The Dragonlance Nexus

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Dragonlance Spellcasters (Pathfinder Style)

Pathfinder Rules

by Clive Squire


Cleric

Clerics conform to the core class, as described in the Pathfinder RPG (Beta) . However, The following list has been updated to keep it in line with the clerical domains found in the Pathfinder RPG. domains marked by an asterisk (*) have the domain detailed below.

Deities of Krynn

Clerics (Dragonlance/Pathfinder)
Deity Domains
Branchala Chaos, Good, Luck, Trickery
Chemosh Death, Evil, Trickery, Undeath*
Chislev Air, Animal, Earth, Plant
Gilean Knowledge, Liberation, Planning*, Protection, Rune
Habbakuk Animal, Good, Travel, Water
Hiddukel Chaos, Evil, Treachery, Trickery
Kiri-Jolith Glory, Good, Law, Strength, War
Lunitari None (formerly Magic, Trickery, Liberation)
Majere Good, Law, Knowledge, Meditation
Mishakal Community, Good, Healing, Liberation, Protection, Repose
Morgion Destruction, Evil, Madness, Pestilence*
Nuitari None (formerly Charm, Magic, Undeath*)
Paladine Good, Law, Nobility, Protection, Sun
Reorx Artifice, Earth, Fire, Luck, Strength
Sargonnas Evil, Fire, Glory, Law, Passion, War
Shinare Commerce*, Law, Luck, Travel
Sirrion Chaos, Charm, Fire, Passion
Solinari None (formerly Knowledge, Magic, Protection)
Takhisis Darkness, Destruction, Evil, Law, Trickery, Tyranny*
Zeboim Chaos, Evil, Water, Weather
Zivilyn Insight, Knowledge, Meditation, Time*

Cleric Domains

Commerce Domain

Deity: Shinare

Commerce Domain
Caster Level Ability
1st Expert Trader (Su): Once per day you can make any Charisma-based skill check with a +10 bonus.
2nd Zone of Truth (Sp): You can cast zone of truth 1/day per 2 caster levels
4th Tongues (Sp): You can cast tongues 1/day
8th Coin Strike (Su): As a full round action you can target a creature within 30ft of you with a column of coins dealing 1d8 points of bludgeoning damage per 2 caster levels (Reflex save for half). The coins disappear within 2 rounds.
12th True Seeing (Sp): You can cast true seeing 1/day
16th Analyze dweomer (Sp): You can cast analyze dweomer 1/day
20th Polymorph any Object (Sp): You can cast polymorph any object 1/day

Pestilence Domain

Deity: Morgion

Pestilence Domain
Caster Level Ability
1st Summon Companion (Su): As a standard action, you can summon one vermin type creature to aid you as per summon nature's ally I. The creature remains until you dismiss it, and you can never have more than one such creature in your service at one time. Once the creature dies or is dismissed, you must wait 1 hour before summoning another. At 6th level, and every four levels thereafter, you may summon a more powerful companion, increasing the summon nature's ally spell by 1 (II at 6th level, III at 10th, IV at 14th, and V at 18th).
2nd Summon Fiendish Rats (Sp): You can cast a version of summon monster II that summons 1d3 fiendish rats' 1/day per 2 caster levels.
4th Contagion (Sp): You can cast contagion 1/day
8th Vermin Form (Su): You can assume the form of any vermin you can summon using your summon companion ability for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions as beast shape III.
12th Plague of Rats (Sp): You can cast plague of rats 1/day
16th Scourge (Sp): You can cast scourge 1/day
20th Otyugh Swarm (Sp): You can cast otyugh swarm 1/day

Planning Domain

Deity: Gilean

Planning Domain
Caster Level Ability
1st Memorable Attack (Su): As long as you take a full round action and move no more than 5ft, you can attack a target within reach and force the target to relive the attack on the following round, suffering damage equal to the initial attack's damage. You must successfully strike the target for this ability to work. The target gains a Willpower save (DC = the damage) to negate the effect.
2nd Augury (Sp): You can cast augury 1/day per 2 caster levels.
4th Imbue with Spell Ability (Sp): You can cast imbue with spell ability 1/day.
8th Counter (Su): You can counter the effects of any single spell, spell-like effect or supernatural ability that targets only you with a successful saving throw against the effect. If the effect does not offer a saving throw, you gain one.
12th Detect scrying (Sp): You can cast detect scrying 1/day.
16th Discern location (Sp): You can cast discern location 1/day.
20th Time Stop (Sp): You can cast time stop 1/day.

Time Domain

Deity: Zivilyn

Time Domain
Caster Level Ability
1st Shrouded in the River (Su): You can surround yourself in eddies from the River of Time for a short period. You gain a deflection bonus to your AC equal to your Wisdom modifier for 1 round per caster level. You can use this ability 1/day per 4 caster levels.
2nd True Strike (Sp): You can cast true strike 1/day per 2 caster levels.
4th Haste (Sp): You can cast haste 1/day.
8th Temporal Aura (Su): You can surround yourself with a 10ft radius aura effectively ages all creatures while they remain within the radius. This acts like a ray of enfeeblement spell except is affects the creature's Strength, Dexterity and Constitution abilities and is a radial effect and the creatures' gains Fortitude save to half the effect and the penalties are removed once the creature is beyond the limit of the effect.
12th Freedom of Movement (Sp): You can cast freedom of movement 1/day.
16th Moment of Prescience (Sp): You can cast moment of prescience 1/day.
20th Foresight (Sp): You can cast foresight 1/day.

Tyranny Domain

Deities: Takhisis

Tyranny Domain
Caster Level Ability
1st Force of Will (Ex): You can force a single target creature, which must be within 30ft of you and be able to see, hear and understand you, to re-roll one attack roll, damage roll or skill check through the sheer force of your personality and power of your speech. You must succeed an Intimidate skill check (DC = 10 + target's HD + target's Wisdom modifier) to affect the target. Targets that successfully strike you while under the effects of this ability dispel the effect. This is a mind-affecting, language dependant ability.
2nd Command (Sp): You can cast command 1/day per 2 caster levels.
4th Fear (Sp): You can cast fear 1/day.
8th Might Makes Right (Su): You can issue a number of commands per day equal to your caster level. This functions as greater command, except that it only affects one creature within 30 ft. A creature cannot be affected by your might makes right ability more than once per day.
12th Greater Command (Sp): You can cast greater command 1/day.
16th Mass Hold Person (Sp): You can cast mass hold person 1/day.
20th Dominate Monster (Sp): You can cast dominate monster 1/day.

Undeath Domain

Deity: Chemosh

Undeath Domain
Caster Level Ability
1st Deathly Pallor (Su): With a successful melee touch attack against a living target, your touch saps the life from the target, making them suffer a -2 circumstance penalty to all attack rolls, weapon damage rolls, saves, ability checks and skill checks. The pallor lasts for 1 round per caster level and the target gains a Willpower save to negate the effect.
2nd Detect Undead (Sp): You can detect undead 1/day per 2 caster levels.
4th Animate Dead (Sp): You can cast animate dead 1/day.
8th Call Undead (Su): You can summon undead to aid you. With this ability you can summon a number of skeletons and zombies whose total Hit Dice do not exceed your caster level. These undead do not count against the total number of undead you can control and remain until destroyed. You cannot use this ability again until 1 hour after the last undead created by this ability is destroyed.
12th Create Undead (Sp): You can cast create undead 1/day.
16th Create Greater Undead (Sp): You can cast create greater undead 1/day.
20th Energy Drain (Sp): You can cast energy drain 1/day.

Mystic

Class Skills:

The Mystic's class skills are: Appraise (Int), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int)

This selection replaces the Class Skills for the mystic as found in the Dragonlance Campaign Setting.

Class Features

The following table details the special abilities offered by the mystic class by level. This replaces the special abilities offered by the mystic on Table: 2-2: The Mystic in the Dragonlance Campaign Setting. Adjust the mystic's class features as follows:

Mystic (Pathfinder)
Level Special
1st Sphere sensitivity, sphere power, orisons, eschew materials
2nd -
3rd Sphere spell, sphere power
4th -
5th Sphere spell
6th -
7th Sphere spell, additional sphere, sphere feat
8th -
9th Sphere spell, sphere power
10th -
11th Sphere spell
12th -
13th Sphere spell, sphere feat
14th Additional sphere
15th Sphere spell, sphere power
17th Sphere spell
18th -
19th Sphere spell, sphere feat
20th Sphere power

The Mystic has the same spells known, as laid out in Table: 2-3: Mystic Spells Known, on page 49 of the Dragonlance Campaign Setting, except that the mystic no longer gains the domain spell.

Sphere Sensitivity (Ex): Each mystic draws power from their inner strength. This grants the mystic access to certain spells and feats depending on which spheres of magic the mystic is attuned to.

Sphere Power: Starting at 1st level, and again at 3rd, 9th, 15th and 20th level, you gain the listed sphere power.

Sphere Spell: Starting at 3rd level and every two levels thereafter, you gain a bonus spell, which is added to your known spells list.

Sphere Feat: Starting at 7th level and every six levels thereafter, you gain a bonus feat, which is drawn from the list of bonus feats available to you through your sphere selection. You must meet any prerequisites of a feat in order to gain it.

Additional Sphere: Starting at 7th level, and again at 14th level, you gain access to an additional sphere. You gain all the benefits of the additional sphere(s) (such as class skills and bonus spells) and can choose to select a sphere power or sphere feat from the additional spheres instead of from your original sphere.

Orisons (Sp): Mystics know a number of orisons. They can cast these spells at will as a spell-like ability. The number of orisons a mystic knows is noted on the table above under 0-level spells known. Orisons are treated like any other spell cast by the mystic in terms of duration and other variables based on level.

Eschew Materials: At 1st level, the mystic gains the Eschew Materials feat as a bonus feat.

Animism Sphere
Class Feature Description
Class Skill: Handle Animal, Knowledge (nature)
Bonus Spells*: calm animal or entangle (3rd), barkskin or hold animal (5th), dominate animal or plant growth (7th), command plants or summon nature's ally IV (9th), commune with nature or wall of thorns (11th), antilife shell or repel wood (13th), animal shapes or animate plants (15th), control plants or summon nature's ally VI (17th), shamble or shapechange** (19th); * the mystic must select one of the two bonus spells for any given level to gain as a bonus spell; **animals or plants types only.
Bonus Feats: Animal Affinity, Diehard, Endurance, Great Fortitude, Run, Skill Focus (handle animal), Skill Focus (fly), Skill Focus (ride), Toughness, Track
Sphere Power:
1st Level: Nature's Child (Ex): Starting at 1st level your bond with the world around grows strong. You gain the ability to influence animals and plants in much the same way a ranger or druid would animals. This functions like the Diplomacy skill when used to influence the attitude of a person. You roll 1d20 and add your mystic level and your Charisma modifier to the roll. This ability only functions on animal type creatures and plant type creatures. Like the Wild Empathy class feature of the ranger or druid, you must be within 30ft of the animal or plant and be able to clearly see each other to use this ability.
3rd Level: Thorny Claws (Ex): Starting at 3rd level, you are able to cause your fingernails to harden and elongate to form wooden-like claws. Growing the claws is a standard action and the claws last a number of rounds equal to 3 + your Constitution modifier. These claws are a natural weapon, which means you are treated as being armed, that deals 1d4 points of slashing damage plus your Strength modifier. At 7th level, the damage from the natural weapons increases to 1d6 and at 11th level, the claws have the ability to break off once they successfully strike a target, dealing an additional 2 points of damage to the target each round thereafter until 3 rounds have elapsed or the thorny claw has been removed. You can only use the claws a number of times per day equal to the number of sphere powers you have.
7th Level: Bestial Understanding (Ex): You gain, starting on 7th level, a +4 bonus to identify any animal or plant creature. Once you have successfully identified an animal or plant creature, you gain a +4 bonus to any saving throw made against any exceptional ability that creature uses. At 15th level, this bonus also applies to any supernatural ability the animal or plant might have.
9th Level: Greenwood Companion (Ex): starting at 9th level, you gain the animal companion class feature as though you were a druid of a level equal to your mystic level. Any animal companion that you gain automatically gains the wood creature template (see Manual of the Planes).
15th Level: Summon Treant (Sp): At 15th level, you gain the ability to summon two 8HD treants to fight for you.
20th Level: Heart of the Wilds (Ex): At 20th level, you gain low light vision, darkvision out to a range of 60ft, immunity to poisons, paralysis and sleep effects and all animals and plants will not attack you unless compelled to do so.
Alteration Sphere
Class Feature Description
Class Skill: Craft
Bonus Spells: enlarge person (3rd), alter self (5th), gaseous form (7th), polymorph (9th), baleful polymorph (11th), flesh to stone (13th), regenerate (15th), polymorph any object (17th), shapechange (19th)
Bonus Feats: Craft Staff, Greater Spell Focus (transmutation), Natural Spell, Quicken Spell, Skill Focus (fly), Spell Focus (transmutation), Toughness
Sphere Powers:
1st Level Extended Alterations (Ex): Starting at 1st level, when you cast or gain the benefits of any transmutation spell, the effects are treated as though it had been cast with the Extend Spell feat applied to it. If the effect already had the Extend Spell feat applied to it, the effect stacks.
3rd Level: Change Shape (Su): Starting at 3rd level, you gain the supernatural ability to change your form. You can assume the appearance of any creature that is within 1 size category of your size and is of your type. You cannot use this ability to assume the form of a creature with a template. You can use this ability 3 times per day.
9th Level: Wholeness in Bodies (Su): Starting at 9th level, whenever you change your form you can gain an amount of self healing. You can heal a number of hit points equal to twice your mystic level each day. This healing can be spread out over a number of uses.
15th Level: Shifting Boon (Su): Starting at 15th level, whenever you cast a transmutation spell on yourself you can designate a single ally within 10ft of you to gain the benefits of the spell as well. The ally must remain within 25ft + 5ft per mystic level of you in order to continue gaining the spell's effects. Once outside this range, the spell's effects on the ally are lost. The ally does not regain the effects if he later re-enters the range.
20th Level: Mutable Form (Ex): Starting at 20th level, you gain the shapeshifter subtype and low-light vision.
Channelling Sphere
Class Feature Description
Class Skill: Heal
Bonus Spells: jump (3rd), bear's endurance (5th), haste (7th), stoneskin (9th), greater heroism (11th), Tenser's transformation (13th), regenerate (15th), iron body (17th), diamond body (Dragonlance Campaign Setting) (19th)
Bonus Feats: Cleave, Great Cleave, Improved Sunder, Lightning Reflexes, Power Attack, Run, Toughness, Weapon Finesse, Weapon Focus
Sphere Powers:
1st Level: Exemplar of Form (Ex): Starting at 1st level, whenever you use a transmutation spell or gain the benefits of a spell that grants a bonus to your abilities, you gain an additional +2 bonus on top of the standard bonus gained from the effect (thus bear's endurance would grant you +6 to your Constitution). When you reach 7th level, and again at 14th level, this bonus increases by +2 (making it +4 at 7th and +6 at 14th).
3rd Level: Supreme Athlete (Ex): Starting at 3rd level, you gain a +4 insight bonus on all Acrobatics, Climb and Swim skill checks. When you reach 7th level, you gain a climb speed equal to your land speed. When you reach 14th level, you gain a swim speed equal to your land speed.
9th Level: Determined Resistance (Ex): Starting at 9th level, you gain the resistance 5 to any single form of energy. The form must be selected (acid, cold, electricity, fire, sonic), and once chosen cannot be changed. You also gain a +2 bonus to any single saving throw (again, the selection cannot be changed once made). At 9th level the resistance increases to 10 and the saving throw bonus increases to +4.
15th Level: Ki Strike (Su): Starting at 15th level, you gain the ability to use your ki (your inner spirit). All unarmed attacks made by you are considered aligned (lawful or chaotic) and magic for the purposes of overcoming damage reduction of certain creatures.
20th Level: Physical Perfection (Su): Starting at 20th level, you become the epitome of physical perfection. You gain a +2 inherent bonus to your Strength, Dexterity and Constitution and you are immune to all diseases and poisons.
Healing Sphere
Class Feature Description
Class Skill: Heal
Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), cure critical wounds (9th), mass cure light wounds (11th), heal (13th), regenerate (15th), mass cure critical wounds (17th), mass heal (19th)
Bonus Feats: Brew Potion, Craft Wand, Empower Spell, Greater Spell Focus (conjuration), Maximise Spell, Quicken Spell, Skill Focus (heal), Spell Focus (conjuration)
Sphere Powers:
1st Level: Lay on Hands (Su): Starting at 1 level, you gain the ability to heal damage by touch, in much the same manner as the paladin. The mystic can heal a number of hit points of damage each day equal to his mystic level x his Charisma modifier (minimum of 1). This healing can be divided among multiple uses. Unlike the paladin's lay on hands ability, this cannot be used to harm undead creatures.
3rd Level: Exceptional Health (Ex): Starting at 3rd level, the mystic gains immunity to all diseases.
9th Level: Secondary Healing (Su): Starting at 9th level, whenever the mystic casts a non-damaging spell that is of 4th level or lower on an ally he can choose to also have the ally gain the effects of a cure light wounds spell.
15th Level: Healing Aura (Su): Starting at 15th level, the mystic is surrounded by an aura that promotes healing. All creatures that remain within a 15ft radius of the mystic for an hour of more regain hit points as though they had rested for 8 hours. Creatures that spend more than 4 hours regain hit points as though they had undergone complete bed rest for 24 hours. Creatures that spend 8 hours of more within the aura gain the benefits of a neutralize poison spell and a remove disease spell.
20th Level: Break Enchantment (Su): Starting at 20th level, the mystic can use his healing touch to break enchantment as the spell. The mystic's caster level is equal to his mystic level.
Meditation Sphere
Class Feature Description
Class Skill: Knowledge (any, each taken seperately)
Bonus Spells: comprehend languages (3rd), owl's wisdom (5th), locate object (7th), tongues (9th), spell resistance (11th), find the path (13th), spell turning (15th), mind blank (17th), astral projection (19th)
Bonus Feats: Empower Spell, Extend Spell, Greater Spell Focus (enchantment), Iron Will, Quicken Spell, Silent Spell, Spell Focus (enchantment), Widen Spell
SpherePowers:
1st Level: Understanding (Ex): Starting at 1st level, you can gain insight and understanding of a situation or puzzle. You can substitute ranks in any Intelligence skill you have ranks in for ranks in any other skill that uses Intelligence or Wisdom on a 2-for-1 basis. The amount of time that it takes to use this ability is determined by the DC of the skill check in minutes (thus a DC 15 skill check requires 15 minutes of thought).
3rd Level: Metamagic Adept (Ex): Starting at 3rd level, you can apply any metamagic feat that you know to a spell that you are about to cast without increasing the casting time. For every 3rd level levels after 3, you can use this an additional time per day.
9th Level: Understanding Strengthens the Body (Ex): Starting at 9th level, each time you gain a metamagic feat you gain +4 hit points.
15th Level: Spell Resistance (Ex): Starting at 15th level, you gain spell resistance equal to 9 + your mystic class level.
20th Level: Divine Reserve (Su): Starting at 20th level, you gain a reserve of divine energy. You can use this energy in place of using a charge from a magic item (such as a wand). The amount of points in your reserve is equal to your mystic level + your Intelligence modifier (if any). The reserve replenishes at a rate of 1 point per hour.
Necromancy Sphere
Class Feature Description
Class Skill: Knowledge (religion)
Bonus Spells: detect undead (3rd), death knell (5th), halt undead (7th), animate dead (9th), slay living (11th), create undead (13th), destruction (15th), create greater undead (17th), energy drain (19th)
Bonus Feats: Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Extra Turning, Great Fortitude, Greater Spell Focus (necromancy), Spell Focus (necromancy)
Sphere Powers:
1st Level: Animate Least Undead (Sp): Starting at 1st level, you gain the ability to animate the corpses of any creature of the animal or vermin type that has less than 1 HD. The animated creature is treated as a 1/2 HD creature for the purposes of determine the maximum number of undead creatures you can have at any one time. You can use this ability a number of times per day equal to your Intelligence modifier.
3rd Level: Leech the Life's Blood (Su): Starting at 3rd level, you gain a melee touch attack that weakens the target. Your touch deals 1 point of Constitution damage to the target creature. The creature is allowed a Fortitude save (DC = 10 + 1/2 your mystic level + your Intelligence modifier) to negate the effect. Multiple successful melee touch attacks result in a cumulative effect.
9th Level: Command Undead (Su): Starting at 9th level, you gain the ability to command undead much like an evil cleric. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Your mystic levels are treated as cleric level to determine the effects.
15th Level: Resemble the Dead (Su): Starting at 15th level, you start to assume certain qualities of the undead. You gain damage reduction 10/magic, resistance to cold 5, immunity to sleep effects and disease.
20th Level: Damaged Soul (Su): Starting at 20th level, your soul is so damaged from using foul necromantic energies that you become immune to energy drain, ability damage and ability drain effects. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.
Sensitivity Sphere
Class Feature Description
Class Skill: Sense Motive
Bonus Spells: deathwatch (3rd), see invisibility (5th), tongues (7th), discern lies (9th), analyze dweomer (11th), legend lore (13th), greater arcane sight (15th), discern location (17th), foresight (19th)
Bonus Feats: Alertness, Extend Spell, Greater Spell Focus (necromancy), Quicken Spell, Silent Spell, Skill Focus (sense motive), Spell Focus (divination), Still Spell
Sphere Powers:
1st Level: School Power (Ex): Starting at 1st level, you gain a +1 to the caster level of any divination spell you cast.
3rd Level: Metamagic Adept (Ex): Starting at 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
9th Level: New Arcana (Ex): At 9th level, you can add any one spell that you are capable of casting to your list of spells known. You can also add one additional spell at 13th level and 17th level.
15th Level: As the Mind (Ex): Starting at 15th level, all divination spells you cast are considered to have the Quicken Spell feat applied to them without using a spell slot of a higher level.
20th Level: Divine Apotheosis (Ex): At 20th level, your body surges with divine power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots.
Spiritualism Sphere
Class Feature Description
Class Skill: Knowledge (religion)
Bonus Spells: d detect undead (3rd), spectral hand (5th), halt undead (7th), part death's shroud (9th), spiritward (11th), spirit walk (13th), bind spirit (15th), soul bind (17th), spiritual horde (19th)
Bonus Feats: Empower Spell, Extra Turning, Greater Spell Focus (necromancy), Iron Will, Skill Focus (the planes), Skill Focus (religion), Spell Focus (necromancy)
Sphere Powers:
1st Level: Converse with the Grave (Sp): Starting at 1st level, you gain the ability to cast speak with dead as a spell-like ability once per day.
3rd Level: Touch of the Void (Su): Starting at 3rd level, you gain a melee touch attack that deals 1 point of Strength damage to a living foe. At 9th level, the damage from this increases to 1d3 points of Strength damage, and at 18th level it increases to 1d6 points of Strength damage.
9th Level: Ghostly Weapon (Su): Starting at 9th level, any weapon you wield is considered to have the ghost touch quality.
15th Level: Incorporeal Form (Su): Starting at 15th level, you can become incorporeal for 1 round per caster level. While in this form, you gain the incorporeal subtype and your spells do not affect corporeal creatures. You can use this ability once per day.
20th Level: One of Us (Su): At 20th level, your form begins to rot (although the appearance is up to you) and undead begin to see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

Sorcerer (Dragonlance centric)

Class Features:

Sorcerer (Dragonlance/Pathfinder)
Level Special
1st School sensitivity, school power, cantrips, eschew materials
2nd -
3rd School spell, school power
4th -
5th School spell
6th -
7th School spell, additional school, school feat
8th -
9th School spell, school power
10th -
11th School spell
12th -
13th School spell, school feat
14th Additional school
15th School spell, school power
17th School spell
18th -
19th School spell, school feat
20th School power

School Sensitivity (Ex): Each sorcerer draws power from the world around them. This grants the sorcerer access to certain spells and feats depending on which schools of magic the sorcere is attuned to.

School Power: Starting at 1st level, and again at 3rd, 9th, 15th and 20th level, you gain the listed school power.

School Spell: Starting at 3rd level and every two levels thereafter, you gain a bonus spell, which is added to your known spells list.

School Feat: Starting at 7th level and every six levels thereafter, you gain a bonus feat, which is drawn from the list of bonus feats available to you through your sphere selection. You must meet any prerequisites of a feat in order to gain it.

Additional School: Starting at 7th level, and again at 14th level, you gain access to an additional school. You gain all the benefits of the additional school(s) (such as class skills and bonus spells) and can choose to select a school power or school feat from the additional spheres instead of from your original school.

Cantrips (Sp): Sorcerers know a number of cantrips. They can cast these spells at will as a spell-like ability. The number of cantrips a sorcerer knows is noted on the table above under 0-level spells known. Cantrips are treated like any other spell cast by the sorcerer in terms of duration and other variables based on level.

Eschew Materials: At 1st level, the mystic gains the Eschew Materials feat as a bonus feat.

Aeromancy School
Class Feature Description
Class Skill: Fly
Bonus Spells: elemental dart (Dragonlance Campaign Setting) (3rd), gaseous form (5th), air walk (7th), control winds (9th), overland flight (11th), wind walk (13th), whirlwind (15th), reverse gravity (17th), cloud-walkers (Spell Compendium) (19th)
Bonus Feats: Enlarge Spell, Extend Spell, Improved Bull Rush, Power Attack, Quicken Spell, Silent Spell, Skill Focus (fly), Still Spell, Widen Spell
Sphere Powers:
1st Level: Gift of Flight (Su): Starting at 1st level, you gain a fly speed equal to your land speed. You can use this ability for 1 hour per day. The use of this ability need not be continuous.
3rd Level: Aura of Air (Sp): Starting at 3rd level, you are surrounded by a constant aura of air that allows you to breathe even if you are within an environment that might prohibit it (such as being underwater). At 9th level, the aura increases in size to fill a 5ft radius around you, allowing others to breathe normally. At 16th level, this aura increases again to fill a 15ft radius.
9th Level: Strength of the Winds (Su): Starting at 9th level, any melee or ranged weapon combat you successfully make against a single target also has the effect of causing a bull rush against the target. This bull rush action does not provoke an attack of opportunity from the target and you gain a +4 bonus on the check result.
15th Level: Cross Currents (Su): Starting at 15th level, you gain the ability to influence the movement speed of all creatures within a 60ft radius of you. You can grant all allies within the radius a speed bonus equal to 1/3 the creature's normal speed. All opponents within the radius find that their speed is reduced by 1/3.
20th Level: Child of Air (Ex): Starting at 20 level, you no longer need to breathe and are immune to gases and airborne attacks that rely on the target breathing, you are also immune to sleep effects and no creature that comes from the Elemental Plane of Air will attack you unless they are coerced to do so or have a diametrically opposing alignment to yours.
Chronomancy School
Class Feature Description
Class Skill: Knowledge (the planes)
Bonus Spells: expeditious retreat (3rd), haste (5th), freedom of movement (7th), temporal sphere (Legends of the Twins) (9th), contingency (11th), timeheal (Legends of the Twins) (13th), temporal stasis (15th), moment of prescience (17th), time stop (19th)
Bonus Feats: Alertness, Enlarge Spell, Extend Spell, Lightning Reflexes, Quicken Spell, Silent Spell, Skill Focus (knowledge [the planes]), Still Spell, Widen Spell
Sphere Powers:
1st Level: Immerse in the River (Su): Starting at 1st level, you gain an insight bonus to any single saving throw equal to your Charisma modifier. At 7th level you can select another saving throw to gain this bonus, and at 14th level you can apply the bonus to the last unselected saving throw.
3rd Level: Luck (Su): Starting at 3rd level, your ability at perceiving things is so great that you can bend fortune to your side 1/day and re-roll any single weapon attack roll, saving throw or skill check. You can do this an additional time per day at 9th level and again at 16th level.
9th Level: Shrouded in the River (Su): Starting at 9th level, you gain a deflection bonus equal to your Charisma modifier to your AC.
15th Level: Timeheal (Sp): Starting at 15th level, you can cast timeheal (Legends of the Twins) as a spell-like ability 1/day.
20th Level: Timeless Body (Ex): Starting at 20th level, you no longer take penalties to your ability scores for aging and you cannot be magically aged. Any such penalties already gained remain and normal bonuses due to aging still apply.
Cryomancy School
Class Feature Description
Class Skill: Survival
Bonus Spells: elemental dart (Dragonlance Campaign Setting) (3rd), sleet storm (5th), elemental blade (War of the Lance) (7th), cone of cold (9th), freezing sphere (11th), animate snow (Spell Compendium) (13th), elemental body (Spell Compendium) (15th), field of icy razors (Spell Compendium) (17th), obedient avalanche (Spell Compendium) (19th)
Bonus Feats: Enlarge Spell, Extend Spell, Quicken Spell, Silent Spell, Skill Focus (survival), Still Spell, Widen Spell
Sphere Powers:
1st Level: Arctic Ray (Su): Starting at 1st level, you gain the ability to fire a ray of cold dealing 1d6 + 1 point per caster level of cold damage as a standard action to a target within 30ft.
3rd Level: Chilling Touch (Sp): Starting at 3rd level, you can produce an effect similar to that caused by the chill metal spell, except that the object affected by this must be a metallic object that you wield in melee combat. You are not harmed by the effect and you can use this ability 1/day per 2 caster levels.
9th Level: Ironice (Su): Starting at 9th level, you gain the ability to fashion incredibly hard objects out of normal ice. Ironice objects are as strong and resistant as steel. Effects that would normally affect metal or iron have no effect on the ironice. Spells that affect ice still affect the object, although fire and heat do not. Creating an ironice object requires 1 full round per 5Ibs of weight of the object and the effect lasts for 1 day per caster level.
15th Level: Icy Gift (Ex): Starting at 15th level, any spell that has the water or earth descriptors you cast also gains the cold descriptor. Any spell you cast that has the cold descriptor gains the effects of the Maximize Spell and Quicken Spell feats without increasing the spells casting time or level.
20th Level: Norn (Su): Starting at 20th level, you gain the cold subtype and any summon monster spell you cast automatically has the summoned creature gain the cold creature template (Towers of High Sorcery).
Divination School
Class Feature Description
Class Skill: Knowledge (history)
Bonus Spells: augury (3rd), discern lies (5th), arcane sight (7th), arcane eye (9th), legend lore (11th), analyze dweomer (13th), greater arcane sight (15th), probe thoughts (Spell Compendium) (17th), foresight (19th)
Bonus Feats: Alertness, Astrological Forecasting (Legend of the Twins), Iron Will, Quicken Spell, Quick-Thinking (Races of Ansalon), Skill Focus (knowledge [history]), Spell Focus (divination), Widen Spell
Sphere Powers:
1st Level: Acute Perception (Ex): Starting at 1 level, you gain a +2 bonus to all Perception skill checks and Sense Motive skill checks. If you have 10 or more ranks in both of these skills, this bonus increases to +4.
3rd Level: Detect Thoughts (Sp): Starting at 3rd level, you gain the ability to cast the detect thoughts spell 1/day per 4 caster levels.
9th Level: Past-Seeing (Sp): Starting at 9th level, you can use this past-seeing spell (Legend of the Twins) 1/day.
15th Level: Telepathy (Ex): Starting at 15th level, you gain the telepathy special ability and can converse with any creature that shares a common language with you within 100ft.
20th Level: Spontaneous Casting (Su): Starting at 20th level, you can convert any known spell into a divination spell that you do not know. The spells must be of the same level.
Dracomancy School
Class Feature Description
Class Skill: Knowledge (arcana)
Bonus Spells: Dragonwise (Dragons of Krynn) (3rd), detect dragon (Dragons of Krynn) (5th), dragonbane (Dragons of Krynns) (7th), draconic might (Dracominicon) (9th), flight of the dragon (Dracominicon) (11th), lesser dragon ally (Dracominicon) (13th), dragon ally (Dracominicon) (15th), energy immunity (Spell Compendium) (17th), greater dragon ally (Dracominicon) (19th)
Bonus Feats: Alertness, Enlarge Spell, Extend Spell, Power Attack, Quicken Spell, Silent Spell, Still Spell, Toughness, Widen Spell
Sphere Powers:
1st Level: Draconic Toughness (Ex): Starting at 1st level, you gain a natural armour bonus equal to your Charisma modifier.
3rd Level: Awaken the Dragon Within (Ex): Starting at 3rd level, you gain the dragonblood subtype.
9th Level: Awaken Draconic Presence (Su): Starting at 9th level, you can surround yourself with a palpable aura of fear, much like a dragon's frightful presence. Your frightful presence extends outwards to a range of 5ft + 1/2 your caster level in feet. As with the dragon's ability, whenever you attack the frightful presence activates and forces those creatures within the radius of the effect to make a Willpower save (DC = 10 + 1/2 your caster level + your Charisma modifier). Creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds, while creatures with 5 or more HD become shaken for 4d6 rounds. Dragons are immune to this effect. Creatures that are influenced by dragons (such as draconians) treat you as a dragon (thus gaining the inspired by dragon morale bonus).
15th Level: Awaken Draconic Resistance (Ex): Starting at 15th level, you gain spell resistance equal to your Charisma modifier + your caster level.
20th Level: Form of the Dragon (Sp): Starting at 20th level, you gain the ability to change into the shape of a Huge dragon using the form of the dragon III spell.
Electromancy School
Class Feature Description
Class Skill: Knowledge (nature)
Bonus Spells: elemental dart (Dragonlance Campaign Setting) (3rd), lightning bolt (5th), elemental blade (War of the Lance) (7th), call lightning storm (9th), chain lightning (11th), ball lightning (Spell Compendium) (13th), lightning ring (Spell Compendium) (15th), stormrage (Spell Compendium) (17th), storm of vengeance (19th)
Bonus Feats: Enlarge Spell, Extend Spell, Heighten Spell, Maximise Spell, Quicken Spell, Silent Spell, Spell Focus (evocation), Still Spell, Widen Spell
Sphere Powers:
1st Level: Resist Electricity (Ex): Starting at 1st level, you gain resistance to electricity 5.
3rd Level: Sparks (Su): Starting at 3rd level, whenever you wield a metallic weapon in melee combat, you deal an extra +1d4 points of electrical damage. At 8th level, this damage increases to 1d6, and increases again at 16th level to 1d8.
9th Level: Electrical Substitution (Ex): Starting at 9th level, any 2nd level or lower spell that you cast with a non-electrical energy descriptor can be altered to deal electrical damage instead of the standard damage.
15th Level: Electrical Admixture (Ex): Starting at 15th level, any 4th level or lower spell that you cast that deals damage also deals a like amount of electrical damage.
20th Level: Child of Thunder (Ex): Starting at 20th level, you gain immunity to electrical attacks and resistance to sonic 20.
Enchantment School
Class Feature Description
Class Skill: Craft
Bonus Spells: animate rope (3rd), stone tentacles (War of the Lance) (5th), greater magic weapon (7th), major creation (9th), reshape metal (Age of Mortals) (11th), animate objects (13th), glasstrike (Spell Compendium) (15th), submerge ship (Spell Compendium) (17th), disjunction (19th)
Bonus Feats: Brew Potion, Craft Magic Arms & Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll, Skill Focus (craft)
Sphere Powers:
1st Level: Intuitive Crafter (Ex): Starting at 1st level, your understanding of the crafts needed to manufacture magic items allows you to be more efficient when doing so. You reduce the costs of magic item by 20%. At 9th level the costs are reduced by 40% and at 16th level the costs are reduced by 60%.
3rd Level: Animated Companion (Ex): Starting at 3rd level, you gain the ability to turn a Small or smaller animated object into a bonded creature akin to the wizard's familiar. The animated object gains all of the standard benefits that a familiar gains.
9th Level: Construct Bane (Ex): Starting at 9th level, your knowledge and understanding of enchanted objects allows you insight when battling them. Whenever you battle a creature with the construct type you can make a Knowledge (arcana) skill check against a DC = 10 + 1/2 the construct's HD (rounded down). If successful the next spell or weapon attack that you make against that construct automatically bypasses the constructs damage reduction and immunities. Failure to make the check means that you cannot use this ability against that particular construct again for 24 hours.
15th Level: Recharge (Ex): Starting at 15th level, your knowledge of magic items and construction of them is such that you can recharge a magic item by using any type of spell you know. The spell must be of the same level as the charged spell and each spell slot expended in this manner replaces 1 charge within the object.
20th Level: Ghost in the Machine (Su): Starting at 20 level, you gain the ability to place your consciousness within any single construct that is within 60ft of you and that fails a Willpower save (DC = 10 + 1/2 your caster level + your Intelligence modifier). You treat the construct as though it were your body (substituting your Intelligence, Wisdom and Charisma in place of the constructs). The construct looses all skills and feats and gains all your skills and feats for the duration of possession. Once possessed, the construct must remain within 100ft + 10ft/caster level in order to maintain the possession. If the construct moves beyond that limit the possession automatically ends and you return to you own body. While possessing the construct, your body is vulnerable and totally incapable of making any action. You can maintain the possession for a number of rounds equal to your caster level. If your body is slain while you possess the construct, you must make a Fortitude save (DC 20) using your original bodies Fortitude saving throw. Success means that you manage to save your spirit from entering the afterlife and the construct is now considered your body and gains the living construct subtype. If the construct is destroyed while you possess it, you must make a Willpower save using the constructs original Willpower save value. Failure means that your original body suffers 1d6 points of damage per HD of the construct. Effects and spells that block or prohibit possession, such as protection from evil affect the possession of the construct.
Geomancy School
Class Feature Description
Class Skill: Knowledge (dungeoneering)
Bonus Spells: elemental dart (Dragonlance Campaign Setting) (3rd), keen edge (5th), elemental blade (War of the Lance) (7th), passwall (9th), flesh to stone (11th), repel wood (13th), earthquake (15th), repel metal or stone (17th), bombard (Spell Compendium) (19th)
Bonus Feats: Diehard, Earth Presence (Races of Ansalon), Endurance, Enlarge Spell, Extend Spell, Great Fortitude, Quicken Spell, Silent Spell, Skill Focus (knowledge [dungeoneering]), Still Spell, Widen Spell
Sphere Powers:
1st Level: Fossilized Skin (Su): Starting at 1st level, your skin becomes harder and more rock-like, granting you a +2 natural armour bonus to you AC. At 9th level, this increases to +4 and increases again at 16th level to +6.
3rd Level: Strength of Stone (Su): Starting at 3rd level, whenever you cast a spell with the earth descriptor, you gain a +2 bonus to your Strength and Constitution for 1 round. If you cast additional spells with the earth descriptor before this period is up, the duration is extended. Multiple castings do not grant multiple bonuses to your Strength and Constitution.
9th Level: Stoneskin (Sp): Starting at 9th level, you gain the ability to cast stoneskin 1/day.
15th Level: Iron Body (Sp): Starting at 15th level, you gain the ability to cast iron body 1/day. This replaces your stoneskin ability.
20th Level: Diamond Body (Sp): Starting at 20th level, you gain the ability to cast diamond body (Age of Mortals) 1/day. This replaces your iron body ability.
Hydromancy School
Class Feature Description
Class Skill: Swim
Bonus Spells: elemental dart (Dragonlance Campaign Setting) (3rd), water walk (5th), dehydrate (Spell Compendium) (7th), drown (Dragonlance Campaign Setting) (9th), control water (11th), control weather (13th), extract water elemental (Spell Compendium) (15th), maelstrom (Spell Compendium) (17th), mass drown (Spell Compendium) (19th)
Bonus Feats: Enlarge Spell, Extend Spell, Quicken Spell, Silent Spell, Skill Focus (swim), Still Spell, Widen Spell
Sphere Powers:
1st Level: Drench (Ex): Starting at 1 level, your touch puts out torches, campfires, exposed lanterns and other open flames of a non-magical nature of a Small size or smaller. At 10 level, your touch affects up to Medium sized fires and at 16 level, your touch affects up to Large sized fires and acts as a dispel magic cast at a level equal to your caster level.
3rd Level: Watery Creatures (Ex): Starting at 3rd level, all creatures you summon using the summon monster spells automatically have the water element creature template (Manual of the Planes) applied to them (see blow).
9th Level: Summon Elemental Minion (Su): Starting at 9th level, you gain the ability to summon water elemental minions (Bestiary of Krynn, Revised). You can summon 1d3 with a 50% chance of success. This is the equivalent of a 4th level spell.
15th Level: Transport via Water (Sp): Starting at 15th level, you gain the ability to use an effect similar to that of the transport via plants spell. You can step into a Medium sized body of water and instantly travel to any other Medium or larger body of water on the same plane. Only you can travel in this manner. You can use this ability 1/day.
20th Level: Desiccate (Sp): Starting at 20th level, you gain the ability to draw out all of the liquid and moisture within a living creature, using an effect similar to the horrid wilting spell, 1/day.

Water Element Creature Template Errata

In order to make the water element creature template compatible with the Pathfinder RPG, you need to make the following changes to the base template as follows:

Special Qualities:

— Damage Reduction 5/magic (8-11 HD) or 10/magic (12 HD or more)

Pyromancy School
Class Feature Description
Class Skill: Diplomacy
Bonus Spells: elemental dart (Dragonlance Campaign Setting) (3rd), fireball (5th), elemental blade (War of the Lance) (7th), flame strike (9th), elemental body (Spell Compendium) (11th), delayed blast fireball (13th), firestorm (15th), summon elemental monolith (Spell Compendium) (17th), meteor swarm (19th)
Bonus Feats: Enlarge Spell, Extend Spell, Heighten Spell, Maximise Spell, Quicken Spell, Silent Spell, Spell Focus (evocation), Still Spell, Widen Spell
Sphere Powers:
1st Level: Fire Finger (Sp): Starting at 1st level, you can create minute gout of flame from your fingers. The gout of flame can reach a distance of 15ft and deals 1 point of fire damage.
3rd Level: Internal Fire (Sp): Starting at 3rd level, you can produce an effect similar to that caused by the heat metal spell, except that the object affected by this must be a metallic object that you wield in melee combat. You are not harmed by the effect and you can use this ability 1/day per 2 caster levels.
9th Level: Fiery Creatures (Ex): Starting at 9th level, all creatures you summon using the summon monster spells automatically have the fire element creature template (Manual of the Planes) applied to them (see blow).
15th Level: Transport via Flame (Sp): Starting at 15th level, you gain the ability to use an effect similar to that of the transport via plants spell. You can step into a Medium sized fire and instantly travel to any other Medium or larger fire on the same plane. Only you can travel in this manner. You can use this ability 1/day.
20th Level: Brother of the Flame (Su): Starting at 20th level, you gain the fire subtype and become immune to sleep effects. No creature that comes from the Elemental Plane of Fire will attack you unless they are coerced to do so or have a diametrically opposing alignment to yours.

Fire Element Creature Template Errata

In order to make the fire element creature template compatible with the Pathfinder RPG, you need to make the following changes to the base template as follows:

Special Qualities:

— Damage Reduction 5/magic (8-11 HD) or 10/magic (12 HD or more)

Shadomancy School
Class Feature Description
Class Skill: Stealth
Bonus Spells: darkness (3rd), deeper darkness (5th), shadow conjuration (7th), shadow evocation (9th), armour of darkness (Spell Compendium) (11th), greater shadow conjuration (13th), greater shadow evocation (15th), shadow landscape (Spell Compendium) (17th), shades (19th)
Bonus Feats: Blind Fighting, Enlarge Spell, Extend Spell, Quicken Spell, Silent Spell, Skill Focus (stealth), Spell Focus (illusion), Still Spell, Widen Spell
Sphere Powers:
1st Level: Shades of Grey (Ex): Starting at 1 level, whenever you are in a condition other than full daylight you can disappear into the shadows gaining concealment.
3rd Level: Shadowy Images (Sp): Starting at 3rd level, you gain the ability to use the mirror image spell 1/day per 2 caster levels.
9th Level: Spirits in the Darkness (Ex): Starting at 9th level, any summon monster spell you cast automatically has the shadow creature template (Manual of the Planes) applied to it (see below).
15th Level: Shadow Walk (Sp): Starting at 15th level, you gain the ability to shadow walk as the spell 1/day.
20th Level: Embraced by Darkness (Su): Starting at 20th level, you gain damage reduction 5/magic, darkvision out to 60ft (or +60ft if you already possess darkvision) and you gain fast healing 2 while in shadowy areas.

Shadow Creature Template Errata

In order to make the shadow creature template compatible with the Pathfinder RPG, you need to make the following changes to the base template as follows: Special Qualities:

— Damage Reduction 5/magic

Skills: Stealth +6

Sonomancy School
Class Feature Description
Class Skill: Perception
Bonus Spells: sculpt sound (3rd), elemental blade (War of the Lance) (5th), shout (7th), song of discord (9th), zone of silence (11th), cacophonic shield (Spell Compendium) (13th), greater shout (15th), sonic rumble (Spell Compendium) (17th), wail of the banshee (19th)
Bonus Feats: Alertness, Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, Quicken Spell, Silent Spell, Skill Focus (perception), Spell Focus (evocation), Still Spell, Widen Spell
Sphere Powers:
1st Level: Resist Sonic (Ex): Starting at 1st level, you gain resist sonic 5. At 9th level, this increases to 15 and at 16th level it increases to 25.
3rd Level: Sonic Substitution (Ex): Starting at 3rd level, any 2nd level or lower spell that you cast with a non-sonic energy descriptor can be altered to deal sonic damage instead of the standard damage.
9th Level: Sonic Scream (Su): Starting at 9th level, you can emit, as a standard action 1/day per 4 caster levels, a sonic scream. The sonic scream is a cone of sonic energy that has a range of 25ft +5ft per caster level and deals 1d6 points of sonic energy damage (20d6 maximum). Targets caught in the sonic scream are allowed a Fortitude save (DC = 10 + 1/2 your caster level + your Charisma modifier) to take half damage.
15th Level: Sonic Admixture (Ex): Starting at 15th level, any 4th level or lower spell that you cast that deals damage also deals a like amount of sonic damage.
20th Level: Sounding Board (Su): Starting at 20th level, whenever you cast a spell without the sonic descriptor you can produce a sonic effect in tandem with the spell. This sonic effect can either affect a 10ft radius around you or you can make a ranged melee touch attack to target a creature within 20ft of you with the effect. Those caught in the radius of the sonic effect suffer 1d4 points of sonic damage per 4 caster levels and can make a Fortitude save (DC = 10 + 1/2 your caster level + your Charisma modifier) to take half damage. If you cast a spell with the sonic descriptor, the damage dealt by this sonic effect increases to 1d6 points of sonic damage.
Spectramancy School
Class Feature Description
Class Skill: Perform
Bonus Spells: radiant dart (War of the Lance) (3rd), shroud from sight (War of the Lance) (5th), hallucinatory terrain (7th), mirage arcana (9th), programmed image (11th), mass invisibility (13th), prismatic wall (15th), screen (17th), weird (19th)
Bonus Feats: Enlarge Spell, Extend Spell, Quicken Spell, Silent Spell, Skill Focus (perform), Skill Focus (stealth), Spell Focus (illusion), Still Spell, Widen Spell
Sphere Powers:
1st Level: Weapon of Light & Darkness (Sp): Starting at 1st level, you gain the ability to create a quasi-real weapon. This weapon deals the standard damage for a weapon of its type and size. All damage is illusionary and the target is allowed a Willpower save (DC = 10 + 1/2 your caster level + your Charisma modifier) to disbelieve the illusion. At 9th level, the damage of this weapon deals 50% of the illusionary damage as real damage to those who disbelieve. At 16th level, this damage increases to 100%. All damage due to Strength modifiers still applies and is real (non-illusionary) damage.
3rd Level: Shapes from the Mind (Ex): Starting at 3rd level, your knowledge of light and illusions allows you to put more impact into force effects. When you cast a spell with the force descriptor that is non-damaging, it is automatically considered to have the Extend Spell feat applied to it. If the spell with the force descriptor has a damaging effect, you deal an extra +1 point of damage per dice.
9th Level: Intimidating Spell (Ex): Starting at 9th level, whenever you cast a spell from the illusion school you can make an immediate Intimidate skill check against any target within 60ft of you. You gain a bonus on the Intimidate skill check equal to that of the spell's level. If you succeed, the target is demoralized (see the Intimidate skill).
15th Level: More Real than Life (Ex): Starting at 15th level, your skill at casting illusions has become so good that allies affected by some of your spells can make Willpower save to believe them so as to use them in a real world context. Thus you could create an illusion of a bridge over a ravine and your allies can make a Willpower save to believe the illusion (instead of disbelieving) in order to use the illusionary bridge to cross the ravine. Opponents following you would make the standard Willpower saves to disbelieve the illusion, thus making the bridge unusable to them.
20th Level: Clarity of Mind (Ex): Starting at 20th level, you become immune to illusionary mind-affecting effects (such as figments, glamer, patterns, phantasms, shadows).
Summoning School
Class Feature Description
Class Skill: Knowledge (the planes)
Bonus Spells: summon monster II (3rd), g'elsewhere chant (Spell Compendium) (5th), dimensional anchor (7th), dismissal (9th), word of recall (11th), instant summons (13th), banishment (15th), summon monster VIII (17th), teleport circle (19th)
Bonus Feats: Augment Summoning, Extend Spell, Quicken Spell, Silent Spell, Spell Focus (conjuration), Still Spell
Sphere Powers:
1st Level: Combat Stepping (Sp): Starting at 1 level, you are able to make short teleportation 'steps' during combat. You can teleport a maximum distance equal to your normal speed as a move equivalent action. When you use this ability, you are considered to have only moved a 5ft step. You can combat step 1/day per 4 caster levels and can only use it once per round.
3rd Level: Dual Casting (Ex): Starting at 3rd level, whenever you cast a conjuration (summoning) spell to bring a creature to you (such as with the summon monster spells), you are automatically considered to have cast the spell twice. This effectively brings double the normal number of creatures.
9th Level: Master Summoner (Ex): Starting at 9th level, whenever you gain additional spells known you can choose to add the summon nature's ally spell of an appropriate level instead.
15th Level: Legendary Summoner (Ex): Starting at 15th level, all creatures you summon using summon monster (or summon nature's ally) gain a +4 bonus to all their abilities as well as having maximum hit points.
20th Level: Immersed in the School (Ex): Starting at 20th level, you can cast any conjuration (teleportation) or conjuration (summoning) spell as if you had applied the Quicken Spell feat to it. This does not increase the casting time or the spell level of the spell.
Transmutation School
Class Feature Description
Class Skill: Knowledge (arcana)
Bonus Spells: knock (3rd), greater magic weapon (5th), stone shape (7th), fabricate (9th), disintegrate (11th), reverse gravity (13th), temporal stasis (15th), awaken construct (17th), time stop (19th)
Bonus Feats: Craft Magic Arms & Armour, Craft Staff, Craft Wand, Craft Wondrous Item, Extend Spell, Quicken Spell, Silent Spell, Spell Focus (transmutation)
Sphere Powers:
1st Level: Enlargement (Sp): Starting at 1 level, you can cast enlarge person as a spell-like ability 1/day per 3 caster levels.
3rd Level: Knowledge of Form (Ex): Starting at 3rd level and every 3 levels thereafter, you can add one of the following spells to your known spells list: bear's endurance, bull's strength, cat's grace, eagle's splendour, fox's cunning or owl's wisdom.
9th Level: Augment Form (Ex): Starting at 9th level, whenever you cast a spell that grants an ability bonus to the target creature (such as bear's endurance, for example), you increase the bonus gained by +2 points.
15th Level: Sympathetic Magic (Su): Starting at 15th level, whenever a creature within 10ft of you gains the effects of a beneficial transmutation spell, you also gain the effects of the same spell. As long as you remain within 10ft of the spell's original target, you maintain the spell's effects. If you move further away from the target you lose the effects of the spell.
20th Level: Polymorph any Object (Sp): Starting at 20th level, you can cast polymorph any object as a spell-like ability 1/day.

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