Index: Traditions
- Hedge Wizards
- The Untiring
- The Blue Wizards
- Runescribes
- Flesh Shaper
- Tradition Concepts
- The Elicine Monks
Hedge Wizards
Practical Magic
Though they make up a majority of who wield magic, hedge wizards are not members of any great tradition. They typically learn a handful of practical spells, passed down from a mentor or discarded grimoire. They serve many communities as sages and healers, though occasionally a mage will rise to true greatness from this humble origin.
History
The use of "low magic" is recorded in the most ancient imperial histories. It has existed for millennia and always exist, so long as the least bit of magical knowledge can be obtained by the common people.
Low magic is most often wielded by those without access to the ancient secrets. In poor and remote communities they act as sages, healers, and religious leaders. In the north, where few women are permitted to study magic, hedge wizards are a major exception.
Tension between mages and the church is constant, and hedge wizards lack the legitimacy of the established orders. For this reason, hedge wizards are far less common in the "civilized" regions of the world. Churchmen on the frontier, especially those of the lowest ranks, are usually inclined to ignore those who wield low magic.
Game Rules
Restrictions:
Intelligence is your spellcasting ability.
Hedge wizards have no special restrictions on their spellcasting.
Proficiencies:
Class Skills: Appraise, Concentration, Craft, Diplomacy, Heal, Lore, Perform, Profession, Sense Motive, and Spellcraft.
Background Skills: Choose any 3.
Skill Points at 1st Level: (6+Int modifier) * 4
Skill Points at Later Levels: 6+Int modifier
Equipment: Hedge Wizards are proficient with all simple weapons. They are not proficient with any type of shield or with armor other than the leather coat.
Initiate Bonus: Determined Student
Your intelligence bonus counts as two points higher for the purposes of the spell mastery class feature. When you expend a recovery die to recover spell points, the die result is maximized.
Master Bonus: Practiced Mage
You gain a +4 bonus on all Spellcraft checks. Spells from outside your tradition no longer count as one level higher when learning them.
Tradition Spells
Learning magic without proper instruction is difficult, but still develops certain skills. Hedge wizards can learn these spells normally.
Uncommon spells which are simple and practical can be added to this list.
Cantrips
Arcane Mark - Inscribes a personal rune (visible or invisible).
Dancing Lights - Creates flying lights.
Daze - Target loses next action.
Detect Magic - Touch an object or creature to detect magic on it.
Discern North - You know which way is north.
Ghost Sound - Create a phantom sound.
Know Time - You know the time until sunrise or sunset.
Light - Creates a lasting light.
Mending - Makes minor repairs on an object.
Minor Illusion - Create very minor illusions.
Minor Ward - Ward an object against dirt and water.
Peaceful Sleep - Creature sleeps peacefully.
Prestidigitation - Performs minor tricks.
Sense Life - Know how close a creature is to death.
Summon Elemental Sprite - Very small elemental provides heat or cold.
Touch of Rust - Rust spreads from your fingertip.
Tier 1
Burning Hands - 1d4 fire damage in 20 ft cone.
Charm Person - One person treats you well.
Close Wounds - Roll a check to stop touched creature from bleeding out.
Conjure Ice - Ice spreads from your fingertips.
Detect Undead - Talisman detects undead.
Distract - Target is momentarily distracted.
False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.
Hold Portal - Holds door shut.
Ice Dagger - Ice shard deals 1d4 cold damage.
Manipulate Fire - Small fires burn faster or slower.
Mask - You appear beautiful.
Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.
Reveal Poison - Causes poisons to emit stinking vapor.
Shocking Grasp - Touch attack deals 1d6 electricity damage.
Sign - You gain a bonus on your next initiative check.
Veil of Shadows - Shadows conceal subjects.
Warp - Your touch warp slightly warps matter.
Tier 2
Arcane Lock - Magically locks a portal or container.
Blindness/Deafness - Subject is blinded or deafened.
Blur - You gain concealment.
Darkness - Lights with a large area are snuffed out or suppressed.
Embrittle - Metal becomes easier to damage.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Enthrall - An audience is fascinated by your performance.
Heal - Heal a wound, at the risk of permanent scarring.
Invigorate - Target can immediately roll a recovery.
Locate Object - Senses direction to an object (specific or type).
Stay the Hand - Causes an attacker to hesitate.
Tier 3
Displacement - Attacks miss subject 50%.
Gentle Repose - Preserves one corpse.
Magic Circle - Circle traps or wards off fey, daemons, and undead.
Rage - Subject goes berserk, gains combat bonuses.
Water Breathing - Subjects can breathe underwater.
The Untiring
Seekers of the Blade
The Untiring are wandering warriors who scour the north for the sword of their legendary founder. To the seekers, each spell and martial technique is another step on the road to personal perfection.
Put simply, they teach that perfection of their art and perfection of the soul are one and the same. The quest is the test of this perfection, but also the school in which it must be achieved.
History
More than five centuries ago, the Hurax the Icereaver mastered sword and spell. His skill was unmatched, and he became a living legend. Many believed him to be a greater wizard than the archmage of that day, though the Imperial Colleges were at the height of their power and prestige. He forged for himself a blade of elemental ice, harder than steel and so impossibly cold that it shattered any blade it touched. Having slain kings and dragons, Hurax built a sanctuary in the Dragonmounts and set to teaching. Many came to learn his potent blend of martial and magical arts.
On his 99th birthday, he told his gathered disciples that his death was near, but that his only true successor would be the one who found his sword. Then he vanished. His school is long abandoned. A quest which once occupied generations of aspiring northern wizards is now almost forgotten. Almost, but not totally.
A bare handful still keep to the quest, strengthened by the teachings of a master five centuries dead. Their tradition is passed from aging seeker to bright-eyed apprentice. Their devotion is total.
Game Rules
Restrictions:
Wisdom is your spellcasting ability.
The quest focuses you and gives you strength. If you ever study another magical tradition, you lose the 1st and 6th level bonuses granted by this tradition. This tradition cannot be learned with the feat Diverse Insights.
Your magic changes your body: your skin is always cold to the touch, and you have an unusual tolerance for cold weather. Healing magic has no effect on you, unless it also affects the dead.
Proficiencies:
Class Skills: Acrobatics, Concentration, Decipher Script, Lore, Search, Spellcraft, and Survival.
Background Skills: Choose any 2.
Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier
Equipment: Seekers are proficient with all simple weapons, as well as shortswords, arming swords and longswords. They are not proficient with any type of shield or with armor other than the leather coat.
Initiate Bonus: Seeker of the Sword
You gain HP and BCB as if you were an aristocrat rather than a mage. You also gain the Combat Casting feat.
Master Bonus: Tempest Stance
As a full round action, you can attack with an arming sword and cast a spell which you have mastered. This action does not provoke reaction attacks. When you cast a spell in this way, its spell point cost is reduced by 50%.
Tradition Spells
The lore of Hurax makes for deadly warriors, but the Seekers also learn a little practical magic to aid them on their endless journey. Seekers can learn these spells normally.
Uncommon spells which deal with ice, or were created by Hurax the White can be added to this list.
Spells marked with an asterisk are secret spells, invented by Hurax and known only to the seekers.
Cantrips
Arcane Mark - Inscribes a personal rune (visible or invisible).
Detect Magic - Touch an object or creature to detect magic on it.
Discern North - You know which way is north.
Light - Creates a lasting light.
Mage Hand - Weak telekinesis.
Mending - Makes minor repairs on an object.
Minor Ward - Ward an object against dirt and water.
Prestidigitation - Performs minor tricks.
Resistance - Subject gains +1 on saving throws while you concentrate.
Summon Elemental Sprite - Very small elemental provides heat or cold.
Touch of Fatigue - Living target becomes fatigued.
Touch of Peace - Stable creature becomes dying or dying target is killed.
Tier 1
Absorb Strength - Kills dying creature, gives you bonuses.
Arrow Deflection - Use your reaction to deflect projectiles.
Blizzard Strike* - Your next Iceblade attack deals +1d6 damage, pushes both of you apart.
Conjure Ice - Ice spreads from your fingertips.
Deflect - Gain +4 shield bonus against incoming melee attack.
Detect Undead - Talisman detects undead.
False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.
Hold Portal - Holds door shut.
Ice Blade* - Deadly sword of ice deals 1d8+1 damage, lasts for 1 minute/level.
Ice Dagger - Ice shard deals 1d4 cold damage.
Magic Missile - Strikes unerringly for 1d4+1 damage.
Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.
Shocking Grasp - Touch attack deals 1d6 electricity damage.
Sign - You gain a bonus on your next initiative check.
Soulfrost* - 10 foot cone deals damage and leaves targets vulnerable.
True Strike - Gain a +20 bonus on your next attack roll.
Weaken - Subject takes penalty to strength.
Tier 2
Blast of Force - 1d6 force damage, and target is forced back.
Burst of Frost - Cold deals 3d4 damage in a 10 ft radius; may blind.
Clinging Lightning - Conductive object or surface deals 1d6 damage/round for 3 rounds.
Counterspell - Negates spells as they are cast.
Curse of Weakness -2 penalty on attack rolls.
Death Armor - Creatures who strike you take 1d4+1 damage.
Embrittle - Metal becomes easier to damage.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Locate Object - Senses direction to an object (specific or type).
Protection from Energy - Subject ignores first 10 points of damage/attack from specified energy type.
Shardstorm* - You detonate your iceblade, dealing 1d6/level damage to all within 10 ft.
Shatter - Sound shatters an object.
Stoneskin - Subject gains +4 armor bonus to AC.
Vampiric Touch - Touch deals 3d4 damage; caster may gain damage as hp.
Tier 3
Dismissal - Outsider is banished to its own dimension.
Dispel Magic - Negates ongoing magical effects and spells.
Energy Shield - Shield protects subject, granting energy resistance against one attack.
Gentle Repose - Preserves one corpse.
Hailstorm - 4d6 cold damage in 60 ft cone, 2d6 one round later.
Heartfreeze* - Kill a creature you have critically hit with your Ice Blade.
Lightning Bolt - 5d6 damage, 120 ft line.
Magic Circle - Circle traps or wards off fey, outsiders, and undead.
Shelter - Creates shelter for ten creatures.
Sleet Storm - Hampers vision and movement.
Tireless Vigil - Sustain yourself without food, water, or rest.
Water Breathing - Subjects can breathe underwater.
Wind Wall - Deflects arrows, smaller creatures, and gases.
The Blue Wizards
Loremasters of the North
The Blue Wizards are famous throughout the north as sages; their dark blue robes mark them as men of dignity. The greatest of them act as viziers and seneschals to the kings of Serulai, Arsek, and Norim. Their library is the greatest in the north, and their arcane skills are versatile and potent.
The school only accepts men of noble birth, who must be recommended by an alumnus in good standing. Exceptions are well known—noblewomen of Norim are commonly sent to study at Arnis (though they are denied the oath and the blue robe), and upstarts with talent have often slipped in as well.
History
North of the Serulaian heartland, near the frontier of Arsek, there stands a stone tower at the base of a hill. This is the school of Arnis. More properly, it is the second school of Arnis. The ruins of the old school lie atop the hill, the broken tower barely visible through the pines. The ruins are a lesson to those who study at the school, a reminder that they are sworn to serve, and never to rule in their own name. They swear also to enforce this oath, hunting down any of their peers who defy their laws.
??? add more on the old school and the reformation ???
Game Rules
Restrictions:
Intelligence is your spellcasting ability.
The methods taught at the school of Arnis are very flexible, but sometimes unwieldy. It takes half again as many pages to record your spells. This applies to all spells you learn, unless you later learn another method of notation.
Additionally, you are bound by your oath to the masters of the order. Some offenses are punishable by expulsion from the order and deprivation of all magical ability; for other offenses the penalty is death.
- You may never hold a title, or rule in your own name.
- You must serve uphold the reputation of the School of Arnis, and serve your patron with loyalty and dignity.
- You may never practice the forbidden arts of black necromancy.
- You must heed the summons of the masters of the order, attending great-councils and upholding the Oath of Arnis.
Proficiencies:
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Heal, Intimidate, Lore, Search, Sense Motive, and Spellcraft.
Background Skills: Choose any 2.
Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier
Equipment: Seekers are proficient with the club, the dagger, heavy crossbow, light crossbow, and the quarterstaff. They are not proficient with any type of shield or with armor other than the leather coat.
Initiate Bonus: Loremaster
You gain a +2 bonus on Lore checks. You have been taught in Incantation of Arnis, which reduces the draining effect of spellcasting. If you take a minor action to perform the incantation immediately before casting a spell, the spell point cost is reduced by [spell tier].
Master Bonus: Secret of Arnis
So long as you are able to use magic, you age far more slowly than a normal human. Blue wizards have been known to live more than three hundred years. Though highly prized, this gift is somewhat imperfect—if you are ever cut off your magic, your grace deserts you and you revert to your true age (which is almost always fatal).
Tradition Spells
Blue mages are taught a great variety of common spells. They can learn these spells normally.
Uncommon spells which deal with gathering information, or which were invented by others of their tradition can be added to this list.
Spells marked with an asterisk are secret spells, invented by the Blue Wizards and known only to them.
Cantrips
Arcane Mark - Inscribes a personal rune (visible or invisible).
Dancing Lights - Creates flying lights.
Daze - Target loses next action.
Detect Magic - Touch an object or creature to detect magic on it.
Ghost Sound - Create a phantom sound.
Light - Creates a lasting light.
Mage Hand - Weak telekinesis.
Mending - Makes minor repairs on an object.
Minor Illusion - Create very minor illusions.
Minor Ward - Ward an object against dirt and water.
Muffle - Targets are muffled to others, and all other sound is muffled to them.
Peaceful Sleep - Creature sleeps peacefully.
Prestidigitation - Performs minor tricks.
Resistance - Subject gains +1 on saving throws while you concentrate.
Sense Life - Know how close a creature is to death.
Summon Elemental Sprite - Very small elemental provides heat or cold.
Summon Least Servitor - Summoned spirit performs very minor task.
Touch of Peace - Stable creature becomes dying or dying target is killed.
Vision - Willing target sees brief vision.
Tier 1
Alarm - Wards an area for 2 hours/level.
Burning Hands - 1d4 fire damage in 20 ft cone.
Charm - One person treats you well.
Close Wounds - Roll a check to stop touched creature from bleeding out.
Command - Target must obey your one-word command.
Create Image - Creates an illusory construct of your design.
Detect Secret Doors - Reveals hidden doors within 60 ft.
Detect Undead - Talisman detects undead.
Erase - Writing vanishes.
Hold Portal - Holds door shut.
Magic Missile - Strikes unerringly for 1d4+1 damage.
Manipulate Fire - Small fires burn faster or slower.
Marking Ward - Warded object marks those who touch it.
Mask - You appear beautiful.
Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.
Presence of Arnis* - You appear impressive/imposing for three rounds.
Reveal Poison - Causes poisons to emit stinking vapor.
Sleep - Creatures with up to 4d6 HP fall unconscious.
Warp - Your touch warp slightly warps matter.
Tier 2
Alter Magic Aura - Conceals or changes an item’s magical aura.
Arcane Lock - Magically locks a portal or container.
Counterspell - Negates spells as they are cast.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Enthrall - An audience is fascinated by your performance.
Entice Gift - Subject gives you what it is holding.
Figment - You cause a creature to see an illusion of your design.
Glamer - Changes an object’s appearance.
Heal - Heal a wound, at the risk of permanent scarring.
Invigorate - Target can immediately roll a recovery.
Locate Object - Senses direction to an object (specific or type).
Mark of Truth - Marked creature cannot lie.
Nondetection - Protects a creature or object from divinations.
Oath of Arnis* - You know if someone breaks their word to you.
Rebuke - Subject is dazed and then shaken, and has trouble casting spells.
Scorching Ray - Ranged touch attack deals 3d6 damage.
Stay the Hand - Causes an attacker to hesitate.
Summon Daemon - Conjures a daemon.
Unseen Servant - Bind a spirit to create an invisible servant.
Tier 3
Arcane Sight - You see magical auras within 120 feet.
Clairvoyance - See or hear at a distance.
Chamber Ward* - Ward a room against magical subterfuge and evil creatures.
Detect Thoughts - Listen to surface thoughts.
Dispel Magic - Negates ongoing magical effects and spells.
Enlarge Item - Object grows to 16 times its size.
Explosive Runes - Deals 6d6 damage when read.
Fireball - 5d6 fire damage, 20 ft radius.
Glyph of Warding - Inscription harms those who pass it.
Hold Person - Humanoid is paralyzed for 1 round/level.
Instant Summons - Specially prepared object appears in your hand.
Magic Circle - Circle traps or wards off fey, outsiders, and undead.
Minor Creation - Create an object from nothing.
Shelter - Creates shelter for ten creatures.
Shrink Item - Object shrinks to one 16th its size.
Suggestion - Compels subject to follow stated course of action.
Tremor - Earthquake damages structures, may knock creatures prone.
Tier 4
Discern Lies - Detect Spoken Falsehoods.
Scrying - Spy on target from a distance.
Spellsever - Target loses access to magic.
Runescribes
Runes of Power
Deep within their mountains, the dwarves keep alive an ancient magical tradition. They work complex magical symbols into metal and stone, and imbue these runes with power. In times of peace, they work wonders to the benefit of their clans and excavate new caverns. In times of war, they don armor and take up weapons, fighting alongside their kinsmen and empowering them with runic magic.
History
Legends say that rune magic was taught to the dwarves by their creator, Usisad. They say also that in Foremvur, the scribes of that lost city could create automatons of living stone, cause whole buildings to float, travel vast distances, and bring about all sorts of other miracles with their rune-lore.
Much was lost in the fall, and much forgotten in the jealousy between the clans. Among all the old legends, the loss of the Balyri is perhaps the saddest to the scribes, for it is said that a rune etched in adamantine sustains itself forever, never losing any of its power. Today, only a few priceless relics of the Balyri still exist among the dwarves.
Game Rules
Restrictions:
Wisdom is your spellcasting ability.
Because their knowledge of magic is so specialized, runescribes take a -2 penalty on spellcraft checks to learn spells from outside their tradition. Additionally, runescribes don't study the working of the mind at all, so they can never learn illusions and enchantments.
Members of this tradition do not gain the spell mastery class feature.
Proficiencies:
Class Skills: Appraise, Concentration, Craft, Decipher Script, Heal, Lore, Perform, Search, and Spellcraft.
Background Skills: Choose any 2.
Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier
Equipment: Runescribes are proficient with all simple weapons, as well as one-handed maces and warhammers. They are proficient with light armor, but not with any type of shield.
Initiate Bonus: Rune Magic
You gain HP and BCB as if you were an aristocrat rather than a mage. Diverse Insights does not grant this bonus.
You can make use of rune magic. All rune spells you learn count as mastered--you can scribe runes and imbue them with power without ever referring to a spellbook. When a rune you hold is discharged, you recover half the spell points used in creating it.
Scribing a Rune
Each rune is a specific pattern which can produce a specific effect if properly charged with power. Most runes are carved or etched into stone or metal. Rendering a rune in a hard surface takes a long time, but its the only way to contain the power of higher-tier runes. You can also draw a rune with ink, chalk, or the like, but drawn runes are fragile, and can only hold tier 1 spells. Drawing a rune is a full round action which provokes reaction attacks.
Charging a Rune
A newly created rune is empty and powerless; it must be imbued with magical energy to function. Charging a rune is just like casting a spell, except the spell points you spend are invested into the rune to power it--you can't regain these spell points until the rune is discharged, destroyed, or drained. A rune which is out of your presence for 24 hours is drained, becoming as empty as a new rune.
Waking a Rune
A charged rune is dormant, waiting to be used. Anyone can wake a rune by touching it and speaking its word (a minor action which does not provoke reaction attacks. Alternately, you can silently wake a rune you have created by touching it and focusing on the word (also a minor action). Once a rune is activated, it takes effect as outlined in its description. Once discharged, a written rune is totally erased. Carved runes are blackened and drained of power, but can still be charged again.
Master Bonus: Runeweaving
You can spend spell points to manipulate your runes in new ways:
- Runic Power: You can invest twice as many spell points when charging a rune to double its effects.
- Runic Endurance: You can invest twice as many spell points when charging a rune to increase the time it takes to drain to one year.
- Runic Reach: You can spend 3 spell points to wake a rune within 90 ft (this is still a minor action).
Tradition Spells
Dwarf wizards study a small variety of useful spells, but they pride themselves on their knowledge of obscure and powerful runes. Runescribes can learn these spells normally.
Uncommon runes can be added to this list.
Cantrips
Arcane Mark - Inscribes a personal rune (visible or invisible).
Detect Magic - Touch an object or creature to detect magic on it.
Discern North - You know which way is north.
Light - Creates a lasting light.
Mending - Makes minor repairs on an object.
Minor Ward - Ward an object against dirt and water.
Resistance - Subject gains +1 on saving throws while you concentrate.
Tier 1
Alarm - Wards an area for 2 hours/level.
Arrow Deflection - Use your reaction to deflect projectiles.
Burning Hands - 1d4 fire damage in 20 ft cone.
Deflect - Gain +4 shield bonus against incoming melee attack.
Detect Secret Doors - Reveals hidden doors within 60 ft.
Detect Undead - Talisman detects undead.
Erase - Writing vanishes.
Magic Missile - Strikes unerringly for 1d4+1 damage.
Marking Ward - Warded object marks those who touch it.
Rune of Darkness* - Rune darkens a 20 ft radius and extinguishes lights which enter.
Rune of Forgefire* - Metal weapon glows red hot, deals +1d4 damage for 5 rounds.
Rune of Light* - Rune glows very brightly, disorienting nearby creatures.
Rune of Protection* - Rune negates one critical hit.
Rune of Sealing* - Portal or container is sealed shut.
Rune of True-striking* - Gain a +5 bonus on one attack.
Tier 2
Blast of Force - 1d6 force damage, and target is forced back.
Embrittle - Metal becomes easier to damage.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Feather Fall - Reduce a speeding target’s momentum.
Locate Object - Senses direction to an object (specific or type).
Nondetection - Protects a creature or object from divinations.
Protection from Energy - Subject ignores first 10 points of damage/attack from specified energy type.
Scorching Ray - Ranged touch attack deals 3d6 damage.
Stoneskin - Subject gains +4 armor bonus to AC.
Master Rune of Sealing* - Seal a portal or container and ward it against magic and daemons.
Rune of Binding* - Tie a spell to this rune, doubling its duration
Rune of Blasting* - Rune detonates on a hard impact and deals 3d6 damage in a 5 ft radius.
Rune of Deflection* - For 5 rounds, attacks against you have a 20% chance to be deflected.
Rune of Destruction* - Damage or destroy an object or 5 ft sphere of material.
Tier 3
Detect Metal - Detect large deposits of metal.
Dispel Magic - Negates ongoing magical effects and spells.
Explosive Runes - Deals 6d6 damage when read.
Energy Shield - Shield protects subject, granting energy resistance against one attack.
Fireball - 5d6 fire damage, 20 ft radius.
Glyph of Warding - Inscription harms those who pass it.
Instant Summons - Specially prepared object appears in your hand.
Magic Circle - Circle traps or wards off fey, outsiders, and undead.
Shape Stone - Sculpt stone into a new shape.
Tremor - Earthquake damages structures, may knock creatures prone.
Master Rune of Destruction* - Disintegrate a 5 ft sphere of material.
Master Rune of Fury* - Make an attack against each adjacent enemy.
Master Rune of Negation* - Rune suppresses magic within 10'.
Master Rune of Wrath* - Attack deals extra damage, or strike the ground to damage and trip nearby creatures.
Tier 4
Master Rune of Power* - Rune can be used to empower a spell, but only at great risk.
Flesh Shaper
(Who are these guys?)
???
History
???
Game Rules
Restrictions:
Wisdom is your spellcasting ability.
This tradition cannot be learned with the feat Diverse Insights.
Your spells have no somatic components. You can cast while your hands are full and do not provoke reaction attacks by casting in combat, but you are unable to learn spells from outside of your tradition.
All of your targeted spells have a range of touch.
Proficiencies:
Class Skills: Climb, Concentration, Handle Animal, Heal, Intimidate, Lore, Ride, Spellcraft, Stealth, Survival, Swim
Background Skills: Choose any 2.
Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier
Equipment: Shapers are proficient with no manufactured weapons. They are proficient with any light armor, but not with shields.
Initiate Bonus: Blood Magic
You gain HP and recovery dice as if you were a Barbarian rather than a Mage. Your BCB increases as if you were an Aristocrat.
You gain the feat Improved Unarmed Strike.
You have 50% fewer Spell Points, but when spending Spell Points, you may choose to spend HP instead.
Master Bonus: Wild Fury
When you hit an enemy with a melee attack or a touch spell, you can spend a reaction to immediately make another attack. This bonus attack cannot trigger Wild Fury, even if you have more reactions.
Tradition Spells
Shapers are taught ancient spells which empower themselves and weaken their enemies. They can learn these spells normally.
Uncommon spells which grant the caster animalistic powers can be added to this list.
Spells marked with an asterisk are secret spells, invented by the Shapers and known only to them.
Cantrips
Discern North - You know which way is north.
Know Time - You know the time until sunrise or sunset.
Peaceful Sleep - Creature sleeps peacefully.
Resistance - Subject gains +1 on saving throws while you concentrate.
Sense Life - Know how close a creature is to death.
Touch of Fatigue - Living target becomes fatigued.
Touch of Peace - Stable creature becomes dying or dying target is killed.
Tier 1
Absorb Strength - Kills dying creature, gives you bonuses.
Calm Animals -
Close Wounds - Roll a check to stop touched creature from bleeding out.
Claws of Arrak* - You grow claws which deal 1d6 damage.
Longstrider -
False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.
Neutralize Poison -
Weaken - Subject takes penalty to strength.
Tier 2
Blindness/Deafness - Subject is blinded or deafened.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Heal - Heal a wound, at the risk of permanent scarring.
Invigorate - Target can immediately roll a recovery.
Stoneskin - Subject gains +4 armor bonus to AC.
Transfusion - You grant the target one of your recovery dice.
Weapons of the Beast* - You gain a powerful natural weapon.
Vampiric Touch - Touch deals 3d4 damage; caster may gain damage as hp.
Tier 3
Aspect of the Beast* - You take on animalistic powers.
Heroism - Subject gains +2 morale bonus on attacks, saves, and checks.
Rage - Subject goes berserk, gains combat bonuses.
Tireless Vigil - Sustain yourself without food, water, or rest.
Water Breathing - Subjects can breathe underwater.
Tier 4
Polymorph
Tradition Concepts
Knights of the Pyre
- focus heavily on Fire magic, little utility
- Initiate Concept: Pyromancy - Your fire spells count as mastered. When augmenting a fire spell, you take fire damage equal to the spell's tier instead of spending SP.
- taking too much damage from this ability causes side effects
-
- exploding
- insanity
- loss of consciousness
- severe burns
-
- taking too much damage from this ability causes side effects
- Master Concept: Avatar of Flame - enter a trance state, transforming into a fiery avatar and releasing a nova of flame. while in this state, all fire spells are empowered by Pyromancy, the HP cost of Pyromancy is doubled, all fire damage you take becomes nonlethal damage, and all fire spells are empowered by one die increment.
- proficient with simple weapons and leather coat
Abjurist Guardian
- abjuration and defensive party support spells
- Initiate Concept: Manaward - You have one additional reaction. As a reaction, you may spend 2 SP to improve your AC by 4 for a single attack, or twice that to protect a target within 30 ft.
- Endurance Mechanic: Mental Shielding - your con bonus applies to SP in addition to HP. When rolling recovery dice, add your con bonus to the roll.
- Master Concept: Arcane Inoculation - Convert all but one HP into SP. SP takes damage before life.
- Spell Concepts
- Greater Force Armor - t3 spell, grants 5 + int bonus AC (does not stack with stoneskin or equipped armor)
- proficient with simple weapons, shields, and leather coat
Elementalist
The Elicine Monks
The Black Monastery
On the north shore of Lake Diada in Freemarch, there is a walled Monastery. The villagers of Borralac pay it little notice, except to trade their grain for honey and bring their sick for treatment.
But to philosophers and sages, the Elicine Monks have been the subject of speculation and suspicion for centuries.
The Order of St Aelika the Exile is among the strangest and most obscure of the holy orders. The rumors are not without cause: the black robes and brown sashes of the monks have appeared too often around great men and women, before important battles and ascensions, for an order which is said to mandate a life of ascetic seclusion and quiet study. To observant (or paranoid) scholars, their appearance in so many footnotes is a pattern, a little piece of a grand conspiracy.
And there are the whispers of magic, powerful yet anonymous monastic wizards, working their spells towards some obscure end.
Setting aside all speculation and theory, the informed outsider can establish three facts with certainty:
- They are a holy order which accepts both men and women, officially established in 392 by order of the Emperor Orlam the Pious.
- They study the magical writings of Aelika and her disciples just as closely as their theological works; perhaps they make no distinction between the two.
- They guard their secrets well.
The Keepers of the Harmony
The organization of the monastery.
A history obscured.
The garden of the Black Lotus.
Game Rules
Restrictions:
Intelligence is your spellcasting ability.
You are bound by the three sacred vows of the Order: ???
Proficiencies:
Class Skills: Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Lore, Search, Sense Motive, Profession, Spellcraft.
Background Skills: Choose any 2.
Skill Points at 1st Level: (6+Int Modifier)*4
Skill Points at Later Levels: 6+Int modifier
Equipment: Elicine Monks are proficient with the club and the dagger. They are not proficient with any type of shield or with armor other than the leather coat.
Initiate Bonus: Elicine Chant
As a minor action, you can focus your mind on the sacred Song of St Aelika. You perceive the harmony of reality itself, and the song bolsters you. So long as you focus on the chant, you are highly resistant to mind-affecting magic and you gain a bonus on death saves. This save bonus is equal to the highest tier of spell you are able to learn.
As a major action, you can turn the chant outward, granting the mental resistance to all within 10 ft; those uninitiated in the mysteries of your order only gain half the bonus on saves, however. This is much more difficult than simply perceiving the chant for yourself. With the help of other monks, the outward-chant can be maintained for hours; alone, you can only keep the chant true for 1 minute/level, +1d6 rounds.
Once the flow of a chant is broken (by distraction or once you can no longer maintain it), you cannot chant again until you have taken a brief rest and steadied your mind.
Master Bonus: Reweaving
The Word of Reweaving is among the greatest secrets of the Elicines. It is a phrase of the high-speech, a fragment of a forgotten spell, a shift in the harmony of creation. The speaker literally turns back time, reversing everything but their own memory.
The word can be spoken as a major action, but only once in 24 hours, for this is the time it takes to fully integrate the changes brought on by the word. Fortunately, this work is far less taxing--the monk need only be conscious and able to focus to complete the change. If he is somehow unable to complete the reweaving, damage to the harmony is likely to result.
The Monks wield this greatest weapon only in defense of reality itself. The Word is limited in its power, but spoken recklessly it can cause immense damage to the harmony. It is generally considered safe to make a single reversion of a single moment—reverting only the last roll or action. It is far more risky to revert an entire round; a reversion of a minute or more is dangerous almost beyond comprehension.
Tradition Spells
The Monastery is a treasure-trove of ancient lore. Mendicants are expected to master a number of difficult spells and techniques before they are dispatched as Peregrines. The monks are experts in illusion and divination.
Uncommon spells which can deal with predicting the future can be added to this list.
Spells marked with an asterisk are secret spells, invented by the Elicines and known only to them.
Cantrips
Daze - Target loses next action.
Detect Magic - Touch an object or creature to detect magic on it.
Discern North - You know which way is north.
Ghost Sound - Create a phantom sound.
Know Time - You know the time until sunrise or sunset.
Light - Creates a lasting light.
Mage Hand - Weak telekinesis.
Mending - Makes minor repairs on an object.
Minor Illusion - Create very minor illusions.
Minor Ward - Ward an object against dirt and water.
Muffle - Targets are muffled to others, and all other sound is muffled to them.
Peaceful Sleep - Creature sleeps peacefully.
Sense Life - Know how close a creature is to death.
Vision - Willing target sees brief vision.
Tier 1
Alarm - Wards an area for 2 hours/level.
Burst of Sparks - 10 ft radius burst blinds for 1 round, disorients for 1 round/level.
Charm - One person treats you well.
Close Wounds - Roll a check to stop touched creature from bleeding out.
Create Image - Creates an illusory construct of your design.
Detect Secret Doors - Reveals hidden doors within 60 ft.
Detect Undead - Talisman detects undead.
Distract - Target is momentarily distracted.
Erase - Writing vanishes.
False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.
Hold Portal - Holds door shut.
Magic Missile - Strikes unerringly for 1d4+1 damage.
Mask - You appear beautiful.
Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.
Reveal Poison - Causes poisons to emit stinking vapor.
Sign - You gain a bonus on your next initiative check.
Sleep - Creatures with up to 4d6 HP fall unconscious.
True Strike - Gain a +20 bonus on your next attack roll.
Veil of Shadows - Shadows conceal subjects.
Chord of Truth - [1 round charm followed by amnesia]
Tier 2
Alter Magic Aura - Conceals or changes an item’s magical aura.
Anticipate Attack -15 penalty.
Arcane Lock - Magically locks a portal or container.
Blast of Force - 1d6 force damage, and target is forced back.
Blur - You gain concealment.
Counterspell - Negates spells as they are cast.
Darkness - Lights with a large area are snuffed out or suppressed.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Entice Gift - Subject gives you what it is holding.
Feather Fall - Reduce a speeding target’s momentum.
Figment - You cause a creature to see an illusion of your design.
Glamer - Changes an object’s appearance.
Heal - Heal a wound, at the risk of permanent scarring.
Invigorate - Target can immediately roll a recovery.
Locate Object - Senses direction to an object (specific or type).
Malevolent Miasma - 15 ft radius cloud deals 3d4 nonlethal damage, disorients victims.
Mark of Truth - Marked creature cannot lie.
Mirror Image - Illusory duplicates deceive attacks.
Nondetection - Protects a creature or object from divinations.
Rebuke - Subject is dazed and then shaken, and has trouble casting spells.
Stay the Hand - Causes an attacker to hesitate.
Tier 3
Arcane Sight - You see magical auras within 120 feet.
Clairvoyance - See or hear at a distance.
Detect Thoughts - Listen to surface thoughts.
Dismissal - Outsider is banished to its own dimension.
Dispel Magic - Negates ongoing magical effects and spells.
Displacement - Attacks miss subject 50%.
Greater Vision - Subject receives vision, regardless of distance.
Heroism - Subject gains +2 morale bonus on attacks, saves, and checks.
Hold Person - Humanoid is paralyzed for 1 round/level.
Magic Circle - Circle traps or wards off fey, outsiders, and undead.
Minor Creation - Create an object from nothing.
Sensory Deprivation - Subject’s senses fail for 1 round/level.
Silence - Subject cannot be heard for 1 minute/level.
Suggestion - Compels subject to follow stated course of action.
Theft - Small, nearby object is teleported into your hands.
Tier 4
Alter Memory
Invisibility