spellcaster Basic Class.
Hit Die
D6
Modern Spellcaters are not particularly fit, and spend more
time training their mind and souls than they do their
bodies. Modern Spellcasters receive D6 Hit Points per
level. A first level Modern Spellcaster receives Hit Points
equal to 6 + her CON modifier.
Class Skills
The Modern Spellcaster’s class skills are as follows.
Bluff (CHA), Computer Use (INT), Craft (electronic,
visual arts, writing) (INT), Diplomacy (CHA), Knowledge
(any) (INT), Linguistics (INT), Perception (WIS), Perform
(any) (CHA), Profession (any occult, white collar or
academic) (WIS), Sense Motive (WIS), Spellcraft (INT)
Skill Points at Each Level: 6 + INT Modifier
Spell Points
Beginning at first level, the Modern Spellcaster begins
accumulating Spell Points. To cast a spell, the Modern
Spellcaster must expend Spell Points equal to the spell’s
level. Thus, to cast fireball, a 3rd level spell, a Modern
Spellcaster would expend three Spell Points. If the spell is
modified by Metamagic feats, the Modern Spellcaster must
pay Spell Points equal to the spell’s modified level. Thus,
if that fireball is Enlarged, the Modern Spellcaster would
pay the modified level cost, or four Spell Points.
At first level, the Modern Spellcaster receives Four (4)
Spell Points, plus a number of additional Spell Points
equal to his or her INT bonus. A few starting talents and
feats increase the Modern Spellcaster’s Spell Point total.
The number listed in parenthesis in the class ability table is
the total Spell Point reserve the Modern Spellcaster would
have at any given level, barring any bonuses from a high
INT score or other powers. Just based upon the Spell
Points provided by the class itself, discounting an INT
bonus or feat to boost the Spell Point maximum, at 10th
level the Modern Spellcaster would have 38 Spell Points,
and a whopping 121 Spell Points at 20th level!

Armored Spell Failure?
Modern Spellcasters cast spells just like any other
spellcaster. Modern Spellcasters suffer an arcane spell
failure chance. One exception to this is Light armor of the
Concealable type; these ultralight modern forms of body
armor are designed for comfort and ease of wear. Modern
Spellcasters do not suffer an arcane spell chance when
wearing any type of Light, Concealable body armor. Nor
do they suffer arcane failure chance when wearing
Impromptu armor.
Recovering Spell Points
The Modern Spellcaster recovers expended Spell Points
through sleep or rest. Eight hours or sleep or restful calm
allows the Modern Spellcaster to recover a number of
Spell Points equal to her class level plus her INT modifier.
At 10th level, after resting, the Modern Spellcaster recovers
Spell Points equal to twice the sum of her class level plus
her INT modifier. The Modern Spellcaster can only
recover Spell Points once in any given 24 hour period.
Note that this might not completely restore the Modern
Spellcaster’s casting capacity if she runs her pool of
magical energy down to zero. A few talents and feats allow
Modern Spellcasters to recover Spell Points at a greater
rate or in a different manner; these abilities are discussed
later in this sourcebook.
Spells
The Modern Spellcaster uses her INT modifier to
determine bonus Spell Points, and her INT modifier is used
to calculate the Save DC of all her spells. The Modern
Spellcaster can acquire and cast any spell, from any class
list, including both arcane and divine spells!
The Modern Spellcaster can acquire any number of spells.
Once a spell is learned, the Modern Spellcaster can cast it
at any time. The Modern Spellcaster must acquire a written
or digital copy of a spell to learn it; from another mage’s
spell book or book of shadows, from an ancient scroll, or a
spell stored on a PDA. Learning the spell requires the
Modern Spellcaster to spend a number of hours equal to
the spell’s level minus her INT modifier (minimum one
hour) studying the spell. At the end of this period, the
Modern Spellcaster makes a Spellcraft check with a DC
equal to 12 + the spell’s level.
The Modern Spellcaster automatically succeeds when
learning Zero level spells; she must merely expend an hour
of study to add this minor spell to her collection.
If the check is successful, the Modern Spellcaster learns
the new spell, and adds it to her repertoire of spells known.
Whether or not the spell is successfully learned, it is
expended; the written copy of the spell either vanishes
entirely, consumed in mystic flames, or becomes illegible,
writing fading, data becoming corrupt and unreadable,
mystic diagrams shifting and changing into something
useless, and so forth.
A Note on Different Spell Lists
If a spell appears on the spell lists of different PFRPG
classes at different levels (example: Cleric 4, Witch 5), the
Modern Spellcaster gains that spell as a spell of the lowest
possible level. In this example, that would mean the Cleric
4 spell would become a 4th level spell for the Modern
Spellcaster. All spells cast by the Modern Spellcaster are
considered to be Arcane spells, regardless of their previous
origin.
Safe Casting and Overcasting
The Modern Spellcaster can cast any spell she desires, at
any level, assuming she has enough Spell Points to power
the spell. In some extraordinary circumstances, a first level
Modern Spellcaster might even try her luck at casting an
eighth or ninth level spell! Possible….but not a very good
idea.
If the Modern Spellcaster attempts to cast a spell of a
higher level than she can safely cast (overcasting), she
risks potentially fatal backlash. If the Modern Spellcaster
makes the attempt, she must succeed at a WILL Save, with
a DC equal to 15 + the spell’s level. If the Modern
Spellcaster makes her save, she casts the higher level spell
without incident. The Modern Spellcaster casts higher
level spells as if she were a spellcaster of the minimum
level required to cast the spell.
If she fails her save, then things get interesting. On a failed
save, the Modern Spellcaster suffers 1D10 points of
damage per level of the overcast spell. If the Modern
Spellcaster fails her save by five points or worse, in
addition to this damage, she suffers an additional point of
damage for every Spell Point remaining in her pool,
expending all these Spell Points (and probably cooking
herself from the inside out). In either case, the overcast
spell is not cast.
Cantrips
Each day, upon recovering spent Spell Points, the Modern
Spellcaster can designate which zero level spells (called
cantrips) she wishes to emphasize that day. The Modern
Spellcaster can select a number of zero level spells equal
to 3 + her INT modifier. She can cast these specific zero
level spells as many
times as desired that
day, without expending
Spell Points. If she
chooses to modify one
of these cantrips with a
Metamagic feat, she
would spend Spell
Points equal to the
cantrip’s total modified
level.
If the Modern Spellcaster
wishes to cast a zero level spell
beyond the designated cantrips, she
must expend one (1) Spell Point to do
so.
Starting Spells Known
A first level Modern Spellcaster has
somehow acquired a few spells when the
campaign begins.
The Modern Spellcaster begins with as
many cantrips as the gamemaster allows,
which is a number equal to the
Spellcaster’s INT score at a minimum.
Most campaigns will allow the Modern
Spellcaster to begin with every zero level
spell in the core rulebook.
The Modern Spellcaster begins with a
number of first level spells known
equal to her INT modifier, or three
(3) whichever is greater.
For the rest of the Modern Spellcaster’s
starting spell allotment, roll randomly on the
following chart. Your gamemaster will tell you what type
of campaign you’re running in, which determines what
kind of spells you can roll for. Note that even the lowest
Percentage Chance of Knowing One Spell of this Level
Spell Level Cautious
Campaign
Standard
Campaign
High Power, Anything
Goes Campaign
2nd 35% 50% 50%
3rd 30% 40% 45%
4th 25% 30% 40%
5th 20% 20% 35%
6th None None 30%
7th None None 25%
8th None None 20%
9th 2% 5% 15%
power
campaign
offers the
Modern
Spellcaster a
chance, albeit
a small one, to
start with a 9th
level spell.
The constant
temptation to
cast
recklessly,
and the risk of
spectacular self
immolation, are a big part of
this class’ mystique.
The Modern Spellcaster can
sacrifice the chance to receive
any spells of a particular
level in order to receive a
+10% bonus on the random
roll to determine any
spells of the next higher
spell level.
As an aside, Black Tokyo
and Psi-Watch are standard
campaigns, while Heavy
Future is anything goes, and
Otherverse America can either
be a cautious or a standard
campaign, at the gamemaster’s
option.
Automatically
Granted Spells
At each level, the Modern Spellcaster automatically learns
a single spell of the highest level she can safely cast. This
spell may be one she has been researching behind the
scenes for a long time, one
presented to her by an allied
spellcaster, or one researched
independently.
Bonus Feats
At first, 4th, 8th, 12, 16th and 20th
level, the Modern Sorcerer receives
a bonus feat, which must be chosen
from the following list.
Any Metamagic or Item Creation feat from the
Pathfinder Roleplaying Game or D20 Modern SRD
• Any campaign specific feat that offers a Spell-Like or
Supernatural ability (such as many of the feats in
Culture of Choice or Black Feats).
• Any new feat found in this sourcebook
• Iron Will or any skill enhancing feat (such as
Gearhead) from either the PFRPG or D20 Modern
SRD
Epic Spell (EX)
At 19th level, the Modern Spellcaster gains Epic Spell as a
bonus feat. When casting an 10th level Spell granted by this
feat, the Modern Spellcaster must expend 10 Spell Points.
Item Creation Notes
The Modern Spellcaster can use Item Creation feats, such
as Scribe Scroll or Craft Wondrous Item to create
permanent or single-use magic items. The Modern
Spellcaster must be able to safely cast a particular spell
level to use spells of that level as a component in a magic
item. Thus, a first level Modern Spellcaster might know
how to cast meteor swarm, but she certainly isn’t going to
be making a magic item incorporating that spell for a long,
long time.
Otherverse Games prices its magic items with a GP value
and a Purchase DC. The item’s Purchase DC was
calculated by converting the item’s GP cost to modern
wealth using a 1 GP: 1 US dollar: one credit:
approximately 100 yen ratio.
This conversion has its problems, especially with the cost
of mundane items, such as groceries, making them
unrealistically expensive compared to fantasy items.
However, few campaigns track the characters’ grocery
budgets closely enough for this to matter. Also, the real
world exchange rate between dollars and yen is much
higher than 1 dollar:100 yen, usually hovering somewhere
around 1:200 yen circa late 2015, but this ratio is designed
to simply allow GMs to add two zeroes to the price of
anything in yen if it is priced in another source in dollars.

NineOfSpades
2016-11-16, 10:11 AM
This is actually rather neat. I like the way you tied incarnum and spellcasting together. I'm a little shaky on how the numbers balance out, since it feels like your constantly having to struggle between having enough essentia to power the incarnum abilities, and enough to get your spells. Maybe I'm wrong, since I haven't had time to sit down and actually try to check the numbers on that.

As a possible direction to develop this, I'd love to see some mythos that enable more ritualistic casting methods, since that particular trope is one that I think lends a lot of power and mystery to spellcaster lore, but is sadly under represented in game terms. I've got a few Ideas I can certainly draft up, if you like.

Lanth Sor
2016-11-17, 11:30 AM
This is actually rather neat. I like the way you tied incarnum and spellcasting together. I'm a little shaky on how the numbers balance out, since it feels like your constantly having to struggle between having enough essentia to power the incarnum abilities, and enough to get your spells. Maybe I'm wrong, since I haven't had time to sit down and actually try to check the numbers on that.

Balancing between having resources and casting flashy spells was the intent as is the fact that it gets a version of eldritch blast and other basic spell effects as permanent utilities so they aren't useless if they do just blow all their essentia on those big guns.


As a possible direction to develop this, I'd love to see some mythos that enable more ritualistic casting methods, since that particular trope is one that I think lends a lot of power and mystery to spellcaster lore, but is sadly under represented in game terms. I've got a few Ideas I can certainly draft up, if you like.

I really enjoy the Incantation system presented in 3.5 but it has to little support even 3rd party or homebrew. As such I was unable to include any of it in the class. Including it would require a books worth of work. I'm not opposed to it just don't have the time/focus to do it.

NineOfSpades
2016-11-17, 12:40 PM
I honestly completely forgot that incantations are even a thing that exists. Thankfully, that isn't at all what I had in mind, so thankfully that particular issue is bypassed.

I've not much time to fully type out the more flowery-parts of the mythos description, but I've been working out the crunch part in my head for the past few days, so I can present it to you.



As an alternative to casting spells in their normal way, the Magos may cast them as rituals. Magos can only perform rituals if they have access to their focus for the spell they wish to cast, and they must have the associated spell school mythos at the appropriate level. Casting a ritual requires no incarnum to be invested, and does not expend any uses per day of that spell. The magos may not perform Rituals who's effective spell level is greater than (Highest spell from the given school that the Magos can cast minus 2).

Performing a ritual takes 10 minutes per level of the spell (5 minutes for 0th level spells). If the normal casting time for the spell is longer than a full round action, add the casting time to the ritual time to determine the total time it takes to perform the ritual. During this time, the Magos must use a Full round action each turn to maintain the ritual (Drawing runes, chanting incantations, preparing magic circles, lighting candles). Any interruption before the ritual is completed causes the ritual to fail. If at any point before the ritual is completed, the Magos is moved more than 10ft from the position they had when they began, the ritual fails. Normal rules for spellcasting and concentration apply.

Possible manifestations

Lay-Line Magic: The Magos makes a Knowledge (Geography) with a DC of 20+Rituals Spell level. Success indicates that they have located a place where the magical energies are optimal. The location of these lay lines should be within (1d6 per spell level) Miles. For every 5 points by which the Magos beat their Knowledge (Geography) check, reduce the effective level of the spell by 1 for the purpose of determining the distance to the laylines.

Performing the ritual at the correct location has several effects. First, double the time it takes to cast the ritual. Second, the highest level ritual that may be cast is now equal to the highest level spell that the magos can cast. You must still have the focus for the spell you wish to cast. Thirdly, gain a +5 bonus to your caster level that applies only to the spell cast by the ritual.

Once a location has been found, it can be used to cast the same ritual multiple times. However, it takes (1d4 per spell level) weeks before the mystic energies have recharged enough to fuel the ritual.


Star Magic: Similar to lay line magic, requiring a Knowledge (The Planes) Check instead of geography. Same DC. Successful check allows you to identify a time within (1d4 days per spell level) when the stars will be correctly aligned to fuel the spell. The window of time for the alignment is equal to the length of time needed to cast the ritual. If the ritual is successfully completed during the time when the stars are aligned, any costly material components have their cost reduced by (Magos Level * 500 GP), to a minimum cost of 0 GP. Upon successfully completing the ritual, the Magos must wait 1 week per ritual level before they can successfully channal stellar energies again.

Lay lines and star magic can be combined. The time requirements for the ritual stack (meaning the ritual takes 40 minutes per spell level to complete).


Circle Magic: As described in Players guide to Faerun. The Magos may perform circle magic when casting rituals, allowing other spellcasters to bolster their efforts. Increase the rituals casting time by 1 hour.



The effects are potent, but I think their balanced. The biggest factor on the rituals is the time requirement. They are useless in combat, except maybe to cast a big opening spell, but even that requires huge setup. The design allows the Magos to get more use out of their out-of-combat spells without feeling like they are wasting spell slots and incarnum to prepare things that arn't going to see much use. The manifestations provide nice boosters, pumping up their abilities at the cost of needing a lot more prep time. Feel free to give feedback, I'm more than happy to fiddle with the numbers a bit to find a better balancing point if you don't like what I've got.

I think the effect is worth either a Exceptional Mythos or Fantastic at most, given that its usefullness already depends a lot on how much investment the Magos has done into learning spells, that in turn requiring buying up the mythos abilities that let them access the spell schools.

nikkoli
2016-11-17, 01:59 PM
IIRC, the incantation system was intended to not be used with spells above 5th or 6th level. It also has creation rules kinda similar to epic seed magic, on top of that how it read to me is that it's not meant for players to create using the system like the epic seed magic is meant to be.

Edit: So rereading what i said, i meant that incantations were for games when casters were limited to 5-6th level spells with slots, not games where spells dont go over 5-6.

Lanth Sor
2016-11-17, 06:10 PM
The magos may not perform Rituals who's effective spell level is greater than (Highest spell from the given school that the Magos can cast minus 2).

I feel the rituals should be more for spells that outstripe your normal ability. Thus why their grand affairs.



Any interruption before the ritual is completed causes the ritual to fail. If at any point before the ritual is completed, the Magos is moved more than 10ft from the position they had when they began, the ritual fails. Normal rules for spellcasting and concentration apply.


seems good, the distance limitation should be increased to radius of spell for spells placed where your standing.


I think the effect is worth either a Exceptional Mythos or Fantastic at most, given that its usefullness already depends a lot on how much investment the Magos has done into learning spells, that in turn requiring buying up the mythos abilities that let them access the spell schools.

I was thinking something more along the line of using scrolls as a focus and preforming a extended ritual to create the spell effect with out expending the scroll. Or maybe make a book that cost 500g x Spell Level x Spell Level.


@nikkoli you are correct but it is still much more glorious way of casting and needs more support as it fits fantasy land better. I have tried several times and not been very effective at finding a happy medium. I thought about implementing 4E rituals because they had the right feel.

nikkoli
2016-11-17, 07:31 PM
4e did them better than presented in 3.5, should you ask me. But no one likes 4e, so I'd have to go read it again to make sure it's not too wonky.

Edit: No one but me in reference to my gaming table.

Lanth Sor
2016-11-17, 07:49 PM
Slander! I like 4E, I just like 3.5/PF better.


... I Need A Monocle!

NineOfSpades
2016-11-18, 10:18 AM
I feel the rituals should be more for spells that outstripe your normal ability. Thus why their grand affairs.

That is not an unfair interpretation, though I worry more about balance issues if the spell caster can access spells above their level. Especially if combined with the fact that rituals can be cast over and over and over again. A 5th level character having the ability to cast mage armor without expending a spell slot isn't really that big a deal. A 5th level character able to cast Teleport or Dominate person is a much bigger deal. I'd not be against putting together such a system, but I think that would have to be a different mythos ability with its own balancing factors in place.



seems good, the distance limitation should be increased to radius of spell for spells placed where your standing.

Not really sure how that changes much. I felt like 10ft was a small enough area that the tactical position capabilities were not really applicable, and if the spell goes off centered on your location, that it would only really matter which square your standing in when the ritual is finished.


I was thinking something more along the line of using scrolls as a focus and preforming a extended ritual to create the spell effect with out expending the scroll. Or maybe make a book that cost 500g x Spell Level x Spell Level.

Do you mean just for rituals, or are you thinking of changing the focus requirements for all of the classes spellcasting? I like the scroll option for rituals, since scrolls can be found as random treasure and thus provide a great opportunity to get a lot more use out of them without expending a ton of gold buying up foci for utility spells.

Lanth Sor
2016-11-18, 01:18 PM
That is not an unfair interpretation, though I worry more about balance issues if the spell caster can access spells above their level. Especially if combined with the fact that rituals can be cast over and over and over again. A 5th level character having the ability to cast mage armor without expending a spell slot isn't really that big a deal. A 5th level character able to cast Teleport or Dominate person is a much bigger deal. I'd not be against putting together such a system, but I think that would have to be a different mythos ability with its own balancing factors in place.

Both those are great spells to do as rituals as using them would be difficult. Obliviously there would need to be a financial cost as well.


Not really sure how that changes much. I felt like 10ft was a small enough area that the tactical position capabilities were not really applicable, and if the spell goes off centered on your location, that it would only really matter which square your standing in when the ritual is finished.

It is only intended for instance if you scribe a circle of teleportation or similar effects obviously drawing a fireball circle would be a little crazy


Do you mean just for rituals, or are you thinking of changing the focus requirements for all of the classes spellcasting? I like the scroll option for rituals, since scrolls can be found as random treasure and thus provide a great opportunity to get a lot more use out of them without expending a ton of gold buying up foci for utility spells.

I was definitely meaning rituals only. If you pay attention to how they describe spells for wizards its more magical notes on a spell so having to craft a book using scrolls as a material component would make alot of sens for a volume on the subject of a spell.

NineOfSpades
2016-11-18, 04:02 PM
I guess I'm having a difficult time keeping track of what you are saying. I'm sure my brain is just frizzing out on me, but it's just not clicking. Maybe coy my mythos blerb above and change the parts your referring to so I can just look at it all at once, putting the changes in different text so that its easy to see whats been altered? Otherwise I feel like were talking about different things and need to get on the same page.

Lanth Sor
2017-04-03, 04:31 PM
Looking For Doom Please PEACH.

Tacitus
2017-04-04, 12:37 PM
Well, I'm far from amazing at evaluation, but I can certainly add my 2cp.

As you might've guessed, I'm in the market for more Soul and less Arcane. All I have to offer atm are mostly just ideas for Mythos and whatnot.

Part of me feels as though perhaps Mystic Form could have a notation allowing Essentia investiture to improve the secondary benefits of the feat. Its a small benefit, but something to toss extra points into if you're low level and do not take a spell straight off.

Veils Bound in Form mentions you may take 'both manifestations of the mythos Forge Souls to Form two additional times'. What does this mean? Is this an artifact of a previous incarnation? Does it intend for you to essentially gain Shape Soulmeld twice more?

For Fantastic, I'd suggest a Mythos for making use of Archetype Soulmelds (http://www.giantitp.com/forums/showthread.php?192424-Archetype-Soulmelds-3-5), with the exceptio perhaps of the Spellseeker Gloves.

Invocation of Personal Power feels somewhat lacking. It may be more fitting as an excellency rather than a Mythos (with the same selection scaling). A single dark invocation does not compare to the ability to, for example, literally fight your way out of the underworld after having been killed, Kirby up an entire castle and spit it out at your enemies, or quite literally become a natural disaster. Then again, I really have few ideas on what could be a flavorful and powerful ability for the scope of most Legendary and Exalted Mythos.

As I've noted elsewhere, the lack of ability to invest Essentia into Wrath gives me a sadface. Perhaps a Fantastic mythos as a direct upgrade to it?

Part of me wants to suggest a Mythos specifically for Incarnate Weapon, but at the same time that seems rather contrary to the point. Plus, can always just Wrath into Hideous Blow Eldritch Glaive or somesuch.

Ugh, been trying to write this post for too many hours trying to be more helpful, but its just not coming right now.

Lanth Sor
2017-04-05, 01:38 PM
Well, I'm far from amazing at evaluation, but I can certainly add my 2cp.

As you might've guessed, I'm in the market for more Soul and less Arcane. All I have to offer atm are mostly just ideas for Mythos and whatnot.

Part of me feels as though perhaps Mystic Form could have a notation allowing Essentia investiture to improve the secondary benefits of the feat. Its a small benefit, but something to toss extra points into if you're low level and do not take a spell straight off.


I've played the class several times and generally see what you mean, but its intended to work that way. You are meant to farm the crap out of other places to put your essentia. Mana Barrier for instance can eat up all your essentia.



Veils Bound in Form mentions you may take 'both manifestations of the mythos Forge Souls to Form two additional times'. What does this mean? Is this an artifact of a previous incarnation? Does it intend for you to essentially gain Shape Soulmeld twice more?

Yes it was a relic.



For Fantastic, I'd suggest a Mythos for making use of Archetype Soulmelds (http://www.giantitp.com/forums/showthread.php?192424-Archetype-Soulmelds-3-5), with the exception perhaps of the Spellseeker Gloves.

My First thought is no I feel like I should move away form soulmelds.




Invocation of Personal Power feels somewhat lacking. It may be more fitting as an excellency rather than a Mythos (with the same selection scaling). A single dark invocation does not compare to the ability to, for example, literally fight your way out of the underworld after having been killed, Kirby up an entire castle and spit it out at your enemies, or quite literally become a natural disaster. Then again, I really have few ideas on what could be a flavorful and powerful ability for the scope of most Legendary and Exalted Mythos.

I kind of agree the concern more is not letting people get strong ability in excellencies had that issue with Archikos.




As I've noted elsewhere, the lack of ability to invest Essentia into Wrath gives me a sadface. Perhaps a Fantastic mythos as a direct upgrade to it?

I felt it seemed more of a essence/shape appropriate thus why it wasn't included.



Part of me wants to suggest a Mythos specifically for Incarnate Weapon, but at the same time that seems rather contrary to the point. Plus, can always just Wrath into Hideous Blow Eldritch Glaive or somesuch.

Ill think about one it makes sense. I have been putting serious thought into removing soulmelds completely as they are more a tool that doesn't really fit 100%.Compare "Air is Like Invisible Dirt" vs Soul Melds that do that thing.

nikkoli
2017-04-05, 04:31 PM
I shall now add the stat block for Jatuz, And technically CR 19. I would bet his CR is closer to 22 though.

Jatuz the Magos
N Humanoid (sobek)
Init: +17, Senses: Perception +47
Defences
AC: 45 (10 + 17 [Armor of Arcana] + 1 [dex] +12 [Natural] +5 [deflection]), Touch AC: 16 (10 +1 [dex] + 5 [Deflection]), FF AC: 44 (10 + 17 [Armor of Arcana] + 11 [Natural] +5 [Deflection])
hp:1146 (20d8+300+764) (max per HD is 1222) yEs ThIs Is A "wIzArD" wItH 1000+ HP
Fort: 26, Ref: 13, Will: 16
Offence
Speed: 20 ft
Space: 5 ft, Reach: 5ft
Special attacks: Spells
Special qualities: Essentia Pool 381 (at level 17 he only had 199 essentia), Mythos
Spells
I didnt feel like picking spells.
First level Spells: 24 spells known DC: Divine 17, Arcane 19
Second level Spells: 24 Spells known DC: Divine 18, Arcane 20
Third level Spells: 16 Spells known DC: Divine 19, Arcane 21
Fourth level Spells: 16 Spells known DC: Divine 20, Arcane 22
Fifth level Spells: 16 Spells known DC: Divine 21, Arcane 23
Sixth level spells: 16 Spells known DC: Divine 22, Arcane 24
Seventh level Spells: 8 spells known DC: Divine 23, Arcane 25
Eight level Spells: 8 spells known DC: Divine 24, Arcane 26
Ninth level Spells: 8 spells known DC: Divine 25, Arcane 27
Statistics
STR: 21, DEX: 12, CON: 40, INT: 25, WIS: 22, CHA: 26
Base Attack: +10; CMB: +15; CMD: 26
Feats: Essence of the ImmortalPF, 1, shape soulmeld B, Open Least Chakra(Crown) B, Incarnum SpellshapingV, shape soulmeld (Keeneye Lenses)B, Azure Toughness B, Open Least Chakra(Feet)B, Open Least Chakra(Hands)B, Cerulean FortitudeB, Cerulean ReflexB, Cerulean WillB, Brew PotionB, Craft wondrous itemsB, Open Greater Chakra(Waist)B, Open Greater Chakra(Throat)B, Shape soulmeld (Stone Giants Girdle)PF, B, Shape soulmeld (Stalkers Tabi)PF, B, Shape Soulmeld (Circlet of Brass)B, Shape soulmeld (Vorpal Guards)B, Empower Spell3, Soultouched Spellcasting5, Veilbound Metamagic (empower Spell)7, Spell Penetration9, Greater Spell Penetration11, Arcane Thesis (something fun)13, Maximize spell15, Heighten Spell17, Spell Perfection19
B=bonus feats
PF=Pathfinder
#= Level feat was gotten at from advancement

Mythos (gained via leveling and by spending mythos points)
Fundamental [Spell School] Inception Evocation
Fundamental [Spell School] Inception Conjuration
Fundamental [Spell School] Inception Transmutation
Fundamental [Spell School] Inception Abjuration
Fundamental [Spell School] Inception necromancy
Fundamental [Spell School] Inception divination
Fundamental [Spell School] Inception Illusion
Fundamental [Spell School] Inception Enchantment
Fundamental [Spell School] Expansion Evocation
Fundamental [Spell School] Expansion conjuration
Fundamental [Spell School] Expansion transmutation
Fundamental [Spell School] Expansion abjuration
Fundamental [Spell School] Expansion necromancy
Fundamental [Spell School] Expansion divination
Fundamental [Spell School] Expansion illusion
Fundamental [Spell School] Expansion enchantment
Fundamental [Spell School] Evolution Evocation
Fundamental [Spell School] Evolution conjuration
Fundamental [Spell School] Evolution transmutation
Fundamental [Spell School] Evolution abjuration
Fundamental [Spell School] Evolution necromancy
Fundamental [Spell School] Evolution divination
Fundamental [Spell School] Evolution illusion
Fundamental [Spell School] Evolution enchantment
Armor of Arcana
Weaving Tools of the Less Talented
Forge Souls to Form
Forge Souls to Form
Forge Souls to Form
Mystic Oculum
Shape Beasts Unleashed
Veils Bound in Form
Anima Drenched in Arcana
Life Clings to Life
Mana Barrier
Mana Barrier
Mana Barrier
Mana Barrier
Esoteric Defense Understanding
Micro [Spell School] Understanding Inception evocation
Micro [Spell School] Understanding Inception conjuration
Micro [Spell School] Understanding Inception transmutation
Micro [Spell School] Understanding Inception Abjuration
Micro [Spell School] Understanding Inception necromancy
Micro [Spell School] Understanding Inception divination
Micro [Spell School] Understanding Inception illusion
Micro [Spell School] Understanding Inception enchantment
Micro [Spell School] Understanding Expanded evocation
Micro [Spell School] Understanding Expanded conjuration
Micro [Spell School] Understanding Expanded transmutation
Micro [Spell School] Understanding Expanded abjuration
Micro [Spell School] Understanding Expanded necromancy
Micro [Spell School] Understanding Expanded illusion
Micro [Spell School] Understanding Expanded divination
Micro [Spell School] Understanding Expanded enchantment
Micro [Spell School] Understanding Evolution Evocation
Micro [Spell School] Understanding Evolution Conjuration
Micro [Spell School] Understanding Evolution Necromancy
Micro [Spell School] Understanding Evolution transmutation
Micro [Spell School] Understanding Evolution Abjuration
Micro [Spell School] Understanding Evolution divination
Micro [Spell School] Understanding Evolution illusion
Micro [Spell School] Understanding Evolution enchantment
Macro [Spell School] Understanding Inception Evocation
Macro [Spell School] Understanding Inception conjuration
Macro [Spell School] Understanding Inception necromancy
Macro [Spell School] Understanding Inception transmutation
Macro [Spell School] Understanding Inception abjuration
Macro [Spell School] Understanding Inception divination
Macro [Spell School] Understanding Inception illusion
Macro [Spell School] Understanding Inception enchantment
Macro [Spell School] Understanding Expansion Evocation
Macro [Spell School] Understanding Expansion Conjuration
Macro [Spell School] Understanding Expansion necromancy
Macro [Spell School] Understanding Expansion transmutation
Macro [Spell School] Understanding Expansion abjuration
Macro [Spell School] Understanding Expansion divination
Macro [Spell School] Understanding Expansion illusion
Macro [Spell School] Understanding Expansion Enchantment
Lvl 1 spells purchased x16
lvl 2 spells purchased x16
lvl 3 spells purchased x8
lvl 4 spells purchased x8
lvl 5 spells purchased x8
lvl 6 spells purchased x8
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Life Clings to Life
Esoteric Pinnacle Revelation Conjuration
Esoteric Pinnacle Revelation Evocation
Esoteric Pinnacle Revelation Necromancy
Esoteric Pinnacle Revelation Transmutation
Esoteric Pinnacle Revelation Abjuration
Esoteric Pinnacle Revelation Divination
Esoteric Pinnacle Revelation Illusion
Esoteric Pinnacle Revelation Enchantment
Eyes that Pierce the Veil


Items: Vambraces of the Genie Djinn +Superior stamina (+4con)
Grey Robes of the arch mage + Greater Heroism (+2str/dex/con)
Headband of mental perfection +6 +Superior intelect +4 int
Belt of con +6
Boots of Striding and Springing + Superior Constitution (+4 con)
Left over gold: 11500

Tacitus
2017-04-05, 10:35 PM
Ah, so then your intention with Mana Barrier is that the invested Essentia stays invested, but you can add more once it is depleted? If so, may I suggest additional wording to the effect of 'once these t.HP are depleted the Essentia is uninvested and you take Essentia Burn equal to the number of invested essentia. This burn heals after 8 hours of rest'
The idea of Essentia Burn also offers me a few ideas for other Mythos, but nothing concrete as of yet.

If you've an intent to remove Soulmelds, I'd actually advise against it. Sure, a Mythic Incarnate could be made, but the fluff of the incarnate suggests that the first incarnates were making use of 'heavy magic,' shaped with the soul energy of ancestor spirits and such. I'd say a truly Wise mage would not shy from this, and it still fits into the Narrative. I would recommend, however, perhaps three types of Mythos, perhaps with [Tags], as some Mythos classes are fond of. Lets say Talent, Insight, and Power; for Spells, Soulmelds, and passive effects not associated with spellcasting or meldshaping.

On the subject of Invocations, I do see the point where it could get silly with multiple purchases as an Excellency, perhaps a limitation of a maximum of once or twice per Tier achieved?

Being Wise, I would expect the ability to understand the flows of magic, and turn them back. A Mythos (or chain) for counterspelling, dispelling, and spell turning seems appropriate. I might end up cracking my Mage book and assembling a few ideas, particularly from Prime and perhaps Space, and just generally the basic concepts at each level.

Also, I assume 3d4x10 starting gold?

Edit: Oh! A Mythos to gain Mythos Points in exchange for breaking magic items permanently in a combat situation and/or destroying permanent spell effects.

Side note, do the item creation Mythos still require experience expenditure? If so, would a mythos for MP->XP conversion be something you're for/against?

Edit2: If soulmelds stick around, a Mythos to change the option selected for Forge Souls to Form wouldn't go amiss, perhaps scaling as you reach Legendary and Exalted.

PeacefulOak
2017-04-07, 05:28 PM
The input I'm going to offer is perhaps unkind at this stage of development, but here it is none-the-less.

The problem I see with the design of the mechanics of the Magos is similar to a design challenge I was having with the Eoteras in its early stages. That problem is the difficulty of implementing Mythos that allow for spell-casting, without ending up feeling clunky and losing the narrative and distinctive feel of the Mythos genre of classes.

One suggestion I have is to look at the Titan, or the Narrative Source for your class. Who or what is the Mage? What is their Nature, their manner, their theme? From these thoughts and concepts, you can start to form narrative abilities that define how an Anthol of the Mage (a Magos) interacts with the world.

For instance, if you created this Titan as a loner among the original Titans, a Titan that didn't drift as far from the Far Realm as its... brethren. While others were struggling for power, position, dominance, and other unimportant nonsense, the Mage spent eternities gazing into the Far Realm, reading patterns in the rampant chaos, finding form and order in the formless and disordered. It discovered many truths there, truths that ran deeper and more profound than any might imagine who hadn't delved the depths of complete and utter insanity. And in Truth, there is Power. Only when the ravages of the Monster were threatening to invade onto its millenial examinations did the Mage turn its attention towards the behaviors of those who it had once resembled. It took little part in the conflict itself, though on some occasions the utterance of an impossibility or an absolute division staved off a conquest from falling to the Monster. In the end, it was the Mage who gave its erstwhile kin the knowledge that the only way to end the threat, the only way to achieve victory, was through Sacrifice. Thus was the Hero Spear thrust into the Monster, and left there to hold it in place. Thus were wounds accepted in order to push the Monster into its prison, wounds that would never fully heal but allowed the cage to be forged and sealed. Through Sacrifice, victory was achieved...... and the Mage returned to contemplating impossibilities.

~~~
From this, you can start building a chasis of Mythos that can tie into many of the things considered classically "Magical". I have tons of thoughts on this, because the two projects on my docket if I ever finish the Eoteras are the Mythic Magician and the Mythic Believer, and I would be happy to contribute to this project if you are interested.

Zale
2017-04-09, 04:16 PM
I would look into evoke the chosen iconic characters.

The problem I'm having with this is that most of it feels kind of oddly generic.

It feels like it's trying to emulate a D&D style caster rather than any of the iconic characters you've chosen. While there's nothing wrong with that mechanically, it feels somewhat less evocative than the other mythos classes as a consequence.

I putted around some conceptual underpinnings for a Mythic Mage, with a focus more on item-based magicians ala Saruman, Medea, Jadis the White Witch or other literary characters.

While I never really put to paper the ideas surrounding it, it was heavily focused on the idea of External vs Internal power, with Internal powers being more subtle, indirect or team-focused and the External powers being more overt, direct or flashy.

For example, a Medea/Circe analogue would have some Knowledge Devotion-esque power that aided allies in battle against things, some subtle power involving social skills and perhaps a hypnosis/sleep analogue as Internal powers, while her External powers would lie in things like magic-imbued poisons, wands that transform people into animals, and flying dragon chariots.

But my thought experiments ended up creating something more akin to a Mythic Occultist or Witch or Artificer than a strict Mage or Wizard.

Lanth Sor
2017-04-09, 08:26 PM
I do agree with your general assessments. I set out to make spells work with mythos which, I feel, I accomplished. But I do intend to make more mythos like Armor of Arcana and "The Sky is Like Invisible Dirt" as those are more of the core design I was going for, while not including actual magic would be a disservice to the core. So expect more of the interesting things to come and I'll review the older mythos as they become less relevent, at this time they are an unfortunate, but nessisary crutch.

Lanth Sor
2017-08-07, 06:49 PM
Necromancy invoked

Gideon Falcon
2017-08-09, 07:33 PM
Some Excellencies and Mythos I've come up with- most of them do really rely on spellcasting, but they're the kind of spellcasting perks that you've always wanted to try, just as Xefas described.

Excellencies:

[School] Understanding Epiphany:
[School]

This Excellency is a template for any number of Excellencies, one for each school of magic. You gain Spell Focus and Greater Spell Focus in the chosen school as bonus feats.

Barrier Extension Principle:
[Abjuration]
Prerequisites: Kinetic Dispersion Barrier

The area of the wall created by Charge Shattering Bulkhead and the blast created by Ephemeral Vanguard Pulse doubles. You may gain this excellency multiple times, and its effects stack (remember two doublings equals a tripling, and so on).

Exceptional:

Manifest Upon the Expanse:

You gain Enlarge Spell and Widen Spell as bonus feats. In addition, when any spell targets a specific volume or weight of inanimate material, such as Stone Shape or Mage Hand, double that amount.

Elemental Adaptation Analysis:
[Fire] [Water] [Earth] [Air]

You gain Energy Substitution as a bonus feat. However, you need not choose an energy type- you may use it to substitute any of the four appropriate energy types (Fire, Cold, Electricity, Acid).

Advanced Manifestations:
Adaptation of Ignition: [Fire] When casting a spell with the Fire descriptor (including those affected by this Mythos), any flammable items in the area (if applicable) or on the target (if applicable) are set ablaze- the fire is nonmagical, and takes no extra effort to extinguish. You may also make a free Bull Rush against any creatures damaged as the explosive force pushes against them- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers.
Adaptation of Electrocution: [Electricity] When casting a spell with the Electricity descriptor (including those affected by this Mythos), any creatures or objects in the area touching or made from metal take an extra 2 points of damage per die (minimum 2 if no dice are rolled). You may also make a free Disarm attempt against any creatures damaged as the shock convulses their muscles- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers.
Adaptation of Freezing: [Cold] When casting a spell with the Cold descriptor (including those affected by this Mythos), any liquids (except vital fluids and molten materials like lava) in the area (if applicable) or on the target (if applicable) are solidified- they melt again at the normal rate. You may also make a free Grapple check against any creatures damaged as they are encased in ice- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers. The ice dissipates as soon as they break the grapple by any means, and deals no damage.
Adaptation of Corrosion: [Acid] When casting a spell with the Acid descriptor (including those affected by this Mythos), you may make a Sunder attempt against any creatures damaged as the acid clings and eats away at their equipment- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, not gaining any size modifiers. If successful, their equipment is damaged as if they had rolled a 1 on a saving throw. Any equipment destroyed by this effect grants you its value in Mythos Points.
Adaptation of Resonance: [Sonic] When casting a spell that deals Sonic damage, it automatically damages any crystalline items in the area or on the target, as applicable, as if they were unattended. In addition, any creatures damaged are subject to a free Trip attempt as the shockwave bowls them over and ruins their balance- using your caster level and casting ability modifier in place of Base Attack bonus and Strength, and gaining no size modifiers.
Elemental Fusion Synthesis: You gain Energy Admixture as a bonus feat, once again including all four energy types.

Dregs of Unwielded Arcana:

You gain any Reserve feat as a bonus feat. You are counted as having an uncast spell prepared of a level equal to the amount of essentia invested in this Mythos, which has every descriptor.

Basic Manifestation:
Versatility of Capacitance: You gain an additional bonus Reserve feat. You may gain this manifestation multiple times.

Indistinguishable Hand:
[Transmutation]

As a standard action, you may telekinetically lift up to one object per point of charisma bonus (plus one per essentia invested in this Mythos) within 100 feet, plus 10 feet per essentia. The combined weight of these objects must be no more than 10 pounds per level. You may carry these objects with you by concentrating.

Advanced Manifestations:
Focused Fist of the Mage: When lifting only a single object, you may lift up to twice the normal weight- however, doing so requires a Full Round action, even for concentrating. As part of lifting or concentrating on lifting an object, you may hurl it at a target within 30 feet of itself as a ranged attack, dealing 1d6 damage per 10 pounds the object weighs.
Meniality Abolishing Legion: You may use Unseen Swarm at will as a supernatural ability. You gain an additional servant for every point of Essentia invested in this Mythos.

Kinetic Dispersion Barrier:
[Abjuration] [Force]

You may summon a shield of force around you as a swift action, which lasts until dismissed or dispelled by some effect. It grants you a shield bonus to AC equal to 1 + half of your Charisma modifier (minimum 2). You may invest Essentia into this mythos to increase the bonus by the same amount.

Basic Manifestations:
Bulwark Formation Head: The shield you create takes the shape of a Tower Shield, which you may use to grant cover as normal. It now grants a bonus of 2 + your Charisma modifier (minimum 3) + essentia. Though you need not wield it in a hand, it counts as a physical shield for any feats, Mythos, or abilities which require one.
Hammering Optimal Defense Mudra: You may use the shield you create to deliver Shield Bash attacks, dealing 1d8 plus your Charisma modifier Force damage for a Medium Magos, sized as appropriate. This counts as an actual Shield Bash for any feats or abilities which affect it.

Advanced Manifestations:
Charge Shattering Bulkhead: Requires Bulwark Formation Head: By concentrating on your tower shield (a standard action each round), it expands to form a ten foot wall centered on one edge of your space. This is identical to a Wall of Force, save for the smaller size and the required concentration. If you lose concentration on the wall, the shield is dismissed.
Ephemeral Vanguard Pulse: Requires Hammering Optimal Defense Mudra: You may dismiss your shield as a standard action to create a wave of force in a 10-ft cone or a 20-ft line, dealing twice the damage of your Shield Bash with a reflex save for half damage.

Fantastic:

Spiteful Degradation of Fortunes:
[Necromancy]

As a swift action, you may hex a creature within 60 feet, forcing them to make a will save. If they fail, they take a -1 penalty on all attack rolls and gain a +1 bonus on saves against this ability for one minute. The bonus and penalty are both cumulative, and each failed save resets the duration.

Basic:
Impotent Weaponry: The penalty is also applied to all damage rolls.
Lure of Blades: The penalty is also applied to the victim’s AC.
Forgotten Talent: The penalty is also applied to all skill and ability checks.
Inescapable Suffering: The penalty is also applied to all saving throws (other than saves against this ability).

Advanced:
Frailty of Body: For every -4 that a given creature takes from this ability, they must make another save or take a cumulative -1 penalty to an ability of your choice for the duration.
Stupor of Thought: For every -5 that a given creature takes from this ability, they must make another save or be given a cumulative 10% chance of losing their turn each round for the rest of the duration (to a maximum of 50%)

Etheric Overload Invocation:

You gain Empower Spell and Maximize spell as bonus feats. Any time you use one of these feats, you also increase the size of the dice affected by one (1d4 to 1d6, maximum d12).

Mana Chaining Technique

You gain Chain Spell as a bonus feat. In addition, when casting any spell that affects a number of targets, no two of which may be more than a certain distance apart, you may instead affect targets such that each target is within half that certain distance from at least one other target (For example, a Chain Lightning could affect one target per level, so long as each target is within 15 feet of at least one other target).

Mana Sculpting Technique

You gain Reach Spell, Sculpt Spell, and Ray Burst as bonus feats.

Advanced Manifestations:
Alternating Ley Pathways: Whenever you cast a spell with a line-shaped area, you may place up to three 45-degree turns in its pathway- two may be combined to a single 90-degree, and so on.
Diffracted Ether Grating: Whenever you cast a spell with a cone-shaped area, you may split it in half lengthwise to produce two thinner cones that may not overlap, or simply split it at the base and produce two normal cones of half the length that may not overlap.
Unstable Radial Homogeny: Whenever you cast a spell with a burst or spread-shaped area, you may remove up to half the 5-foot squares from its perimeter and place them elsewhere contiguous with the burst.

Aeonic Instant Substantiation:

You gain Extend Spell and Rapid Spell as bonus feats.

Advanced Manifestations:
Rapidity Focus: You gain Quicken Spell as a bonus feat.
Durative Focus: You gain Persistent Spell as a bonus feat.
A Lost Moment Found: You gain Delay Spell as a bonus feat.

Weave of Emotions:
[Enchantment] [Mind-Affecting]

As a swift action, you begin to project an aura out to twenty feet which affects creatures. They gain a bonus or penalty to certain rolls based on the specific emotion you wish to project, which can be changed with another swift action. In either case, the bonus or penalty is 2 plus 1 for every five levels. The bonuses only affect allies, and the penalties only affect enemies.
Joy: Bonus to AC and Saving throws
Anger: Bonus to Attack and Damage rolls
Compassion: Penalty to Attack and Damage rolls
Sorrow: Penalty to AC and Saving throws

Advanced:
Forceful Manifestation of Emotion: As a standard action, you may force a creature in 60 feet to make a will save or feel a more powerful version of whichever emotion you are currently projecting for one minute. A creature can only suffer from one such emotion at a time.
Joy: They gain the normal bonus to saving throws, but instead take a penalty to AC as they begin impulsively dancing and skipping; they also must move at least 10 feet each turn if they are able. This also ends any rage effects they are currently under.
Anger: They gain twice the normal bonus to attack and damage, but also take a penalty to AC and Saving throws of the normal size. They also enter a Rage, as per the rage mechanics listed in the Taramach class.
Compassion: They gain the normal penalty to attack and damage, and also are forced to use nonlethal tactics if at all possible- they must deal nonlethal damage with attacks, and will attempt to use nondamaging spells and abilities unless pressed.
Sorrow: All movement speeds are halved, and they cannot take five foot steps; they also take twice the normal penalty to AC and saving throws.
Complex Tapestry of Feeling: You may project two emotions at once, so long as they are not opposites (Anger vs Compassion, Joy vs Sorrow). If you have Forceful Manifestation of Emotion, you still only inflict a single emotion with it, but later uses can inflict a second (but not opposite) emotion with another save to resist.

Magic Frustrating Defense:
[Abjuration]

You gain Spell Resistance equal to 10 + your class level + any amount of essentia invested in this Mythos.

Basic Manifestations:
Fire Impeding Black Body: If you are adjacent to the point of origin of an area of effect which fails to pierce your Spell Resistance, such as the center of a Fireball, the spell fails entirely, rather than just for you. It also counts as a targeted spell for the purpose of other manifestations.
Universal Warding: You gain a bonus on saving throws against magical effects equal to the higher of your Charisma or Wisdom modifiers, plus the amount of essentia invested in this Mythos.

Advanced Manifestations:
Impenetrable Mage’s Warding: Your Spell Resistance increases by the higher of your Charisma or Wisdom modifiers.
Retributive Turnabout: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you immediately reflect it back as if by a Spell Turning effect.
Pocketed Essence: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you may immediately steal it, and may cast the spell for free at any time in the next hour.
Invigorating Arcana: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you may absorb the spell in order to heal 1d6+1 hit points per level of the spell.

Legendary:

Magic Frustrating Offense:
[Abjuration]

As a standard action a number of times each encounter equal to the higher of your Charisma or Wisdom modifiers, you may use a Greater Dispel Magic effect with no maximum caster level bonus as a supernatural ability. You may use this to counterspell as normal. You gain an additional bonus on the dispel check equal to your essentia invested in this Mythos.

Advanced Manifestations:
Unstoppable Mage’s Dispersal: You add the higher of your Charisma or Wisdom modifiers to your dispel check.
Thaumic Mirror: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you dispel or counter a spell of a level you could cast, you immediately reflect it back as if by a Spell Turning effect. (If the spell is an ongoing beneficial effect, it transfers to you for the rest of its duration. If the spell is an ongoing negative effect, it transfers to the caster for the rest of its duration.)
Stolen Essence: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you successfully counter or dispel a spell of a level you could cast, you may immediately steal it, and may cast the spell for free at any time in the next hour.
Devouring Dispersal: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you successfully counter or dispel a spell of a level you could cast, you may absorb the spell in order to heal 1d6+1 hit points per level of the spell.

Exalted:

Magic-Unweaving Void Prana:
[Abjuration]
Prerequisites: Magic-Frustrating Defense, Magic-Frustrating Offense

You may use Magic-Frustrating Offense and any manifestations of it, as well as any manifestations of Magic-Frustrating Defense, at will.

Lanth Sor
2019-02-13, 07:16 PM
I'm contemplating restructuring the Magos to instead utilize the shintai I just made to replace the current incarnum based system. The incarnum stuff would be mythos based on wisdom and unlocking your own potential.

Eldritch Wellspring Awakening Shintai
Prerequisite: Character Level 1 only, Con 20

Gain a pool of 100 points of magicka that recovers at a rate of class level + constitution modifier each minute.

The magos converts all essentia into bonus max magicka. They may no longer gain essentia from any source. Whenever they would gain essentia they instead increase their Magicka pool by the same amount.

Expending any magicka prevents magicka recovery that minute. You gain the ability to cast spells. Your spells count as what ever type is most beneficial, arcaned, divine, etc.. Casting cost magicka equal to spell level times the spell's minimum caster level. The spells

As a supernatural ability you may infuse any essentia receptacle with magicka. For every 5 magicka expended the receptacle is treated as if it had 1 essentia invested, up to the normal maximum. This last 1 round per caster level. This increases to 1 minute increments at fantastic, 10 hour increments for legendary, 1 day increments at exalted.


Exceptional Mythos
Reflective Actualization Cognitive Emancipation
Prerequisite: Wis 13

Amid the roiling fables that made up the dawning worlds the mage was first to reflect and see itself as it was gaining a vestige of self. With that vestige of self it bore realization of its place amid the great expanse before it. Its realization lead to discovery of others guiding and aiding their growth to similar realizations.

The magos may now bind any valid item(soulmeld, magic item, etc.) to their crown chakra. Gain telepathy 20ft, for each essentia you invest the distance increase you 10ft. Binding this mythos to the crown chakra doubles the telepathy range including any range gained by investing essentia. Binding this mythos creates markings on you forehead or scalp that may glow providing no more then a slight radiance.

Excellency
Joining Self With Alien Self

The magos may have 1 chakra bind active. This may be taken once per chakra bind location you have unlocked.

chaosseeker0302
2019-02-13, 10:56 PM
I like it look forward to seeing how it turns out

noob
2019-02-14, 02:55 AM
Eldritch Wellspring Awakening Shintai
Prerequisite: Character Level 1 only, Con 20

Gain a pool of 100 points of magicka that recovers at a rate of class level + constitution modifier each minute.

The magos converts all essentia into bonus max magicka. They may no longer gain essentia from any source. Whenever they would gain essentia they instead increase their Magicka pool by the same amount.

Expending any magicka prevents magicka recovery that minute. You gain the ability to cast spells. Your spells count as what ever type is most beneficial, arcaned, divine, etc.. Casting cost magicka equal to spell level times the spell's minimum caster level. The spells

As a supernatural ability you may infuse any essentia receptacle with magicka. For every 5 magicka expended the receptacle is treated as if it had 1 essentia invested, up to the normal maximum. This last 1 round per caster level. This increases to 1 minute increments at fantastic, 10 hour increments for legendary, 1 day increments at exalted.
So basically you suddenly have 20 essentia that regenerates but now gains in essentia are divided by 5.
Wait even worse it basically overrides the main class feature of the class or you get two pools and both are in-intuitive.
It is unusual for mythos based classes to make trade offs.

Lanth Sor
2019-02-14, 09:54 AM
So basically you suddenly have 20 essentia that regenerates but now gains in essentia are divided by 5.
Wait even worse it basically overrides the main class feature of the class or you get two pools and both are in-intuitive.
It is unusual for mythos based classes to make trade offs.

As this was a shintia it rewriting core class game play is expected.
The ability replaces essentia for the character.
What it does is treat the bonuses granted by investing essentia as spells. Fortunately the investment bonuses are meager enough i can just blanket cost them.

I have now changed the core class features to be these. I'll be rewritting the recovery to be hour based instead of per minute.



Pristine Esoteric Understanding: The magos may preform an extended ritual to cast any spell or spheres ritual they have a scroll, spell book, or similar record on hand of. If the resource is a spell completion item the item is consumed in the casting regardless weather the casting was successful or not. Any spell cast via this ability is cast at the spells minimum caster level or your caster level whichever is higher. Magicka is spent at the start of the casting but does not start to be recovered until 1 minute after the ritual is complete. The magos do not have to meet any requirements listed in a spell or ritual to cast it via this ability, including caster level. Preforming rituals this way is difficult as you are adjusting things on the fly and you must make a spellcraft check to complete the spell correctly DC 10 + spell level * 3. On failed check the spell fizzles and resources are still expended. If the checks succeeds make a will save DC 15+ spell level or the spell fails and the magos takes 1d10 per spell level damage, additionally take the same amount of magicka burn.

The ritual time and resource cost for casting is increased to 1 minute and 1gp for 0 level spells, 5 minutes and 5gp for 1st level spells, 10 minutes and 10gp for 2nd level spells, 30 minutes and 25gp for 3rd level spells, 1 hour and 50gp for 4th level spells, 2 hours and 100gp for 5th level spells, 4 hours and 250gp for 6th level spells, 8 hours and 500gp for 7th level spells, 1 day and 1000g for 8th level spells, 1 week and 2500g for 9th level spells, 1 month and 10,000g for 10th level spells, 1 year and 50,000g for 11th level, and every level thereafter doubles cost and cast time.

Next major fix is to make this word soup more intelligible.

noob
2019-02-14, 02:40 PM
A quite hard thing is that casting a ninth level spells needs a total of 198 magika(9 essentia stored in the spell and spending 153 magika on casting)
So you need a total boost of 98 magika from the initial pool to cast a ninth level spell.
You get roughly 40 bonus from level ups at level 20.
You then need to obtain 58 magica from other sources.
You could get 3 magika from the three bonus feats excellency then with a con score of 20 you would need to take 11 times the extra essentia excellency.(With 30 con you drop to 6 times)
So casting a single ninth level spell more or less spends the resources of an entire day(you can not have other prepared spells or else you no longer have enough magika for casting the ninth level spell) and just having it prepared take 45 of your magika which is a huge cost in itself.

So this class is so bad at casting high level spells even a 5E wizard is better at that.

Lanth Sor
2019-02-14, 03:51 PM
I have updated the core how it works is you have to make a focus to cast spells the normal way every other class does. The resource instead of spell slot is the same as you mentioned 153 magicka.

Researching a spell or copying it as a ritual allows you to create the spells focus.

noob
2019-02-14, 03:54 PM
I have updated the core how it works is you have to make a focus to cast spells the normal way every other class does. The resource instead of spell slot is the same as you mentioned 153 magicka.

Researching a spell or copying it as a ritual allows you to create the spells focus.

Let us compare to a 5e wizard: 153+120+91 with its three top spell slots.
so a 5e wizard have in his three highest spell slots more magika than most characters of your class(except for those that went very far into optimization)
But maybe comparing this class to the 5e wizard(which is weaker than the 3.5 wizard) is not fair.

Lanth Sor
2019-02-14, 07:06 PM
Hit Die: d6
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

Essentia Burn: Some abilities cause essentia burn. Essentia burn causes the burned essentia to become unavailable until the magos spend a 8 hours of rest identical to how spellcaster recover spell slots.

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.

Breath of the Dragon
Prerequisite: Fundamental Evocation Inception
[Evocation]

The magos gains a focus of Burning Hands. The damage die increases by 1 step per mythos tier, d6 at fantastic, d8 at legendary, etc. The range also doubles for each mythic tier, 30ft at fantastic, 60ft at legendary, 120ft at exalted.

Advanced
Dragon's Roar: The magos gains a focus of burning hands that Sonic damage instead of Fire.
Scales of Blue: The magos gains a focus of burning hands that Electricity damage instead of Fire.
Scales of Black: The magos gains a focus of burning hands that Acid damage instead of Fire.
Scales of White: The magos gains a focus of burning hands that Cold damage instead of Fire.
Line of Destruction: The magos can adjust the area to a line twice the length of the cone.
Scales of Pure Existance: The magos gains a focus of burning hands that Force damage instead of Fire, but it is one level higher.

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.


Least Invocation of Personal Power [Invocation's Name]
Prerequisite: -
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be a least invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


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 and Read 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.


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.


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.

Weaponized Will
Prerequisite: -

You may make any weapon you are proficient with out of pure energy. Alternatively you can infuse a preexisting weapon with your will. The weapon can be made or infused as a swift action. The weapon acts in all ways as a masterwork magic weapon of its type. The weapon may be a ranged weapon, any required ammunition is created automatically when you draw or reload he weapon from soul stuff. You may invest essentia into different manifestations of this mythos, but the total invested essentia for the entire mythos cannot exceed your maximum provided by class level.

Basic
[I]Anarchic Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of lawful alignment per invested essentia. This manifestation makes the weapon chaotic-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Chaotic Alignment
Anaxomic Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of chaotic alignment per invested essentia. This manifestation makes the weapon lawful-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Lawfull Alignment
[Type or Subtype] Bane Weapon: You may invest essentia in this manifestation adding 1d6 and +1 enhancement bonus per invested essentia. This is a manifestation template each possible variation is its own manifestation.
Corrosive Weapon: You may invest essentia in this manifestation adding 1d6 acid damage to the weapons damage per invested essentia.
Enhancement: You may invest essentia up to 1/2 your normal limit in this manifestation providing a +1 enhancement bonus to attack and damage per invested essentia.
Flaming Weapon: You may invest essentia in this manifestation adding 1d6 fire damage to the weapons damage per invested essentia.
Frost Weapon: You may invest essentia in this manifestation adding 1d6 cold damage to the weapons damage per invested essentia.
Holy Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of evil alignment per invested essentia. This manifestation makes the weapon good-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Good Alignment
Punishing Weapon: You may invest essentia in this manifestation granting +2 per invested essentia to Bullrush, Trip, and Disarm checks made with the weapon.
Shocking Weapon: You may invest essentia in this manifestation adding 1d6 electricity damage to the weapons damage per invested essentia.
Thundering Weapon: You may invest essentia in this manifestation adding 1d6 sonic damage to the weapons damage per invested essentia.
Unholy Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of good alignment per invested essentia. This manifestation makes the weapon evil-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Evil Alignment
Vicious Weapon: You may invest essentia in this manifestation adding 2d6 damage to the weapons damage per invested essentia. You additionally take 1d6 damage per invested essentia.

Advanced

Blade and Mind Awareness: While the mythos is bound to your Crown Chakra you gain +1 insight bonus to hit per invested essentia into this mythos when using the weapon. Requires crown chakra unlocked.
Corrosive Burst Weapon: While bound to the hand chakra and essentia is invested in the Corrosive Weapon Manifestation The weapon gains the benefit of Corrosive Burst and adds an additional 1d10 per 2 invested essentia to the Corossive Burst damage. Requires corrosive weapon manifestation and hand chakra unlocked
Fierce Bane Weapon: While bound to the arm chakra and essentia is invested in any bane property, the weapon gains the benefit of Fierce Bane vs the target of its Bane and adds an additional 1d10 per 2 invested essentia to the feirce bane damage. Requires any one [Type or subtype] bane weapon manifestation and arm chakra unlocked
Flaming Burst Weapon: While bound to the hand chakra and essentia is invested in the Flaming Weapon Manifestation The weapon gains the benefit of Flaming Burst and adds an additional 1d10 per 2 invested essentia to the Flaming Burst damage. Requires flaming weapon manifestation and hand chakra unlocked
Icy Burst Weapon: While bound to the hand chakra and essentia is invested in the Frost Weapon Manifestation The weapon gains the benefit of Icy Burst and adds an additional 1d10 per 2 invested essentia to the Icy Burst damage. Requires frost weapon manifestation and hand chakra unlocked
Kinetic Weapon: While bound to the arm chakra and essentia is invested in punishing weapon the weapon deals damage as if one size category larger per 2 invested essentia. Requires punishing weapon manifestation and arm chakra unlocked
Shocking Burst Weapon: While bound to the hand chakra and essentia is invested in the Shocking Weapon Manifestation The weapon gains the benefit of Shocking Burst and adds an additional 1d10 per 2 invested essentia to the Shocking Burst damage. Requires shocking weapon manifestation and hand chakra unlocked
Thundering Burst Weapon: While bound to the hand chakra and essentia is invested in the Thundering Weapon Manifestation The weapon gains the benefit of Thundering Burst and adds an additional 1d10 per 2 invested essentia to the Thundering Burst damage. Requires thundering weapon manifestation and hand chakra unlocked


Wrath Unleashed
Prerequisite: -
[Evocation]

The Magos learns to channel magic into purified wrath. The magos gains a 60ft ranged touch attack that deals 1d6 + Cha Mod supernatural 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 1d6 every odd magos level past the first. The magos may make iterative attacks with this blast. You may invest essentia into different manifestations of this mythos, but the total invested essentia for the entire mythos cannot exceed your maximum provided by class level. Unless stated otherwise only one basic and one advanced manifestation may effect wrath at a time. Every 2 essentia invested into a manifestation of this mythos provides a +1 enhancement bonus to attack and damage.

Basic

Caustic Wrath: Wrath deals acid damage. The damage increases by 1d6 per 2 invested essenita in this manifestation. Anyone hit by caustic blast must fort save or reduce their armor bonus to AC by 1 per invested essentia in this manifestation. If armor bonus is reduced to 0, the damage to AC is applied to natural armor, if they have no remaining natural armor the reduction applies to DR, if they have no armor, natural armor, or damage reduction add any additional reduction to damage dealt.
[Air]: Wrath deals slashing damage and uses d8 instead of d6.
[Chaos]: Wrath deals chaos damage and uses d8 instead of d6. Deals full damage to lawful alignment, half to neutral alignment, and no damage to chaotic alignment.
[Cold]: Wrath deals cold damage.
Impaling Wrath: A Stone spike issues from a near by surface impaling the target. Wrath deals piercing damage and uses d8 instead of d6. This attack gains a +1 to hit and a +2 to damage per invested essentia, if the spike is coming form an earth like surface, such as stone wall or the ground the bonus to hit and damage are doubled.
[Electricity]: Wrath deals electricity damage.
[Evil]: Wrath deals slashing damage and uses d8 instead of d6. Deals full damage to good alignment, half to neutral alignment, and no damage to evil alignment.
[Fire]: Wrath deals fire damage and uses d6+1 instead of d6.
[Force]: Wrath deals force damage.
[Good]: Wrath deals slashing damage and uses d8 instead of d6. Deals full damage to evil alignment, half to neutral alignment, and no damage to good alignment.
[Law]: Wrath deals slashing damage and uses d8 instead of d6. Deals full damage to chaotic alignment, half to neutral alignment, and no damage to lawful alignment.
[Water]: Wrath deals bludgeon damage and uses d8 instead of d6.
Wrath Wild: Gain 1 essence you meet the requirements for. This may be taken multiple times.


Advanced

Line of Wrath: You can change the area to a 30ft line, the range doubles at each mythos tier, 60ft at fantastic, 120ft at legendary, 240ft at exalted. Each point of invested essentia increases the exceptional range by 10ft.
Wave of Wrath: You can change the area to a 15ft cone, the range doubles at each mythos tier, 60ft at fantastic, 120ft at legendary, 240ft at exalted. Each point of invested essentia increases the exceptional range by 5ft.
Wrath Burst: Wrath explodes on its target in a 5ft Radius burst, the radius doubles at each mythos tier, 10ft at fantastic, 20ft at legendary, 40ft at exalted. Each point of invested essentia increases the exceptional radius by 5ft.
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.
Pin Point Wrath: Wrath hits targets at extreme range, gaining a range of 250ft. The range doubles at each mythos tier, 250ft at fantastic, 500ft at legendary, 1000ft at exalted. Each point of invested essentia increases the exceptional range by 25ft. Each point of invested essentia adds 1 to the crit multiplier of the blast.





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.


Greater Invocation of Personal Power [Invocation's Name]
Prerequisite: Invoker level
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any greater invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


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.


Lesser Invocation of Personal Power [Invocation's Name]
Prerequisite: -
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any lesser invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


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.


Plundering "Life" form Black Gems
Prerequisite: Any ability that creates undead.

When determining the limitations of undead you can control use CR in all situations where HD would apply.

Basic
Undead Lord: Increase you limit of undead controlled by 2 per level. This may be taken multiple times.
Undead Researcher: Your caster level for undead creating magic is 2 higher.


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
2019-02-14, 07:07 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

Esoteric Invocation of Personal Power [Invocation's Name]
Prerequisite: Invoker level
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any Esoteric/Dark/Divine invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.

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.

Necrotic Overlord Assumption Shintai
Prerequisite: Macro Necromancy Understanding Evolution, Artisan Talent Awakening

The magos learns the ritual required to become a lich. After acquiring the materials and finding a place tied to death significant enough they forge the phylactery and imbibe the final liquid required for the transformation. They gain the lich template, but they are so much more. Any necromancy spell they cast is cast at +10 caster level. Additionally your limit of undead uses your level squared instead of your level.

Upon completing the transformation an aspect of death takes form. This is due to a fail safe built by the lawbringers. The aspect of death is a CR 30+ Grim Reaper (http://www.d20pfsrd.com/bestiary/monster-listings/undead/grim-reaper/) with divine Rank 0. The additional CR is made of unique abilities meant to foil the Magos. Should the magos kill the aspect of death they are free from its pursuit.

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



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. Additionally gain permanency spell focus.


Magician's Grabbag
Prerequisite: -

The magos gains prestidigitation and 4 other 0 level spells as spell he can invest in, unlike other spells these spells do not require a focus and they can be used an unlimited number of times once invested. This can be taken multiple times each time after the first the magos learns 4 new 0 level spells.

Mana Barrier
Prerequisite: -

Gain Azure Toughness as a bonus feat. The temporary hit points per essentia provided by the feat increases to 5. The magos can invest in this feat as often as they like, but may not exceed their normal cap of invested essentia. When the magos takes damage to this pool of temporary hit points the essentia is burned. The temporary hit points are not lost when the essentia is burned. For example Tim the magos could invest 3 essentia having 15 temp hp takes 7 damage his temp hp is 8 now, 2 of the essentia burn however he can now invest 2 more essentia in Mana Barrier however he would only gain 7 temp HP as he has 15 max temp hp. 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.

SaveOrDye
2019-02-25, 02:54 AM
To cast a spell pay the magicka cost, if the spell is known or you have the spells focus the spells goes off following normal spellcasting rules. Otherwise you may either preform a ritual to cast the spell or take the magicka cost as magicka burn. If you preform a ritual follow the ritual rules below. If you cast the spell taking magicka burn you must make a will save DC 15 + spell level, on failed save the spell fails and you take hit point damage equal to the magicka burn. This damage cannot be mitigated.

Am I correct in interpreting this to mean that even if you don't have the focus/ritual for the spell, you're still able to cast it if you can take the save/burn? Because that seems really strong, even for Mythos.

Lanth Sor
2019-02-25, 10:28 AM
Am I correct in interpreting this to mean that even if you don't have the focus/ritual for the spell, you're still able to cast it if you can take the save/burn? Because that seems really strong, even for Mythos.

It allows you to cast any spell you have researched the ritual for as a normal spell without use of a focus. Having spells researched is limited baseline so much specifically based on this ability. its why they only get 1 spell per level.

Currently im playing a magos in one game and a Modern Spell Caster form the Technology Unleashed book. The modern caster is currently sitting at 50 level 0 spells, several high level spells, and 25 1st level, the magos is about in line with a sorcerer.

SaveOrDye
2019-02-26, 09:17 AM
It allows you to cast any spell you have researched the ritual for as a normal spell without use of a focus. Having spells researched is limited baseline so much specifically based on this ability. its why they only get 1 spell per level.

Currently im playing a magos in one game and a Modern Spell Caster form the Technology Unleashed book. The modern caster is currently sitting at 50 level 0 spells, several high level spells, and 25 1st level, the magos is about in line with a sorcerer.

Do you mind if I suggest re-wording part of the class, then?


To cast a spell pay the magicka cost, if the spell is known or you have the spells focus the spells goes off following normal spellcasting rules. Otherwise you may either preform a ritual to cast the spell or take the magicka cost as magicka burn.

I feel that this is very easy to interpret as: "If you know the spell or have its focus, you cast it normally. Otherwise, you can either cast it as a ritual or take magicaka burn to cast it normally."

Lanth Sor
2019-02-26, 10:25 AM
Do you mind if I suggest re-wording part of the class, then?

I feel that this is very easy to interpret as: "If you know the spell or have its focus, you cast it normally. Otherwise, you can either cast it as a ritual or take magicaka burn to cast it normally."

No of course that is why we're here.

update
"To cast a spell pay the magicka cost, if the spell is known or you have the spells focus the spells goes off following normal spellcasting rules. If the spell is researched you may preform a ritual to cast the spell. The last option is to Burn Cast the spell, the spell goes off normally but you take the magicka cost as magicka burn and making a will save, you can burn cast any spell you have notes on."

SaveOrDye
2019-02-27, 03:50 AM
No of course that is why we're here.

update
"To cast a spell pay the magicka cost, if the spell is known or you have the spells focus the spells goes off following normal spellcasting rules. If the spell is researched you may preform a ritual to cast the spell. The last option is to Burn Cast the spell, the spell goes off normally but you take the magicka cost as magicka burn and making a will save, you can burn cast any spell you have notes on."

What counts as having notes on a spell? I'm beginning to think that I've misunderstood, and that my initial interpretation was correct.

Lanth Sor
2019-02-27, 11:04 AM
If you copied the spell, researched the spell, if it is a spell known, or have a focus for the spell, you have spell notes.

Lanth Sor
2021-01-09, 04:28 PM
Reopening for comments.

noob
2021-01-10, 07:45 AM
What did you change?

Lanth Sor
2023-05-10, 06:32 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


http://i.imgur.com/7ALvSxP.jpg
"Paranoia is a survival trait when you run in my circles. It gives you something to do in your spare time, coming up with solutions to ridiculous problems that aren't ever going to happen. Except when one of them does, at which point you feel way too vindicated."
- Harry Dresden, Changes, Jim Butcher

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: d6
Skill Points: 6+ 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, Magicka Pool, Empower Mystic Receptacle, Pristine Esoteric Understanding
+2
+1
2
+1
+3
+3
+3

+0
+1
3
+1
+3
+3
+3

+1
+0
4
+2
+4
+4
+4
-
+0
+1
5
+2
+4
+4
+4

+1
+0
6
+3
+5
+5
+5

+0
+1
7
+3
+5
+5
+5
Fantastic Mythos
+1
+1
8
+4
+6
+6
+6

+0
+1
9
+4
+6
+6
+6

+1
+0
10
+5
+7
+7
+7
-
+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
+1
+1
14
+7/+2
+9
+9
+9

+0
+1
15
+7/+2
+9
+9
+9

+1
+0
16
+8/+3
+10
+10
+10
-
+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 + highest mental ability 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: The magos is 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 highest mental ability score. Additionally the magos is able to read magical text without the aid of spells such as read magic.

Magicka Pool: Gain a pool of 30 points of magicka that recovers at a rate of class level + constitution modifier every per minute.

The magos gains 10 additional magicka each level. The magos converts all essentia into bonus max magicka. They may no longer gain essentia from any source. Whenever they would gain essentia they instead increase their Magicka pool by the same amount.

Expending or burning any magicka prevents magicka recovery that minute.

Empower Mystic Receptacle (Su): As an immediate action or swift action, the magos may infuse any essentia receptacle with magicka. For every 5 magicka expended the receptacle is treated as if it had 1 essentia invested, up to the normal maximum. This last 1 round per caster level. This increases to 1 minute increments at fantastic, 1 hour increments for legendary, 1 day increments at exalted.

Pristine Esoteric Understanding: The magos gain the ability to cast spells and rituals. Any spell cast by a magos counts a all type of magic(arcane, divine, psychic, etc), but only when it would be beneficial to do so. Any spell cast or ritual preformed via this ability is uses the spell/ritual's minimum caster level or your caster level whichever is higher.

Casting a spell costs magicka equal to spell level times the spell's minimum caster level (min 3). Any spell they learn is always at the the lowest spell level it appears on a classes spell list The spells level is the lowest level any class gains access to it, IE druid 2 ranger 1 would be level 1. The minimum caster level is the caster level the appropriate class would have gained access to the spell.

To cast a spell pay the magicka cost, if the spell is known or you have the spells focus the spells goes off following normal spellcasting rules. If the spell is researched you may preform a ritual to cast the spell. The last option is to Burn Cast the spell, the spell goes off normally but you take the magicka cost as magicka burn and making a will save, you can burn cast any spell you have notes on. If you preform a ritual follow the ritual rules below. If you cast the spell taking magicka burn you must make a will save DC 15 + spell level, on failed save the spell fails and you take hit point damage equal to the magicka burn. This damage cannot be mitigated.

Craft Spell Focus: 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 cast a spell when you don't have the focus on you. To create a spell focus the magos must have the spell in its ritual book. 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 weird would cost 30600(50x9x17x4). Each time the magos takes a mythos with a descriptor they gain a focus with school or descriptor. Crating a focus does not benefit form item creation feats.

When creating a spell focus you may choose to apply any meta magic feat to the spell as an intrinsic metamagic. Intrinsic metamagics permanently change how the spell focus spell is cast using that focus, but do not increase the casting time for spontaneous casting. You may have multiple spell foci of the same spell.

Some mythos have tags such whenever you take one of these you instantly gain a spell focus for a spell of that school of a level you can make foci for. If the tag is [magic] you can choose any spell. You do not need to do prior research to learn this spell.



Any spell cast via this ability is cast at the spells minimum caster level or your caster level whichever is higher.
Magicka is spent at the start of the casting but does not start to be recovered until 1 minute after the ritual is complete.
The magos does not need to meet a spell/ritual's caster level, alignment or sphere requirements to cast or preform it.
Preforming rituals this way is difficult as you are adjusting things on the fly and you must make a spellcraft check to complete the spell correctly DC 10 + (spell level * 3). On failed check the spell fizzles and resources are still expended.
If the checks succeeds make a will save DC 15+ spell level or the spell fails and the magos takes 1d10 per spell level damage, additionally take magicka burn equal to the spell level.

Learning rituals requires either the magos copies the spell into the their ritual book from another source or they spend the long journey discovering the spell. The magos starts play with a ritual book and and 4 spells/rituals researched, and gains 1 researched spell each level without paying cost or time. At the end of the research/copy time the magos must make a spellcraft check, Copy DC 15+spell level, Research DC 10+spell level .

Spell level: The minimum spell level
Focus Prerequisites: What is required
Cast Time: How long casting the ritual takes
Copy Cost: Price of materials to copy the ritual/spell into their ritual book
Copy Time: The amount of time it take to translate and transfer a spell/ritual. Any source material
Research Cost: The price of materials to research and record the new spell.
Research Time: The time it take to complete the research.


[tr]Spell
level
Focus
Prerequisites
Cast
Time
Copy
Cost
Copy
Time
Research
Cost
Research
Time

0
None
1 Min.
1g
30 min
500g
4 day

1
Fundamental Spell Inception
5 Min.
5g
1 hour
1,000g
1 week

2
Fundamental Spell Understanding
10 Min.
10g
2 hour
2,000g
4 weeks

3
Fundamental Spell Evolution
30 min.
25g
3 hour
4,500g
9 Weeks

4
Micro Spell Understanding Inception
1 hour
50g
4 hour
8,000g
32 weeks

5
Micro Spell Understanding Expanded
2 hours
100g
5 hour
12,500g
50 weeks

6
Micro Spell Understanding Evolution
4 hours
250g
6 hour
18,000g
72 weeks

7
Macro Spell Understanding Inception
8 hours
500g
7 hour
24,500g
147 weeks

8
Macro Spell Understanding Expansion
1 day
1,000g
8 hour
32,000g
192 weeks

9
Macro Spell Understanding Evolution
2 days
2,500g
9 hour
40500g
243 weeks

10
Esoteric Pinnacle Revelation
1 week
5,000g
1 day
50,000g
400 weeks

11
Esoteric Pinnacle Revelation
2 weeks
10,000g
2 day
100,000g
484 weeks

12
Esoteric Pinnacle Revelation
3 week
25,000g
3 days
250,000g
576 weeks

+1
Esoteric Pinnacle Revelation
+1 week
x2±
+1 day each level
1000g x Spell Level * 1/2 Spell Level
Spell level² x 4 weeks

± Spell levels divided by 3 instead instead multiply the cost of the spell level 2 levels lower by 5.


New Rule
Magicka Burn: Some abilities cause magicka burn. Magicka burn causes the burned magicka to become unavailable until the magos spends a 8 hours of rest identical to how spellcaster recover spell slots.
Spell Known: Spells known are spells you can cast with out any external focus or research material. A spell can only gain the spell known status if it is specifically granted by a mythos or excellency.
Researched Spell: Any spell the magos has recorded into their ritual book weather via copying or research can is considered a researched spell. These spells do not count as spells known.
Reserved Magicka: Reserved magicka reduces magicka recovery by the amount listed. Magicka recovery can go negative becoming magicka degen.
Magicka Degen: Magicka degen reduces current magicka by the listed amount each round. If magicka would be reduced below 0 by magicka degen all active abilities reserving magicka end.

Lanth Sor
2023-05-10, 06:32 PM
Exceptional Mythos



Armor of Arcana
Prerequisite: -
[Abjuration]

Gain a force armor bonus to AC equal to your Charisma Modifier (Min 4). Additionally, you can invest Essentia in this armor to increase its bonus by 1 per essentia invested. You may only have one manifestation active at a time. Switching between manifestations is a swift action, that cannot be performed if armor of arcana is bound to a chakra.

Advanced
Demon Armor: Armor of arcana gains a fleshy jagged hide appearance. Gain force shield bonus to AC equal to 1/2 the force armor. While demon armor is bound to the heart chakra gain fast healing 5 + invested essentia.
Devil Armor: Armor of arcana gains a sinister blackened metal appearance. Gain 1 caster level and additional caster level per invested essentia. While devil armor is bound to the heart chakra all healing received is doubled.
Frost Armor: Armor of arcana takes the appearance of ice. Melee attackers are chilled for 1 round per 4 class levels. Attackers gain a penalty to str and dex equal to 2 + invested essentia while chilled by frost armor. While frost armor is bound to the heart chakra gain DR x/-, only attacks that also deal fire damage overcome the DR. X is equal to 4 + 4 times the invested essentia.
Molten Armor: Armor of arcana takes a molten appearance. Melee attackers take class level fire damage + 1d6 per invested essentia fire damage on hit. While molten armor is bound to the heart chakra gain fortification 20%+ 10% per invested essentia.
Prismatic Armor: Armor of arcana becomes ever-changing colors solidifying over you form. Gain resistance to all energy types equal to the armor bonus of this mythos. While prismatic armor is bound to the heart chakra magicka recovery starts after 1 round of no casting.


Artisan Talent Awakening
Prerequisite: -

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 mythos 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: -

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 a 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 the progress of 500 mythos points infused per hour of work.


Categlogical Beastiary Recollection
Prerequisite: -

The magos have read extensive texts on the various beasts of the world. At the start of combat for each enemy, the magos may make a Knowledge roll DC 15+ creatures HD. On success, the magos add their intelligence modifier (up to class level) to attack and AC.

Basic Manifestation
Biological Durability Reference: For every 5 the magos beats the DC they gain knowledge of 2 defensive abilities/attributes. DR, SR, resistances, immunities, natural armor, ETC.
Savage Battery Reccolection: For every 5 the magos beats the DC they gain knowledge of 2 attack abilities/attributes. Natural Attacks, breath weapon, ETC.
Monster Hunter's Notes: The magos gain the ability to research a specific creature(vampire, ogre, human, or etc.) and gains favored enemy toward that creature. Each creature takes up one page per bonus provided by favored enemy. The bonus provided is +1 per 5 of the result exceeds DC 10 Knowledge check related to the creature's type. Research requires a large library or a collection of works about the creature worth 25g per HD of the creature. The research can only be done once for a given creature per level.


Dregs of Unwielded Arcana
Prerequisite: -
By Gideon Falcon

You gain any Reserve feat as a bonus feat. You are counted as having an uncast spell prepared of a level equal to the amount of essentia invested in this Mythos, which has every descriptor.

Basic Manifestation:
Versatility of Capacitance: You gain an additional bonus Reserve feat. You may gain this manifestation multiple times.


Elemental Adaptation Analysis
Prerequisite: -
[Fire] [Water] [Earth] [Air]
By Gideon Falcon

You gain Energy Substitution as a bonus feat. However, you need not choose an energy type- you may use it to substitute any of the four appropriate energy types (Fire, Cold, Electricity, Acid).

Advanced Manifestations:
Adaptation of Ignition: [Fire] When casting a spell with the Fire descriptor (including those affected by this Mythos), any flammable items in the area (if applicable) or on the target (if applicable) are set ablaze- the fire is nonmagical, and takes no extra effort to extinguish. You may also make a free Bull Rush against any creatures damaged as the explosive force pushes against them- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers.
Adaptation of Electrocution: [Electricity] When casting a spell with the Electricity descriptor (including those affected by this Mythos), any creatures or objects in the area touching or made from metal take an extra 2 points of damage per die (minimum 2 if no dice are rolled). You may also make a free Disarm attempt against any creatures damaged as the shock convulses their muscles- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers.
Adaptation of Freezing: [Cold] When casting a spell with the Cold descriptor (including those affected by this Mythos), any liquids (except vital fluids and molten materials like lava) in the area (if applicable) or on the target (if applicable) are solidified- they melt again at the normal rate. You may also make a free Grapple check against any creatures damaged as they are encased in ice- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, and not gaining any size modifiers. The ice dissipates as soon as they break the grapple by any means, and deals no damage.
Adaptation of Corrosion: [Acid] When casting a spell with the Acid descriptor (including those affected by this Mythos), you may make a Sunder attempt against any creatures damaged as the acid clings and eats away at their equipment- using your caster level and casting ability modifier in place of Strength and Base Attack bonus, not gaining any size modifiers. If successful, their equipment is damaged as if they had rolled a 1 on a saving throw. Any equipment destroyed by this effect grants you its value in Mythos Points.
Adaptation of Resonance: [Sonic] When casting a spell that deals Sonic damage, it automatically damages any crystalline items in the area or on the target, as applicable, as if they were unattended. In addition, any creatures damaged are subject to a free Trip attempt as the shockwave bowls them over and ruins their balance- using your caster level and casting ability modifier in place of Base Attack bonus and Strength, and gaining no size modifiers.
Elemental Fusion Synthesis: You gain Energy Admixture as a bonus feat, once again including all four energy types.


Forging Fate from Obscurity
Prerequisite: -

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. These first tools are what are invoked when modern mages craft wands, magical arms and armor and other eldritch crafts.

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 Evolution
Prerequisite: Fundamental Spell Inception, Fundamental Spell Expansion, CL 5
[Magic]

The magos may now make 3rd level focuses


Fundamental Spell Expansion
Prerequisite: Fundamental Spell School Inception with the chosen school, CL 3
[Magic]

The magos may now make 2nd level focuses.


Fundamental Spell Inception
Prerequisite: -
[Magic]

The magos may now make 1st level focuses.

The first time you take this Mythos you gain the Incarnum Spellshaping as a bonus feat.


Indistinguishable Hand
Prerequisite: -
[Transmutation]
By Gideon Falcon

As a standard action, you may telekinetically lift up to one object per point of casting ability bonus + 2 per mythic tier, within 100 feet, plus 10 feet per essentia. The combined weight of these objects must be no more than 10 pounds per level. You may carry these objects with you by concentrating.

Advanced Manifestations:
Focused Fist of the Mage: When lifting only a single object, you may lift up to twice the normal weight- however, doing so requires a Full Round action, even for concentrating. As part of lifting or concentrating on lifting an object, you may hurl it at a target within 30 feet of itself as a ranged attack, dealing 1d6 damage per 10 pounds the object weighs.
Meniality Abolishing Legion: You may use Unseen Servant at will as a supernatural ability. You gain an additional servant for every point of Essentia invested in this Mythos.


Kinetic Dispersion Barrier
Prerequisite: -
[Abjuration] [Force]
By Gideon Falcon

You may summon a shield of force around you as a swift action, which lasts until dismissed or dispelled by some effect. It grants you a shield bonus to AC equal to 1 + half of your Casting modifier (minimum 2). You may invest Essentia into this mythos to increase the bonus by the same amount.

Basic Manifestations:
Bulwark Formation Head: The shield you create takes the shape of a Tower Shield, which you may use to grant cover as normal. It now grants a bonus of 2 + your Casting modifier (minimum 3) + essentia. Though you need not wield it in a hand, it counts as a physical shield for any feats, Mythos, or abilities that require one.
Hammering Optimal Defense Mudra: You may use the shield you create to deliver Shield Bash attacks, dealing 1d8 plus your Casting modifier Force damage for a Medium Magos, sized as appropriate. This counts as an actual Shield Bash for any feats or abilities which affect it.

Advanced Manifestations:
Charge Shattering Bulkhead: Requires Bulwark Formation Head: By concentrating on your tower shield (a standard action each round), it expands to form a ten foot wall centered on one edge of your space. This is identical to a Wall of Force, save for the smaller size and the required concentration. If you lose concentration on the wall, the shield is dismissed.
Ephemeral Vanguard Pulse: Requires Hammering Optimal Defense Mudra: You may dismiss your shield as a standard action to create a wave of force in a 10-ft cone or a 20-ft line, dealing twice the damage of your Shield Bash with a reflex save for half damage.


Ire of Lightning Lord's Retribution
Prerequisite: -
[Lightning]

Gain focus of Call Lightning. At legendary you constantly benefit from the spell duration is permanent until expended. Upon using the last bolt the magos may as a swift action expend the magicka to reactivate the spell. Additionally it becomes a known spell.

Advanced
Bounty of the Sky: Double the number of bolts
Inured to the Storm: You are immune to your own call lightning.
Rage of the Tempest: The damage die increase to 1 die per odd level. requires fantastic mythos.
Storm's Blessing: Call lightning always benefits as though being in range of stormy weather.
Tempest Unleashed: You may now call down a lightning in place of any attack. requires fantastic mythos.
Thunderous Call: The lightning strikes deal an equal number of die of sonic damage n a 10ft radius.


Least Invocation of Personal Power [Invocation's Name]
Prerequisite: -
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be a least invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


Magic Frustrating Defense
[Abjuration]
By Gideon Falcon

You gain Spell Resistance equal to 10 + your class level + any amount of essentia invested in this Mythos.

Basic Manifestations:
Fire Impeding Black Body: If you are adjacent to the point of origin of an area of effect which fails to pierce your Spell Resistance, such as the center of a Fireball, the spell fails entirely, rather than just for you. It also counts as a targeted spell for the purpose of other manifestations.
Universal Warding: You gain a bonus on saving throws against magical effects equal to the higher of your Charisma or Wisdom modifiers, plus the amount of essentia invested in this Mythos.

Advanced Manifestations:
Impenetrable Mage’s Warding: Your Spell Resistance increases by the higher of your Charisma or Wisdom modifiers.
Retributive Turnabout: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you immediately reflect it back as if by a Spell Turning effect.
Pocketed Essence: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you may immediately steal it, and may cast the spell for free at any time in the next hour.
Invigorating Arcana: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when a spell of a level you could cast fails to pierce your Spell Resistance, you may absorb the spell in order to heal 1d6+1 hit points per level of the spell.


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.


Manifest Upon the Expanse
Prerequisite: -

You gain Enlarge Spell and Widen Spell as bonus feats. In addition, when any spell targets a specific volume or weight of inanimate material, such as Stone Shape or Mage Hand, double that amount.


Mystic Oculum
Prerequisite: -
[Divination]

Gain Detect Magic and Read Magic as a constant supernatural effect. You may deactivate this effect or reactivate it as a free action. Additionally you gain Soul Sight (http://www.giantitp.com/forums/showthread.php?269124-Soulsight-(fix)) as a bonus feat. At the 3rd level Detect Magic becomes Identify as per the pathfinder version of the spell. This may be bound to the brow chakra to change the range to line of sight.


Mystic Warding
Prerequisite: -
[Abjuration]

Gain spell resistance 6 + class level + intelligence modifier. Reduce incoming damage from magic sources by 20% + 5% per invested essentia.

When bound to the shoulder chakra gain 1/5th the absorbed damage as magicka.


Personal Perfection Field
Prerequisite: -

Gain an energy shield granting 5 x class level HP Shield. You may reserve magicka to grant the shield a recovery of 1 shield per magicka reserved per minute. Reserving or unreserving the magicka is a swift action. You may invest essentia into it if you do not have a magicka pool granting an equal amount of recovery.

HP shield functions much in the same way as temp HP, the difference is HP shield can only protect form external threats, so fire ball, a bullet, building falling, etc. However internal damage it has no sway on, fall damage, spells that effect blood, mind thrust, bleed, etc. If an attack fails to deplete the shield it cannot effect the shielded person with injury poison or even contact poison, it does not prevent touch attacks, but does apply to things that require direct contact or injury. As long as the shield is active the magos must specify when making contact with an object, as they do not touch things they do not leave fingerprints.


Reflective Actualization Cognitive Emancipation
Prerequisite: Wis 11

Amid the roiling fables that made up the dawning worlds, the mage was first to reflect and see itself as it was gaining a vestige of self. With that vestige of self it bore realization of its place amid the great expanse before it. Its realization lead to the discovery of others guiding and aiding their growth to similar realizations.

The magos may now bind any valid item(soulmeld, magic item, etc.) to their crown chakra. Gain telepathy 20ft, for each essentia you invest the distance increase you 10ft. Binding this mythos to the crown chakra doubles the telepathy range including any range gained by investing essentia. Binding this mythos creates markings on you forehead or scalp that may glow providing no more then a slight radiance.


Reflective Actualization Extremis Emancipation
Prerequisite: Wis 13, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their hands chakra. Any skill benefiting from fine manipulation you take no penalty for using improvised tools. Gain +2 bonus on ability checks and skill checks involving fine manipulation and saving throws made to resist being disarmed. Each invested essentia increases this bonus by 2. Binding this mythos to the hands chakra allows the magos to reduces the cast time of 0 level spells by 1 step, for every essentia invested the spell level increases by 1. Cast time cannot be lower than immediate action. The magos is not required to use the reduced cast time.

Spells with cast times longer then 1 round reduce the cast time by 10%, ie a 1 minute cast would take 9 rounds, a 5 round cast would become 4 rounds to cast, 1 minute 30 sec(15 rounds) would be 13 rounds.

1 round action > full-round action > standard > attack action > move action > swift action > immediate action


Reflective Actualization Root Emancipation
Prerequisite: Wis 13, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their feet chakra. Gain +4 bonus on ability checks and saving throws made to resist being overrun, bull rushed or tripped. Each invested essentia increases this bonus by 2. Binding this mythos to the feet chakra the magos's cannot have their move speed decreased by any source below their base move speed for that mode of movement. Fly spell for instance would have base move speed of 60ft. This does not effect things that prevent any movement. Grappling for instance you base speed for crawling is 5ft.


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.


Sky Emperor Lizard Inception
Prerequisite: -
[Evocation]

The magos gains a focus of [I]Burning Hands. The damage die increases by 1 step per mythos tier, d6 at fantastic, d8 at legendary, etc. The range also doubles for each mythic tier, 30ft at fantastic, 60ft at legendary, 120ft at exalted.

Advanced
Dragon's Roar: Burning hands deals half as many die of sonic damage, and targets that fail the reflex save are knocked prone.
Breath Mastery: You may apply meta breath feats to burning hands. Each one modifies the spell level instead of recovery rounds. Gain 1 metabreath feat. This may be taken multiple times each time learning a new feat.


Veils Bound in Form
Prerequisite: Forge Souls to Form


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.


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 250g per increment.

Weaponized Will
Prerequisite: -

You may make any weapon you are proficient with out of pure energy. Alternatively, you can infuse a preexisting weapon with your will. The weapon can be made or infused as a swift action. The weapon acts in all ways as a masterwork magic weapon of its type. The weapon may be a ranged weapon, any required ammunition is created automatically when you draw or reload the weapon from soul stuff. You may invest essentia into different manifestations of this mythos, but the total invested essentia for the entire mythos cannot exceed 1/2 class level.

Basic
[I]Anarchic Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of lawful alignment per invested essentia. This manifestation makes the weapon chaotic-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Chaotic Alignment
Anaxomic Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of chaotic alignment per invested essentia. This manifestation makes the weapon lawful-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Lawfull Alignment
[Type or Subtype] Bane Weapon: You may invest essentia in this manifestation adding 1d6 and +1 enhancement bonus per invested essentia. This is a manifestation template each possible variation is its own manifestation.
Corrosive Weapon: You may invest essentia in this manifestation adding 1d6 acid damage to the weapon's damage per invested essentia.
Enhancement: Investing in this manifestation providing a +1 enhancement bonus to attack and damage per invested essentia.
Flaming Weapon: You may invest essentia in this manifestation adding 1d6 fire damage to the weapon's damage per invested essentia.
Frost Weapon: You may invest essentia in this manifestation adding 1d6 cold damage to the weapon's damage per invested essentia.
Holy Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of evil alignment per invested essentia. This manifestation makes the weapon good-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Good Alignment
Punishing Weapon: You may invest essentia in this manifestation granting +2 per invested essentia to Bullrush, Trip, and Disarm checks made with the weapon.
Shocking Weapon: You may invest essentia in this manifestation adding 1d6 electricity damage to the weapon's damage per invested essentia.
Thundering Weapon: You may invest essentia in this manifestation adding 1d6 sonic damage to the weapon's damage per invested essentia.
Unholy Weapon: You may invest essentia in this manifestation adding 1d6 damage against all of good alignment per invested essentia. This manifestation makes the weapon evil-aligned and thus bypasses the corresponding damage reduction as long as 2 essentia is invested. Prerequisite: Evil Alignment
Vicious Weapon: You may invest essentia in this manifestation adding 2d6 damage to the weapon's damage per invested essentia. You additionally take 1d6 damage per invested essentia.

Advanced

Blade and Mind Awareness: While the mythos is bound to your Crown Chakra you gain +1 insight bonus to hit per invested essentia into this mythos when using the weapon. Requires crown chakra unlocked.
Corrosive Burst Weapon: While bound to the hand chakra and essentia is invested in the Corrosive Weapon Manifestation The weapon gains the benefit of Corrosive Burst and adds an additional 1d10 per 2 invested essentia to the Corossive Burst damage. Requires corrosive weapon manifestation and hand chakra unlocked
Fierce Bane Weapon: While bound to the arm chakra and essentia is invested in any bane property, the weapon gains the benefit of Fierce Bane vs the target of its Bane and adds an additional 1d10 per 2 invested essentia to the feirce bane damage. Requires any one [Type or subtype] bane weapon manifestation and arm chakra unlocked
Flaming Burst Weapon: While bound to the hand chakra and essentia is invested in the Flaming Weapon Manifestation The weapon gains the benefit of Flaming Burst and adds an additional 1d10 per 2 invested essentia to the Flaming Burst damage. Requires flaming weapon manifestation and hand chakra unlocked
Icy Burst Weapon: While bound to the hand chakra and essentia is invested in the Frost Weapon Manifestation The weapon gains the benefit of Icy Burst and adds an additional 1d10 per 2 invested essentia to the Icy Burst damage. Requires frost weapon manifestation and hand chakra unlocked
Kinetic Weapon: While bound to the arm chakra and essentia is invested in punishing weapon the weapon deals damage as if one size category larger per 2 invested essentia. Requires punishing weapon manifestation and arm chakra unlocked
Shocking Burst Weapon: While bound to the hand chakra and essentia is invested in the Shocking Weapon Manifestation The weapon gains the benefit of Shocking Burst and adds an additional 1d10 per 2 invested essentia to the Shocking Burst damage. Requires shocking weapon manifestation and hand chakra unlocked
Thundering Burst Weapon: While bound to the hand chakra and essentia is invested in the Thundering Weapon Manifestation The weapon gains the benefit of Thundering Burst and adds an additional 1d10 per 2 invested essentia to the Thundering Burst damage. Requires thundering weapon manifestation and hand chakra unlocked



Wrath Unleashed
Prerequisite: -
[Evocation]

The Magos learns to channel magic into purified wrath. The magos gains a 60ft ranged touch attack that deals 1d6 + Cha Mod supernatural 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 1d6 every odd magos level past the first. The magos may make iterative attacks with this blast. You may invest essentia into different manifestations of this mythos, but the total invested essentia for the entire mythos cannot exceed your maximum provided by class level. Unless stated otherwise only one basic and one advanced manifestation may effect wrath at a time. Every 2 essentia invested into a manifestation of this mythos provides a +1 enhancement bonus to attack and damage.

Basic

Caustic Wrath: Wrath deals acid damage. The damage increases by 1d6 per 2 invested essenita in this manifestation. Anyone hit by caustic blast must fort save or reduce their armor bonus to AC by 1 per invested essentia in this manifestation. If the armor bonus is reduced to 0, the damage to AC is applied to natural armor, if they have no remaining natural armor the reduction applies to DR, if they have no armor, natural armor, or damage reduction add any additional reduction to damage dealt.
[Air]: Wrath deals slashing damage and uses d8 instead of d6.
[Chaos]: Wrath deals chaos damage and uses d8 instead of d6. Deals full damage to lawful alignment, half to neutral alignment, and no damage to chaotic alignment.
[Cold]: Wrath deals cold damage.
Impaling Wrath: A Stone spike issues from a near by surface impaling the target. Wrath deals piercing damage and uses d8 instead of d6. This attack gains a +1 to hit and a +2 to damage per invested essentia, if the spike is coming from an earth-like surface, such as a stone wall or the ground the bonus to hit and damage are doubled.
[Electricity]: Wrath deals electricity damage.
[Evil]: Wrath deals evil damage and uses d8 instead of d6. Deals full damage to good alignment, half to neutral alignment, and no damage to evil alignment.
[Fire]: Wrath deals fire damage and uses d6+1 instead of d6.
[Force]: Wrath deals force damage.
[Good]: Wrath deals good damage and uses d8 instead of d6. Deals full damage to evil alignment, half to neutral alignment, and no damage to good alignment.
[Law]: Wrath deals lawful damage and uses d8 instead of d6. Deals full damage to chaotic alignment, half to neutral alignment, and no damage to lawful alignment.
[Water]: Wrath deals bludgeoning damage and uses d8 instead of d6.
Wrath Wild: Gain 1 essence you meet the requirements for. This may be taken multiple times.


Advanced

Line of Wrath: You can change the area to a 30ft line, the range doubles at each mythos tier, 60ft at fantastic, 120ft at legendary, 240ft at exalted. Each point of invested essentia increases the exceptional range by 10ft.
Wave of Wrath: You can change the area to a 15ft cone, the range doubles at each mythos tier, 30ft at fantastic, 60ft at legendary, 120ft at exalted. Each point of invested essentia increases the exceptional range by 5ft.
Wrath Burst: Wrath explodes on its target in a 5ft Radius burst, the radius doubles at each mythos tier, 10ft at fantastic, 20ft at legendary, 40ft at exalted. Each point of invested essentia increases the exceptional radius by 5ft.
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.
Pin Point Wrath: Wrath hits targets at extreme range, gaining a range of 250ft. The range doubles at each mythos tier, 250ft at fantastic, 500ft at legendary, 1000ft at exalted. Each point of invested essentia increases the exceptional range by 25ft. Each point of invested essentia adds 1 to the crit multiplier of the blast.

Lanth Sor
2023-05-10, 06:34 PM
Fantastic



Aeonic Instant Substantiation
Prerequisite: -
By Gideon Falcon

You gain Extend Spell and Rapid Spell as bonus feats.

Advanced Manifestations:
Rapidity Focus: You gain Quicken Spell as a bonus feat.
Durative Focus: You gain Persistent Spell as a bonus feat.
A Lost Moment Found: You gain Delay Spell as a bonus feat.


Ascendant Spell Realization
Prerequisite: -
[Magic]

You gain Ascendant Spell as a bonus feat.


Analytical Refinment Resignation
Prerequisite: Int 17, Fundamental Spell Inception

The magos has dedicated themselves to magical research commanding uncommon speed in the practice. Whenever the magos researchers a spell of a level they can make foci for, it takes half the normal research time.


Boons of a Benevolent Benefactor
Prerequisite: Any item creation feat.

The magos can burn magicka to infuse an item with temporary magical power until they recover burn. To infuse an item the magos must meet all the normal requirements and spend 5 minutes per item caster level infusing the item. The magicka required is item caster level times 1/2 the item caster level(round up). At the start of each day, the magos may choose to keep the burn extending the enchantment an additional day.


Clubs of a Curious Nature
Prerequisite: -

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.


Esoteric Tattooed Body
Prerequisite: Inscribed Fate in Skin, Micro Spell Understanding Inception

Gain permanency spell focus. Choose one spell with a duration of one hour or greater you have created a focus for. The spell must be 4 levels lower then the highest level spell you can create spell foci for. 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. Activation takes half the normal magicka cost.

You may add additional magical tatoos by expending mythos points equal to the cost of creating a magical item with the spell as a constant effect that takes up no body slot. Spell level x caster level x 2,000 gp. If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half. An item that does not take up one of the spaces on a body costs double.

Etheric Overload Invocation
Prerequisite: -
By Gideon Falcon

You gain Empower Spell and Maximize spell as bonus feats. Any time you use one of these feats, you also increase the size of the dice affected by one (1d4 to 1d6, maximum d12).


Greater Invocation of Personal Power
Prerequisite: Invoker level
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any greater invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


Inscribed Fate in Skin
Prerequisite: -

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.


Lesser Invocation of Personal Power [Invocation's Name]
Prerequisite: -
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any lesser invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


Mana Chaining Technique
Prerequisite: -
By Gideon Falcon

You gain Chain Spell as a bonus feat. In addition, when casting any spell that affects a number of targets, no two of which may be more than a certain distance apart, you may instead affect targets such that each target is within half that certain distance from at least one other target (For example, a Chain Lightning could affect one target per level, so long as each target is within 15 feet of at least one other target).


Mana Sculpting Technique
Prerequisite: -
By Gideon Falcon

You gain Reach Spell, Sculpt Spell, and Ray Burst as bonus feats.

Advanced Manifestations:
Alternating Ley Pathways: Whenever you cast a spell with a line-shaped area, you may place up to three 45-degree turns in its pathway- two may be combined to a single 90-degree, and so on.
Diffracted Ether Grating: Whenever you cast a spell with a cone-shaped area, you may split it in half lengthwise to produce two thinner cones that may not overlap, or simply split it at the base and produce two normal cones of half the length that may not overlap.
Unstable Radial Homogeny: Whenever you cast a spell with a burst or spread-shaped area, you may remove up to half the 5-foot squares from its perimeter and place them elsewhere contiguous with the burst.


Micro Spell Understanding Evolution
Prerequisite: Micro Spell Expanded, caster level 11
[Magic]

The magos may now make 6th level focuses

Micro Spell Understanding Expanded
Prerequisite: Micro Spell Inception., caster level 9
[Magic]

The magos may now make 5th level focuses


Micro Spell Understanding Inception
Prerequisite: Fundamental Spell Evolution, caster level 7
[Magic]

The magos may now make 4th level focuses

"Mt. Doom was Only the Beginning"
Prerequisite: -

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.


Reflective Actualization Core Emancipation
Prerequisite: Wis 17, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their waist chakra.


Reflective Actualization Brace Emancipation
Prerequisite: Wis 15, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their arms chakra.


Reflective Actualization Third-Eye Emancipation
Prerequisite: Wis 15, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their brow chakra.


Reflective Actualization Mantle Emancipation
Prerequisite: Wis 15, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their shoulder chakra.


Reflective Actualization Word Emancipation
Prerequisite: Wis 17, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their throat chakra.


Plundering "Life" form Black Gems
Prerequisite: Any ability that creates undead.

When determining the limitations of undead you can control use CR in all situations where HD would apply.

Basic
Undead Lord: Increase you limit of undead controlled by 2 per level. This may be taken multiple times.
Undead Researcher: Your caster level for undead creating magic is 2 higher.


Shaping Titans of Stone
Prerequisite: -

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: Any one magic item creation feat.

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 itemÂ’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.


Spiteful Degradation of Fortunes
Prerequisite: -
[Necromancy]
By Gideon Falcon

As a swift action, you may hex a creature within 60 feet, forcing them to make a will save. If they fail, they take a -1 penalty on all attack rolls and gain a +1 bonus on saves against this ability for one minute. The bonus and penalty are both cumulative, and each failed save resets the duration.

Basic:
Impotent Weaponry: The penalty is also applied to all damage rolls.
Lure of Blades: The penalty is also applied to the victimÂ’s AC.
Forgotten Talent: The penalty is also applied to all skill and ability checks.
Inescapable Suffering: The penalty is also applied to all saving throws (other than saves against this ability).

Advanced:
Frailty of Body: For every -4 that a given creature takes from this ability, they must make another save or take a cumulative -1 penalty to an ability of your choice for the duration.
Stupor of Thought: For every -5 that a given creature takes from this ability, they must make another save or be given a cumulative 10% chance of losing their turn each round for the rest of the duration (to a maximum of 50%)


Soul Legion Resurrection
Prerequisite: Forge Souls to Form


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.


Thaumaturgic Mastery
Prerequisite: Fundamental Spell Evolution, caster level 7
[Magic]

By spending 1 week per spell level meditating with a spell focus you gain the spell as a spell known. You must be twice the minimum caster level of the spell to gain it as a spell known.

"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.

Weave of Emotions
Prerequisite: -
[Enchantment] [Mind-Affecting]
By Gideon Falcon

As a swift action, you begin to project an aura out to twenty feet which affects creatures. They gain a bonus or penalty to certain rolls based on the specific emotion you wish to project, which can be changed with another swift action. In either case, the bonus or penalty is 2 plus 1 for every five levels. The bonuses only affect allies, and the penalties only affect enemies.
[I]Joy: Bonus to AC and Saving throws
Anger: Bonus to Attack and Damage rolls
Compassion: Penalty to Attack and Damage rolls
Sorrow: Penalty to AC and Saving throws

Advanced:
Forceful Manifestation of Emotion: As a standard action, you may force a creature in 60 feet to make a will save or feel a more powerful version of whichever emotion you are currently projecting for one minute. A creature can only suffer from one such emotion at a time.
Joy: They gain the normal bonus to saving throws, but instead take a penalty to AC as they begin impulsively dancing and skipping; they also must move at least 10 feet each turn if they are able. This also ends any rage effects they are currently under.
Anger: They gain twice the normal bonus to attack and damage, but also take a penalty to AC and Saving throws of the normal size. They also enter a Rage, as per the rage mechanics listed in the Taramach class.
Compassion: They gain the normal penalty to attack and damage, and also are forced to use nonlethal tactics if at all possible- they must deal nonlethal damage with attacks, and will attempt to use nondamaging spells and abilities unless pressed.
Sorrow: All movement speeds are halved, and they cannot take five foot steps; they also take twice the normal penalty to AC and saving throws.
Complex Tapestry of Feeling: You may project two emotions at once, so long as they are not opposites (Anger vs Compassion, Joy vs Sorrow). If you have Forceful Manifestation of Emotion, you still only inflict a single emotion with it, but later uses can inflict a second (but not opposite) emotion with another save to resist.



Legendary


Engraving to Defy the Gods
Prerequisite: 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

Esoteric Invocation of Personal Power [Invocation's Name]
Prerequisite: Invoker level
[School of Chosen Invocation]

The magos learns an invocation. The chosen invocation may be any Esoteric/Dark/Divine invocation. This mythos may be taken each time learning a new invocation. Invocations with limitations on use can be taken multiple times, to a limit of once per tier, IE the charm invocation has a limit of one target at a time, if taken twice the number of targets effected at one time would be 2, each activation would still only target one creature, but the second target wouldn't end the first charm.


Eternal Eldritch State
Prerequisite: Macro Spell Understanding Evolution, Artisan Talent Awakening


Gain the Eldritch Life Feat. The magos may spend a minute focusing to reserve magicka, gaining 1 fast healing per reserved magicka. This fast healing counts toward the total granting 1 per 2 hp healed. After you reach the goal you may burn magicka upon taking a fatal atttack as an immediate action to prevent it form kill you. The magicka burned must match the damage of the fatal attack. If the source of death was not damage refer to spoiler for burn costs.





[TR]
Effect

Cost



Ability Damaged

5/point



Ability Drained/Burned

15/point



Blinded

10



Blown Away*

20



Checked

10



Confused

10



Dazed

10



Dazzled

2



Dead*

50



Deafened

10



Disabled

20



Dying

30



Energy Drained

10/level



Entangled

10



Grappling*

5



Knocked Down*

15



Paralysed

20



Petrified

30



Pinned*

5



Prone*

5



Spell Lv 0**

3



Spell Lv 1**

6



Spell Lv 2**

13



Spell Lv 3**

21



Spell Lv 4**

30



Spell Lv 5**

40



Spell Lv 6**

51



Spell Lv 7**

63



Spell Lv 8**

76



Spell Lv 9**

90



Spell Level 10th**

100



Spell Level 11th***

111



Spell Level 12th***

123



Spell Level 13th***

136



Stable

20



Staggered

20



Stunned*

20



Unconscious

As stable/dying



*These effects can only be Shrugged Off before they take effect, due to one of three reasons: One, that they less are conditions and more cause them, two, that once the ability takes hold the witch hunter won't be able to Shrug them Off, or three, because simply being hard enough to prevent yourself falling down is one thing; being hard enough to go from being on the ground to on your feet in no time at all is another.
**This also covers (Sp) and (Ps) abilities, powers, and martial maneuvers.
***As **, and also these abilities tend not to exist, but a few classes such as the Worldspeaker have them. To find any spell level higher than 13th, add the new spell level to the previous number (for example, the 13th level value is calculated by adding 13 to the 12th level value).


Macro Spell Understanding Evolution
Prerequisite: Macro Spell Understanding Expansion. Caster Level 17
[Magic]

You may now create 9th level spell foci.


Macro Spell Understanding Expansion
Prerequisite: Macro Spell Understanding Inception. Caster Level 15
[Magic]

You may now create 8th level spell foci.


Macro Spell Understanding Inception
Prerequisite: Micro Spell Understanding Evolution, Caster Level 13
[Magic]

You may now create 7th level spell foci.


Magic Frustrating Offense
[Abjuration]
By Gideon Falcon

As a standard action a number of times each encounter equal to the higher of your Charisma or Wisdom modifiers, you may use a Greater Dispel Magic effect with no maximum caster level bonus as a supernatural ability. You may use this to counterspell as normal. You gain an additional bonus on the dispel check equal to your essentia invested in this Mythos.

Advanced Manifestations:
Unstoppable Mage’s Dispersal: You add the higher of your Charisma or Wisdom modifiers to your dispel check.
Thaumic Mirror: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you dispel or counter a spell of a level you could cast, you immediately reflect it back as if by a Spell Turning effect. (If the spell is an ongoing beneficial effect, it transfers to you for the rest of its duration. If the spell is an ongoing negative effect, it transfers to the caster for the rest of its duration.)
Stolen Essence: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you successfully counter or dispel a spell of a level you could cast, you may immediately steal it, and may cast the spell for free at any time in the next hour.
Devouring Dispersal: As an immediate action once per encounter per point of Charisma or Wisdom (whichever is higher) plus once per point of essentia, when you successfully counter or dispel a spell of a level you could cast, you may absorb the spell in order to heal 1d6+1 hit points per level of the spell.


Necrotic Overlord Assumption Shintai
Prerequisite: Macro Spell Understanding Evolution, Artisan Talent Awakening

The magos learns the ritual required to become a lich. After acquiring the materials and finding a place tied to death significant enough they forge the phylactery and imbibe the final liquid required for the transformation. They gain the lich template, but they are so much more. Any necromancy spell they cast is cast at +10 caster level. Additionally your limit of undead uses your level squared instead of your level.

Upon completing the transformation an aspect of death takes form. This is due to a fail safe built by the lawbringers. The aspect of death is a CR 30+ Grim Reaper (http://www.d20pfsrd.com/bestiary/monster-listings/undead/grim-reaper/) with divine Rank 0. The additional CR is made of unique abilities meant to foil the Magos. Should the magos kill the aspect of death they are free from its pursuit.

Reflective Actualization Heart Emancipation
Prerequisite: Wis 19, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their heart chakra.


Reflective Actualization Soul Emancipation
Prerequisite: Wis 21, Reflective Actualization Cognitive Emancipation

The magos may now bind any valid item(soulmeld, magic item, etc.) to their soul chakra.


Sagacious Fate Forming
Prerequisite: -

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



Daughter of Belialuin
Prerequisite: -

Anything you spend magicka on that has a duration longer than instantaneous but less than permanent has its duration changed to permanent. Additionally, you may dismiss any effect you create as a free action even if it normally could not be dismissed.


Esoteric Pinnacle Revelation
Prerequisite: Macro Spell Understanding Expansion with chosen school, Caster Level 17
[Magic]

You may now create an epic level(10+) spell foci.

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.

Magic-Unweaving Void Prana
Prerequisites: Magic-Frustrating Defense, Magic-Frustrating Offense
[Abjuration]
By Gideon Falcon

You may use Magic-Frustrating Offense and any manifestations of it, as well as any manifestations of Magic-Frustrating Defense, at will.


Will of the Soul
Prerequisite: INT, 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: 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



Excellencies


Barrier Extension Principle
Prerequisites: Kinetic Dispersion Barrier
By Gideon Falcon

The area of the wall created by Charge Shattering Bulkhead and the blast created by Ephemeral Vanguard Pulse doubles. You may gain this excellency multiple times, and its effects stack (remember two doublings equals a tripling, and so on).


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.


Joining Self With Alien Self
Prerequisite: -

The magos may have 1 chakra bind active. This may be taken once per chakra bind location you have unlocked.


Magician's Grabbag
Prerequisite: -

The magos gains prestidigitation and 4 other 0 level spells as spell known, 0 level spells cost 1 magicka to cast. This can be taken multiple times each time after the first the magos learns 4 new 0 level spells.


Magicka Reservoir Expansion
Prerequisite: -

The magos's magicka pool increase by their constitution modifier(min 5.) Temp bonuses don’t provide more essentia. This Excellency may be taken multiple times and its benefit stacks.


Essentia Uncapper
Prerequisite: -

The maximum capacity for all of the magos's essentia receptacles increase by 1. This may be taken once per mythos tier.


[School] Understanding Epiphany
Prerequisite: -
[School]
By Gideon Falcon

This Excellency is a template for any number of Excellencies, one for each school of magic. You gain Spell Focus and Greater Spell Focus in the chosen school as bonus feats.


[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.

Kalkra
2023-09-08, 04:39 PM
Cool class. Definitely making some builds with it. I have a few questions:

"The last option is to Burn Cast the spell, the spell goes off normally but you take the magicka cost as magicka burn and making a will save, you can burn cast any spell you have notes on."

1. Does that mean that to cast the spell you need to make the same Will save that you would to ritual cast the spell, and you suffer the same penalties if you fail? Also, does "have notes on" mean researched spell?

2. The table says that there's no requirement for making a level-0 focus. Does that mean that you can't make them at all, or you can make them without needing any special abilities? Also, per the formula they would be free to make.

3. What happens if you take a feat or something that gives you a spell as a spell known?

4. If a mythos has multiple tags like Elemental Adaptation Analysis, do you get multiple foci?

5. Do manifestations with tags also give you free foci?

6. With Awakened Awareness, do you choose to expend an AoO before or after you know if the attack will hit you?

7. With Monster Hunter Notes, it says "Each creature takes up one page per bonus provided by favored enemy." That's the only reference to pages, so I'm guessing that was left over from a previous version of the ability.

8. Why does Ire of Lightning Lord's Retribution give you a focus if it also gives you the spell as a spell known?

9. Invocations don't have schools.

"1d6+1 hit points per level of the spell."

10. Is that (1d6+1) x spell level or is that 1d6 + spell level?

11. For Wrath Unleashed, it's kinda weird that it's a (Su) ability but it still has SR. Also, most of the basic manifestations don't have names.

"The magicka required is item caster level times 1/2 the item caster level(round up)."

12. I'm assuming that this is an alternate way to invest essentia in magic items, but it's not clear how much essentia you're investing if the cost is fixed.

13. Does Etheric Overload Invocation increase the damage die twice if you Maximize and Empower?

14. Can the effect of Plundering "Life" form Black Gems be suppressed? Because some undead have a higher CR than HD?

15. Soul Legion Resurrection doesn't specify any of the characteristics of the construct.

16. You might want to link the Eldritch Life feat. I found it, but it took work.

17. Does Necrotic Overlord Assumption Shintai give you the LA from the lich template?

18. Magician's Grabbag says that 0-level spells cost 1 magika. If you don't have the ability, do they still cost 1?