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Pathfinder Roleplaying Game: Ultimate Magic PDF

258 Pages·2011·48.41 MB·English
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Preview Pathfinder Roleplaying Game: Ultimate Magic

® A bsolute PoweR! ™ ™ ® Raise your character to the pinnacle of magical might with Pathfinder RPG Ultimate Magic. Within this book, secrets arcane and divine lie ready to burst into life at the hands of all the spellcasting classes in UUU the Pathfinder Roleplaying Game. In addition to the brand-new magus class—a master of both arcane magic and martial prowess—you’ll LLL also find a whole new system for spellcasting, rules for spell duels and other magical specialties, and pages upon pages of new spells, TTT feats, and more. Because when it comes to magic, why settle for less than absolute power? III Pathfinder RPG Ultimate Magic is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game mmm builds on more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into aaa the new millennium. Pathfinder RPG Ultimate Magic includes: TTT ► The magus, a new base class combining deadly arcane magic with the skills and weapons of a trained warrior. EEE ► Words of power, an innovative and flexible new spellcasting system. ► New options for dedicated casters, such as alchemist discoveries, alternative uses for channeled energy, druid companions, sorcerer mmm bloodlines, eidolon abilities, witch hexes, and oracle mysteries. ► Additional feats and magical abilities for martially oriented casters, including monk ki tricks, inquisitor archetypes, and ranger traps. aaa ► New magical conditions called spellblights, as well as systems for crafting constructs, binding outsiders, and spell-dueling. ggg ► More than 100 new spells, plus detailed guidelines for designing your own. ► AND MUCH, MUCH MORE! III ccc UUUlllTTTIIImmmaaaTTTeee ® mmmaaagggIIIccc ™ paizo.com/pathfinder Printed in China. PZO1117 ® ™ UUULLLTTTIIImmmaaaTTTEEE mmmaaagggIIIccc ® ™ UUULLLTTTIIImmmaaaTTTEEE mmmaaagggIIIccc Credits Lead Designer: Jason Bulmahn Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor Cover Artist: Wayne Reynolds Interior Artists: Eric Belisle, Paul Guzenko, Ralph Horsley, Andrew Hou, Drew Pocza, Wayne Reynolds, Dan Scott, Craig J Spearing, Christophe Swal, Francis Tsai, Tyler Walpole, and Kieran Yanner Creative Director: James Jacobs Managing Editor: F. Wesley Schneider Development: Stephen Radney-MacFarland and Sean K Reynolds Editing: Judy Bauer, Christopher Carey, Erik Mona, Mark Moreland, and James L. Sutter Editorial Intern: Michael Kenway Senior Art Director: Sarah E. Robinson Graphic Designer: Andrew Vallas Production Specialist: Crystal Frasier Publisher: Erik Mona Paizo CEO: Lisa Stevens Vice President of Operations: Jeffrey Alvarez Director of Sales: Pierce Watters Finance Manager: Christopher Self Staff Accountant: Kunji Sedo Technical Director: Vic Wertz Marketing Director: Hyrum Savage Special Thanks: The Paizo Customer Service, Warehouse, and Website Teams; Ryan Dancey; Clark Peterson; and the proud participants of the Open Gaming Movement. This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. Paizo Publishing, LLC This game would not be possible without the passion and 7120 185th Ave NE dedication of the thousands of gamers who helped playtest Ste 120 and develop it. Thank you for all of your time and effort. Redmond, WA 98052-0577 paizo.com This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Advanced Player’s Guide, and Pathfinder RPG GameMastery Guide. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/ prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. The OGL can be found on page 255. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Ultimate Magic is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Society, Pathfinder Tales, and Titanic Games are trademarks of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC. First printing April 2011. Printed in China. taBle oF Contents introduCtion 4 Summoner 74 Aquatic Base Form 74 Chapter 1: spellCasters 6 Eidolon Models 74 Base Class: Magus 9 Evolutions 76 Magus Spell List 13 Archetypes 78 Alchemist 15 Witch 81 Discoveries 15 Hexes 81 Archetypes 18 Major Hexes 82 Grand Hexes 82 Bard 21 Witch Patron Themes 83 Masterpieces 21 Archetypes 83 Archetypes 25 Wizard 86 Cleric 28 Arcane Discoveries 86 Variant Channeling 28 Elemental Wizard Schools 87 Archetypes 31 Archetype 89 Druid 33 Chapter 2: MasterinG MaGiC 90 Animal and Terrain Domains 33 Spellblights 94 Vermin Companions 36 Spell Duels 99 Archetypes 37 Binding Outsiders 101 Building and Modifying Constructs 111 Inquisitor 41 New Familiars 117 Inquisitions 41 Spellbooks 121 Archetypes 44 Designing Spells 128 Magus 47 Chapter 3: Feats 140 Archetypes 47 Types of Feats 142 Feat Descriptions 142 Monk 50 Monk Vows 50 Chapter 4: Words oF poWer 160 Archetype 51 Target Words 165 Wordcaster Feats 166 Oracle 53 Effect Words 167 Mysteries 53 Meta Words 188 Archetypes 58 Class Word Lists 188 Paladin 60 Chapter 5: spells 194 Archetype 60 Spell Lists 196 Oaths 60 Spell Descriptions 204 Ranger 64 appendix 250 Ranger Traps 64 Alphabetized Words of Power 250 Archetype 65 Spells with New Descriptors 251 Updated Improved Familiar List 251 Sorcerer 66 Bloodlines 66 index 254 Archetypes 69 Open Game License 255 ® IInnttrroodduuccttiioonn ™ Introduction Magic is one of the key elements of fantasy, folklore, and together by theme for ease of reference. Presented below myth. Mysterious wizards, alluring witches, and mad oracles is a brief overview of each chapter and a taste of the new are staples of literature, and it is no surprise that magic plays material you can expect therein. Additionally, the index a similarly important role in the Pathfinder Roleplaying located on page 254 should assist you in locating specific Game. The Pathfinder RPG Core Rulebook contains over 150 topics quickly and easily. pages of spells, and the Pathfinder RPG Advanced Player’s Chapter 1—Spellcasters: This chapter starts off with Guide has over 50 additional pages. Thirteen of the 17 base a bang, presenting a new 20-level base class, the magus. classes in the Core Rulebook and Advanced Player’s Guide use This class is just as powerful as the classes in the Core magic or have some kind of magical ability. Much like the Rulebook and the Advanced Player’s Guide, though it is wizards of legend, gamers are eager to find new magical assumed to be less common in the world (unless the GM lore in their books, whether to augment the power of a PC or says otherwise). It is fully compatible with the existing to add a unique twist to a villainous opponent. If you love class system, and features new approaches to game play magic in your gaming, this book is for you. and interparty dynamics. The magus blends melee skill and arcane magic, dual-wielding both weapon and spell Navigating This Book as a front-line character with a lot of flash and performing This book is organized in much the same way as the Core magical feats that no other class can do. The magus is Rulebook, with each chapter containing rules grouped an excellent character class for those players who want a 44 IInnttrroodduuccttiioonn compromise between fighter and wizard without having different, customizable ways, creating new spells each time to take levels in the eldritch knight prestige class. they are used. For example, a wizard could prepare a spell Following the magus are new rules and options for combining an ice word and a target word to create an effect alchemists, bards, clerics, druids, inquisitors, monks, equivalent to cone of cold —or could craft a spell combining oracles, paladins, rangers, sorcerers, summoners, witches, that ice word with a death word to deal cold damage and and wizards. In addition to these new rules, this chapter negative levels to a single target. Spontaneous casters like includes at least one archetype for each of these classes as bards, oracles, and sorcerers can combine these words on well as for the magus, including the reanimator alchemist, the fly, quickly building spells with multiple effects. saurian shaman druid, bladebound magus, oathbound The advantage of the words of power system is that paladin, and gravewalker witch. it’s designed to fit with the default spell slot method of Chapter 2—Mastering Magic: This chapter has 50 casting that the Pathfinder Roleplaying Game already pages of information useful to GMs and players alike. uses. Players don’t have to count or track spell points or First off are spellblights, new magical afflictions that mana, as each word of power has a level associated with interfere with spellcasting but sometimes come with it, allowing you to simply select words of the desired level hidden advantages, such as a bonus on casting confusion and combine their effects instantly. Skilled players can spells when the caster is confused as well. Next is a system convert their characters over to “wordcasters” who use for handling spell duels—formalized combat between this system, or leave their characters as is but still dabble two or more spellcasters that models a cinematic style of in using words of power. Likewise, a pure wordcaster spellcasting and counterspelling. can learn the specialized, inflexible spells that normal Following that is a lengthy section on binding outsiders. casters use, achieving effects unavailable through this Until now, players whose characters rely on summoning had primordial method of casting. to page through multiple monster books for information Chapter 5—Spells: This chapter contains nearly 50 on the strengths and weaknesses of various monsters, their pages of spells, with at least two new spells for every spell spell resistance, what sort of tasks they’re good for, and how level of every base class in the game, including alchemist dangerous or uncontrolled they are. This section pulls that extracts and spells for the new magus class. data into one convenient place so players can more easily Appendices: The end section of this book includes an research the appropriate information. alphabetical list of words of power for easy reference; a Next is a section on creating and modifying constructs, listing of Core Rulebook and Advanced Player’s Guide spells including adding new abilities to constructs or even that use the new spell descriptors from Chapter 2; an wearing a large construct as a suit of armor. If your updated list of what kind of familiars you can get with mage is tired of hawks, toads, and bats, the next section the Improved Familiar feat; a customized character sheet contains a long list of familiar stat blocks for foxes, goats, for companion creatures such as animal companions, centipedes, spiders, and more. The following section eidolons, familiars, and mounts; and a detailed index of has a list of complete spellbooks and formula books for all major topics in this book. casters of levels 1–20, many with unique boons for the mages who prepare spells from them. Finally, the chapter Nonmagical Classes closes with a 12-page section about designing balanced You’ll notice that this book does not include any new spells, including an analysis of spell features, spell class options for barbarians, cavaliers, fighters, and descriptors, and types of spells, and a list of benchmark rogues. That’s because those four classes have no magical spells for evaluating a new spell’s power level. abilities on their own (rogues can learn simple magic with Chapter 3—Feats: This chapter contains new feats rogue talents, but their default abilities are completely that can be taken by any character, new metamagic feats nonmagical). Even the standard monk, in contrast, has that add effects to energy spells, feats that expand the magical abilities such as abundant step and quivering use of witch hexes, modify channeled energy and bardic palm—and the qinggong monk archetype in this chapter performances, and a new combat feat. Some of these feats presents a high-magic monk for fans of wuxia-style add to abilities of classes in the Core Rulebook, while others storytelling. Remember that even nonmagical classes can affect classes or archetypes from the Advanced Player’s benefit from some of the feats in Chapter 2 and many of the Guide or this book. spells in Chapter 5. Also, unlike the present book, Ultimate Chapter 4—Words of Power: This optional system Combat focuses on nonmagical matters, and includes ninja explains an entirely new way for spellcasters to build their and samurai alternate classes, firearms, gladiators, vehicle spells from scratch out of the fundamental building blocks combat, finishing moves, siege weapons, armor as damage of magic. Called words of power, this versatile system lets reduction, called shots, more feats, and new options and a spellcaster learn key formulae and combine them in archetypes for martial characters. 55 Spellcasters 1 don’t care what it knows!” I Merisiel shouted. “I’m going to kill it!” “With what?” Seltyiel replied. “A knife? It already has plenty of holes. Besides, don’t you want to get inside the tomb?” “What I don’t want is to end up inside our friend here!” Merisiel’s dagger rose and fell, cutting deep furrows in the sludgelike flesh. The creature screamed, but the tentacle wrapped around the elf’s waist didn’t budge. Seltyiel sighed and raised his hand. It would have been nice to question the thing first. Instead he drew the power to him, holding it tight in chest and fist. Then he let it burn... ® SSppeellllccaasstteerrss ™ Class arCheTypes Spellcasters Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. The class archetypes (and corresponding new abilities) listed below The Pathfinder RPG Core Rulebook describes seven core are all included in this chapter. Characters may take more spellcasting classes, from the traditional wizard and than one archetype if they meet the requirements. musical bard to classes like the paladin and ranger, whose Alchemist: In addition to new alchemist discoveries, spellcasting is only a minor aspect of their abilities. The this section also includes the chirurgeon, clone master, Pathfinder RPG Advanced Player’s Guide introduces five internal alchemist, mindchemist, preservationist, more magical base classes, such as the spontaneous- psychonaut, reanimator, and vivisectionist archetypes. casting divine oracle and the not-technically-spellcasting Bard: This section introduces masterpieces—unusual alchemist. This book introduces a new spellcasting base bardic performances with special requirements—and class, the magus, as well as new abilities and archetypes includes the animal speaker, celebrity, demagogue, dirge for all 13 spellcasting base classes and a magical variant of bard, geisha, songhealer, and sound striker archetypes. the monk class. Cleric: This section introduces variant abilities for Because this book is Ultimate Magic, its primary focus channeled energy, as well as the cloistered cleric, separatist, is on those characters who use magic, whether in the theologian, and undead lord cleric archetypes. form of spells or other magical abilities. The material Druid: This section introduces new animal and in this chapter doesn’t deal at all with barbarians, terrain domains, and rules and base statistics for vermin cavaliers, fighters, or rogues, as with a few exceptions companions. It also includes the dragon shaman, menhir their class abilities are completely nonmagical. Look to savant, mooncaller, pack lord, reincarnated druid, saurian Pathfinder RPG Ultimate Combat for an entire book on shaman, shark shaman, and storm druid archetypes. martial options for these character classes (as well as Inquisitor: This section introduces domainlike those classes who augment their magic use with more inquisitions, and includes the exorcist, heretic, infiltrator, traditional martial mayhem). preacher, and sin eater archetypes. Magus: This section includes the bladebound, The Magus hexcrafter, spellblade, and staff magus archetypes. The new magus base class presented in this book is Monk: This section features monk vows and the high- equivalent in power to the 11 “core” base classes in the fantasy qinggong monk archetype. Pathfinder RPG Core Rulebook and the 6 base classes in Oracle: In addition to new mysteries, this section also the Pathfinder RPG Advanced Player’s Guide. The magus includes the dual-cursed oracle, enlightened philosopher, blends both the mage’s arts and the warrior’s arms with planar oracle, possessed oracle, seer, and stargazer archetypes. devastating results, slicing apart foes and blasting them Paladin: This section presents the oathbound paladin with eldritch flames—and along the way, presenting the archetype, along with many oaths that customize the potential for interesting new character backgrounds and archetype’s abilities. roleplaying experiences. Ranger: This section presents a category of simple Game Masters (GMs) are encouraged to allow players to magical traps that characters can easily build, as well as choose freely from these classes and the other additional the trapper archetype. rules and options in this book, but each GM must make Sorcerer: In addition to new bloodlines, this section also a personal decision about what is and isn’t allowed includes the crossblooded and wildblooded archetypes. in her campaign, as well as the relative prevalence of Summoner: This section presents the aquatic eidolon such character classes in her world. The new options base form, eidolon models to quickly build thematic presented in this book are intended to be a toolbox, not creatures, and new evolutions. It also includes the a straitjacket. broodmaster, evolutionist, master summoner, and synthesist archetypes. sTarTing WealTh Witch: This section presents new hexes and new patron The following table lists the starting gold piece value for themes, as well as the beast-bonded, gravewalker, hedge magus characters. In addition, each character begins play witch, and sea witch archetypes. with an outfit worth 10 gp or less. Wizard: This section introduces arcane discoveries— special magical abilities wizards can discover—as well as the Class Starting Wealth Average metal elementalist and wood elementalist wizard schools Magus 4d6 × 10 gp 140 gp and the scrollmaster wizard archetype. 88 SSppeellllccaasstteerrss 1 Difficulty Class for a saving throw against a magus’s spell Magus is 10 + the spell level + the magus’s Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–1. In addition, he receives bonus spells per day There are those who spend their lives poring over ancient if he has a high Intelligence score (see Table 1–3 on page 17 tomes and texts, unlocking the power of magic, and there of the Pathfinder RPG Core Rulebook). are those who spend their time perfecting the use of A magus may know any number of spells. He must choose individual weapons, becoming masters without equal. The and prepare his spells ahead of time by getting 8 hours of magus is at once a student of both philosophies, blending sleep and spending 1 hour studying his spellbook. While magical ability and martial prowess into something studying, the magus decides which spells to prepare. entirely unique, a discipline in which both spell and steel Spellbooks: A magus must study his spellbook each are used to devastating effect. As he grows in power, the day to prepare his spells. He cannot prepare any spell not magus unlocks powerful forms of arcana that allow him to recorded in his spellbook except for read magic, which all merge his talents further, and at the pinnacle of his art, the magi can prepare from memory. A magus begins play with magus becomes a blur of steel and magic, a force that few a spellbook containing all 0-level magus spells plus three foes would dare to stand against. 1st-level magus spells of his choice. The magus also selects Role: Magi spend much of their time traveling the a number of additional 1st-level magus spells equal to his world, learning whatever martial or arcane secrets they Intelligence modifier to add to his spellbook. At each new can find. They might spend months learning a new sword- magus level, he gains two new magus spells of any spell fighting style from a master warrior, while simultaneously level or levels that he can cast (based on his new magus moonlighting in the local library, poring through tomes level) for his spellbook. At any time, a magus can also add of ancient lore. Most who take this path dabble in all sorts spells found in other spellbooks to his own (see Chapter 9 of lore, picking up anything that might aid them in their of the Core Rulebook). search for perfection. A magus can learn spells from a wizard’s spellbook, Alignment: Any. just as a wizard can from a magus’s spellbook. The spells Hit Die: d8. learned must be on the magus spell list, as normal. An alchemist (see the Pathfinder RPG Advanced Player’s Guide) Class skills can learn formulae from a magus’s spellbook, if the spells The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), are also on the alchemist spell list. A magus cannot learn Intimidate (Cha), Knowledge (arcana) (Int), Knowledge spells from an alchemist. (dungeoneering) (Int), Knowledge (planes) (Int), Profession Arcane Pool (Su): At 1st level, the magus gains a reservoir (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic of mystical arcane energy that he can draw upon to fuel his Device (Cha). powers and enhance his weapon. This arcane pool has a Skill Ranks per Level: 2 + Int modifier. number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per Class FeaTures day when the magus prepares his spells. The following are the class features of the magus. At 1st level, a magus can expend 1 point from his arcane Weapon and Armor Proficiency: A magus is proficient pool as a swift action to grant any weapon he is holding a with all simple and martial weapons. A magus is also +1 enhancement bonus for 1 minute. For every four levels proficient with light armor. He can cast magus spells while beyond 1st, the weapon gains another +1 enhancement wearing light armor without incurring the normal arcane bonus, to a maximum of +5 at 17th level. These bonuses spell failure chance. Like any other arcane spellcaster, a can be added to the weapon, stacking with existing weapon magus wearing medium armor, heavy armor, or a shield enhancement to a maximum of +5. Multiple uses of this incurs a chance of arcane spell failure if the spell in ability do not stack with themselves. question has a somatic component. A multiclass magus At 5th level, these bonuses can be used to add any of still incurs the normal arcane spell failure chance for the following weapon properties: dancing, flaming, flaming arcane spells received from other classes. burst, frost, icy burst, keen, shock, shocking burst, speed, or Spells: A magus casts arcane spells drawn from the vorpal. Adding these properties consumes an amount of magus spell list presented on page 13. A magus must choose bonus equal to the property’s base price modifier (see Table and prepare his spells ahead of time. 15–9 on page 469 of the Core Rulebook). These properties are To learn, prepare, or cast a spell, the magus must have an added to any the weapon already has, but duplicates do not Intelligence score equal to at least 10 + the spell level. The stack. If the weapon is not magical, at least a +1 enhancement 99

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.