Paths of Magic Teaser #5 - Staves and Spells

Only TWO DAYS left until Paths of Magic is out! For our last preview, let’s take a look at an item that was previously left out of the Paths books: magic staves!

I briefly touched on magic staves back in June when talking about the chapter of magic items. Paths of Magic adds twelve new magic staffs for normal spellcasters and twelve “runic staves” for runic scribes for the rune magic subsystem. Each of the new staves uses at least one or more new spells featured within Paths of Magic. You can check out a few of these new staves, along with the new spells they use, below.

This marks the official end to the teasers and updates for Paths of Magic; all that’s left is the release on Friday! See you all then!


Crook of Spores, by Bryon Oshiro

Crook of Spores, by Bryon Oshiro

CROOK OF SPORES (Staff)

Price 85,500 gp; Aura strong conjuration; CL 15th; Weight 5 lbs.

The crook of spores is a gnarled wooden staff that’s slightly damp to the touch, with small mushrooms and lichens growing more dense towards its tip. It can be wielded as a +1 corrosive quarterstaff. It allows use of the following spells:

  • Spore surge* (1 charge)

  • Leeching spores* (2 charges)

  • Fungal scourge* (3 charges)

CONSTRUCTION REQUIREMENTS 42,500 gp; Craft Magic Arms and Armor, fungal scourge*, leeching spores*, spore surge*

FUNGAL SCOURGE

School conjuration (creation) [disease, plant]; Level druid 8, shaman 8, witch 8
Casting Time 1 standard action
Components V, S, DF
Range 60 ft.
Area cone-shaped burst
Duration instantaneous, see text
Saving Throw Fortitude partial (object), see text; Spell Resistance yes (object) or no, see text

Consuming fungal spores blast forth from you, withering and sapping the essence of living creatures and plantlife. Living creatures caught in the area are infected by the spores, which rapidly grow across their skin. This is a disease effect (Fungal Scourge: Disease—contact; save Fort DC equal to the spell’s DC; onset none; frequency 1/round for 6 rounds; effect 1d2 Con damage and 1 Cha damage; cure 2 saves).

In addition, the spores wither natural plantlife and objects made out of wood (including structures). Such objects take 1d4 damage per caster level (max 20d4) with a Fortitude save for half damage. Natural plant growth that is reduced to 0 hit points withers and dies immediately (as a blight spell) as fungal caps sprout from its rotted surface. Exceptionally large plants may only be partially withered, subject to GM discretion.

Undead and constructs are unaffected unless they are made primarily out of plant matter (such as a wood golem). Against such creatures, fungal scourge deals damage as if they were a wooden object and affects them as if the spell did not allow Spell Resistance.

LEECHING SPORES

School conjuration (creation) [acid, plant]; Level druid 6, shaman 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect 20-ft.-radius cloud of spores, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance no

The air turns a sickly green haze as it fills with countless parasitic fungal spores, sapping the strength of creatures caught within. Any living creature (other than you) that enters into or starts their turn inside the cloud of leeching spores takes acid damage equal to 3d6 + half your caster level (max +10) as the spores absorb nutrients and energy from their bodies. A Fortitude save halves the damage for that round only.

The spores transfer their absorbed energy to you, granting you temporary hit points equal to half the damage dealt to each creature each round. The temporary hit points from this spell are cumulative, up to double your caster level in total. The spores cannot grant you more temporary hit points than a damaged creature had remaining. The temporary hit points last for 1 hour.

While the cloud of spores cause everything to take on a green coloration, it does not otherwise hinder vision.

SPORE SURGE

School conjuration (creation) [acid, plant, poison]; Level druid 3, invoker 3, shaman 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 15-ft.-radius burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance no

A sudden cloud of spores bursts forth from a point you specify within range. Each creature in the area takes 1d8 acid damage per two caster levels (max 5d8) and is sickened for 1d4 rounds. A successful Reflex save halves the damage and negates the sickening effect. The sickening effect is considered a poison effect.


Void Staff, by Bryon Oshiro

Void Staff, by Bryon Oshiro

VOID STAFF (Staff)

Price 85,500 gp; Aura strong conjuration; CL 15th; Weight 5 lbs.

This dark-purple, crystalline staff has a pitch-black orb set at the top that reflects no light. A person holding the void staff does not need to breathe (unless desired) and can survive in the airless vacuum of space. It allows use of the following spells:

  • Abyssal surge* (1 charge)

  • Void field* (1 charge)

  • Void prison* (1 charge)

CONSTRUCTION REQUIREMENTS 42,500 gp; Craft Magic Arms and Armor, abyssal surge*, void field*, void prison*

ABYSSAL SURGE

School evocation [darkness]; Level nightblade 5, occultist 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range 120 ft.
Area 120 ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

A coruscating pulse of shadowy energy assaults foes before you, shades of black and blue clinging to those within the surge. Each creature in the area of the abyssal surge takes 1d4 damage per caster level (max 15d4) and is entangled for 1d4 rounds by the cloying darkness. A successful Reflex save halves the damage and negates the entangling effect.

VOID FIELD

School illusion (glamer) [darkness]; Level cabalist 5, nightblade 5, occultist 5, saboteur 5, shaper 4
Casting Time 1 round
Components V, S
Range medium (100 ft. + 10 ft./2 levels)
Area 20-ft.-radius emanation centered on a point in space
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

This spell creates an area devoid of all sensory input.

The lighting in the area of the spell immediately drops to supernatural darkness, regardless of existing conditions. No sound permeates the space, as if under the effects of a silence spell. Creatures within the area are considered both blind and deaf. Scents and tastes are completely erased in the area, preventing creatures from using the scent ability and nullifying the effects of spells that rely on smell or taste, such as stinking cloud. Creatures cannot properly feel things by touch; this negates the effects of spells with the pain descriptor and prevents creatures from using extraordinary abilities that rely on touch or vibrations, such as tremorsense. Creatures are unaware of any injury they receive while in the area of the void field (as they cannot feel pain), but they still take full damage. As they cannot properly perceive things with their senses, creatures take a -10 penalty on all Strength- and Dexterity-based skill checks and automatically fail all Perception checks while in the area.

VOID PRISON

School conjuration (creation); Level cabalist 5, nightblade 5, occultist 5, psychic 5, saboteur 5, shaper 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a marble of black glass)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object, see text
Duration 1 round/2 levels or until discharged (D)
Saving Throw none and Reflex half, see text; Spell Resistance no, see text

You bend space around the target creature or object, surrounding them with a hazy prison of nothingness. The target does not receive an initial saving throw against this effect. If the creature or object does not move from their space for the duration of the spell, the void prison dissipates without effect. However, if they move while the prison surrounds them, the null-reality collapses upon itself, exploding with concussive force. The target and all creatures within 10 feet of its space take 1d8 damage per two caster levels (max 10d8) and are dazed for 1 round; the damage is half force and half cold. A successful Reflex save halves the damage and negates the dazing effect. Spell Resistance applies to the damage caused by void prison.

If the trapped object or creature teleports out of the prison it still collapses, but the creature is not damaged by the effect unless their ending point leaves them within the radius of the prison’s explosion.

Once the void prison detonates as described above, the spell is discharged.

Paths of Magic Teaser #2 - Aberrant Anatomy

Aberrant Anatomy, by Rastislav Le

Aberrant Anatomy, by Rastislav Le

Another quick teaser! Today we spotlight a new series of polymorph spells that let you turn into aberrations, called aberrant anatomy.

Transforming into aberrations always seemed like a missed opportunity in Pathfinder, so with Paths of Magic I wanted to make that a possibility. The thing is, aberrations have WEIRD abilities, and also a huge number of them, given how varied the aberration type is. So these spells end up having quite the feature set!

These spells are also used in two new archetypes for the book. The mutationist archetype for the new cabalist class gives scaling slam attacks and the ability to mutate your physique in minor ways as needed. The shifter also gets an aberrant shifter archetype that replaces their animal-based abilities with those of aberrations, including their wild shape using aberrant anatomy. Check out the spells below!


ABERRANT ANATOMY I

School transmutation (polymorph); Level alchemist 4, cabalist 4, occultist 4, psychic 5, spiritualist 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)

When you cast this spell, you assume the form of any Small or Medium creature of the aberration type. Your base speed changes to match the new form’s base speed, with a maximum of 60 feet (even if the chosen aberration has a higher movement speed). If the form you assume has any of the following abilities, you gain those abilities: climb speed 30 feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, all-around vision, darkvision 60 feet, low-light vision, scent, expert climber, deaf, float, grab, tentacles, and trip. If the form you assume has the aquatic subtype, you can breathe air and water. If the creature has any weakness, you gain those weaknesses.
You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.
Small Aberration: If the form you take is that of a Small aberration, you gain a +2 size bonus to your Dexterity and Constitution scores.
Medium Aberration: If the form you take is that of a Medium aberration, you gain a +2 size bonus to your Strength and Constitution scores.

ABERRANT ANATOMY II

School transmutation (polymorph); Level alchemist 5, cabalist 5, occultist 5, psychic 6, spiritualist 5, sorcerer/wizard 6

This spell functions as aberrant anatomy I, except it also allows you to assume the form of a Tiny or Large creature of the aberration type. Your base speed can’t increase above 90 this way. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 30 feet, climb speed 60 feet, fly speed 60 feet (good maneuverability), swim speed 60 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, barbed carapace, bleed, blood drain, blood siphon, compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, expert climber, faceless (does not grant any senses), ferocity, float, grab, heat adaptability, lashing strike, marrow drain, mimic object, muddy cloud, no breath, penetrating jaws, poison, pounce, pull, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, and undersized weapons. If the creature has immunity to mind-affecting effects or poison, you can a +4 resistance bonus on saves against those effects. If the creature has any weakness, you gain those weaknesses.
Tiny Aberration: If the form you take is that of a Tiny aberration, you gain a +6 size bonus to your Dexterity score and a -2 penalty to your Strength score.
Large Aberration: If the form you take is that of a Large aberration, you gain a +4 size bonus to your Strength and Constitution scores and a -2 penalty to your Dexterity score.

ABERRANT ANATOMY III

School transmutation (polymorph); Level alchemist 6, cabalist 6, occultist 6, psychic 7, spiritualist 6, sorcerer/wizard 7

This spell functions as aberrant anatomy II, except it also allows you to assume the form of a Huge creature of the aberration type. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 90 feet (good maneuverability), swim speed 90 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, scent metals, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, amorphous, barbed carapace, bleed, blood drain, blood siphon, compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, deflecting winds, DR 5 (any type except DR/– and DR/epic), expert climber, faceless (does not grant any senses), fear aura, ferocity, float, frightful presence, grab, heat adaptability, lashing strike, light lure, marrow drain, mimic object, muddy cloud, no breath, penetrating jaws, poison, pounce, pull, rust, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, undersized weapons, unnatural aura, and web. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has any weakness, you gain those weaknesses.
Huge Aberration: If the form you take is that of a Huge aberration, you gain a +6 size bonus to your Strength and Constitution scores and a -4 penalty to your Dexterity score.

ABERRANT ANATOMY IV

School transmutation (polymorph); Level psychic 8, sorcerer/wizard 8

This spell functions as aberrant anatomy III, except it doesn’t limit your base speed and also allows you to use more abilities. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, lifesense, low-light vision, scent, scent metals, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, amorphous, barbed carapace, bleed, blood drain, blood siphon, change shape (humanoids only), compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, devastation, DR 5 (any), DR 10 (any type except DR/– and DR/epic), faceless (does not grant any senses), fast healing 5, fear aura, ferocity, float, frightful presence, grab, heat adaptability, lashing strike, light lure, marrow drain, mimic object, muddy cloud, no breath, partial invisibility, penetrating jaws, poison, pounce, pull, rend, rust, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, undersized weapons, unnatural aura, and web. If the creature has immunity or resistance to any energy types, you gain resistance 30 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has Spell Resistance or magic immunity, you gain Spell Resistance 6 + your caster level. If the creature has any weakness, you gain those weaknesses.

Path of the Wilds - Update #3

With the holidays behind us, it’s time for another update!

I’m getting pretty close to finishing the spell’s chapter at this point. I have 54 written out of 60, with only wild growth, weather shield, stormlash, and sundering earth remaining. I still need two more spell ideas to round out the chapter at a full 60, but I should be able to finish it in the next few days. After that, I’ll be spending time formatting the chapter and proofreading it so I can get some art commissioned once the layout is ready.

For the content preview, we have the invoker-exclusive “dominion” spells. These spells can only be cast by your spirit companion and have different effects they can select from depending on what spirits you have invoked. This also shows one of the first uses of the new Animal and Plant descriptors, which I’ve decided to include. More info on how those descriptors are supported in the book will be talked about when I get to the feats chapter (which is likely the next one I’ll do).

Until next time!


DOMINION’S BLESSING

School transmutation [see text]; Level invoker 4
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/2 levels, no two of which can be more than 30 ft. apart
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You may only cast this spell if you are a spirit companion.
With an incantation of ancient power, you call to the spirits of nature to aid your allies in their time of need. For the duration, each target gains a +2 morale bonus to attack rolls, saving throws, and weapon damage rolls. Additionally, you grant your allies a single additional benefit from the list below. You may only choose a boon that matches the dominion of an invoked spirit of the invoker you are bonded with:

  • Beasts: Each target becomes immune to bleeding effects, disease, and fear effects.

  • Land: Each target gains a +4 bonus to CMD, a +2 bonus to their AC, and cannot be staggered or knocked prone.

  • Sea: Each target gains a swim speed of 60 feet and can breathe underwater. Their weapon attacks and spells take none of the penalties normally imposed for being underwater.

  • Sky: Each target gains a fly speed of 40 feet with good maneuverability as well as a 30-foot enhancement bonus to all of their other speeds.

  • Wilds: Each target becomes immune to poison, sickness, nausea, and paralysis effects.

When you choose a particular spirit type, the spell gains a descriptor appropriate to that type, as follows: animal (beasts), earth (land), water (sea), air (sky), or plant (wilds).

DOMINION’S CURSE

School transmutation [curse, see text]; Level invoker 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature/2 levels, no two of which can be more than 30 ft. apart
Duration 1 round/2 levels, see text
Saving Throw Will partial (see text); Spell Resistance yes

You may only cast this spell if you are a spirit companion.
With an incantation of ancient power, you call to the spirits of nature to bewitch your foes. Select a single curse option from the list below. You may only choose a curse that matches the dominion of an invoked spirit of the invoker you are bonded with:

  • Beasts: Each target is shaken.

  • Land: Each target treats all terrain as difficult terrain.

  • Sea: Each target is fatigued.

  • Sky: Each target is deafened.

  • Wilds: Each target is sickened.

A successful saving throw reduces the duration of the curse to 1 round for that target only.
When you choose a particular spirit type, the spell gains a descriptor appropriate to that type, as follows: animal (beasts), earth (land), water (sea), air (sky), or plant (wilds).

DOMINION’S SHIELD

School abjuration [see text]; Level invoker 1
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You may only cast this spell if you are a spirit companion.
With an incantation of ancient power, you call to the spirits of nature to shield your compatriot from harm. For the duration, the target gains a +1 shield bonus to their AC per three caster levels (max +4). Additionally, choose a single additional option from the list below. You may only choose an option that matches the dominion of an invoked spirit of the invoker you are bonded with:

  • Beasts: animal, disease, and fear

  • Land: acid and earth

  • Sea: cold and water

  • Sky: air and electricity

  • Wilds: plant, poison, and sleep

The target gains a +4 bonus on saving throws against spells and effects of the chosen type. For example, if you choose Sky, the target gains a +4 bonus on saving throws against effects that deal electricity damage, spells with the air or electricity descriptor, and other air-based abilities (such as an air elemental’s whirlwind ability), subject to GM discretion.
When you choose a particular spirit type, the spell gains a descriptor appropriate to that type, as follows: animal (beasts), earth (land), water (sea), air (sky), or plant (wilds).

DOMINION’S WRATH

School evocation [see text]; Level invoker 3
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Area 15 ft.-radius burst
Duration instantaneous, see text
Saving Throw Reflex half; Spell Resistance yes

You may only cast this spell if you are a spirit companion.
With an incantation of ancient power, you call to the spirits of nature to wreak havoc upon those that stand in your way. Choose a single dominion option from the list below. You may only choose an effect that matches the dominion of an invoked spirit of the invoker you are bonded with. Each creature in the area takes 1d8 damage per two caster levels (max 5d8): the damage type is determined by the dominion option chosen. Each dominion also has a secondary effect, as listed below:

  • Beasts: The burst deals slashing damage, and any creature that fails its saving throw begins to bleed for 1 point of damage per two caster levels (max 5).

  • Land: The burst deals bludgeoning damage, and any creature that fails its saving throw is blinded for 1 round.

  • Sea: The burst deals cold damage, and any creature that fails its saving throw is fatigued.

  • Sky: The burst deals electricity damage, and any creature that fails its saving throw is staggered for 1d4 rounds.

  • Wilds: The burst deals piercing damage, and any creature that fails its saving throw is nauseated for 1 round.

A successful Reflex save halves the damage dealt and negates the secondary effect. The damage only occurs once, when the spell is cast. Damage from this spell is considered magical for the purpose of overcoming damage reduction.
When you choose a particular spirit type, the spell gains a descriptor appropriate to that type, as follows: animal (beasts), earth (land), water (sea), air (sky), or plant (wilds).