Wizard archetype
Scrollmaster
Source: Ultimate Magic, p. 89
To some wizards, a scroll is not just a written form of a spell, it is a physical weapon meant to be used in combat like a sword or a shield. These strange wizards enter battle armed with scrolls, often one in each in each hand, practicing combat techniques resembling some monk martial arts.
Improved Scroll Casting (Su) level 10
This ability replaces the 10th-level wizard bonus feat.
At 10th level, the scrollmaster can cast a wizard spell from a scroll and use his own Intelligence score and relevant feats to set the DC for the spell, and can use his own caster level if it is higher than that of the scroll (similar to a caster using a staff). The scrollmaster must have already deciphered the writing on the scroll to use this ability. This ability replaces the 10th-level wizard bonus feat.
Spellcasters Spellcasters Mastering Magic A nd so it came to pass that in the last days of the Thassilonian Empire, the very heavens themselves rebelled against its blasphemy. The Starstone fell, shaking the world and driving the seas forth across continents, nearly extinguishing the light of humanity.
Yet even in the rubble of their nations, the runelords continued to spar. From the mountains of the Rasp, the Runelord Karzoug ignored his people and struck out at Alaznist, Runelord of Wrath, driving her realm deeper beneath the waves. And in these last, futile scramblings, we see how even the mightiest of spellcasters may be brought low by sin.
Introduction Anyone can be a spellcaster. If you can crack open a book and knuckle down in your studies, you can probably become a passable wizard. If you can devote yourself in body and soul to a god—and why wouldn’t you, when there’s such a variety to choose from?—you may find yourself endowed with magical powers simply for having faith in your god’s (and your own) righteousness. Oracles are chosen without their consent, far-roving rangers pick up magical tricks and traps, druids channel the will of nature, sorcerers get their abilities as dubious presents from philandering ancestors, and bards find magical inspiration in performance and art. Magic is everywhere in the Pathfinder Roleplaying Game, and many of the movers and shakers in towns and cities of any significant size have a spell or two up their sleeves.
But those are just ordinary people who have access to magic. Basic hedge wizards may make a fine living crafting glowing swords, and a priest with the ability to heal broken bones is a must for any church that wants to win itself a congregation, but such everyday spellcasters are hardly the stuff of legend. Instead, those magic users who get remembered as heroes and legends—rather than simply magical craftsmen and merchants—take these same techniques and build upon them, seeking out ever-more-elusive knowledge and crafting new spells of magnificent power. It is with these esoteric practices that the greatest make names for themselves; these potent arts set the masters apart from mundane practitioners.
This chapter introduces several new subsystems and guidelines that help true acolytes of the magical arts hone their skills, and take them beyond the simple spells and constraints of lesser casters. In addition to in-game systems for crafting constructs, binding outsiders, and more, this section also includes dangerous new conditions called spellblights that aff lict only casters, plus details for both players and Game Masters alike on how to design new spells for the Pathfinder Roleplaying Game and make sure that they’re properly balanced and thought through ahead of time—before they wreak havoc at your gaming table.
Major subjects and subsystems covered in this chapter include the following.
Spellblights Just as spellcasters have strange and extraordinary abilities unavailable to the common person, so too are they susceptible to unique maladies. Spellblights are specific curses that only affect spellcasters and creatures that use spell-like abilities, saddling them with a host of unfortunate conditions that are extremely difficult to get rid of and greatly hinder the victim’s use of magic. (Fortunately, some of these curses have also been discovered to have beneficial side effects that cursed casters can use to their advantage.) Divided into both major and minor categories, spellblights include such grotesque conditions as hemoculysis—in which the caster bleeds from the eyes each time she casts a spell—as well as gentler but more inconvenient afflictions such as phase blight and spell addiction. Spellblights are described in full beginning on page 94.
Spell Duels When two competent spellcasters come to blows, the result is always impressive, if not downright frightening. Yet not every matter of honor is meant to be settled on the battlefield in standard, no-holds-barred combat. To this end, many of the more civilized casters (especially those in magical universities, military orders, and other situations in which the combatants might regret killing their opponents, or need to prove that their victory was through skill alone) settle such matters using a highly ritualized form of combat known as the spell duel. Sample rules for running a spell duel begin on page 99.
Binding Outsiders What better way for an accomplished arcanist or theological miracle-worker to display his abilities than to summon and bind a powerful outsider as his servant? Whether it’s a cleric of Asmodeus flaunting a chained angel or the wizard who binds an inevitable to seek out and punish those who break contracts with him, binders are both feared and respected by beings from all planes—and for good reason. This section begins with general notes on binding, then goes on to present inside information on the various gifts and offerings that help secure the allegiance of each individual type of outsider, from akhana aeons to shoggti qlippoth. These dangerous secrets begin on page 101.
Building and Modifying Constructs Constructs can be far more than just lumbering golems and awkward animated bureaus. Those who devote their lives to unlocking the inner workings of animating magic have uncovered numerous new abilities with which to imbue their constructs, as well as strange new ways to utilize the constructs themselves. Learn new animated object abilities, as well as how to price, modify, and repair unique constructs. Or dive deeper into more complex modifications: give your golem a brain to store feats, wear it as armor, see through its eyes, inscribe a rune on its forehead to protect it, or turn its limbs into grenades ® ™ ready to shatter and splash liquid death over those who attack it. Construct building and modification begins on page 111.
New Familiars A distinctive spellcaster deserves a distinctive familiar. This section presents statistics from a number of new and highly recognizable familiars, from the blue-ringed octopus and the donkey rat to the king crab and the ever- popular pig. These new minions begin their campaigns to become your next arcane assistants on page 117.
Spellbooks As with all scholarly practices, wizards and other arcane casters who follow an academic course to power achieve greatness by standing on the shoulders of giants. Presented in this section are numerous unique spellbooks ready to be dropped in front of arcane adventurers as treasure, or perhaps sought out as the objects of scholarly quests. In addition to spell lists and brief descriptions of each book’s theme, these listings also include preparation rituals—boons a spellcaster can receive by preparing her spells using the spellbook in question. But beware, for not all of the spellcasters who penned these tomes take kindly to interlopers plagiarizing their work, and some spellbooks carry dangerous wards to defend their pages against prying eyes. The section detailing new spellbooks begins on page 121.
Designing Spells While this book contains a host of new spells, you can never have enough variety in your magical arsenal, and one of the great joys of playing a spellcaster (or Game Mastering for one!) is designing new spells unique to a given character or situation. This section takes a detailed look at the design process for spells, a delicate balancing act that is as much art as science. How much damage should a spell of a given level do? Is a spell that kills or controls more powerful? Which bonus type should a given spell grant? What spells are good benchmarks to compare your new creation against? The secrets of the Pathfinder RPG’s key designers await, beginning on page 128.
Mastering Magic Mastering Magic Spellblights Spellblights are rare and unusual magical conditions that uniquely affect spellcasters, including creatures that use spell-like abilities. Spellblights are curses, some functioning continuously and others manifesting only when the afflicted creature attempts to cast a spell or use a spell-like ability. A creature that lacks the ability to cast spells or use spell-like abilities cannot usually be afflicted by a spellblight.
Unlike many magical effects, a spellblight usually persists in an antimagic field, though because they often affect spellcasting, their effect is typically lessened in such a field.
Gaining Spellblights There are many ways a spellcaster can become afflicted with a spellblight. These conditions can be gained by way of a bestow curse or major curse spell, as well as spontaneously with a number of unusual circumstances, many of which are detailed below.
Antimagic Field
The first time a spellcaster attempts to cast a spell within an antimagic field, there is a chance she will spontaneously gain a major spellblight. The caster must succeed at a Will saving throw (DC 15 + the caster level of the antimagic field or DC 23 if there is no caster level for the effect).
Arcane Spell Failure
When a spellcaster fails an arcane failure check by rolling a 5% (a roll of 01–05 on the spell failure roll) or lower, she has a chance of becoming afflicted with a spellblight. The failed spellcaster must succeed on a Will saving throw (DC 15 + the spell’s level) or gain a spellblight. A failed spell of 4th level or lower results in a minor spellblight, while a failed spell of 5th level or higher results in a major spellblight.
Areas of Spellblight
Typically, the act of casting a spell has little chance of inflicting a spellblight, but there are some areas of magical instability where the mere act of casting a spell within the area can endanger a spellcaster. There are two main types of spellblight areas. In areas of minor spellblight, each time a spellcaster casts a spell, she must succeed at a DC 14 Will saving throw or be affected by a random minor spellblight. In areas of major spellblight, the caster must succeed at a DC 22 saving throw or contract a major spellblight. Due to the strange and random nature of such areas, their effects are not always consistent. There are areas that inflict a single type of spellblight, and areas that are easier or harder to resist with each spell cast.
Crafting Magic Items
When a spellcaster is crafting a magic item, and fails the skill check to create the item, the GM can choose to give the caster a spellblight instead of having that check result in a cursed item. Determine the spellblight randomly based on the caster level of the item she was attempting to create. Creating an item with a caster level of 10 or lower gives a random minor spellblight, while creating an item of caster level 11 or higher gives a random major spellblight.
Curses and Other Spells
All spellblights can be inflicted upon spellcasters with a bestow curse or major curse spell. Bestow curse can bestow any minor spellblight, while a major curse is required to afflict a spellcaster with a major spellblight. Other spells may inflict a specific spellblight or may allow the caster to select any spellblight as part of the spell. A successful saving throw against the spell prevents the spellblight from taking hold.
Optional Ways to Acquire Spellblights GMs may choose to include the following methods of acquiring spellblights.
Scroll Blade (Su)
This ability replaces the wizard’s arcane bond.
A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell on it counts as a masterwork short sword. The scrollmaster is proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon. A scrollmaster cannot wield two scrollblades at the same time.
Activating this ability is a free action. A scroll blade only retains its abilities in the hands of the scrollmaster. The scroll blade has hardness 0 and hit points equal to the highest-level wizard spell on the scroll. Each successful hit by the scroll blade reduces its hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.
If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).
At 3rd level, when using a 4th-level or higher wizard scroll as a scroll blade, the scrollmaster can choose to reduce its enhancement bonus by 1 (minimum +1 enhancement bonus) to treat it as a reach weapon. For example, he could use a scroll of charm monster (a 4th-level wizard spell) as either a +2 short sword or a +1 short sword with reach.
At 5th level, when using a 4th-level or higher wizard scroll as a scroll blade, the scrollmaster can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give any of the following weapon properties: defending, frost, icy burst, keen, ki focus, shock, shocking burst, speed. Adding any of these properties consumes an amount of enhancement bonus equal to the property’s cost (see Table 15–9: Melee Weapon Special Abilities in the Core Rulebook). The scrollmaster must know the prerequisite spell or spells to craft the weapon property in question (for example, he must know haste to be able to give his scroll blade the speed property). This ability replaces the wizard’s arcane bond.
Scroll Shield (Su)
A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In the hands of the wizard, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell counts as a masterwork light shield sword. The scroll shield has no armor check penalty, arcane spell failure chance, or maximum Dexterity bonus. The scrollmaster is considered proficient in this shield. A scrollmaster can use a scrollblade in one hand and a scroll shield in the other hand.
Activating this ability is a free action. A scroll shield only retains its abilities in the hands of the scrollmaster. The scroll shield has hardness 0 and hit points equal to the highest-level wizard spell on the scroll. Each successful attack roll against the wizard reduces the scroll shield’s hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.
At 5th level, when using a 3rd-level or higher wizard scroll as a scroll shield, the scrollmaster can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give it any of the following shield properties: ghost touch, light fortification, moderate fortification. Adding any of these properties consumes an amount of bonus equal to the property’s cost (see Table 15–5: Shield Special Abilities in the Core Rulebook). The scrollmaster must know the prerequisite spell or spells to craft the shield property in question (for example, he must know limited wish to be able to give his scroll shield the fortification property).
If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).
Spell Turning
When a spellcaster is warded with a spell turning, and so is the creature he or she attacks, such occurrences usually create a resonance field as described in the spell’s description. Instead, the spellcaster who cast the original effect can choose not to create the resonance field and both spellcasters are affected by a major spellblight. The spell that triggered the resonance field drains away without effect.
Teleportation Mishap
A spellcaster who casts a teleportation spell that results in a teleportation mishap has a chance of gaining a spellblight. The spellcaster who cast the teleportation spell must succeed at a Will saving throw (DC 15 + the spell level of the teleport) or gain a major spellblight.
Use Magic Device
When a spellcaster rolls a natural 1 while attempting to use a magic device with the Use Magic Device skill, she can choose to risk gaining a minor spellblight instead of not being able to activate the item for 24 hours (Will negates DC 10 + item’s caster level).
Removing Spellblights While the most severe symptoms of a spellblight may manifest only episodically, the condition is often tenacious and difficult to remove. Each spellblight lists conditions for its removal, and can also be removed as if it were a curse (with remove curse, break enchantment, and so on). The caster level check DC to remove a minor spellblights is 20; the DC to remove a major spellblight is 30. The DC to remove the spellblight is reduced by 1 with each day that passes (minimum DC 10). Using anything other than a curse-removing spell to remove a spellblight imposes a –5 penalty on the caster level check. Any spellblight can be removed automatically, without a caster level check, with mage’s disjunction, miracle, or wish.
® ™ The following tables list minor and major spellblights. When called to randomly determine a spellblight, roll on the appropriate table. Table 2–1: Random Minor Spellblights d10 Result Caster Blank Caster Croak Confounded Casting Disassociation Ebon Eyes Eldritch Ague Hemoculysis Lassitude Ritualistic Obsession Spell Addiction Table 2–2: Random Major Spellblights d10 Result Eldritch Cataracts Nameless Dread Negated Obsessive Fixation Phase Blight Spell Burn Spell Sap Transference Block Vertigo Roll twice on the minor spellblight chart. The spellcaster is afflicted with both spellblights.
