Human

Human characters get 4 traits instead of 2.

All human characters have a 0 level class. This level is not counted for character level, character feats, nor ability increases. When counting skill points, you only get base skill points for that class, you do not get bonus skill points based on intelligence. When adding hit points from your 0-level class, you get 2 less than max for the HD (if your HD is d8 you get 6, if your HD is d6 you get 4.)

All human characters start with 1 level of commoner as their 0 level class. Human characters can trade 1 trait to upgrade their class from commoner to warrior or expert. Human characters can trade 2 traits to upgrade their commoner class to aristocrat. Human characters that upgrade to aristocrat must spend 1 of their 2 remaining traits on Rich Parents.

Gestalt Characters

When allowing Gestalt characters in play, the following rules are in play ...

  • Character Advancement (Experience Charts)
    • Normal Classes: Fast
    • Gestalt Classes: Medium
    • Tristalt Classes: Slow
  • Hit Points
    • Normal Classes: Roll HD
      • (d10 (7) => 7 hp)
    • Gestalt Classes: Roll all HD and divide by 2
      • (d12 (7) + d6 (4) => 11 / 2 = 5 hp)
    • Tristalt Classes: Roll all HD and divide by 3
      • (d8 (5) + d6 (4) + d10 (6) => 15 / 3 = 5 hp)
  • Class Changes
    • Normal Classes
      • No Class Restrictions
      • Unlimited Class Changes
    • Gestalt Classes
      • No Prestige Classes
      • No Favored Class
      • Primary Class cannot change
    • Tristalt Classes
      • No Prestige Classes
      • No Favored Class
      • All Classes Static
    • Retraining (Ultimate Campaign)
      • Normal Classes
        • Normal Time and Cost
      • Gestalt Classes
        • 50% Increase to Time and Cost
      • Tristalt Classes
        • 100% Increase to Time and Cost
    • Power Play Principle
      • If you break my game, I will kill your PC

Potion Compatibility

%Result
01Explosion. If two or more potions are swallowed together, internal damage is 6d10 hit points. Anyone within a 5-foot radius takes 1d10 points of damage. If the potions are mixed externally (in a beaker, say), all within a 10-foot radius suffer 4d6 points of damage, no saving throw.
02Lethal Poison. Imbiber is dead. If the potions are mixed externally, all within a 10-foot radius are afflicted with Green Prismatic Poison, DC 25
03-04Strong Poison. Imbiber is afflicted with King's Sleep. If the potions are mixed externally, all within a 10-foot radius are afflicted with Burnt Othur Fumes.
05-08Mild Poison. Imbiber is afflicted with Wolfsbane. If the potions are mixed externally, all within a 10-foot radius are afflicted with Arsenic.
09-15Potions can't be mixed. Both potions are totally destroyed; one cancels the other.
16-25Potions can't be mixed. One potion is cancelled, but the other remains normal (randomly selected).
26-35Potions can't be mixed. Both potions function at half normal efficacy.
36-90Potions can be mixed and work normally, unless their effects are contradictory.
91-95Compatible result. One potion (randomly selected) has 150% its normal duration.
96-98Compatible result. One potion (randomly selected) has 150% its normal efficacy.
99Compatible result. Both potions work at double their normal duration.
100Discovery. The mixing of the potions creates a special effect; only one of the potions will function, but its effects upon the imbiber are permanent.

Knowledge (lore)

While each knowledge skill covers a field of study, the lore skill provides focus on particular subjects within those fields of study and augments various skills accordingly.

Int; Trained Only

When adding ranks to knowledge (lore), you select a field of study for a knowledge skill that you have ranks in (except religion). You may select the same field a maximum of three times.

0 ranks in a particular field allows you to make knowledge (as appropriate) checks as normal. When dealing with races or cultures, you suffer a -2 penalty on Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks involving the race or culture (GM's discretion). When dealing with creatures, locations, or terrain, you suffer a +2 penalty on Handle Animal, Knowledge (as appropriate), Perception, Sense Motive, Stealth, and Survival checks involving the creature, location, or terrain (GM's discretion).

1 rank in a particular field makes you more knowledgeable than you would be otherwise. You are familiar with origin stories and the rough histories of the field. You no longer suffer penalties on checks involving the field of study.

2 ranks in a particular field gives you even more insight. In addition to simply having knowledge, you are able to better interact within the field. When dealing with races or cultures, you gain a +2 bonus on Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks involving the race or culture (GM's discretion). When dealing with creatures, locations, or terrain, you gain a +2 bonus on Handle Animal, Knowledge (as appropriate), Perception, Sense Motive, Stealth, and Survival checks involving the creature, location, or terrain (GM's discretion).

3 ranks in a particular field marks you as a true scholar and historian. You are familiar with all known tomes, and likely have read all the major works. You can now take 10 on any Knowledge check associated with the field. Additionally, your bonus on skill check bonuses increase to +5.

Knowledge (religion)

Int; Trained Only

When adding ranks to knowledge (religion), you select a religion for each rank. You may select the same religion a maximum of three times.

0 ranks in a particular religion allows you to make knowledge (religion) checks as normal. You suffer a -2 penalty on Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks when dealing with members of a faith you have not selected to focus in (GM's discretion).

1 rank in a particular religion makes you more knowledgeable than you would be otherwise. You no longer need to make knowledge (religion) checks to identify common holy symbols, texts, or avatars as belonging to the faith. You can now pass as a member of the faith. You no longer suffer the penalties to Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks involving the faith (GM's discretion).

2 ranks in a particular religion gives you more insight into the faith. You are able to quote many of the import pieces of literature. You know most of the deity's forms and avatars, as well as allies and enemies of the deity and the faith. You can pass yourself off as clergy of the faith. You now gain a +2 bonus on Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks involving the faith (GM's discretion).

3 ranks in a particular religion marks you as a scholar and historian of the faith. You are familiar with all known tomes, and likely have all the major works memorized. You can now take 10 on any Knowledge (religion) check associated with the faith. Additionally, your bonus on Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks increases to +5.

Linguistics

Int; Trained Only

When adding ranks to linguistics, you select a language for each rank. You may select the same language a maximum of three times.

0 ranks of a given language lets you make linguistics checks per normal. You suffer a -2 penalty on Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks involving the language when speaking to native speakers or while in the language's native land (GM's discretion).

1 rank of a given language lets you communicate in the language, but it is obvious that you are not a native speaker, in both spoken and written forms. You no longer suffer the penalties to Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks involving the language (GM's discretion).

2 ranks in a given language enables you to speak and write as a native, with a single dialect of your choosing, based on how you learned the language. You now gain a +2 bonus on Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks involving the language (GM's discretion).

3 ranks in a given language allows you to easily recognize and emulate all known dialects of a given language. Additionally, your bonus on Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive checks increases to +5.

Second Chance (Ex)

The rogue is given a second chance when he fails a Disable Device check while attempting to disable a magical trap. After failing his disable device check, he may make a Use Magic Device check as an immediate action with the same DC as the failed Disable Device check. The results of this Use Magic Device check is used in place of the original Disable Device check, even if the results are worse.

Solo Tactics (Ex)

All of the rogue's allies are treated as if they possessed the same teamwork feats as the rogue for the purpose of determining whether the rogue receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the rogue to receive the listed bonus.

Kensai

I am kensai

Role: Devoted to the perfection of a single weapon, the kensai's meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The kensai must select a single type of weapon (such as longsword). All of his abilities apply to that weapon type.

Alignment: Any lawful

Hit Die: d10

Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The kensai's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int mod

Table: Kensai
LevelBABFortRefWillSpecialAC
1+1+2+0+0Favored Weapon, Unarmed Strike+0
2+2+3+0+0Bonus Feat, Fearless+1
3+3+3+1+1Weapon Training (+1)+1
4+4+4+1+1Ki Strike (magic)+2
5+5+4+1+1High Jump+2
6+6+5+2+2Iaijutsu+3
7+7+5+2+2Weapon Training (+2)+3
8+8+6+2+2Parry, Style Feat+4
9+9+6+3+3Mirror Move+4
10+10+7+3+3Ki Strike (lawful)+5
11+11+7+3+3Style Feat, Weapon Training (+3)+5
12+12+8+4+4Iaijutsu Focus+6
13+13+8+4+4Deadly Critical+6
14+14+9+4+4Style Feat+7
15+15+9+5+5Weapon Training (+4)+7
16+16+10+5+5Ki Strike (adamantine)+8
17+17+10+5+5Critical Specialist+8
18+18+11+6+6Iaijutsu Master+9
19+19+11+6+6Unstoppable Strike+9
20+20+12+6+6Weapon Master+10

Class Features

The following are the class features of the kensai.

Weapon and Armor Proficiency: A kensai is proficient with all simple and martial weapons, but not with any type of armor or shield.

Favored Weapon (Ex): A kensai must choose a favored weapon. All abilities gained only work when wielding his favored weapon. He is not allowed to use a magical version of his chosen weapon, and doing so will cause him to lose his abilities until they atone. He may, however, use magical versions of other weapons, but he cannot use his abilities.

Unarmed Strike: A kensai gets Improved Unarmed Strike as a bonus feat.

AC Bonus (Ex) When unarmored, unencumbered, and wielding his favored weapon, the kensai adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a kensai gains a +1 bonus to AC and CMD at 2nd level. This bonus increases by 1 for every two kensai levels thereafter, up to a maximum of +10 at 20th level.

These bonuses to AC apply even against touch attacks or when the kensai is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: The kensai selects combat feats as bonus feats.

Fearless (Su): At 2nd level, a kensai is immune to fear (magical or otherwise).

Weapon Training (Ex): At 3rd level, a kensai gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

Ki Strike (Su): At 4th level, ki strike allows attacks with the kensai's favored weapon to be treated as a magic weapon. At 7th level, his favored weapon is treated as cold iron and silver. At 10th level, his favored weapon is treated as lawful. At 16th level, his weapon is treated as admantine. This does not grant any bonus to attack or extra damage, simply for the purpose of overcoming damage reduction.

High Jump (Ex): At 5th level, a kensai adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. Once per day, a kensai can use a swift action to gain a +20 bonus on Acrobatics checks made to jump for 1 round. Doing so causes him to lose his High Jump ability until he has had 8 hours rest.

Iaijutsu (Ex): At 6th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

Parry (Ex): At 8th level, a kensai learns to parry the attacks of other creatures, causing them to miss. Whenever the kensai takes a full attack action with a light or one-handed piercing weapon, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to parry an attack against him or an adjacent ally as an immediate action. To parry the attack, the kensai makes an attack roll, using the same bonuses as the attack he chose to forego during his previous action. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the kensai, the kensai takes a -4 penalty on his attack roll. The kensai also takes a -4 penalty when attempting to parry an attack made against an adjacent ally. The kensai must declare the use of this ability after the attack is announced, but before the roll is made.

Style Feat: At levels 8, 11, and 14 the kensai gains a style feat.

Mirror Move (Ex): At 9th level, a kensai gains his Weapon Training bonus as an insight bonus to AC when attacked by his chosen weapon.

Iaijutsu Focus (Ex): At 12th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0).

Deadly Critical (Ex): At 13th level, when a kensai confirms a critical hit with his chosen weapon, he can increase the weapon's damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th.

Critical Specialist (Ex): At 17th level, the save DCs of any effects caused by a critical hit with a kensai's chosen weapon increase by +4.

Iaijutsu Master (Ex): At 18th level, a kensai's initiative roll is automatically a natural 20 and he is never surprised.

Unstoppable Strike (Ex): At 19th level, a kensai can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object).

Weapon Master (Ex): At 20th level, a kensai's attacks made with his chosen weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding his chosen weapon.

Iaijutsu Master

The Iaijutsu Master is the master of swordplay with the katana. Forsaking training in all other weapons, as well as medium and heavy armor, he combines speed and focus to make himself the ultimate weapon.

The iaijutsu master is an archetype of the samurai class.

Daisho Weapons: Iaijutsu masters begin play with a masterwork katana and a masterwork wakizashi as their Daisho. Iaijutsu mastery is such that the all of their class features and abilities function only when wielding a katana and wearing light or not armor.

This ability replaces Medium Armor Proficiency, Heavy Armor Proficiency, and Shield Proficiency.

Iaijutsu Strike (Ex)*: An iaijutsu master can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the iaijutsu master has challenged a foe, but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the iaijutsu master's weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.

After making an iaijutsu strike, an iaijutsu master takes a -4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, an iaijutsu master cannot use this ability on the same foe more than once per day.

At 10th level, an iaijutsu master learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to -2.

This ability replaces a samurai's mount.

Katana Training (Ex): At 2nd level, an iaijutsu master gains a +1 bonus on attack and damage rolls with a katana. This bonus also applies to CMD against disarm and sunder attempts while wielding a katana, as well as saves against any effect that targets a wielded katana (for example, grease, heat metal, shatter). The bonus improves by +1 for every four levels beyond 2nd.

This ability replaces the 2nd level Order ability.

Brutal Slash (Ex)*: At 4th level, an iaijutsu master's iaijutsu strike becomes even more deadly. If an iaijutsu master threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit.

This ability replaces mounted archer.

Terrifying Iaijutsu (Ex)*: At 5th level, an iaijutsu master's iaijutsu strike devastates the morale of foes that witness it. When an iaijutsu master successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the iaijutsu master's class level + the iaijutsu master's Cha modifier) or become shaken for 1d4+1 rounds.

This ability replaces banner.

Iaijutsu Defense (Ex): At 6th level, when wearing light or no armor and not using a shield, an iaijutsu master gains his katana training bonus as a shield bonus to AC.

This ability replaces the bonus feat at 6th level.

Roaring Iaijutsu (Ex)*: At 14th level, an iaijutsu master's iaijutsu strike deafens foes upon impact. When an iaijutsu master successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Fortitude save (DC 10 + 1/2 the iaijutsu master's class level + the iaijutsu master's Str modifier) or be deafened for 1d4 minutes.

This ability replaces greater banner.

Unstoppable Strike (Ex): At 15th level, an iaijutsu samurai can take a standard action to make one attack with his katana against the target of his challenge as a touch attack that ignores damage reduction.

This ability replaces the 15th level Order ability.

Uncanny Initiative (Ex): At 18th level, when wearing light or no armor and not using a shield, an iaijutsu samurai does not need to roll for initiative. He treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20).

This ability replaces the bonus feat at 18th level.

Copyright Notice
* Class features marked with an asterisk were taken from the Samurai archetype Sword Saint in the Paizo Publishing book Pathfinder Player Companion: Dragon Empires Primer

Mage

The mage takes the versatility of an arcanist to a whole new level by fusing their spells per day and their arcane reservoir into a single tool that is used to power both spells and exploits.

The mage is an archetype of the arcanist class.

Mage Spells: An arcanist mage casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. A mage must prepare his spells ahead of time, but unlike a wizard, his spells are not expended when they are cast. Instead, he can cast any spell that he has prepared, assuming he hasn't yet used up his arcane reservoir.

To learn, prepare, or cast a spell, the mage must have an Intelligence score equal to at least 10 + the spell level. The saving throw DC against a mage's spell is 10 + the spell level + the mage's Intelligence modifier.

A mage can only cast a certain number of spells per day. Each spell he casts consumes a number of points from his arcane reservoir equal to the spell level of the spell cast. Spells altered by metamagic feats consume points equal to the adjusted spell level.

A mage may know any number of spells, but the number he can prepare each day is limited. At 1st level, he can prepare four 0-level spells and two 1st-level spells each day. At each new mage level, the number of spells he can prepare each day increases, adding new spell levels as indicated on Table Arcanist Spells Prepared. Unlike the number of spells he can cast per day, the number of spells a mage can prepare each day is not affected by his Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster affect the number of spells the mage can prepare.

A mage must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the mage decides what spells to prepare.

Like a sorcerer, a mage can choose to apply a metamagic feat to a prepared spell as he casts it, increasing the casting time as normal. Like a wizard, he may prepare a spell with a metamagic feat, casting it using the normal casting time. He cannot combine these options. A spell prepared with a metamagic feat cannot be further modified by another metamagic feat (unless he has the metamixing exploit).

This replaces Spells.

Mage Arcane Reservoir (Su): A mage has an innate pool of magical energy that he can draw upon to cast his spells, fuel his arcanist exploits, and enhance his spells. The mage's arcane reservoir is calculated using the spells per day of an arcanist of equal level. Each spell slot available is worth points equal to the spell level. At 1st level, the mage has two points in his reservoir (two 1st-level spells at one point each), three at 2nd level, and four at 3rd level. At 4th level, the mage has eight points in his pool (four 1st-level spells at one point each, and two 2nd-level spells at two points each). The values have been calculated in Table: Arcane Reservoir. A mage gains bonus points per day equal to his Intelligence modifier.

Each day when preparing spells, the mage's arcane reservoir refills with raw magical energy. Any points he had from the previous day are lost. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost.

Points from the arcanist reservoir are used to cast spells and fuel many of the arcanist's powers (see arcane exploits). In addition, the arcanist can expend one point from his arcane reservoir as a free action whenever he casts an arcanist spell. If he does, he can choose to increase the caster level by 1 or increase the DC of the spell by 1. He can expend no more than one point from his reservoir on a given spell in this way.

This replaces Arcane Reservoir.

Mage Study: All mages have the Quick Study arcanist exploit.

This replaces Consume Spells.

Spell Casting Supremacy (Su): At 20th level, spells cast by the mage take less time to cast. By spending two extra points from his reservoir when casting a spell, spells with a casting time of swift can be cast as immediate, move action as swift action, standard action as move action, and full round action as a standard action. Spells with longer casting times are not affected. The mage may now cast up to four spells per round, provided one is an immediate action, one is a swift action, one is a move action, and one is a standard action. Casting spells as both move and standard actions in the same round requires a full round action. Cantrips need no points spent to enhance them in this way.

This replaces Magical Supremacy.

Table: Mage Arcane Reservoir
LevelPoints
12
23
34
48
510
618
721
832
936
1050
1155
1272
1378
1498
15105
16128
17136
18162
19171
20180

Arcane Discovery

The arcanist can select one arcane discovery. He must meet the prerequisites of this discovery.

Arcane Trapfinding (Su)

As a standard action, the arcanist can expend a point from his arcane reservoir to add 1/2 his arcanist level to his Perception checks (minimum +1) to notice traps. If he expends two points, instead of one, he also receives checks to notice traps within 10 ft. of him, even when he is not searching. This effect lasts for a number of minutes equal to his Charisma modifier (minimum 1).

Arcane Trapspringing (Su)

As part of a Disable Device check when working with traps, the arcanist can expend a point from his arcane reservoir to add 1/2 his arcanist level to this check (minimum +1). If he expends two points, instead of one, he may also disarm magic traps.

Enhanced Charisma (Su)

As a standard action, the arcanist can use a point of his arcane reservoir to provide himself with a +10 enhancement bonus to his charisma based skill checks for the next 1 minute. This is considered a mind-affecting enchantment, and a successful Will save means that the creatures realize that they were affected. At 10th level, the bonus increases to +20 and the cost to 2 points. At 20th, the bonus is +30 and the cost is 3 points.

Enhanced Combat (Su)

The arcanist may, as a swift action, spend a point from his arcane reservoir to use his arcanist level in place of his BAB for his attacks this round.

Enhanced Dexterity (Su)

As a standard action, the arcanist can use a point of his arcane reservoir to provide himself with a +10 enhancement bonus to his dexterity based skill checks for the next 1 minute. At 10th level, the bonus increases to +20 and the cost to 2 points. At 20th, the bonus is +30 and the cost is 3 points. At any level, he can activate this ability as an immediate action, at double the cost, to receive the bonus on his next skill check only.

Enhanced Maneuver (Su)

The arcanist may, as an immediate action, spend a point from his arcane reservoir to resolve a combat maneuver check using his arcanist level as his BAB and his Charisma modifier instead of his Strength modifier when calculating his CMB.

Enhanced Strength (Su)

The arcanist can, as a swift action, use a point of his arcane reservoir to provide himself with a +10 enhancement bonus to his strength based skill checks for the next 1 minute. At 10th level, the bonus increases to +20 and the cost to 2 points. At 20th, the bonus is +30 and the cost is 3 points. At any level, he can activate this ability as an immediate action, at double the cost, to receive the bonus on his next skill check only.

Instant Resistance (Su)

The arcanist may, as an immediate action, use points from his arcane reservoir to provide a bonus to all saves until the end of his next turn. This bonus cannot exceed his Charisma modifier, and costs a number of points equal to the bonus granted.

Meta Boost (Su)

Meta Boost allows the arcanist to cast a spell that has an adjusted spell level higher than he can cast. The arcanist must spend points from his reservoir equal to the difference between the spell level and the adjusted spell level in addition to using the spell slot.

Multiple Item Creation (Ex)

When using item creation feats, the arcanist can now create multiple items at one time (and in one day), up to his intelligence modifier.

Quick Cantrips

The arcanist now casts cantrips with a casting time of standard action as a move action. Two cantrips can be cast in the same round by spending a full round action.

Rod Wielder (Su)

The arcanist adds his Charisma modifier (minimum +1) on caster level checks made to overcome spell resistance when using a spell contained within a rod.

Spell Mastery

The arcanist gains the Spell Mastery feat.

Unlimited Cantrips

As long as the arcanist has points in his arcane reservoir, he can cast any cantrip that he knows. When his reservoir is empty, he can only cast cantrips that he as prepared.

Wand Wielder (Su)

The arcanist adds his Charisma modifier (minimum +1) on caster level checks made to overcome spell resistance when using a spell contained within a wand.

Arcane Sight (Su)

Whenever the arcanist uses the see magic arcane exploit, it now functions as arcane sight instead of detect magic and he treats any Spellcraft skill checks as if he had rolled a 15 on the d20. By expending 2 points from his arcane reservoir (instead of 1), the effect functions like greater arcane sight. The arcanist must have the see magic arcane exploit to select this exploit.

Dual Wand Wielder (Su)

The arcanist can activate two wands at a time (one in each hand) by spending a full round action and spending 1 point from his reservoir. The arcanist must have the wand wielder exploit to select this exploit.

Forced Penetration (Su)

Once per day, when the arcanist fails an SR check, he may spend points from his arcane reservoir to change the result to a success. The cost is equal to the difference between the result and the target SR. The arcanist can make a spellcraft check with a DC equal to 10 + the SR to know if he has enough points in his pool.

Magus Training (Ex)

The arcanist can learn magus arcana in place of arcane exploits and counts 1/2 his total arcanist level as his magus level for the purpose of qualifying for magus arcana. If he has levels in magus, these levels stack. He can select from the following list: Accurate Strike, Arcane Cloak, Arcane Edge, Arcane Redoubt, Close Range, Concentrate, Dispelling Strike, Disruptive, Lingering Pain, Prescient Attack, Prescient Defense, Spell Shield.

Nondetection (Su)

The arcanist may, as a standard action, expend one point from his arcane reservoir to grant himself the benefits of a nondetection spell. By expending 2 points from his arcane reservoir (instead of 1), he can divide the duration in 1 hour increments among creatures or objects touched.

Necromantic Healing

Through study of the necromantic arts, you have learn how to heal flesh without using positive energy.

Prerequisites: Spell Focus (necromancy), ability to cast 2nd level arcane spells

Benefit: You may learn, prepare, and cast cure spells as a cleric 3 levels lower than your caster level.

The cure spells are considered necromancy, not conjuration (healing). Likewise, as they do not utilize positive energy, they heal both living and undead creatures.

Wild Mage

By harnessing the chaos inherent in magic, your spells become unpredictable, but powerful.

Prerequisites: Ability to cast arcane spells, any metamagic feat

Benefit: When casting a spell, you may attempt to add a metamagic feat that you have without increasing the effective level or casting time of the spell. Choose a metamagic feat that can have an opposite effect, such as enlarge spell or extend spell, and roll 1d6 to determine the effects of the metamagic feat on the spell. On a 1, the opposite effect takes place. On a 2, the spell is affected by merciful spell. On 3 or 4, the spell is cast as normal. On 5 or 6, the metamagic feat is successfully added to the spell.

The strain of infusing wild magic into your spell requires a concentration check to successfully cast the spell. If the metamagic feat adds +1 to your spell level, the DC is that of vigorous motion (10 + spell level), while a +2 feat has a DC of violent motion (15 + spell level) and a +3 feat has a DC of extremely violent motion (20 + spell level).

Apprentice Crafter

You are learning to make magic items under the tutelage of an accomplished crafter.

Prerequisites: Caster Level 1

Benefit: With help, you are able to craft magic items that you are not yet powerful or experienced enough to create. By using the cooperative crafting rules, you and someone with the appropriate crafting feat can spend time crafting an item together.

You both must make a crafting check for the item to be completed successfully, but your DCs are as if you were crafting it alone, to include any modifiers for missing prerequisites. The cost to create an item with this feat is 75% of the item's value, instead of 50%, to cover the primary crafter's fee.

This feat may be exchanged for any Item Creation feat you qualify for when gaining a level.

Craft Materia Gem (Item Creation)

You can create materia gems and slotted equipment.

Prerequisites: Craft (jewelry) 5 ranks, craft magic arms and armor

Benefit: You can create materia gems, a type of gem that attaches to weapons, armor, or shields. The gem receives enhancements just as a weapon, armor, or shield would with one caveat. When an enhancement exists for weapons *and* shield/armor, the cost of the weapon version is used. Enhancing a gem takes 1 day for each 1,000 gp in the price of its magical features. To enhance a gem you must use up raw materials costing half of this total price.

You must provide the gem to be enhanced, and it must be worth at least 1,000 gp per plus to be added to it, minimum 1,000 gp. This gem value is not included in the cost above.

You may reuse a gem when enhancing a new one. By grinding up a materia gem as an additional component of a new one, you can add the old abilities to the new and just pay the difference between the old gem’s abilities and the resulting new gem’s abilities.

You can also recreate a broken gem, if it is one that you could make. Doing so is performed like reusing a gem, except that you lose the weakest/cheapest ability, chosen randomly if multiple have the same value.

Additionally, you can create the gem slots that bind materia gems to equipment. Creating a slotted item is similar to creating a masterwork one, as the gem slots are extra masterwork components that have a cost equal to the normal masterwork component for the item (300 gp weapon, 150 gp armor). The item must be already be masterwork before you can add a materia slot. Items may have more than one slot, at the GM’s discretion, but multiple gems cannot allow an item to have more plusses than normal, and opposing or overlapping abilities cannot be used together.

See magic item creation rules for more information.

Master Crafter (Item Creation)

You are an accomplished crafter, capable of working with multiple apprentices.

Prerequisites: Any Item Creation feat

Benefit: With years of practice and training, you are now able to use apprentices to work on multiple items while spending less personal time crafting. An apprentice is anyone with an appropriate Item Creation feat (including Apprentice Crafter) and a caster level lower than yours.

When crafting an item with an apprentice, you can make a check each day to spend less time with the item and apprentice that day. For every 5 you beat the DC by, you may let the apprentice work alone 1 hour. You must still spend a minimum of one hour with the item and apprentice to make progress that day.

At any given time, you may work with one apprentice for every two levels in your highest casting class. If you are working with them all in the same place at the same time on the same type of item, the time you spend there counts for each item and apprentice (not split between them).

Arcane Infused (Elf)

Some elves are born with an innate ability to sense magic around them. You have unlocked that ability even further.

Prerequisites: elf

Benefit: You may choose two Arcane Infused traits when you take this feat. You do not stack the total minutes available to use Arcane Infused, but each time you activate it you activate all the senses you have available from your traits.

This feat must be taken at 1st level. This feat allows you to have more than one trait from the same category as long as those traits are Arcane Infused traits.

Metamagic Assist (Teamwork)

By practicing casting the same spell at the same target, you have learned to lend your metamagic abilities to others.

Prerequisites: Caster level 3rd

Benefit: Whenever you are within 30 feet of an allied spellcaster that is casting a spell you are capable of casting (memorized for wizards, prepared for arcanists, known for sorcerers, etc.), you may spend your action assisting in the casting of the spell. By assisting in the casting, you may apply a metamagic feat that you have to the spell as it is being cast by expending a spell of a level equal to the level modifier of the metamagic feat. This does not increase the casting time of the spell being cast.

The primary caster of the spell need not have the metamagic feat, but the spell level modifier cannot be higher than +3. You may use this ability up to three times per day, with a total of 3 levels of metamagic feats being divided among the uses. Therefore, you can add three +1 metamagic feats, one +1 and one +2, or one +3 feat per day.

Multiple casters may assist in this way, but the same feat cannot be applied more than once. A feat can, however, be divided among casters so that 2 assisting casters each spend one +1 use to add a single +2 metamagic feat to a spell as it is being cast.

All casters must have the spell components required to cast the base spell. All casters must act on the same initiative through the use of readied actions and are considered casting for the normal casting time of the spell. If any of the casters are disrupted, the primary caster must make a concentration check with the same DC as the check that failed, except that he gets a +1 for each additional caster still casting.

Spell Pummel (Teamwork)

By practicing casting the same spell at the same target, you have learned to push the bounds of the spell.

Prerequisites: Caster level 5th

Benefit: You and allies within 30 feet, who share this feat, can cast the spell together to create a more powerful effect. All casters must cast the same spell at the same target or point of origin, with one caster as the primary caster, and the others as secondary casters.

All spells take effect at the same time with the following modifications. The primary caster can add metamagic feats (that he has) to his spell without increasing casting time or spell level, not to exceed a level modifier greater than the number of secondary casters. All spells share the same area, duration, and targets of the primary caster's spell. This means that if the primary caster adds extend spell or widen spell, all spells benefit from it. All other variable effects are rolled separately. Target(s) only receive saving throws (as appropriate) against the primary caster's spell, and all DCs gain a +1 for each secondary caster. All damage from all spells is counted as from a single source for the purposes of DR, resistance, and massive damage.

All casters must have the spell components required to cast the spell. All casters must act on the same initiative through the use of readied actions and are considered casting for the normal casting time of the spell. If any of the casters are disrupted, the primary caster must make a concentration check with the same DC as the check that failed, except that he gets a +1 for each additional caster still casting.

Arcane Infused - Scent (Elf)

Some elves are born with an innate ability to sense magic around them. One manifestation of that sense is smell.

Benefit: You gain the ability to smell magic items using scent. The strength of the "odor" of a magic item functions as the strength of an aura when using detect magic. This is a spell-like ability with a caster level equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. You may use this ability a number of minutes per day equal to your caster level, but those minutes need not be consecutive. Each use counts as a minimum of one minute.

If an elf with this trait uses scent on another elf with an Arcane Infused trait, he immediately knows they have one of the traits.

Arcane Infused - Sight (Elf)

Some elves are born with an innate ability to sense magic around them. One manifestation of that sense is sight.

Benefit: You may use Detect Magic as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. You may use this ability a number of minutes per day equal to your caster level, but those minutes need not be consecutive. Each use counts as a minimum of one minute.

If an elf with this trait uses detect magic on another elf with an Arcane Infused trait, he immediately knows they have one of the traits.

Arcane Infused - Sound (Elf)

Some elves are born with an innate ability to sense magic around them. One manifestation of that sense is hearing.

Benefit: You gain the ability to hear magic items. The volume of the "sound" of a magic item functions as the strength of an aura when using detect magic. This is a spell-like ability with a caster level equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. You may use this ability a number of minutes per day equal to your caster level, but those minutes need not be consecutive. Each use counts as a minimum of one minute.

If an elf with this trait hears another elf with an Arcane Infused trait speak, he immediately knows they have one of the traits.

Ring of Jumping, Greater

Aura strong transmutation; CL 12th
Slot feet; Price 22,500 gp; Weight -

Description

This ring functions as a ring of jumping, except it grants a +15 competence bonus on all his Acrobatics checks made to make high or long jumps.

Construction Requirements

Forge Ring, creator must have 15 ranks in the Acrobatics skill; Cost 11,250 gp

Boots of Striding

Aura moderate transmutation; CL 10th
Slot feet; Price 3,000 gp (10 ft.), 12,000 gp (20 ft.), 27,000 gp (30 ft.); Weight 1 lb.

Description

These boots increase the wearer's base land speed by 10, 20, or 30 feet (considered an enhancement bonus).

Construction Requirements

Craft Wondrous Item, greater longstrider; Cost 1,500 gp (10 ft.), 6,000 gp (20 ft.), 13,500 gp (30 ft.)

Boots of more Striding than Springing

Aura moderate transmutation; CL 7th
Slot feet; Price 14,500 gp; Weight 1 lb.

Description

These boots increase the wearer's base land speed by 20 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. He can jump with a +5 competence bonus on Acrobatics checks.

Construction Requirements

Craft Wondrous Item, greater longstrider, creator must have 5 ranks in Acrobatics; Cost 7,250 gp

Boots of more Striding than Springing, Improved

Aura strong transmutation; CL 10th
Slot feet; Price 37,000 gp; Weight 1 lb.

Description

These boots increase the wearer's base land speed by 30 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. He can jump with a +10 competence bonus on Acrobatics checks.

Construction Requirements

Craft Wondrous Item, greater longstrider, creator must have 10 ranks in Acrobatics; Cost 18,500 gp

Boots of Striding and Springing

Boots of Striding and Springing, Improved

Aura moderate transmutation; CL 7th
Slot feet; Price 22,000 gp; Weight 1 lb.

Description

These boots increase the wearer's base land speed by 20 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. He can jump with a +10 competence bonus on Acrobatics checks.

Construction Requirements

Craft Wondrous Item, greater longstrider, creator must have 10 ranks in Acrobatics; Cost 11,000 gp

Boots of Striding and Springing, Greater

Aura strong transmutation; CL 12th
Slot feet; Price 49,500 gp; Weight 1 lb.

Description

These boots increase the wearer's base land speed by 30 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. He can jump with a +15 competence bonus on Acrobatics checks.

Construction Requirements

Craft Wondrous Item, greater longstrider, creator must have 15 ranks in Acrobatics; Cost 24,750 gp

Cloak of Resistance, Lesser

Aura faint abjuration; CL 1st
Slot shoulders; Price 100 gp; Weight 1 lb.

Description

Flecks of silver or steel are often sewn amid the fabric of these magical cloaks. When the wearer of this cloak is the recipient of a Resistance spell, the duration of the spell is 1 hour instead of 1 minute.

Construction Requirements

Craft Wondrous Item, resistance; Cost 50 gp

Crown of Charismatic Channeling

Aura moderate transmutation and necromancy; CL 10th
Slot head; Price 13,700 gp (+2), 19,550 gp (+4), 29,550 gp (+6); Weight 1 lb.

Description

This attractive silver headband is decorated with a number of small red and orange gemstones.

The crown grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the crown is worn.

This crown allows LG channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.

Construction Requirements

Craft Wondrous Item, creator must be a 10th-level cleric, eagle's splendor; Cost 6,850 gp (+2), 9,775 gp (+4), 14,775 gp (+6)

Light Crystal

Aura faint evocation; CL 1st
Slot none; Price 100 gp; Weight -

Description

This crystal is unremarkable save the arcane mark etched on it. Light crystals activate when exposed to a light spell cast by the owner of the arcane mark. If the crystal is within 20 feet of the light's source, it will glow as if light had also been cast upon it. Multiple light crystals may be chained together as if they were each the light's original source, but they must all be made at the same time. To create a color other than natural light, a colored crystal must be used, doubling the cost.

Construction Requirements

Craft Wondrous Item, light, arcane mark; Cost 50 gp

Penumbra Umbrella

Aura faint evocation; CL 1st
Slot none; Price 100 gp; Weight 1 lb.

Description

This umbrella resembles a tree in deep shadows, with handle as the trunk. As long as this umbrella is held overhead, the duration of Penumbra is doubled. Lowering the umbrella instantly dispels an active penumbra spell.

Construction Requirements

Craft Wondrous Item, penumbra; Cost 50 gp

Page of Expanded Spell Knowledge

Aura strong transmutation; CL 19th; Weight -
Slot none; Price 2,000 gp (1st), 8,000 gp (2nd), 18,000 gp (3rd), 32,000 gp (4th), 50,000 gp (5th), 72,000 gp (6th), 98,000 gp (7th), 128,000 gp (8th), 162,000 gp (9th)

Description

This page functions like a page of spell knowledge, except the caster may access spells not on his class list by treating it as a higher level spell. If the spell matches the caster (arcane spell and arcane caster), the spell counts as one level higher when cast. If the spell doesn't match the caster (arcane spell and divine caster), the spell counts as two levels higher when cast.

Additionally, a bearer that prepares spells counts as knowing the spell and can use the page to prepare the spell. If the spell matches the caster (arcane spell and arcane caster), the spell counts as one level higher when prepared and cast. If the spell doesn't match the caster (arcane spell and divine caster), the spell counts as two levels higher when prepared and cast.

Construction Requirements

Craft Wondrous Item, creator must be able to cast the spell contained in the page; Cost 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th)

Wild Magic

Wild mages revel in the wild magic that is inherent in the magic they manipulate.

Level Fluctuation (Su): You gain Wild Mage as a bonus feat, except that you do not need to make a concentration check when using wild magic. In addition, every spell you cast varies in the actual caster level used to determine the results of the spell. When determining caster level, roll a d20 and consult the level fluctuation table to get your effective caster level. Additionally, if your die roll is equal to your level, the check results in a wild surge.

Elemental Roulette (Sp): As a standard action you can throw raw magic, targeting any foe within 30 feet as a ranged touch attack. Roll 1d6 to determine what type of damage the raw magic does: 1-acid, 2-cold, 3-elec, 4-fire, 5-sonic, 6-force. The damage is equal to 1d4 + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Chaos Manipulator (Su): At 8th level, you gain the ability to affect the outcome of items that normally have a random result.

When using magic items or casting spells that result in a random result, you can roll twice and choose the result you want. At 12th level you roll three times, at 16th you roll four times, and at 20th you roll five times. You may only ever select one result.

This effect extends to items that you draw from: such as bag of tricks and deck of many things.

Table: Level Fluctuation Results
1234567891011121314151617181920
1-2-1-1-1-1-1000000000011111
3-4-1-1-1-1-1-100000000111111
5-6-2-1-1-1-1-1-10000001111112
7-8-2-2-1-1-1-1-1-1000011111122
9-10-3-2-2-1-1-1-1-1-100111111223
11-12-3-3-2-2-1-1-1-1-100111112233
13-14-4-3-3-2-2-1-1-1-100111122334
15-16-4-4-3-3-2-2-1-1-100111223344
17+-5-4-4-3-3-2-2-1-100112233445

Alter Weapon

School transmutation; Level bard 1, druid 1, inquisitor 1, paladin 1, ranger 1, sorcerer/wizard 1 (rare)

Casting

Casting Time 1 standard action
Components V, S, M

Effect

Range Touch
Target 1 non-magical weapon touched
Duration 1 hour / level (D)
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Description

You can change one weapon to any other weapon of the same type (melee or ranged) and general type (hammer, pick, sword, bow, xbow). You must make a craft (weapons) check as appropriate for the weapon you choose, success indicates that the target is masterwork quality. The weapon is made of the same materials.

Alter Weapon, Greater

School transmutation; Level bard 3, druid 3, inquisitor 3, paladin 3, ranger 3, sorcerer/wizard 3 (rare)

Casting

Casting Time 1 full round action
Components V, S, M

Effect

Range Touch
Target 1 or 2 weapons touched
Duration 1 hour / 2 levels (D); see text
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Description

This spell functions as alter weapon, except that you make a craft check for each weapon. If you fail the craft check on a magical weapon, you simply create a +1 version of the weapon. If you succeed, you may also alter "plussed" abilities of that magic weapon, 1 "plus" for success, and 1 additional "plus" for every 5 you beat the DC. If two weapons are altered, the two weapons must be of a type that go together (a primary and secondary blade, or a bow and ammunition).

If you enchant two weapons, the duration is halved.

Alter Weapon, Mass

School transmutation; Level bard 5, sorcerer/wizard 5 (rare)

Casting

Casting Time 1 full round
Components V, S, M

Effect

Range Touch
Target 1 weapon / caster level
Duration 10 minutes / level (D)
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Description

This spell functions as alter weapon. When altering a weapon's magic, you may rearrange the "plusses" as you see fit (up to 1 "plus" plus 1 "plus" for every 5 you beat the DC). Any pair of weapons must be of a type that go together (a primary and secondary blade, or a bow and ammunition). You must touch each weapon to be altered during the casting of the spell.

Drago's Force Wagon

School evocation [force]; Level sorcerer/wizard 5 (rare)

Casting

Casting Time 1 minute
Components V, S, M (a drop of mercury)

Effect

Range 0 ft.
Effect one wagon pulled by a phantom steed
Duration 1 hour / level (D)
Saving Throw none; Spell Resistance no

Description

This spell creates a wagon of force that has the physical characteristics of a heavy wagon, except that it has no wheels and floats 3 feet off the ground. You can conjure the wagon under cargo that is ready for shipping so that you don't have to load the wagon.

Along with the wagon, you conjure a steed to pull the wagon. The steed functions as phantom steed, except that the improvements match those of the wagon. There is no tack and harness between the steed and the wagon, the wagon floats 5 feet behind the steed.

The driver of the wagon gains a +5 competence bonus to both Handle Animal and Profession (driver) checks while maneuvering wagon.

If the wagon is not in motion, the driver can command it to "unload." The wagon does so by gently settling to the ground, leaving all cargo stacked as it was carried. This ends the spell.

11th Level: Drago's Force Wagon can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed, and can use water walk at will (as the spell, no action required to activate this ability).

13th Level: Drago's Force Wagon can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

15th Level: Drago's Force Wagon can fly at its speed with a bonus on Fly skill checks equal to your caster level.

Floating Disks

School evocation [force]; Level sorcerer/wizard 2 (rare)

Casting

Casting Time 1 full-round action
Components V, S, M (a drop of mercury)

Effect

Range Close (25 ft. + 5 ft. / 2 levels)
Effects 1 3-ft.-diameter disk of force per 2 levels
Duration 1 hour / level (D)
Saving Throw none; Spell Resistance no

Description

This spell functions just like floating disk. When not otherwise directed, the disks line themselves up adjacent to each other in a line and maintain a constant interval of 5 feet between the closest disk and you. It is possible for some disks to wink out while others stay in existence.

If you have multiple castings of this or floating disk at the same time, they all form a single line from oldest spell to newest spell when they are not otherwise directed.

Floating Disks, Greater

School evocation [force]; Level sorcerer/wizard 3 (rare)

Casting

Casting Time 1 minute
Components V, S, M (a drop of mercury)

Effect

Range Close (25 ft. + 5 ft. / 2 levels)
Effects 1 3-ft.-diameter disk of force per level
Duration 1 hour / level (D)
Saving Throw none; Spell Resistance no

Description

This spell functions just like floating disks. You can choose to merge the discs you create to alter their size, strength, speed, or height. You may merge disks to combine their strength (keeping the same size) or to combine their size (but keep the same strength).

You can combine 4 small (regular) disks to create a single medium (5-ft.-diameter) disk. This disk is 3 inches deep at the center, holding 6 gallons of liquid, and supports only 100 pounds of weight per caster level.

You can combine 4 medium (or 16 small) disks to create a large (10-ft.-diameter) disk. This disk is 6 inches deep at the center, holding 18 gallons of liquid, and supports only 100 pounds of weight per caster level.

You can combine disks (of equal size) to make a stronger disk of the same size that supports weight equal to the number of disks you combine.

You can combine disks (of equal size) to make a disk of the same size that floats higher off the ground. The height is equal to 3 ft. times the number of disks combined.

You can combine disks (of equal size) to make a disk of the same size that can move at a greater speed when keeping up with you. The speed max speed is equal to 30 ft. times the number of disks combined.

Instant Wagon

School conjuration (creation, summoning); Level sorcerer/wizard 4, summoner 3, witch 4

Casting

Casting Time 1 minute
Components V, S, F (miniature wooden horse and wagon)

Effect

Range 0 ft.
Effects one medium wagon and one horse
Duration 1 hour / level (D)
Saving Throw none; Spell Resistance no

Description

You create a non-magical medium wagon and summon a horse to pull it. They resemble the miniature used as a focus in shape and color (paint). When summoned, the horse is hitched to the wagon with the appropriate tack and harness. It serves willingly and well.

The spell ends early if the horse is killed, becomes unhitched, or if the wagon is destroyed and no longer able to function.

Knock, Lesser

School transmutation; Level inquisitor 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V

Effect

Range Touch
Target one door, box, or chest with an area of up to 5 sq. ft./level
Saving Throw none; Spell Resistance no

Description

Lesser knock opens stuck, barred, or locked doors. When you complete the casting of this spell, make a caster level check against the DC of the lock with a bonus equal to +1/2 caster level. If successful, lesser knock opens up a single means of closure. This spell opens secret doors as well as locked or trick-opening boxes or chests. Lesser knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo only one means of preventing access.

Lock QualityDC
Simple20
Average25
Good30
Amazing40

Mage Armor

Mage Armor II

School conjuration (creation) [force]; Level sorcerer/wizard 4 (rare)

Casting

Casting Time 1 standard action
Components V, S, F (a piece of cured leather)

Effect

Range touch
Target creature touched
Duration 1 hour / level (D)
Saving Throw Will negates (harmless); Spell Resistance no

Description

This spell functions just like mage armor, except that the armor bonus is +6.

Mage Armor III

School conjuration (creation) [force]; Level sorcerer/wizard 7 (rare)

Casting

Casting Time 1 standard action
Components V, S, F (a piece of cured leather)

Effect

Range touch
Target creature touched
Duration 1 hour / level (D)
Saving Throw Will negates (harmless); Spell Resistance no

Description

This spell functions just like mage armor, except that the armor bonus is +8.

Magic Auras

School illusion (glamer); Level bard 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S, F (a small square of silk that must be passed over the objects that receive the auras)

Effect

Range touch
Target one touched object (weighing 1 lb or less) / level
Duration 1 day / level (D); see text
Saving Throw none; see text; Spell Resistance no

Description

You alter the aura of items so that they register to detect spells (and spells with similar capabilities) as having residual magic of the school you specify. You may choose a different school for each object touched as well as a different strength. You may set the strength of the aura for each item up to your caster level with ease, setting the strength higher requires a spellcraft check DC 15 + caster level (for each item of higher strength). If the objects bearing magic auras has identify cast on them or is similarly examined, the examiner recognizes that the aura is false if he succeeds on a Will save. This spell has no effect on items that are already magical.

The duration of the aura(s) is your total duration in hours divided evenly among the number of items you touch. Therefore 1 item has a duration of 1 day/level, 2 items 12 hours/level each, 3 items 8 hours/level each, etc.

Minute Meteors

School conjuration [fire]; Level sorcerer/wizard 3

Casting

Casting Time 1 round
Components V, S, M (volcanic rock)

Effect

Range Close (25 ft. + 5 ft. / 2 levels)
Target one target per meteor
Duration 1 round/level
Saving Throw none; Spell Resistance no

Description

Each round, as a free action (which does not count as spell casting), you may throw a conjured meteorite at a target within range. You must succeed on a ranged touch attack to strike your target. On a successful hit, your target takes 1d6 points of damage per 2 caster levels (maximum 5d6). The damage is half fire and half bludgeoning. All creatures adjacent to the target struck take 1d6 points of fire splash damage. If the target is missed, treat the meteorite as an errant missile and damage creatures adjacent to the square that the meteorite lands in. Combustible items also catch on fire.

(Adapted from ADnD 2nd Player's Handbook)

Mithral Bracers

School conjuration (creation) [force]; Level sorcerer/wizard 1 (rare)

Casting

Casting Time 1 standard action
Components V, S, F (miniature mithral bracer worth at least 500 gp)

Effect

Range Personal
Target You
Duration 1 minute / level; see text
Saving Throw Will negates (harmless); Spell Resistance no

Description

You must be wearing bracers of at least masterwork quality for this spell to function. Casting this spell turns a pair of bracers that you are wearing into bracers of armor +4.

If you are wearing magic bracers when you cast this spell, they continue to function as normal, and also function as bracers of armor +2 (half the strength of the +4). In this case, the duration of the spell is only 1 round / level.

If you are wearing mithral bracers, the duration is increased one step (from 1 minute / level to 1 hour / level or from 1 round / level to 1 minute / level).

The miniature mithral bracer must cost at least 500 gp and be worn around the wrist as a charm bracelet (or attached to a worn bracer in a similar fashion).

Smother Torch

School conjuration (creation) [earth, water]; Level bard 0, inquisitor 0, sorcerer/wizard 0 (rare)

Casting

Casting Time 1 standard action
Components S, F (candle snuffer)

Effect

Range Close (25 ft. + 5 ft. / 2 levels)
Target one torch
Duration 1 round
Saving Throw Reflex negates (object); Spell Resistance yes (object)

Description

A single torch (or similar source of light) within range is covered in mud. The mud smothers a normal torch, putting it out. An everburning torch has its light source completely covered. The mud disappears after one round.

String Bow

School transmutation; Level bard 0, druid 0, inquisitor 0, sorcerer/wizard 0 (rare)

Casting

Casting Time 1 swift action
Components V, M (bow string)

Effect

Range Personal
Target one bow (long, short, or composite) held
Duration Instantaneous
Saving Throw none; Spell Resistance no

Description

When this spell is cast, an unstrung bow held in the caster's hand becomes strung. The caster must have a functional bow string on their person. To string a composite bow, the caster's casting stat modifier must be equal to or greater than the strength score needed to wield it.

Summon Spell Component

School conjuration (teleportation); Level sorcerer/wizard 0 (rare)

Casting

Casting Time 1 standard action
Components V, S

Effect

Effect 1 component
Range 1 mile
Duration Instantaneous
Saving Throw none; Spell Resistance no

Description

When this spell is cast, the caster teleports the desired item directly to his hand. The object must be a naturally occurring component for a spell the caster knows and must be within spell range. The component must be an item commonly found in the area, such as a twig, feather, firefly, or bit of beeswax in a forest.

If the component lies underground or underwater at a depth greater than 10 feet, it cannot be conjured, even if the caster is at a similar depth (such as in a cavern or at the bottom of a lake).

The spell will not cause the appearance of a component whose value exceeds 1 gp. Thus, it is impossible to summon gemstones, crystals, metals, pearls, etc. Additionally, the component cannot be manmade or altered from its natural state (coins, jewelry, cut or crushed gems, mirrors, etc.), nor can it be taken from someone else's possession.

Attempts to conjure an animal's body parts (such as bat fur) are more difficult. Roll a d20 and consult the following table for the results. Only creatures with animal intelligence (Int 2) can be affected by this spell.

In all cases, the DM must use common sense to determine the likelihood of the component being located within spell range.

(Adapted from ADnD 2nd Tome of Magic)

d20Result
1Creature is teleported to the caster.
2-10Component does not appear.
11-20Desired component appears.

Water Ammunition

School transmutation [water]; Level bard 1, inquisitor 1, sorcerer/wizard 1 (rare)

Casting

Casting Time 1 standard action
Components V, S, M

Effect

Range Touch
Target one container of non-magical ammunition (20)
Duration 1 minute / level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Description

You enchant a quiver of arrows, case of bolts, or a pouch of bullets/pellets (up to 20) with the essence of water. When the ammunition strikes, it instantly transforms into water, drenching the spot that it hit. While this does not cause damage, it is enough to drown a torch (or other similarly small flame) or cause a spellcaster to make a concentration check to continue casting.

By providing a dye as an additional material component, you may have the water stain the point of impact with the color of the dye used.