Pathfinder RPG - Ultimate Magic.pdf
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Pobierz
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UlTImaTe
magIc
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ULTImaTE magIc
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ULTImaTE magIc
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.
This game would not be possible without the passion and
dedication of the thousands of gamers who helped playtest
and develop it. Thank you for all of your time and effort.
Paizo Publishing, LLC
7120 185th Ave NE
Ste 120
Redmond, WA 98052-0577
paizo.com
Credits
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
Chapter 1: spellCasters
Base Class: Magus
Magus Spell List
Discoveries
Archetypes
Masterpieces
Archetypes
Variant Channeling
Archetypes
Animal and Terrain Domains
Vermin Companions
Archetypes
Inquisitions
Archetypes
Archetypes
Monk Vows
Archetype
Mysteries
Archetypes
Archetype
Oaths
Ranger Traps
Archetype
Bloodlines
Archetypes
4
6
9
Summoner
13
15
18
Aquatic Base Form
Eidolon Models
Evolutions
Archetypes
Hexes
Major Hexes
Grand Hexes
Witch Patron Themes
Archetypes
Arcane Discoveries
Elemental Wizard Schools
Archetype
74
74
74
76
78
Alchemist
15
Witch
Bard
21
25
21
81
82
82
83
83
81
Cleric
28
Wizard
86
28
31
86
87
89
Druid
33
33
36
37
Inquisitor
41
44
47
41
Chapter 2: MasterinG MaGiC
Spellblights
Spell Duels
Binding Outsiders
Building and Modifying Constructs
New Familiars
Spellbooks
Designing Spells
Chapter 3: Feats
Types of Feats
Feat Descriptions
Chapter 4: Words oF poWer
Target Words
Wordcaster Feats
Effect Words
Meta Words
Class Word Lists
Chapter 5: spells
Spell Lists
Spell Descriptions
appendix
Alphabetized Words of Power
Spells with New Descriptors
Updated Improved Familiar List
index
Open Game License
90
94
99
101
111
117
121
128
140
142
142
160
165
166
167
188
188
194
196
204
250
250
251
251
254
255
Magus
Monk
47
50
50
51
Oracle
53
53
58
Paladin
60
60
60
64
65
Ranger
64
Sorcerer
66
66
69
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Introduction
Magic is one of the key elements of fantasy, folklore, and
myth. Mysterious wizards, alluring witches, and mad oracles
are staples of literature, and it is no surprise that magic plays
a similarly important role in the Pathfinder Roleplaying
Game. The
Pathfinder RPG Core Rulebook
contains over 150
pages of spells, and the
Pathfinder RPG Advanced Player’s
Guide
has over 50 additional pages. Thirteen of the 17 base
classes in the
Core Rulebook
and
Advanced Player’s Guide
use
magic or have some kind of magical ability. Much like the
wizards of legend, gamers are eager to find new magical
lore in their books, whether to augment the power of a PC or
to add a unique twist to a villainous opponent. If you love
magic in your gaming, this book is for you.
together by theme for ease of reference. Presented below
is a brief overview of each chapter and a taste of the new
material you can expect therein. Additionally, the index
located on page 254 should assist you in locating specif ic
topics quickly and easily.
Chapter 1—Spellcasters:
This chapter starts off with
a bang, presenting a new 20-level base class, the magus.
This class is just as powerful as the classes in the
Core
Rulebook
and the
Advanced Player’s Guide,
though it is
assumed to be less common in the world (unless the GM
says otherwise). It is fully compatible with the existing
class system, and features new approaches to game play
and interparty dynamics. The magus blends melee skill
and arcane magic, dual-wielding both weapon and spell
as a front-line character with a lot of f lash and performing
magical feats that no other class can do. The magus is
an excellent character class for those players who want a
Navigating This Book
This book is organized in much the same way as the
Core
Rulebook,
with each chapter containing rules grouped
4
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