Spoiler: Magos Mark 2 Part 2
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Exceptional Mythos


Spoiler
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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 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
[Incarnum]

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 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
[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 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
Spoiler: Basic
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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
Spoiler: Advanced
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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
Spoiler: Basic
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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
Spoiler: Advanced
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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.