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  Paizo Inc.
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  CREDITS
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter
  Authors • John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Adam Daigle, John Compton, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
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  Special Thanks • The countless players and Game Masters who have helped us refine this game over the years.
  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.
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  Pathfinder Roleplaying Game Occult Adventures is published by Paizo Inc. under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the 
  Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Campaign 
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  Paizo Inc. © 2015 Paizo Inc.
  First printing July 2015.
  Printed in China.
  
  INTRODUCTION 
  4
  CHAPTER 1: OCCULT CLASSES 
  8
  Kineticist 
  10
  Elements	
  14
  Wild	Talents	
  15
  Medium 
  30
  Spirits	
  33
  Medium	Spells	
  37
  Mesmerist 
  38
  Mesmerist	Spells	
  44
  Occultist 
  46
  Implement	Schools	
  50
  Occultist	Spells	
  58
  Psychic 
  60
  Psychic	Disciplines	
  64
  Psychic	Spells	
  69
  Spiritualist 
  72
  Spiritualist	Spells	
  76
  Phantoms	
  78
  Racial Favored Class Options 
  84
  CHAPTER 2: ARCHETYPES 
  86
  Kineticist 
  88
  Medium 
  92
  Mesmerist 
  96
  Occultist 
  100
  Psychic 
  104
  Spiritualist 
  108
  Other Class Archetypes 
  112
  CHAPTER 3: FEATS 
  126
  Types of Feats 
  128
  Feat Descriptions 
  128
  Feat Table 
  130
  TABLE OF CONTENTS
  CHAPTER 4: PSYCHIC MAGIC 
  142
  Psychic Magic 
  144
  Spell Lists 
  145
  Spells 
  156
  CHAPTER 5: OCCULT RULES 
  192
  Occult Skill Unlocks 
  194
  Auras 
  198
  Chakras 
  200
  Psychic Duels 
  202
  Possession 
  206
  Occult Rituals 
  208
  Sample	Occult	Rituals	
  209
  Creating	Occult	Rituals	
  214
  CHAPTER 6: RUNNING AN  
  OCCULT GAME 
  216
  Running an Occult Game 
  218
  Occult Locations 
  226
  Loci	Spirits	
  226
  New	Haunt	Rules	
  228
  New	Haunts	
  230
  Ley	Lines	
  232
  Mindscapes	
  234
  Esoteric Planes 
  238
  CHAPTER 7: OCCULT REWARDS 
  246
  Adventuring Gear 
  248
  Alchemical	Items	
  251
  Magic Items 
  252
  Cursed	Items	
  265
  Artifacts 
  267
  INDEX 
  270
  Open Game License 
  271
  
  4
  Enter a world where nothing is as it seems—where the 
  battlefield might be within your mind, and the prize 
  might be your immortal soul. Through the esoteric 
  secrets of the occult, bold seekers of knowledge can bring 
  a candle to light the darkness of the unknown, and begin 
  to unravel that strangest of all riddles: the truth. 
  Within this hidden world, you’ll find strange and 
  wondrous new powers, vast and unknowable enemies, and 
  unlikely allies who request strange favors in return for 
  the esoteric lore they hoard. You’ll voyage into the mind, 
  out of your body, and onto other planes of existence. If 
  you keep your wits about you, you may return alive—but 
  even then, few survive such an experience unchanged. To 
  achieve your goals, what will you lose of yourself? What 
  will you be willing to sacrifice? Who will you become?
  Practitioners of occult lore often refer to the hidden 
  magical traditions of the occult as “psychic magic.” 
  Casting a psychic spell relies entirely on the thoughts 
  and emotions surging through your mind and spirit, 
  rather than on incantations or gestures. In this way, 
  occult practitioners can hide in plain sight amongst 
  other spellcasters. Your village’s local sorcerer might be 
  a kindly psychic searching for the solution to a karmic 
  riddle, or a cunning mesmerist slowly building a cult of 
  mind-controlled followers. Yet in the world of the occult, 
  mysteries contain layers upon layers, and the solution 
  to the psychic’s karmic riddle might release a horror 
  trapped on the Astral Plane, while the mesmerist’s mind-
  controlled cult may be there to protect the villagers from 
  a great evil sealed deep beneath the town.
  Protecting innocents from dangers they can’t see—or 
  even comprehend—requires a unique breed of heroes, 
  those initiated in esoteric lore and willing to take risks 
  with not just their bodies, but their minds and souls as 
  well. Occult power comes at a price, and even if you’re 
  willing to pay it, you may find the responsibilities 
  it brings largely thankless. When a paladin uses her 
  holy might to stop an army of undead from rampaging 
  Introduction
  
  5
  Introduction
  Introduction
  through the king’s lands, she might gain a knighthood or 
  noble title, not to mention the adulation of the kingdom. 
  But when an occultist uses his object lore to prevent a mad 
  architect from changing the geometry of city districts 
  until it blends and merges with that of a malevolent 
  sentient metropolis from an alien dimension, he and 
  the architect may be the only ones who truly understand 
  the threat. And if the architect is beloved by citizens and 
  authorities alike for his philanthropic works and grand 
  civic monuments, the occultist who saved the city may 
  well need to flee before he finds himself in a prison cell. 
  And even then, will he avoid the wrath of other members 
  of the architect’s secret society and their monstrous 
  interdimensional patrons? Such are the lives of those 
  who labor at the edge of mortal understanding, and who 
  know that each action, however well intentioned, has 
  unintended consequences, like ripples in a pond.
  WHAT ARE OCCULT ADVENTURES?
  Any adventure could incorporate occult elements, from 
  mystery cults to creatures that attack the psyche, so in 
  a world where wizards and clerics ply their spells in 
  the open and magic is accepted and understood, what 
  separates an occult adventure from any other adventure? 
  The core concept that drives an occult adventure is 
  that raw power isn’t everything. In a typical campaign, 
  adventurers strive to improve their might so they can 
  take on bigger and bigger challenges. But a student of the 
  occult knows that power can corrupt, that some battles 
  can never be won by brawn, and that there are beings 
  capable of ignoring the normal rules of the multiverse, 
  walking among even the greatest and most powerful like a 
  wolf among sheep.
  One of the hallmarks of an occult campaign is a focus 
  on the mind over direct combat and confrontation. 
  Most occult classes possess more mental abilities than 
  physical, and they have the tools to peer into thoughts, ask 
  for aid from the beyond, and unravel mysteries. Rather 
  than exploring only physical ruins, occult adventurers 
  uncover the psychic history of places and objects. When 
  magical weapons can’t defend against vengeful spirits, a 
  treatise on the manifestation of extraplanar beings may 
  hold the key. Subverting the doctrines of a cult proves a 
  more certain method of ending its threat than killing its 
  leader would.
  An occult adventure is a study in complications and 
  paradoxes, in which uncovering a mystery reveals an 
  even greater mystery. Knowledge is the only way to 
  deal with an occult problem, but learning more invites 
  even greater danger. Exploration of a strange plane 
  or dreamscape might show that the place is even more 
  complex than initially thought. A crusade to defeat a dark 
  and unknowable force can lead to a climactic encounter 
  in which the adventurers discover their quarry doesn’t 
  fear its own destruction or banishment. Likewise, 
  occult creatures and forces can find adventurers just as 
  mystifying and contradictory as the adventurers find the 
  denizens of the occult.
  Suggestions for running occult adventures, as well as 
  common elements that appear within them, are detailed 
  in Chapter 6: Running an Occult Game.
  PSYCHIC MAGIC
  Occult spellcasters draw on the vast reserves of their own 
  minds to access magical abilities. Psychic magic is an 
  entirely new type of spellcasting that follows different 
  principles than arcane and divine magic. A psychic 
  spellcaster doesn’t have to obey the same restrictions 
  as an arcane or divine caster, and forgoes the physical 
  components of spells entirely. She doesn’t need to wave 
  her arms, speak words laden with magical portent, or 
  burn up symbolic physical matter in the process of 
  casting. Instead, she need only keep her mind aligned 
  properly, providing a detailed mental image or bringing 
  up a particular emotion to cast her psychic spell. Even 
  someone bound or paralyzed can cast a psychic spell, 
  as long as her intellectual and emotional states aren’t 
  compromised. Self-doubt, lack of concentration, and fear 
  are the enemies of a psychic caster, not the depredations 
  of the physical world.
  For all their differences, psychic spells are still spells, 
  and psychic spellcasters are still spellcasters. Most of 
  Book References
  This book refers to several other Pathfinder Roleplaying 
  Game products using the following abbreviations, yet 
  these additional supplements are not required to make 
  use of this book. Readers who don’t possess the Pathfinder 
  RPG hardcovers referred to in this book can find the 
  complete rules of these books available online for free at  
  paizo.com/prd.
  When a rules element presented in Occult Adventures 
  appears in a spell list, ability, or other location in this 
  book, that rules element is noted with an asterisk (*). 
  The following superscripts indicate rules elements such as 
  feats, spells, and magic items from other sources.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Mythic Adventures 
  MA
  Monster Codex 
  MC
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  6
  the spells a psychic character can cast resemble those 
  of her arcane and divine allies, albeit accessed in an 
  alternative way. Consequently, the spell lists for psychic 
  spellcasters largely consist of existing spells, and non-
  psychic casters can also choose many of the spells in 
  Occult Adventures.
  The rules for using psychic magic are detailed fully in 
  Chapter 4: Psychic Magic.
  NAVIGATING THIS BOOK
  Each chapter of this book contains rules arranged around 
  one particular theme, such as classes, archetypes, feats, or 
  spells. While most of the chapters are useful for GMs and 
  players alike, Chapter 6 in particular is of great use to GMs 
  interested in running an occult game.
  Chapter 1—Occult Classes: Where are the heroes who 
  can save the world from the unknowable threats of the 
  occult? Right here in this chapter, which includes six new 
  occult classes! Not only are these classes a perfect fit for 
  a game steeped in the occult themes found throughout 
  this book, they also contain the same variety of themes, 
  concepts, and play styles that you’ve come to expect from 
  Pathfinder RPG base classes, allowing them to flourish 
  in nearly any campaign, from a game of somber horror to 
  a lighthearted dungeon romp. The following is a quick 
  overview of some of the most interesting and iconic 
  features of each class.
  Kineticist: Masters of the elements, kineticists wield a 
  strange and ill-controlled power as their bodies strain 
  to act as vessels for the roaring might of the Elemental 
  Planes. A kineticist can manipulate the elements both in 
  combat to destroy her foes and out of combat to aid her 
  team. By straining her body past the limits of safety, she 
  can increase her ability beyond what she can ordinarily 
  achieve. If you want to play a mystical non-spellcaster 
  who can pay a great personal price to boost her abilities 
  in emergencies, you should consider playing a kineticist.
  Medium: The Astral Plane is home to entities of 
  thought that are shaped and empowered by tales of 
  those who came before. The medium channels these 
  legendary spirits, idealized versions of the original 
  stories’ protagonists, and uses the spirits’ varied powers 
  to change his own so he can fill any role a party might 
  need. If you enjoy versatility and the ability to be exactly 
  what the group needs in a given situation—as well as 
  roleplaying interactions with spirits and the drawbacks 
  of being influenced by them—you should consider 
  playing a medium. 
  Mesmerist: Master mentalists and consummate liars, 
  mesmerists use their eerie stares to weaken their foes 
  and contingent hypnotic tricks to prepare their allies 
  in advance for bad situations. The mesmerist fills the 
  support role of the bard, but instead of strengthening 
  and protecting his allies, he weakens and disables his 
  foes. If you enjoy playing a skillful character who can 
  support the party but are interested in shaking it up by 
  being more on the offensive, you should consider playing 
  a mesmerist. 
  Occultist: Steeped in esoteric lore but still strongly tied 
  to the physical world and its trappings, occultists access 
  magic through the power of their implements, which 
  may be magic items or even ordinary objects with psychic 
  significance, such as a saint’s finger bone, a dagger used 
  in 99 ritual sacrifices, or a necklace belonging to the 
  occultist’s mother. With resonant and focus powers from 
  his implements, plus psychic spells, a large set of skills, 
  object-reading powers, and powerful binding circles, the 
  occultist has something to add to almost any situation. 
  If you enjoy playing a well-rounded character whose 
  abilities revolve around a collection of unique items, you 
  should consider playing an occultist. 
  Psychic: Powerful and enigmatic, psychics are the 
  primary spellcasters of the occult world, and the sole 
  practitioners of certain psychic spells of great power. 
  Each psychic approaches her magic through a chosen 
  discipline that grants her special abilities, and her 
  mastery of the art of phrenic amplification allows her to 
  alter and adjust her spells on the fly to suit her needs. If 
  you like playing spellcasting characters such as sorcerers 
  and also enjoy versatility and tinkering, you should 
  consider playing a psychic. 
  Spiritualist: When the dead are chained to the mortal 
  world by strong emotions, they inevitably descend toward 
  the Negative Energy Plane, warping and twisting into 
  undead. A spiritualist bonds with one of these spirits 
  before that transformation is complete, providing a safe 
  haven for this phantom and gaining a powerful servant 
  in exchange. If you want a companion with the ability 
  to switch between a variety of forms and even meld into 
  your character’s form to increase her options, you should 
  consider playing a spiritualist.  
  Chapter 2—Archetypes: Bring the power of the occult 
  to all your favorite classes or customize the new occult 
  classes with dozens of archetypes. In addition, you’ll 
  find new alchemist discoveries, cavalier orders, sorcerer 
  bloodlines, and witch patrons. Will you play a psychic 
  detective or a battle host? A ghost rider or a tome eater? 
  No matter what kind of character you like to play, this 
  chapter has plenty of fun new options for you to explore. 
  Chapter 3—Feats: This chapter contains dozens 
  of feats—some supporting the new classes, others 
  available to any character looking to dip her toes into 
  the occult, and still others that tie into the new occult 
  rules in Chapter 5. From a teamwork feat allowing you 
  to combine two elemental blasts into a composite one to 
  a feat allowing you to open your mind to other people’s 
  
  7
  Introduction
  Introduction
  emotions at the cost of weakening your mental defenses, 
  these feats allow you to build all sorts of occult characters. 
  Chapter 4—Psychic Magic: This chapter introduces 
  psychic magic, a completely new type of magic that’s 
  neither arcane nor divine, and that uses thought and 
  emotion components instead of verbal and somatic ones. 
  Of the panoply of new spells in this chapter, several are 
  spells that can be undercast—with this new type of tiered 
  spells, spellcasters who know them are also able to cast 
  all the weaker versions. Whether you use akashic form to 
  keep a copy of yourself that you can employ to escape 
  death, or create an enormous vessel to sail the Dimension 
  of Dreams with dream voyage, you’ll never be the same 
  again (especially if you cast major mind swap to switch 
  bodies forever)!
  Chapter 5—Occult Rules: This chapter contains a 
  variety of exciting new subsystems that are part and parcel 
  of an occult game but also fit easily into any game, either 
  on their own or taken all together. 
  Skill Unlocks: Occult skill unlocks build on the idea of 
  skill unlocks for the rogue from Pathfinder RPG Pathfinder 
  Unchained, adding new and wondrous applications to 
  your favorite skills that are open to occult characters and 
  psychic sensitives alike. Use Linguistics for automatic 
  writing to foretell the future, Appraise for psychometry 
  to learn more about an object’s past, Heal to perform 
  startling acts of faith healing, and much more.
  Auras: Those attuned to the occult can learn much 
  about a creature, object, or place from its aura. While 
  magic and alignment auras have been in the game since 
  the start, this section details aura types such as emotion 
  and health, and adds new depth to the metaphysical 
  meaning of auras.
  Chakras: By studying the esoteric lore of chakras, you 
  can learn a deeper application of ki and use kundalini 
  serpent-fire energy to awaken the chakras within you. 
  By successively opening your chakras, you become 
  increasingly powerful as battle continues—so long as you 
  can survive the strain!
  Psychic Duels: Enter an inner dueling ground where the 
  only limits to what you can do are your own imagination. 
  When your foe calls forth a thought-form cobra, counter 
  it with a thought-form hydra. When she threatens you 
  with psychic vines, unleash a storm of inner fire. Such 
  battling is exhausting, and never undertaken lightly—
  for despite the unreality of the mindscape in which you 
  fight, the stakes of such a duel are life and death.
  Psychic Possession: Possession and body-swapping spells 
  can be crucial to occult adventures, and this short section 
  provides you with everything you need to know to play a 
  body-snatching character with ease.
  Occult Rituals: Some of the deepest and darkest secrets 
  of the occult, these esoteric rituals are vanishingly rare 
  and challenging to perform, but provide fantastic power 
  to any character who can complete them—even those 
  not normally able to cast spells. A GM can choose from 
  the variety of sample rituals or design her own, but one 
  thing’s for sure—with occult rituals, you’ll never look at 
  spellcasting quite the same way. 
  Chapter 6—Running an Occult Game: This chapter 
  is your official advisor on how to infuse your game with 
  mystery, secrets, and menace, and is full of useful tips 
  and lore on the esoteric mindset. 
  Elements, Themes, and Adventure Seeds: This section is 
  a perfect guide to running occult games for dabblers 
  and adepts alike. It begins with definitions of occult 
  elements—the building blocks of a successful occult 
  game—interweaves those elements into themes, and 
  finally draws from those themes to create a variety of occult 
  adventure seeds ready for your next occult adventure.
  Occult Locations: Occult locations often have mysterious 
  elements that can grant those who explore them 
  information or power—at a cost. While haunts have been 
  in the game since the Pathfinder RPG GameMastery Guide, 
  the new options in this section enhance the narrative 
  aspect of a haunt’s mechanics. Conversely, the new 
  loci spirits represent a benevolent option for lingering 
  spiritual energy. Ley lines crisscross the multiverse 
  and lend power to any spellcaster who finds the rare 
  spots where she can tap them. Mindscapes are mental 
  landscapes that open the door to fantastic and exciting 
  adventures in a creature’s mind, or psychically created 
  worlds where the normal rules no longer apply.
  Esoteric Planes: This chapter explores the esoteric view 
  of the multiverse held by occult scholars. The occult 
  view of the multiverse is full of mysteries, secrets, and 
  unusual parallelisms. Learn more about some of the 
  odd realms that are paramount in the esoteric view, 
  from the Dimension of Dreams to the Akashic Record 
  and beyond. 
  Chapter 7—Occult Rewards: The only way to fight 
  against some of the harshest and most alien occult 
  threats is armed with objects of occult power. From 
  simple mundane gear that can amplify occult skill 
  unlocks to the mightiest artifacts, occult rewards are 
  strange and exceptional. In this chapter, you’ll find items 
  and esoterica from a variety of occult traditions, from a 
  lucky four-leaf clover to the mighty stannum crown. You’ll 
  discover ways to travel to realms beyond imagining, 
  such as the bizarre flying skiff or the enigmatic portal 
  network. Will you tempt fate by reaping the benefits of a 
  cursed monkey’s paw or maniac hand, knowing they may 
  turn against you and those you love? As with all things 
  in the world of the occult, what seems too good to be 
  true probably is, and may come at a price you can only 
  begin to comprehend. 
  
  Occult Classes
  1
  
  R
  ivani floated sedately 
  above the viscous pool. 
  “Keep it busy, Erasmus.”
  “Busy? It’s plenty busy!” 
  Erasmus struggled against the 
  creature’s tentacles, watching 
  in horror as the flesh they 
  touched turned to clear ooze. 
  “Busy digesting me!” 
  But the psychic’s gaze was 
  already far away. Erasmus 
  growled in frustration, then 
  closed his eyes and spoke to 
  the spirit inside him. 
  “Alright, King. This is what 
  you’ve been waiting for. Time 
  to come out and play.”
  Barbaric laughter rang inside 
  his head as his hand lashed 
  out of its own accord, starknife 
  slicing through alien flesh...
  
  1010
  Occult Classes
  Beyond the worship of the divine and the studies of arcane 
  scholars lies the mysterious terrain of the mind, accessed 
  through psychic magic. Classes that draw upon psychic 
  magic do so via innate mental abilities, whether they 
  directly cast spells, create elemental effects, or focus psychic 
  energy through objects. Members of these occult classes 
  find themselves drawn to the strange and the hidden; they 
  have connections to the timeless Astral Plane, the haunted 
  bleakness of the Ethereal Plane, and the history of the Material 
  Plane chronicled as psychic impressions in places and objects. 
  Psychic magic is a third type of magic that functions 
  differently from arcane and divine magic. The rules for 
  casting psychic spells appear on page 144 of Chapter 4: 
  Psychic Magic. The occult classes’ spell lists include many 
  new spells from Chapter 4, allowing them to fully express 
  their mental powers. These spells, like other new rules 
  elements from this book, are marked with an asterisk (*).
  CLASSES
  The six new classes presented in this book all use psychic 
  magic. In most cases, this means they cast psychic spells. 
  The new classes are as follows.
  Kineticist: With a connection to the elements, a 
  kineticist can bring forth energy in the form of kinetic 
  blasts. Instead of casting psychic spells, the kineticist uses 
  unique psychic spell-like abilities called wild talents to 
  manipulate elemental energy and matter.
  Medium: By contacting spirits in places of power, the 
  medium allows the personalities of legendary heroes 
  to overcome his own, vastly changing his abilities and 
  spells. He holds seances to benefit himself and his allies.
  Mesmerist: A mesmerist’s piercing stare lets him 
  insinuate himself into other people’s minds. A master of 
  enchantment and illusion, the mesmerist controls and 
  influences the behavior of others.
  Occultist: To make use of his powers, an occultist 
  channels psychic energy into a varied collection of 
  antiques and mementos with storied pasts. Every type of 
  implement allows him to use a different school of magic.
  Psychic: With her incredibly potent mind, the psychic 
  can cast spells that are more powerful than those of 
  members of any other occult class. She accesses these 
  spells through a specific discipline, and can bend and 
  amplify psychic spells as she casts them.
  Spiritualist: Attuned to the spirits of the dead, a 
  spiritualist forms a bond with a phantom—a returned 
  spirit that has unfinished business but did not become 
  undead. This spectral ally can alternate between forms, 
  emerging from the safety of the spiritualist’s mind to 
  take on an incorporeal form or an ectoplasmic body.
  Kineticist
  Kineticists are living channels for elemental matter and 
  energy, manipulating the world around them by drawing 
  upon inner reserves from their own bodies. Kineticists often 
  awaken to their kinetic abilities during a violent or traumatic 
  experience, releasing their power involuntarily. As kinetic 
  power is seldom inherited, kineticists are rarely able to find 
  mentors to guide them, so they must delve into these mysteries 
  on their own to learn to control their gifts.
  Role: Kineticists generally use their powers to assail 
  their foes from range, but based on the way their talents 
  develop, they can channel their kinetic abilities for a variety 
  of situations. Kineticists are usually quite different from 
  their families and friends, so they often strike out on their 
  own or alongside others with extraordinary talents.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 1d6 × 10 gp (average 35 gp).
  CLASS SKILLS
  The kineticist’s class skills are Acrobatics (Dex), Craft (Int), 
  Heal (Wis), Intimidate (Cha), Perception (Wis), Profession 
  (Wis), Stealth (Dex), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the class features of the kineticist.
  Weapon and Armor Proficiency: Kineticists are proficient 
  with all simple weapons and light armor, but not shields.
  Elemental Focus (Su): At 1st level, a kineticist chooses one 
  primary element on which to focus. This element determines 
  how she accesses the raw power of the Ethereal Plane, and 
  grants her access to specific wild talents (see below) and 
  additional class skills. She can select aether (telekinesis), 
  air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or 
  water (hydrokinesis). She gains her selected element’s basic 
  utility wild talent (basic telekinesis, basic aerokinesis, basic 
  geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 
  23) as a bonus wild talent. See Elements on page 14 for the 
  specific abilities granted by each element.
  Wild Talents: A kineticist can use wild talents—magical 
  abilities similar to spells but drawn from the kineticist’s 
  innate psychic talent and usable at will. Wild talents are 
  typically spell-like abilities (though some are supernatural 
  abilities), and take a standard action to use unless otherwise 
  noted. A wild talent always has the elemental descriptor or 
  descriptors (aether, air, earth, fire, or water) matching its 
  Element entry. A wild talent that can be used with any of 
  several elements gains the appropriate elemental descriptor 
  when used with an element. For example, the wall wild talent 
  gains the earth descriptor when used by a geokineticist.
  
  1111
  Occult Classes
  Occult Classes 1
  Every wild talent has an effective spell level. A kineticist 
  can always select 1st-level wild talents, but she can select a 
  wild talent of a higher level only if her kineticist level is at 
  least double the wild talent’s effective spell level. Kinetic blast 
  and defense wild talents are always considered to have an 
  effective spell level equal to 1/2 the kineticist’s class level (to 
  a maximum effective spell level of 9th at kineticist level 18th).
  Unless otherwise noted, the DC for a saving throw against 
  a wild talent is equal to 10 + the wild talent’s effective spell 
  level + the kineticist’s Constitution modifier. The kineticist 
  uses her Constitution modifier on all concentration checks 
  for wild talents.
  In addition to the wild talents she gains from her other 
  class features, at 2nd level and every 2 levels thereafter, 
  a kineticist selects a new utility wild talent from the list 
  of options available to her. A kineticist can select only 
  universal wild talents or those that match her element 
  (see Elemental Focus above). At 6th, 10th, and 16th 
  levels, a kineticist can replace one of her utility 
  wild talents with another wild talent of the 
  same level or lower. She can’t replace a wild 
  talent that she used to qualify for another of 
  her wild talents.
  Burn (Ex): At 1st level, a kineticist can 
  overexert herself to channel more power 
  than normal, pushing past the limit of what 
  is safe for her body by accepting burn. Some 
  of her wild talents allow her to accept burn 
  in exchange for a greater effect, while others 
  require her to accept a certain amount of 
  burn to use that talent at all. For each point 
  of burn she accepts, a kineticist takes 1 point 
  of nonlethal damage per character level. This 
  damage can’t be healed by any means other than 
  getting a full night’s rest, which removes all burn 
  and associated nonlethal damage. Nonlethal damage 
  from burn can’t be reduced or redirected, and a kineticist 
  incapable of taking nonlethal damage can’t accept burn. A 
  kineticist can accept only 1 point of burn per round. This limit 
  rises to 2 points of burn at 6th level, and rises by 1 additional 
  point every 3 levels thereafter. A kineticist can’t 
  choose to accept burn if it would put her 
  total number of points of burn higher than 
  3 + her Constitution modifier (though she 
  can be forced to accept more burn from a 
  source outside her control). A kineticist who 
  has accepted burn never benefits from abilities 
  that allow her to ignore or alter the effects she 
  receives from nonlethal damage.
  Kinetic Blast (Sp): At 1st level, a 
  kineticist gains a kinetic blast wild talent 
  of her choice. This kinetic blast must be 
  a simple blast that matches her element. 
  As a standard action, the kineticist can unleash a kinetic 
  blast at a single target up to a range of 30 feet. She must have 
  at least one hand free to aim the blast (or one prehensile 
  appendage, if she doesn’t have hands). All damage from a 
  kinetic blast is treated as magic for the purpose of bypassing 
  damage reduction. Kinetic blasts count as a type of weapon 
  for the purpose of feats such as Weapon Focus. The kineticist 
  is never considered to be wielding or gripping the kinetic 
  blast (regardless of effects from form infusions; see Infusion 
  on page 12), and she can’t use Vital Strike feats with kinetic 
  blasts. Even the weakest kinetic blast involves a sizable mass of 
  elemental matter or energy, so kinetic blasts always deal full 
  damage to swarms of any size (though only area blasts deal 
  
  1212
  extra damage to swarms). A readied kinetic blast can be used 
  to counterspell any spell of equal or lower level that shares 
  its descriptor. A kinetic blast that deals energy damage of 
  any type (including force) has the corresponding descriptor. 
  The various kinetic blasts, as well as additional rules for 
  simple blasts, are described on pages 15–16.
  Gather Power (Su): If she has both hands free (or all of 
  her prehensile appendages free, for unusual kineticists), a 
  kineticist can gather energy or elemental matter as a move 
  action. Gathering power creates an extremely loud, visible 
  display in a 20-foot radius centered on the kineticist, as the 
  energy or matter swirls around her. Gathering power in this 
  way allows the kineticist to reduce the total burn cost of a 
  blast wild talent she uses in the same round by 1 point. The 
  kineticist can instead gather power for 1 full round in order 
  to reduce the total burn cost of a blast wild talent used on 
  her next turn by 2 points (to a minimum of 0 points). If she 
  does so, she can also gather power as a move action during 
  her next turn to reduce the burn cost by a total of 3 points. If 
  the kineticist takes damage during or after gathering power 
  and before using the kinetic blast that releases it, she must 
  succeed at a concentration check (DC = 10 + damage taken + 
  effective spell level of her kinetic blast) or lose the energy in 
  a wild surge that forces her to accept a number of points of 
  burn equal to the number of points by which her gathered 
  power would have reduced the burn cost. This ability can 
  never reduce the burn cost of a wild talent below 0 points.
  Infusion (Su): At 1st level, a kineticist gains an infusion 
  wild talent from the list of options available based on her 
  elemental focus. She gains additional infusions at 3rd, 5th, 
  9th, 11th, 13th, 17th, and 19th levels. By using infusions along 
  with her kinetic blasts, a kineticist can alter her kinetic blasts 
  to suit her needs. Infusions come in two types, each of which 
  changes a kinetic blast differently: a substance infusion causes 
  an additional effect, while a form infusion causes the kinetic 
  blast to manifest in a different way. Each infusion can alter 
  only certain kinds of kinetic blasts, which are listed in its 
  Associated Blasts entry. Each time the kineticist uses one of 
  her kinetic blast wild talents, she can apply up to one associated 
  form infusion and up to one associated substance infusion. 
  Some infusions change the action required to activate a kinetic 
  blast or entirely transform the kinetic blast’s normal effects. 
  The burn cost listed in each infusion’s Burn entry is added 
  to the burn cost of the kinetic blast the infusion modifies. 
  The DC for a save against an infusion is based on the 
  associated kinetic blast’s effective spell level, not the level 
  of the infusion. The DCs for form infusions are calculated 
  using the kineticist’s Dexterity modifier instead of her 
  Constitution modifier. When a kineticist modifies a kinetic 
  blast with a form infusion and a substance infusion that both 
  require saving throws, each target first attempts a saving 
  throw against the form infusion. If a target succeeds and a 
  successful save negates the infusion’s effects, the entire kinetic 
  blast is negated; otherwise, the target then attempts a saving 
  Table 1–1: Kineticist
  	
  Base
  	
  Attack	
  Fort	
  Ref	
  Will
  Level	
  Bonus	
  Save	
  Save	
  Save	
  Special
  1st	
  +0	
  +2	
  +2	
  +0	
  Burn,	elemental	focus,	gather	power,	infusion,	kinetic	blast
  2nd	
  +1	
  +3	
  +3	
  +0	
  Elemental	defense,	utility	wild	talent
  3rd	
  +2	
  +3	
  +3	
  +1	
  Elemental	overflow	+1,	infusion
  4th	
  +3	
  +4	
  +4	
  +1	
  Utility	wild	talent
  5th	
  +3	
  +4	
  +4	
  +1	
  Infusion,	infusion	specialization	1,	metakinesis	(empower)
  6th	
  +4	
  +5	
  +5	
  +2	
  Elemental	overflow	+2,	internal	buffer	1,	utility	wild	talent
  7th	
  +5	
  +5	
  +5	
  +2	
  Expanded	element
  8th	
  +6/+1	
  +6	
  +6	
  +2	
  Infusion	specialization	2,	utility	wild	talent
  9th	
  +6/+1	
  +6	
  +6	
  +3	
  Elemental	overflow	+3,	infusion,	metakinesis	(maximize)
  10th	
  +7/+2	
  +7	
  +7	
  +3	
  Utility	wild	talent
  11th	
  +8/+3	
  +7	
  +7	
  +3	
  Infusion,	infusion	specialization	3,	internal	buffer	2,	supercharge
  12th	
  +9/+4	
  +8	
  +8	
  +4	
  Elemental	overflow	+4,	utility	wild	talent
  13th	
  +9/+4	
  +8	
  +8	
  +4	
  Infusion,	metakinesis	(quicken)
  14th	
  +10/+5	
  +9	
  +9	
  +4	
  Infusion	specialization	4,	utility	wild	talent
  15th	
  +11/+6/+1	
  +9	
  +9	
  +5	
  Expanded	element,	elemental	overflow	+5
  16th	
  +12/+7/+2	
  +10	
  +10	
  +5	
  Composite	specialization,	internal	buffer	3,	utility	wild	talent
  17th	
  +12/+7/+2	
  +10	
  +10	
  +5	
  Infusion,	infusion	specialization	5,	metakinesis	(twice)
  18th	
  +13/+8/+3	
  +11	
  +11	
  +6	
  Elemental	overflow	+6,	utility	wild	talent
  19th	
  +14/+9/+4	
  +11	
  +11	
  +6	
  Infusion,	metakinetic	master
  20th	
  +15/+10/+5	
  +12	
  +12	
  +6	
  Infusion	specialization	6,	omnikinesis,	utility	wild	talent
  
  1313
  Occult Classes
  Occult Classes 1
  throw against the substance infusion. If a kineticist’s form 
  and substance infusions both alter the kinetic blast’s damage, 
  apply the substance infusion’s alteration first.
  At 5th, 11th, and 17th levels, a kineticist can replace one of 
  her infusions with another infusion of the same effective spell 
  level or lower. She can’t replace an infusion that she used to 
  qualify for another of her wild talents. 
  The descriptions of infusions begin on page 17. 
  Elemental Defense (Su): At 2nd level, a kineticist 
  gains her element’s defense wild talent ( the descriptions 
  of defense wild talents begin on page 16).
  Elemental Overflow (Ex): At 3rd level, a kineticist’s body 
  surges with energy from her chosen element whenever 
  she accepts burn, causing her to glow with a nimbus of 
  fire, weep water from her pores, or experience some other 
  thematic effect. In addition, she receives a bonus on her 
  attack rolls with kinetic blasts equal to the total number of 
  points of burn she currently has, to a maximum bonus of +1 
  for every 3 kineticist levels she possesses. She also receives 
  a bonus on damage rolls with her kinetic blast equal to 
  double the bonus on attack rolls. The kineticist can suppress 
  the visual effects of elemental overflow by concentrating 
  for 1 full round, but doing so suppresses all of this ability’s 
  other benefits, as well. The next time the kineticist uses any 
  wild talent, the visual effects and benefits return instantly.
  As a kineticist’s body becomes more and more suffused 
  with her element, she begins to gain more powerful benefits. 
  Starting at 6th level, whenever she has at least 3 points of 
  burn, the kineticist gains a +2 size bonus to two physical 
  ability scores of her choice. She also gains a chance to 
  ignore the effects of a critical hit or sneak attack equal 
  to 5% × her current number of points of burn. At 11th 
  level, whenever the kineticist has at least 5 points of 
  burn, these bonuses increase to a +4 size bonus to 
  one physical ability score of her choice and a +2 size 
  bonus to each of her other two physical ability scores. 
  At 16th level, whenever the kineticist has at least 7 points 
  of burn, these bonuses increase to a +6 size bonus to one 
  physical ability score of her choice, a +4 size bonus to a second 
  physical ability score of her choice, and a +2 size bonus to the 
  remaining physical ability score. 
  Infusion Specialization (Ex): At 5th level, whenever a 
  kineticist uses one or more infusions with a blast, she 
  reduces the combined burn cost of the infusions by 1. This 
  can’t reduce the total cost of the infusions used below 0. 
  She reduces the burn cost by 1 additional point at 8th, 11th, 
  14th, 17th, and 20th levels.
  Metakinesis (Su): At 5th level, a kineticist gains the ability to 
  alter her kinetic blasts as if with metamagic feats by accepting 
  burn. By accepting 1 point of burn, she can empower her kinetic 
  blast (as if using Empower Spell). At 9th level, by accepting 
  2 points of burn, she can maximize her kinetic blast as if using 
  Maximize Spell. At 13th level, by accepting 3 points of burn, 
  she can quicken her kinetic blast as if using Quicken Spell. 
  At 17th level, by accepting 4 points of burn, the kineticist can 
  use her kinetic blast twice with the same standard action, or 
  swift action if she also uses metakinesis to quicken the blast. 
  When she uses a double kinetic blast, all modifications, such 
  as metakinesis and infusions, apply to both of the blasts, but 
  the kineticist needs to pay the burn cost only once.
  Internal Buffer (Su): At 6th level, a kineticist’s study of 
  her body and the elemental forces that course through it 
  allow her to form an internal buffer to store extra energy. 
  The buffer starts empty and doesn’t replenish each day, but 
  the kineticist can accept 1 point of burn to add 1 point to 
  the buffer as a full-round action, to a maximum of 1 point 
  total. This maximum increases to 2 points at 11th level and 
  to 3 points at 16th level. Once the kineticist adds points to 
  her buffer, they remain indefinitely until she spends them. 
  When she would otherwise accept burn, a kineticist can 
  spend 1 point from her buffer to avoid accepting 1 point of 
  burn. She cannot spend more than 1 point from her buffer 
  in this way for a single wild talent. Points spent from the 
  internal buffer don’t activate elemental overflow or add 
  to its effects. Similarly, this buffer can be used to exceed 
  the limit on the number of points of burn the kineticist 
  can accept in a single turn. 
  Expanded Element (Su): At 7th level, a kineticist 
  learns to use another element or expands her 
  understanding of her own element. She can choose 
  any element, including her primary element. She 
  gains one of that element’s simple blast wild talents 
  that she does not already possess, if any. She also gains 
  all composite blast wild talents whose prerequisites 
  she meets, as well as the basic wild talent of her chosen 
  expanded element (for instance, basic aerokinesis if she 
  chooses air). See Composite Blasts on page 15 for additional 
  rules for and descriptions of composite blasts. She doesn’t 
  gain the defense wild talent of the expanded element. 
  If the kineticist’s expanded element is different from her 
  primary element, she treats her kineticist level as 4 levels 
  lower for the purpose of determining which wild talents 
  she can learn from her expanded element. 
  If the kineticist chooses to expand her understanding of 
  an element she already has, she gains an additional utility 
  wild talent or infusion of her choice from that element, as if 
  from her infusion or wild talent class feature, as appropriate. 
  At 15th level, the kineticist can either select a new element or 
  expand her understanding of her original element. She can’t 
  select the same element she selected at 7th level unless it is 
  her primary element. She gains all the benefits from her new 
  expanded element as listed above. However, if the kineticist 
  selected her primary element as her expanded element at both 
  7th and 15th levels, her mastery of that element increases. For 
  wild talents of her element, the kineticist gains a +1 bonus on 
  attack rolls and damage rolls, as well as to caster level and DCs.
  
  1414
  Supercharge (Su): At 11th level, when using gather power 
  as a move action, a kineticist can reduce the total burn cost 
  of a single wild talent by 2 points instead of 1. When using 
  gather power for 1 full round, she can reduce the burn cost 
  of a single wild talent by 3 points instead of 2. 
  Composite Specialization (Su): At 16th level, a kineticist 
  becomes more adept at creating composite blasts. She 
  reduces the burn cost of all composite blasts by 1 point. 
  This can’t reduce the cost of a composite blast below 0 points.
  Metakinetic Master (Su): At 19th level, a kineticist chooses 
  one type of metakinesis, such as empower or quicken. She 
  reduces the burn cost of that metakinesis by 1 point (to a 
  minimum of 0 points). 
  Omnikinesis (Su): At 20th level, a kineticist transcends 
  the distinction between the different elements and can 
  bend all creation to her will. By accepting 1 point of burn 
  (in addition to any burn requirement of the kinetic blast she 
  chooses), she can use any blast wild talent she doesn’t know. 
  By accepting 1 point of burn as a standard action, she can 
  change any of her wild talents into any other wild talent of 
  the same category (such as simple blasts or defense) for 24 
  hours, ignoring any elemental requirements or restrictions 
  (but not any other requirements or restrictions).
  ELEMENTS
  A kineticist can choose from among the following elements. 
  Infusion wild talents are marked with a dagger (†); all other 
  wild talents listed below are utility wild talents.
  Aether
  Kineticists who focus on the element of aether—a rare 
  substance formed when elemental energy affects the 
  Ethereal Plane—are called telekineticists. Telekineticists 
  use strands of aether to move objects with their minds.
  Class Skills: A telekineticist adds Knowledge (engineering) 
  and Sleight of Hand to her list of class skills.
  Wild Talents: 1st—basic telekinesis, kinetic cover, 
  kinetic healer, pushing infusion†, telekinetic finesse; 2nd—
  bowling infusion†, telekinetic haul; 3rd—foe throw†, force 
  hook†, self telekinesis, telekinetic invisibility, touchsight; 
  4th—telekinetic maneuvers; 5th—aether puppet, force 
  barrier, self telekinesis (greater), touchsight (reactive); 6th—
  disintegrating infusion†, suffocate; 7th—spell deflection; 
  8th—many throw†, telekinetic deflection, telekinetic globe.
  Air
  Kineticists who focus on the element of air are called 
  aerokineticists. Aerokineticists often control air flow or 
  electricity, specializing in mobility and ranged combat. 
  Class Skills: An aerokineticist adds Fly and Knowledge 
  (nature) to her list of class skills.
  Wild Talents: 1st—aerial adaptation, air cushion, air 
  shroud, air’s leap, air’s reach, basic aerokinesis, gusting 
  infusion†, pushing infusion†, thundering infusion†, voice 
  of the wind; 3rd—aerial evasion, celerity, engulfing winds, 
  magnetic infusion†, torrent†, windsight, wings of air; 
  4th—cyclone†; 5th—air shroud (greater), chain†, windsight 
  (greater); 6th—suffocate, wind manipulator; 7th—cloud†; 
  8th—weather master.
  Earth
  Kineticists who focus on the element of earth are called 
  geokineticists. Geokineticists manipulate the earth itself, 
  and they are masters of defensive techniques. 
  Class Skills: A geokineticist adds Climb and Knowledge 
  (dungeoneering) to her list of class skills.
  Wild Talents: 1st—basic geokinesis, earth walk, kinetic 
  cover, pushing infusion†; 2nd—bowling infusion†, earth 
  climb, entangling infusion†; 3rd—impale†, jagged flesh, 
  magnetic infusion†, rare-metal infusion†, tremorsense; 
  4th—enduring earth, shift earth; 5th—earth glide, stone 
  sculptor, tremorsense (greater); 6th—deadly earth†; 7th—
  fragmentation†, shift earth (greater); 9th—seismic master.
  Fire
  Kineticists who focus on the element of fire are called 
  pyrokineticists. Pyrokineticists wield elemental fire as a 
  potent weapon, and they possess a powerful offense. 
  Class Skills: A pyrokineticist adds Escape Artist and 
  Knowledge (nature) to her list of class skills.
  Wild Talents: 1st—basic pyrokinesis, burning infusion†, 
  cold adaptation, fan of flames†, fire sculptor, fire’s fury, heat 
  adaptation; 2nd—searing flame; 3rd—eruption†, firesight, 
  flame jet, heat wave, smoke storm, torrent†; 4th—flash 
  infusion†; 5th—flame jet (greater), flame shield, trail of 
  flames, unraveling infusion†; 6th—brilliant infusion†; 7th—
  explosion†, pure-flame infusion†; 9th—from the ashes.
  Water
  Kineticists who focus on the element of water are called 
  hydrokineticists. Hydrokineticists master the flow of water 
  or the numbing chill of cold, and they are known for their 
  versatility and flowing forms, like the ever-changing currents.
  Class Skills: A hydrokineticist adds Knowledge (nature) 
  and Swim to her list of class skills.
  Wild Talents: 1st—basic hydrokinesis, cold adaptation, heat 
  adaptation, icewalker, kinetic cover, kinetic healer, pushing 
  infusion†, quenching infusion†, slick; 2nd—entangling 
  infusion†, veil of mists; 3rd—cold snap, impale†, torrent†, 
  water manipulator, waterdancer; 4th—ice sculptor, spray†, 
  watersense; 5th—chilling infusion†, shimmering mirage, 
  waterdancer (greater); 6th—ice path, suffocate; 7th—cloud†, 
  fragmentation†; 9th—tidal wave.
  Universal 
  The following wild talents are available to all kineticists.
  
  1515
  Occult Classes
  Occult Classes 1
  Wild Talents: 1st—draining infusion†, extended range†, 
  kinetic blade†, kinetic fist†, skilled kineticist; 2nd—skilled 
  kineticist (greater); 3rd—elemental grip, extreme range†, 
  flurry of blasts†, kinetic whip†, mobile blast†, snake†; 4th—
  expanded defense; 5th—grappling infusion†, kinetic form, 
  spark of life, wall†; 6th—ride the blast; 8th—reverse shift.
  WILD TALENTS
  Kineticists’ wild talents shape the expression of their powers.
  Kinetic Blasts
  Kinetic blasts comprise simple and composite blasts.
  Simple Blasts
  A kineticist gains a simple blast from 
  her primary element at 1st level—some 
  elements offer more than one option. 
  When a kineticist gains a new element 
  via the expanded element class feature, she 
  gains a simple blast from that element 
  as well. Each simple blast is either 
  a physical blast or an energy blast. 
  Physical blasts are ranged attacks 
  that deal an amount of damage 
  equal to 1d6+1 + the kineticist’s 
  Constitution modifier, increasing by 
  1d6+1 for every 2 kineticist levels 
  beyond 1st. Spell resistance 
  doesn’t apply against physical 
  blasts. Energy blasts are ranged 
  touch attacks that deal an amount of damage equal 
  to 1d6 + 1/2 the kineticist’s Constitution modifier, 
  increasing by 1d6 for every 2 kineticist levels beyond 1st. 
  AIR	BLAST
  Element	air;	Type	simple	blast	(Sp);	Level	—;	Burn	0
  Blast	Type	physical;	Damage	bludgeoning
  You	batter	a	single	foe	with	a	gust	of	air.
  COLD	BLAST
  Element	water;	Type	simple	blast	(Sp);	Level	—;	Burn	0
  Blast	Type	energy;	Damage	cold
  You	emit	a	beam	of	utter	cold	to	freeze	a	single	foe.
  EARTH	BLAST
  Element	earth;	Type	simple	blast	(Sp);	Level	—;	Burn	0
  Blast	Type	physical;	Damage	bludgeoning,	piercing,	or	slashing
  You	shape	earth	into	clumps	or	shards	and	send	them	flying	at	a	foe.
  ELECTRIC	BLAST
  Element	air;	Type	simple	blast	(Sp);	Level	—;	Burn	0
  Blast	Type	energy;	Damage	electricity
  You	shoot	an	arc	of	electricity	to	shock	a	single	foe.
  FIRE	BLAST
  Element	fire;	Type	simple	blast	(Sp);	Level	—;	Burn	0
  Blast	Type	energy;	Damage	fire
  You	unleash	a	gout	of	flickering	fire	to	burn	a	single	foe.
  TELEKINETIC	BLAST
  Element	aether;	Type	simple	blast	(Sp);	Level	—;	Burn	0
  Blast	Type	physical;	Damage	bludgeoning,	piercing,	or	slashing
  You	 throw	 a	 nearby	 unattended	 object	 at	 a	 single	 foe	 as	 a	
  ranged	attack.	The	object	must	weigh	no	more	than	5	pounds	
  per	kineticist	level	you	possess.	If	the	attack	hits,	the	target	and	
  the	thrown	object	each	take	the	blast’s	damage.	Since	the	
  object	is	enfolded	in	strands	of	aether,	even	if	you	use	
  this	power	on	a	magic	weapon	or	other	unusual	
  object,	the	attack	doesn’t	use	any	of	the	magic	
  weapon’s	bonuses	or	effects;	it	simply	deals	
  your	 blast	 damage.	 Alternatively,	 you	 can	
  loosen	the	strands	of	aether	in	order	to	deal	
  damage	to	both	the	object	and	the	target	as	
  though	 you	 had	 thrown	 the	 object	 yourself	
  (instead	of	dealing	your	normal	blast	damage).	
  You	substitute	your	Constitution	modifier	for	your	
  Strength	modifier	if	throwing	the	object	would	
  have	 added	 your	 Strength	 modifier	 on	 the	
  damage	roll,	and	you	don’t	take	the	–4	penalty	
  on	the	attack	roll	for	throwing	an	object	that	
  wasn’t	designed	to	be	thrown.	In	this	case,	the	
  object’s	special	effects	apply	(including	effects	
  from	 its	 materials),	 and	 if	 the	 object	 is	 a	 weapon,	 you	
  must	be	proficient	with	it	and	able	to	wield	it	with	one	hand;	
  otherwise,	the	item	deals	damage	as	a	one-handed	improvised	
  weapon	for	a	creature	of	your	size.
  WATER	BLAST
  Element	water;	Type	simple	blast	(Sp);	Level	—;	Burn	0
  Blast	Type	physical;	Damage	bludgeoning
  You	slam	a	single	foe	with	a	stream	of	water.
  Composite Blasts
  Composite blasts combine elements to form a new blast. When 
  a kineticist gains a new element through expanded element, 
  she gains access to all composite blasts for which she qualifies. 
  Most composite blasts are either physical or energy blasts, 
  like simple blasts. Physical composite blasts deal an amount 
  of damage equal to 2d6+2 + the kineticist’s Constitution 
  modifier, increasing by 2d6+2 for every 2 kineticist levels 
  beyond 1st; energy composite blasts deal an amount of damage 
  equal to 2d6 + 1/2 the kineticist’s Constitution modifier, 
  increasing by 2d6 for every 2 kineticist levels beyond 1st. 
  AETHERIC	BOOST
  Element	aether;	Type	composite	blast	(Sp);	Level	—;	Burn	2	
  Prerequisites	telekinetic	blast,	expanded	element	(any)
  
  1616
  Blast	Type	special;	Damage	see	text
  You	infuse	a	simple	blast	you	know	with	aether,	causing	it	to	deal	
  1	additional	point	of	damage	of	the	same	type	for	each	of	its	
  damage	dice;	it	otherwise	acts	as	the	simple	blast.	At	15th	level,	you	
  can	also	infuse	a	composite	blast	with	aether.	To	infuse	a	composite	
  blast	in	this	way,	you	must	accept	1	additional	point	of	burn.
  BLIZZARD	BLAST
  Elements	air	and	water;	Type	composite	blast	(Sp);	Level	—;	
  Burn	2	
  Prerequisites	air	blast,	cold	blast
  Blast	Type	physical;	Damage	half	piercing,	half	cold
  You	unleash	a	directed	blizzard	at	a	single	target.
  BLUE	FLAME	BLAST
  Element	fire;	Type	composite	blast	(Sp);	Level	—;	Burn	2	
  Prerequisites	primary	element	(fire),	expanded	element	(fire)
  Blast	Type	energy;	Damage	fire
  You	unleash	a	concentrated	blast	of	intense	blue	flame.
  CHARGED	WATER	BLAST
  Elements	air	and	water;	Type	composite	blast	(Sp);	Level	—;	
  Burn	2	
  Prerequisites	electric	blast,	water	blast
  Blast	Type	physical;	Damage	half	bludgeoning,	half	electricity
  You	slam	a	single	foe	with	a	stream	of	electrically	charged	water.
  FORCE	BLAST
  Element	aether;	Type	composite	blast	(Sp);	Level	—;	Burn	2	
  Prerequisites	primary	element	(aether),	expanded	element	(aether)
  Blast	Type	energy;	Damage	force	(see	text)
  You	throw	a	burst	of	force	at	a	foe.	Force	blast	deals	damage	
  as	a	simple	energy	blast	instead	of	a	composite	energy	blast.
  ICE	BLAST
  Element	water;	Type	composite	blast	(Sp);	Level	—;	Burn	2	
  Prerequisites	primary	element	(water),	expanded	element	(water)
  Blast	Type	physical;	Damage	half	piercing,	half	cold
  You	shoot	a	chilling	icicle	to	stab	a	single	foe.
  MAGMA	BLAST
  Elements	earth	and	fire;	Type	composite	blast	(Sp);	Level	—;	
  Burn	2	
  Prerequisites	earth	blast,	fire	blast
  Blast	Type	physical;	Damage	half	bludgeoning,	half	fire
  You	use	your	fire	to	superheat	the	earth	into	a	flow	of	magma,	
  which	you	send	against	a	single	foe.
  METAL	BLAST
  Element	earth;	Type	composite	blast	(Sp);	Level	—;	Burn	2	
  Prerequisites	primary	element	(earth),	expanded	element	(earth)
  Blast	Type	physical;	Damage	bludgeoning,	piercing,	or	slashing
  You	shape	metal	into	clumps,	shards,	or	blades	and	send	them	flying.
  MUD	BLAST
  Elements	earth	and	water;	Type	composite	blast	(Sp);	Level	—;	
  Burn	2	
  Prerequisites	earth	blast,	water	blast
  Blast	Type	physical;	Damage	bludgeoning
  You	infuse	your	water	into	the	earth	to	create	a	powerful	ball	of	
  mud	and	slam	a	single	foe.
  PLASMA	BLAST
  Elements	air	and	fire;	Type	composite	blast	(Sp);	Level	—;	Burn	2	
  Prerequisites	air	blast,	fire	blast
  Blast	Type	physical;	Damage	half	bludgeoning,	half	fire
  You	launch	a	gust	of	air	and	then	use	your	fire	to	superheat	the	
  gust	into	plasma	just	as	it	strikes	a	single	foe.
  SANDSTORM	BLAST
  Elements	air	and	earth;	Type	composite	blast	(Sp);	Level	—;	
  Burn	2	
  Prerequisites	air	blast,	earth	blast
  Blast	Type	physical;	Damage	piercing	and	slashing
  You	use	your	air	to	churn	up	sand,	firing	a	flensing	gust	at	a	foe.
  STEAM	BLAST
  Elements	fire	and	water;	Type	composite	blast	(Sp);	Level	—;	
  Burn	2	
  Prerequisites	fire	blast,	water	blast
  Blast	Type	physical;	Damage	half	bludgeoning,	half	fire
  You	use	your	fire	to	superheat	water	into	steam	just	as	it	strikes.
  THUNDERSTORM	BLAST
  Element	air;	Type	composite	blast	(Sp);	Level	—;	Burn	2	
  Prerequisites	primary	element	(air),	expanded	element	(air)
  Blast	Type	physical;	Damage	half	bludgeoning,	half	electricity
  You	batter	a	single	foe	with	a	gust	of	air	crackling	with	electricity.
  Defense Wild Talents
  A kineticist gains the defense wild talent from her primary 
  element at 2nd level.
  ENVELOPING	WINDS
  Element	air;	Type	defense	(Su);	Level	—;	Burn	0
  You	constantly	surround	yourself	with	a	whirling	torrent	of	air,	
  crackling	arcs	of	lightning,	or	both	to	protect	yourself	from	ranged	
  attacks.	All	ranged	attacks	made	with	physical	weapons	suffer	a	
  20%	miss	chance	against	you,	except	for	attacks	from	massive	
  weapons	such	as	a	giant’s	thrown	boulder	or	a	ballista.	This	ability	
  has	no	effect	on	ray	attacks.	The	miss	chance	increases	by	5%	for	
  every	5	kineticist	levels	you	possess	beyond	2nd.	By	accepting	
  1	point	of	burn,	you	can	increase	the	miss	chance	by	5%	until	the	
  next	time	your	burn	is	removed.	You	can	continue	to	accept	points	
  of	burn	to	increase	the	miss	chance	further,	up	to	a	maximum	of	
  75%.	Whenever	you	accept	burn	while	using	an	air	wild	talent,	the	
  energy	surging	through	you	causes	your	enveloping	winds	to	also	
  
  1717
  Occult Classes
  Occult Classes 1
  affect	non-physical	ranged	attacks	such	as	ray	attacks	for	1	round.	
  You	can	dismiss	or	restore	this	effect	as	an	immediate	action.
  FLESH	OF	STONE
  Element	earth;	Type	defense	(Su);	Level	—;	Burn	0
  Your	skin	hardens	like	stone,	dampening	the	impact	of	most	
  attacks.	You	gain	DR	1/adamantine.	This	DR	increases	by	1	for	
  every	2	kineticist	levels	you	possess	beyond	2nd.	By	accepting	
  1	point	of	burn,	you	can	increase	the	DR	by	1	until	the	next	time	
  your	burn	is	removed,	to	a	maximum	DR	equal	to	your	kineticist	
  level.	 Whenever	 you	 accept	 burn	 while	 using	 an	 earth	 wild	
  talent,	 the	 energy	 surging	 through	 you	 causes	 your	 damage	
  reduction	to	change	from	DR/adamantine	to	DR/—	for	1	round.	
  You	can	dismiss	and	restore	this	effect	as	an	immediate	action.
  FORCE	WARD
  Element	aether;	Type	defense	(Su);	Level	—;	Burn	0
  You	constantly	surround	yourself	with	a	ward	of	force.	You	gain	
  a	number	of	temporary	hit	points	equal	to	your	kineticist	level.	
  You	always	lose	these	temporary	hit	points	first,	even	before	other	
  temporary	 hit	 points.	 If	 an	 attack	 deals	 less	 damage	 than	 you	
  still	have	as	temporary	hit	points	from	force	ward,	it	still	reduces	
  those	temporary	hit	points	but	otherwise	counts	as	a	miss	for	the	
  purpose	of	abilities	that	trigger	on	a	hit	or	a	miss.	These	temporary	
  hit	points	regenerate	at	a	rate	of	1	per	minute.	By	accepting	1	
  point	of	burn	as	a	standard	action,	you	can	increase	the	maximum	
  number	of	temporary	hit	points	provided	by	your	force	ward	by	
  half	your	kineticist	level	until	the	next	time	your	burn	is	removed.	
  If	you	use	this	ability	multiple	times,	the	increases	stack.	For	every	
  2	points	of	burn	you	accept	in	this	way,	your	force	ward’s	rate	of	
  regeneration	increases	by	1	hit	point	per	minute.	Whenever	you	
  accept	burn	while	using	an	aether	wild	talent,	you	siphon	some	
  of	 the	 energy	 from	 the	 aether	 flowing	 through	 you	 and	 your	
  force	ward	recovers	a	number	of	temporary	hit	points	equal	to	
  your	character	level,	up	to	its	current	maximum.	You	can	dismiss	
  or	restore	your	force	ward	as	an	immediate	action,	but	doing	so	
  doesn’t	change	the	number	of	temporary	hit	points	available,	and	
  the	temporary	hit	points	don’t	recover	while	this	ability	is	inactive.
  SEARING	FLESH
  Element	fire;	Type	defense	(Su);	Level	—;	Burn	0
  Your	body	becomes	painfully	hot.	Whenever	a	creature	hits	you	
  with	a	natural	attack	or	an	unarmed	strike,	that	creature	takes	
  1	point	of	fire	damage	per	4	kineticist	levels	you	possess	(minimum	
  1	point	of	fire	damage).	A	creature	in	a	grapple	with	you	takes	
  double	 this	 amount	 of	 damage	 at	 the	 end	 of	 each	 of	 its	 turns.	
  Weapons	that	strike	you	also	take	this	damage,	though	the	damage	
  is	unlikely	to	penetrate	the	weapon’s	hardness.	By	accepting	1	point	
  of	burn,	you	can	increase	this	damage	by	1	point	per	4	kineticist	
  levels	you	possess	until	the	next	time	your	burn	is	removed.	You	
  can	increase	the	damage	in	this	way	up	to	seven	times.	
  Whenever	you	accept	burn	while	using	a	fire	wild	talent,	the	
  surging	flame	causes	your	searing	flesh	to	deal	double	its	current	
  amount	of	damage	for	1	round	(a	creature	in	a	grapple	with	you	
  takes	a	total	of	four	times	as	much	damage	as	normal).	You	can	
  dismiss	or	restore	this	effect	as	an	immediate	action.
  SHROUD	OF	WATER
  Element	water;	Type	defense	(Su);	Level	—;	Burn	0
  You	surround	yourself	with	a	shroud	of	water,	ice,	or	both	that	
  protects	you	from	harm.	The	shroud	can	either	cover	your	body,	
  functioning	 as	 armor,	 or	 float	 around	 you	 and	 block	 attacks,	
  functioning	as	a	shield.	It	grants	either	a	+4	armor	bonus	to	AC	or	
  a	+2	shield	bonus	to	AC,	and	you	can	change	the	type	of	bonus	as	
  a	standard	action.	This	bonus	increases	by	1	for	every	4	kineticist	
  levels	you	possess	beyond	2nd.	By	accepting	1	point	of	burn,	
  you	can	increase	the	bonus	by	1	until	the	next	time	your	burn	is	
  removed.	You	can	increase	the	bonus	multiple	times	in	this	way,	
  but	it	can’t	be	increased	by	more	than	50%	of	its	starting	value.	
  When	you	change	the	shroud	to	grant	a	shield	bonus,	any	bonus	
  in	excess	of	this	limit	doesn’t	apply,	but	it	remains	if	you	change	
  the	shroud’s	bonus	type	again.	Whenever	you	accept	burn	while	
  using	 a	 water	 wild	 talent,	 the	 water	 coalescing	 around	 you	
  allows	your	shroud	to	grant	both	the	armor	bonus	and	the	shield	
  bonus	for	1	round.	You	can	dismiss	or	restore	this	effect	as	an	
  immediate	action.
  Infusion Wild Talents
  Infusion wild talents change the way kineticists use their 
  kinetic blasts.
  BOWLING	INFUSION
  Element	aether	or	earth;	Type	substance	infusion;	Level	2;	Burn	2
  Associated	Blasts	earth,	magma,	metal,	mud,	telekinetic
  Saving	Throw	none
  You	bowl	your	foes	over	with	the	sheer	mass	of	your	kinetic	blast.	
  Attempt	a	trip	combat	maneuver	check	against	each	target	damaged	
  by	your	infused	blast,	using	your	Constitution	modifier	instead	of	
  your	Strength	modifier	to	determine	your	Combat	Maneuver	Bonus.	
  BRILLIANT	INFUSION
  Element	fire;	Type	substance	infusion;	Level	6;	Burn	4
  Prerequisite	flash	infusion
  Associated	Blasts	blue	flame,	fire,	plasma
  Saving	Throw	none
  Your	kinetic	blast	leaves	an	afterglow	that	banishes	the	darkness.	
  Treat	each	square	of	the	path	of	your	ranged	attack	kinetic	blast,	
  the	target	square	of	your	melee	attack	kinetic	blast,	or	the	area	
  of	your	area	of	effect	kinetic	blast	as	the	center	of	a	continual 
  flame	effect	that	lasts	until	the	end	of	your	next	turn.	This	effect	
  counts	as	a	6th-level	spell	with	the	light	descriptor.
  BURNING	INFUSION
  Element	fire;	Type	substance	infusion;	Level	1;	Burn	1
  Associated	Blasts	blue	flame,	fire,	magma,	plasma
  Saving	Throw	Reflex	negates
  
  1818
  Your	kinetic	blast	ignites	your	foes.	Whenever	an	infused	blast	
  hits	a	foe	and	penetrates	its	spell	resistance,	that	foe	catches	on	
  fire,	regardless	of	whether	it	takes	damage.	A	foe	that	catches	
  fire	takes	1d6	points	of	fire	damage	each	round	until	the	fire	is	
  extinguished.	Against	a	creature	on	fire	from	this	infusion,	any	
  fire	kinetic	blasts	gain	a	+2	bonus	on	attack	rolls,	to	DCs,	and	on	
  caster	level	checks	to	overcome	spell	resistance.
  CHAIN	
  Element	air;	Type	form	infusion;	Level	5;	Burn	3
  Associated	Blasts	electric
  Saving	Throw	none
  Your	electric	blast	leaps	from	target	to	target.	When	you	hit	a	target	
  with	your	infused	blast,	you	can	attempt	a	ranged	touch	attack	
  against	an	additional	target	that	is	within	30	feet	of	the	first.	Each	
  additional	attack	originates	from	the	previous	target,	which	could	
  alter	cover	and	other	conditions.	Each	additional	target	takes	
  1d6	fewer	points	of	damage	than	the	last	(for	
  example,	3d6	becomes	2d6),	and	you	can’t	
  chain	the	blast	back	to	a	previous	target.	
  You	can	continue	chaining	your	blasts	until	a	
  blast	misses	or	fails	to	deal	damage,	or	until	
  your	blast	is	reduced	to	a	single	damage	die.
  CHILLING	INFUSION
  Element	water;	Type	substance	infusion;	
  Level	5;	Burn	3
  Associated	Blasts	blizzard,	cold,	ice
  Saving	Throw	Fortitude	negates
  Your	kinetic	blast	chills	your	foes	to	the	bone,	
  making	their	movements	sluggish.	Whenever	an	
  infused	blast	deals	cold	damage	to	a	foe,	that	foe	is	
  staggered	for	1	round.
  CLOUD
  Element	air	or	water;	Type	form	infusion;	Level	7;	Burn	4
  Prerequisite	extended	range
  Associated	Blasts	blizzard,	sandstorm,	steam,	thunderstorm
  Saving	Throw	none
  You	 release	 your	 power	 in	 a	 diffuse	 cloud.	 You	 can	 center	
  this	20-foot-radius	spread	anywhere	within	120	feet	of	you.	
  All	creatures	and	objects	within	the	cloud	when	you	create	it	
  automatically	take	1/4	the	normal	amount	of	damage	from	your	
  blast	with	no	saving	throw.	Any	time	a	creature	enters	the	cloud,	
  it	takes	half	the	normal	amount	of	damage	from	your	blast,	as	
  do	creatures	that	end	their	turns	in	the	cloud.	Your	cloud	obscures	
  vision	as	obscuring mist.	It	lasts	for	a	number	of	rounds	equal	to	
  your	Constitution	modifier	or	until	you	use	the	cloud	infusion	again.
  CYCLONE
  Element	air;	Type	form	infusion;	Level	4;	Burn	3
  Associated	Blasts	air,	blizzard,	sandstorm,	thunderstorm
  Saving	Throw	Reflex	half
  You	create	a	circular	rush	of	wind.	All	creatures	and	objects	within	a	
  20-foot-radius	burst	centered	on	you	take	half	your	blast’s	normal	
  amount	of	damage.	The	saving	throw	DC	is	Dexterity-based.
  DEADLY	EARTH
  Element	earth;	Type	form	infusion;	Level	6;	Burn	4
  Prerequisite	extended	range
  Associated	Blasts	earth,	magma,	metal,	mud
  Saving	Throw	none
  You	infuse	the	ground	in	a	20-foot	radius	anywhere	within	120	feet	
  of	you	on	an	earthen	surface	(if	you	are	using	a	metal	blast,	this	
  infusion	 affects	 a	 metal	 surface	 instead).	 The	 ground	 roils	 and	
  buckles	 beneath	 the	 affected	 area.	 All	 creatures	 and	 objects	
  in	 contact	 with	 the	 ground	 within	 the	 area	 when	 you	 create	 it	
  automatically	take	1/4	of	the	normal	damage	from	your	blast	with	
  no	saving	throw.	Any	time	a	creature	enters	the	area,	it	takes	half	
  the	normal	damage	from	your	blast,	as	do	creatures	that	end	
  their	turns	in	the	area.	The	entire	area	counts	
  as	 difficult	 terrain.	 This	 infusion	 lasts	 for	 a	
  number	of	rounds	equal	to	your	Constitution	
  modifier	or	until	you	use	it	again.
  DISINTEGRATING	INFUSION
  Element	aether;	Type	substance	infusion;	
  Level	6;	Burn	4
  Associated	Blasts	force
  Saving	Throw	Fortitude	partial;	see	text
  You	can	use	force	to	rip	your	targets	apart.	Against	
  creatures,	your	kinetic	blast	deals	double	its	normal	
  amount	of	damage,	but	targets	receive	a	saving	throw	
  to	reduce	the	damage	to	half	the	blast’s	normal	amount	
  of	damage	(for	a	total	of	1/4	of	the	blast’s	increased	
  damage).	Any	creature	reduced	to	0	or	fewer	hit	points	by	the	
  blast	is	disintegrated,	as	the	spell	disintegrate.	You	can	use	the	
  infused	blast	to	destroy	force	effects	or	objects	as	disintegrate,	
  but	for	each	force	effect	or	10-foot	cube	of	nonliving	matter	you	
  destroy	in	this	way,	you	must	accept	1	point	of	burn,	which	can’t	be	
  reduced	by	effects	such	as	infusion	specialization	or	gather	power.
  DRAINING	INFUSION
  Element	universal;	Type	substance	infusion;	Level	1;	Burn	1
  Associated	Blasts	any	simple
  Saving	Throw	Fortitude	partial;	see	text
  You	can	drain	elemental	energy	and	matter	from	your	foes	to	
  strengthen	your	next	attack.	When	you	use	this	infusion,	your	
  kinetic	blast	affects	only	creatures	with	a	subtype	matching	your	
  kinetic	blast’s	element	(for	instance,	a	fire	blast	would	damage	
  only	creatures	of	the	fire	subtype).	Against	such	creatures,	your	
  blast	targets	touch	AC	(if	it	requires	an	attack	roll)	and	always	
  allows	spell	resistance.	Because	you	are	draining	energy	from	the	
  target,	your	blast	doesn’t	apply	your	elemental	overflow	bonuses	
  or	Constitution	modifier.	The	target	can	attempt	a	Fortitude	save	to	
  take	1/4	the	normal	amount	of	damage.	Draining	infusion	ignores	
  
  1919
  Occult Classes
  Occult Classes 1
  any	damage	reduction,	resistances,	and	immunities	the	creature	
  might	possess.	If	at	least	one	creature	fails	its	saving	throw	against	
  your	draining	infusion,	you	can	reduce	the	total	burn	cost	of	any	one	
  blast	wild	talent	used	before	the	end	of	your	next	turn	by	1,	or	by	
  2	if	you	have	the	supercharge	ability.	If	you	use	draining	infusion	
  again	before	applying	this	reduction,	you	still	deal	the	damage	
  from	that	draining	infusion,	but	the	burn	reductions	don’t	stack.
  ENTANGLING	INFUSION
  Element	earth	or	water;	Type	substance	infusion;	Level	2;	Burn	2
  Associated	Blasts	blizzard,	cold,	earth,	ice,	magma,	metal,	
  mud,	sandstorm
  Saving	Throw	Reflex	negates
  Your	kinetic	blast	surrounds	your	foes	in	elemental	matter.	
  Whenever	a	blast	with	this	infusion	deals	damage	to	a	foe,	that	
  foe	becomes	entangled	for	1	minute.	The	foe	can	remove	this	
  condition	as	a	standard	action	with	a	successful	Escape	Artist	or	
  Strength	check	(with	the	same	DC	as	for	saves	against	your	kinetic	
  blast)	or	by	dealing	an	amount	of	damage	to	the	entangling	matter	
  equal	to	double	your	kineticist	level	(the	matter	has	hardness	0).	
  If	the	foe	was	already	entangled	by	this	infusion	and	fails	its	save	
  against	a	second	instance	of	this	infusion,	the	increased	amount	
  of	elemental	matter	fuses	to	the	ground,	causing	the	foe	to	be	
  rooted	in	place	as	though	anchored	to	an	immobile	object.	
  ERUPTION
  Element	fire;	Type	form	infusion;	Level	3;	Burn	2
  Prerequisite	extended	range
  Associated	Blasts	blue	flame,	fire,	magma,	steam	
  Saving	Throw	Reflex	half
  Your	kinetic	blast	erupts	from	the	ground	in	a	pillar	centered	
  anywhere	within	120	feet	of	you.	The	pillar	affects	all	creatures	
  and	objects	in	a	10-foot-radius	cylinder	that	extends	40	feet	above	
  the	ground.	An	energy	blast	infused	with	eruption	deals	its	normal	
  damage	to	each	target,	while	a	physical	blast	deals	half	its	normal	
  amount	of	damage.	The	saving	throw	DC	is	Dexterity-based.
  EXPLOSION
  Element	fire;	Type	form	infusion;	Level	7;	Burn	4
  Prerequisite	extended	range
  Associated	Blasts	blue	flame,	fire
  Saving	Throw	Reflex	half
  You	focus	your	energy	on	a	point	in	space	and	create	a	controlled	
  explosion.	You	can	center	the	explosion	anywhere	within	120	feet	
  of	you,	and	you	can	choose	the	radius	of	the	spread	to	be	5,	10,	15,	
  or	20	feet.	All	creatures	and	objects	within	the	explosion	take	your	
  blast’s	damage.	The	saving	throw	DC	is	Dexterity-based.
  EXTENDED	RANGE
  Element	universal;	Type	form	infusion;	Level	1;	Burn	1
  Associated	Blasts	any
  Saving	Throw	none
  Your	kinetic	blast	can	strike	any	target	within	120	feet.
  EXTREME	RANGE
  Element	universal;	Type	form	infusion;	Level	3;	Burn	2
  Prerequisite	extended	range
  Associated	Blasts	any
  Saving	Throw	none
  Your	kinetic	blast	can	strike	any	target	within	480	feet.
  FAN	OF	FLAMES
  Element	fire;	Type	form	infusion;	Level	1;	Burn	1
  Associated	Blasts	blue	flame,	fire	
  Saving	Throw	Reflex	half
  Your	kinetic	blast	extends	in	a	fan	of	flames,	damaging	all	
  creatures	and	objects	in	a	15-foot	cone.	The	saving	throw	DC	is	
  Dexterity-based.
  FLASH	INFUSION
  Element	fire;	Type	substance	infusion;	Level	4;	Burn	3
  Associated	Blasts	blue	flame,	fire,	plasma
  Saving	Throw	Will	negates
  Your	kinetic	blast	is	so	bright	that	it	blinds	your	foes.	Whenever	an	
  infused	blast	hits	a	foe	and	penetrates	its	spell	resistance,	that	foe	
  must	succeed	at	a	Will	save	or	be	blinded	for	1	round,	regardless	
  of	whether	it	takes	damage	from	the	blast.	You	can	reduce	the	
  blast’s	damage	by	half	to	increase	the	DC	of	this	save	by	2.
  FLURRY	OF	BLASTS
  Element	universal;	Type	form	infusion;	Level	3;	Burn	2
  Prerequisite	extended	range
  Associated	Blasts	any	
  Saving	Throw	none
  Instead	of	a	single	kinetic	blast,	you	shoot	two	kinetic	blasts	at	
  targets	within	120	feet	that	each	deal	damage	as	if	your	kineticist	
  level	were	1st	(effects	or	abilities	that	increase	your	kinetic	blast’s	
  damage	don’t	apply).	At	10th	level,	you	can	shoot	three	blasts	
  with	flurry	of	blasts;	this	increases	to	four	blasts	at	16th	level	and	
  to	five	blasts	at	20th	level.	If	you	are	under	the	effect	of	haste 
  or	similar	magic	that	increases	your	number	of	attacks	in	a	full-
  attack	action,	the	number	of	kinetic	blasts	in	your	flurry	of	blasts	
  increases	by	1.
  No	two	targets	can	be	more	than	30	feet	apart.	You	must	assign	
  the	targets	of	all	your	blasts	before	rolling	any	of	the	attacks.	Any	
  blast	beyond	the	first	that	hits	the	same	target	adds	1d6	points	of	
  damage;	bonuses	and	penalties	to	damage	don’t	apply.	If	you	are	
  using	a	substance	infusion	that	requires	a	saving	throw,	a	target	
  attempts	its	save	only	once	(even	if	it	was	hit	multiple	times),	
  but	it	takes	a	penalty	on	the	save	equal	to	the	number	of	times	
  it	was	hit	beyond	the	first.	If	you	are	using	a	substance	infusion	
  that	requires	a	caster	level	check	or	combat	maneuver	check,	you	
  roll	the	check	only	once	against	each	target,	but	you	gain	a	bonus	
  on	the	check	equal	to	the	number	of	times	that	target	was	hit	
  beyond	the	first.	If	you	are	using	the	pushing	substance	infusion,	
  the	maximum	distance	of	the	push	increases	by	5	feet	for	each	
  time	the	target	was	hit	beyond	the	first.
  
  2020
  FOE	THROW	
  Element	aether;	Type	form	infusion;	Level	3;	Burn	2
  Associated	Blasts	telekinetic
  Saving	Throw	Fortitude	negates;	see	text
  Your	telekinetic	blast	can	throw	a	Large	or	smaller	creature	instead	
  of	an	unattended	object;	you	can	increase	the	burn	cost	by	1	to	
  affect	a	creature	of	a	larger	size.	If	the	creature	you	attempt	to	
  throw	succeeds	at	a	Fortitude	save,	it	negates	the	blast	entirely.	
  Otherwise,	if	your	blast	hits,	both	the	thrown	creature	and	the	
  target	take	the	full	amount	of	damage	from	your	telekinetic	blast,	
  and	the	thrown	creature	falls	prone	in	the	last	unoccupied	space	
  along	its	path.	If	your	blast	misses,	the	thrown	creature	can	choose	
  to	occupy	any	space	within	30	feet	of	the	target,	it	doesn’t	fall	
  prone,	and	it	takes	half	the	normal	amount	of	damage	from	your	
  blast.	The	movement	doesn’t	provoke	attacks	of	opportunity.
  FORCE	HOOK
  Element	aether;	Type	form	infusion;	Level	3;	Burn	2
  Associated	Blasts	force
  Saving	Throw	none
  Your	force	blast	hooks	onto	its	target	and	drags	you	adjacent	to	
  it.	This	effect	functions	as	force hook chargeUM,	except	with	the	
  range	and	damage	of	your	force	blast.
  FRAGMENTATION
  Element	earth	or	water;	Type	form	infusion;	Level	7;	Burn	4
  Prerequisite	extended	range
  Associated	Blasts	earth,	ice,	metal
  Saving	Throw	none	or	Reflex	half;	see	text
  You	throw	a	volatile	sphere	of	solid	matter	that	shatters	into	
  countless	shards.	Attempt	a	ranged	attack	roll	against	a	target	
  within	120	feet.	If	you	hit,	the	target	takes	your	kinetic	blast	
  damage	with	no	saving	throw.	All	other	creatures	and	objects	
  within	a	20-foot	burst	take	half	the	normal	amount	of	damage	
  and	can	attempt	a	Reflex	save	to	reduce	that	damage	by	half	
  again.	If	the	attack	misses	its	target,	the	blast	has	no	effect.	The	
  saving	throw	DC	is	Dexterity-based.
  GRAPPLING	INFUSION
  Element	universal;	Type	substance	infusion;	Level	5;	Burn	3
  Associated	Blasts	any
  Saving	Throw	none
  Your	cloud,	deadly	earth,	or	wall	blast	grows	tendrils	that	hold	
  your	enemies	in	place.	Whenever	a	creature	takes	damage	from	
  the	infused	blast,	you	can	attempt	a	combat	maneuver	check	to	
  have	the	blast	grapple	that	opponent.	Your	bonus	on	this	check	is	
  equal	to	2	+	your	kineticist	level	+	your	Constitution	modifier	(treat	
  the	blast	as	a	Huge	creature).	The	blast	only	grapples	opponents;	
  it	can’t	perform	other	functions	of	grapple	maneuvers	such	as	
  pinning	or	moving	the	opponent.	If	the	blast	is	already	grappling	
  an	opponent,	it	receives	a	+5	bonus	on	its	combat	maneuver	check	
  to	maintain	the	grapple,	as	normal.	You	can	use	this	infusion	only	
  if	you	also	use	the	cloud,	deadly	earth,	or	wall	form	infusion.
  GUSTING	INFUSION
  Element	air;	Type	substance	infusion;	Level	1;	Burn	1
  Associated	Blasts	air,	blizzard,	sandstorm,	thunderstorm
  Saving	Throw	Fortitude	negates
  The	 wind	 from	 your	 infusion	 causes	 your	 blast	 to	 act	 as	 an	
  instantaneous	gust of wind.	If	your	blast	has	a	clear	path,	you	can	
  accept	2	additional	points	of	burn	or	reduce	the	damage	to	0	in	order	
  to	cause	the	gust of wind effect	to	persist	for	1	round	along	that	path.
  IMPALE
  Element	earth	or	water;	Type	form	infusion;	Level	3;	Burn	2
  Associated	Blasts	earth,	ice,	metal
  Saving	Throw	none
  You	extend	a	long,	sharp	spike	of	elemental	matter	along	a	line,	
  impaling	multiple	foes.	Make	a	single	attack	roll	against	each	
  creature	or	object	in	a	30-foot	line,	starting	with	the	closest	
  target.	If	the	result	is	a	critical	threat,	roll	to	confirm	against	only	
  the	first	target	you	hit.	Calculate	damage	against	each	target	you	
  hit,	starting	from	the	closest.	If	your	attack	hits	a	target	but	fails	
  to	deal	physical	damage	to	that	target,	the	spike	fails	to	penetrate	
  and	the	infused	blast	doesn’t	continue.	A	blast	with	the	impale	
  infusion	can	penetrate	solid	barriers,	but	it	must	deal	enough	
  damage	to	destroy	the	barrier	in	order	to	continue	through.	Infused	
  earth	and	metal	blasts	always	deal	piercing	damage.
  KINETIC	BLADE
  Element	universal;	Type	form	infusion;	Level	1;	Burn	1
  Associated	Blasts	any
  Saving	Throw	none
  You	form	a	weapon	using	your	kinetic	abilities.	You	create	a	non-
  reach,	light	or	one-handed	weapon	in	your	hand	formed	of	pure	
  energy	or	elemental	matter.	(If	you’re	a	telekineticist,	you	instead	
  transfer	the	power	of	your	kinetic	blast	to	any	object	held	in	one	
  hand.)	The	kinetic	blade’s	shape	is	purely	cosmetic	and	doesn’t	
  affect	the	damage	dice,	critical	threat	range,	or	critical	multiplier	
  of	the	kinetic	blade,	nor	does	it	grant	the	kinetic	blade	any	weapon	
  special	features.	The	object	held	by	a	telekineticist	for	this	form	
  infusion	doesn’t	prevent	her	from	using	gather	power.
  You	can	use	this	form	infusion	once	as	part	of	an	attack	action,	
  a	charge	action,	or	a	full-attack	action	in	order	to	make	melee	
  attacks	with	your	kinetic	blade.	Since	it’s	part	of	another	action	
  (and	isn’t	an	action	itself),	using	this	wild	talent	doesn’t	provoke	
  any	 additional	 attacks	 of	 opportunity.	 The	 kinetic	 blade	 deals	
  your	kinetic	blast	damage	on	each	hit	(applying	any	modifiers	
  to	your	kinetic	blast’s	damage	as	normal,	but	not	your	Strength	
  modifier).	 The	 blade	 disappears	 at	 the	 end	 of	 your	 turn.	 The	
  weapon	 deals	 the	 same	 damage	 type	 that	 your	 kinetic	 blast	
  deals,	and	it	interacts	with	Armor	Class	and	spell	resistance	as	
  normal	for	a	blast	of	its	type.	Even	if	a	telekineticist	uses	this	
  power	on	a	magic	weapon	or	another	unusual	object,	the	attack	
  doesn’t	use	any	of	the	magic	weapon’s	bonuses	or	effects	and	
  simply	deals	the	telekineticist’s	blast	damage.	The	kinetic	blade	
  doesn’t	add	the	damage	bonus	from	elemental	overflow.
  
  2121
  Occult Classes
  Occult Classes 1
  KINETIC	FIST
  Element	universal;	Type	form	infusion;	Level	1;	Burn	1
  Associated	Blasts	any
  Saving	Throw	none
  You	surround	your	body	with	energy	or	elemental	matter	from	
  your	kinetic	abilities.	You	can	use	this	form	infusion	as	part	of	
  an	attack	action,	a	charge	action,	or	a	full-attack	action	to	add	
  damage	to	each	of	your	natural	attacks	and	unarmed	strikes	
  until	the	beginning	of	your	next	turn.	Since	kinetic	fist	is	part	
  of	another	action,	using	this	wild	talent	doesn’t	provoke	any	
  additional	attack	of	opportunity.	You	deal	an	additional	1d6	
  points	of	damage	per	3	dice	of	your	kinetic	blast’s	damage	
  (minimum	1d6),	and	this	damage	is	of	the	same	type	
  as	your	kinetic	blast’s	damage.	This	extra	damage	
  ignores	spell	resistance	and	doesn’t	apply	any	
  modifiers	to	your	kinetic	blast’s	damage,	such	
  as	your	Constitution	modifier.	
  KINETIC	WHIP
  Element	universal;	Type	form	
  infusion;	Level	3;	Burn	2
  Prerequisite	kinetic	blade
  Associated	Blasts	any
  Saving	Throw	none
  You	 form	 a	 long	 tendril	 of	 energy	 or	
  elemental	matter.	This	functions	as	kinetic	
  blade	but	counts	as	a	reach	weapon	appropriate	
  for	your	size.	Unlike	most	reach	weapons,	the	
  kinetic	whip	can	also	attack	nearby	creatures.	The	
  kinetic	whip	disappears	at	the	beginning	of	your	
  next	turn,	but	in	the	intervening	time,	it	threatens	all	squares	
  within	its	reach,	allowing	you	to	make	attacks	of	opportunity	
  that	deal	the	whip’s	usual	damage.	
  MAGNETIC	INFUSION	
  Element	air	or	earth;	Type	substance	infusion;	Level	3;	Burn	2
  Associated	Blasts	charged	water,	electric,	metal,	plasma,	
  thunderstorm
  Saving	Throw	none
  Your	kinetic	blast	causes	your	foes	to	become	mildly	magnetic.	
  Whenever	an	infused	blast	deals	damage	to	a	foe,	attacks	made	
  with	metal	weapons	(including	metal	kinetic	blasts)	against	
  that	foe	receive	a	+4	bonus	until	the	end	of	your	next	turn,	and	
  the	foe	takes	a	–4	penalty	on	Reflex	saving	throws	to	avoid	
  metallic	objects.
  MANY	THROW
  Element	aether;	Type	form	infusion;	Level	8;	Burn	4
  Prerequisite	extended	range
  Associated	Blasts	telekinesis
  Saving	Throw	none
  You	grab	a	large	number	of	objects	and	throw	them	all	at	once.	
  You	can	use	your	telekinetic	blast	to	make	attack	rolls	against	a	
  number	of	targets	equal	to	your	kineticist	level	within	120	feet,	
  but	no	two	targets	can	be	more	than	30	feet	apart.	
  MOBILE	BLAST
  Element	universal;	Type	form	infusion;	Level	3;	Burn	2
  Associated	Blasts	any
  Saving	Throw	Reflex	negates
  You	send	an	elemental	mass,	energy	ball,	or	object	into	a	
  particular	 square	 within	 30	 feet,	 dealing	 1/4	 the	 normal	
  amount	of	damage	(or	half	the	normal	amount	of	damage,	
  for	an	energy	blast)	to	all	creatures	in	that	square.	The	mobile	
  blast	lasts	until	you	dismiss	it	as	a	free	action,	
  lose	consciousness,	or	move	farther	than	30	
  feet	from	it.	Each	round	on	your	turn	as	a	
  move	action,	you	can	move	the	mobile	
  blast	to	another	square	within	range;	
  either	way,	it	continues	to	deal	
  damage	to	all	creatures	in	its	final	
  square	each	round	if	they	
  fail	 their	 saving	 throws.	
  You	can	have	only	a	single	
  mobile	blast	in	existence	at	
  a	time.	If	the	mobile	blast’s	total	burn	
  cost	before	applying	any	reduction	for	gather	
  power	is	0,	it	has	no	maximum	duration.	Otherwise,	
  it	lasts	for	a	maximum	number	of	rounds	equal	to	your	
  Constitution	modifier,	and	afterward	you	can’t	create	another	
  mobile	blast	for	a	number	of	minutes	equal	to	the	number	of	
  rounds	it	existed.	A	mobile	blast	is	always	extremely	loud	and	
  visible.	The	saving	throw	DC	is	Dexterity-based.
  PURE-FLAME	INFUSION
  Element	fire;	Type	substance	infusion;	Level	7;	Burn	4
  Associated	Blasts	blue	flame
  Saving	Throw	none
  You	open	a	direct	conduit	to	the	purest	elemental	fire	and	send	it	
  surging	forth.	Your	infused	blast	ignores	spell	resistance.	
  PUSHING	INFUSION
  Element	aether,	air,	earth,	or	water;	Type	substance	infusion;	
  Level	1;	Burn	1
  Associated	Blasts	air,	blizzard,	charged	water,	earth,	magma,	
  metal,	mud,	sandstorm,	steam,	telekinetic,	water
  Saving	Throw	none
  The	momentum	of	your	kinetic	blast	knocks	foes	back.	Attempt	a	
  bull	rush	combat	maneuver	check	against	each	target	damaged	
  by	your	infused	blast,	using	your	Constitution	modifier	instead	
  of	your	Strength	modifier	to	determine	your	bonus.	This	infusion	
  can	push	a	foe	back	by	a	maximum	of	5	feet.	You	can	increase	
  the	burn	cost	of	this	infusion	to	increase	the	maximum	distance	
  pushed	by	5	feet	per	additional	point	of	burn	accepted.	You	can’t	
  use	this	infusion	with	a	form	infusion	such	as	cloud	that	causes	
  your	kinetic	blast	to	lack	a	clear	direction	to	push.
  
  2222
  QUENCHING	INFUSION
  Element	water;	Type	substance	infusion;	Level	1;	Burn	1
  Associated	Blasts	charged	water,	water
  Saving	Throw	none
  Your	blast	puts	out	nonmagical	fires	as	if	they	had	been	touched	
  by	a	water	elemental.	If	you	increase	the	burn	cost	to	2	or	
  reduce	the	damage	to	0,	it	also	dispels	magical	fires	as	if	you	
  were	a	water	elemental	with	a	number	of	Hit	Dice	equal	to	your	
  kineticist	level.
  RARE-METAL	INFUSION
  Element	earth;	Type	substance	infusion;	Level	3;	Burn	2
  Associated	Blasts	metal
  Saving	Throw	none
  You	can	control	the	properties	of	metal,	allowing	your	metal	
  blast	to	bypass	damage	reduction	as	if	it	were	adamantine,	cold	
  iron,	or	silver	(your	choice).	If	your	target	has	an	unusual	type	of	
  damage	reduction	that	could	be	overcome	with	the	correct	type	
  of	metal	(such	as	DR/gold),	you	can	also	select	that	metal	for	this	
  purpose.	The	metal	you	create	with	this	infusion	crumbles	away	
  shortly	thereafter	and	has	no	gp	value.
  SNAKE
  Element	universal;	Type	form	infusion;	Level	3;	Burn	2
  Prerequisite	extended	range
  Associated	Blasts	any
  Saving	Throw	none
  You	have	fine	control	over	your	kinetic	blast,	allowing	you	to	alter	
  its	path	to	avoid	obstacles.	You	can	trace	out	any	path	no	more	
  than	120	feet	long	for	your	blast,	potentially	allowing	you	to	avoid	
  cover	(even	total	cover).	You	can	choose	a	path	that	leads	into	
  squares	you	cannot	see.
  SPRAY
  Element	water;	Type	form	infusion;	Level	4;	Burn	3
  Associated	Blasts	charged	water,	water
  Saving	Throw	Reflex	half
  You	diffuse	your	kinetic	blast	to	spray	out	wildly.	All	creatures	
  and	objects	in	a	30-foot	cone	take	half	your	normal	amount	of	
  blast	damage.	The	saving	throw	DC	is	Dexterity-based.
  THUNDERING	INFUSION
  Element	air;	Type	substance	infusion;	Level	1;	Burn	1
  Associated	Blasts	electric,	thunderstorm
  Saving	Throw	Fortitude	negates
  Your	lightning	brings	with	it	a	peal	of	thunder.	Whenever	your	
  infused	blast	hits	a	foe	and	penetrates	spell	resistance,	that	foe	
  becomes	deafened,	even	if	the	blast	doesn’t	deal	damage.	
  TORRENT
  Element	air,	fire,	or	water;	Type	form	infusion;	Level	3;	Burn	2
  Associated	Blasts	air,	blizzard,	blue	flame,	charged	water,	fire,	
  magma,	mud,	plasma,	sandstorm,	steam,	thunderstorm,	water
  Saving	Throw	Reflex	half
  A	torrent	of	energy	buffets	or	burns	all	foes	in	a	30-foot	line,	
  dealing	half	your	normal	amount	of	blast	damage	(or	full	damage	
  for	energy	blasts).	The	saving	throw	DC	is	Dexterity-based.
  UNRAVELING	INFUSION
  Element	fire;	Type	substance	infusion;	Level	5;	Burn	3
  Associated	Blasts	blue	flame,	fire
  Saving	Throw	none
  Your	kinetic	blast	burns	so	hot	that	it	melts	away	your	foe’s	magical	
  effects.	Whenever	your	infused	blast	hits	a	foe	and	penetrates	
  its	spell	resistance,	you	can	attempt	a	caster	level	check	as	if	
  using	a	targeted	dispel magic	before	determining	whether	the	
  foe	takes	damage	from	the	blast.	You	can	choose	to	reduce	the	
  blast’s	damage	by	half	to	increase	your	bonus	on	the	caster	level	
  check	by	2.	If	you	don’t	choose	a	specific	spell	effect	to	attempt	
  to	dispel,	you	automatically	attempt	to	dispel	effects	that	would	
  protect	the	target	from	fire	damage	before	other	spells.
  WALL
  Element	universal;	Type	form	infusion;	Level	5;	Burn	3
  Associated	Blasts	any
  Saving	Throw	none
  You	create	a	wall	of	churning	elements,	flensing	debris,	or	roiling	
  energy.	The	wall	appears	within	30	feet	and	can	be	either	up	to	10	
  feet	high	and	up	to	120	feet	long	or	up	to	20	feet	high	and	up	to	
  60	feet	long.	All	creatures	and	objects	in	one	of	the	wall’s	squares	
  when	you	create	it	take	1/4	the	normal	damage	from	your	blast	with	
  no	saving	throw	(or	half	the	normal	damage	for	an	energy	blast).	
  Anytime	a	creature	crosses	the	wall,	it	takes	half	the	normal	damage	
  from	your	blast	(or	full	damage	for	an	energy	blast).	The	wall	is	not	
  completely	solid,	but	it	does	provide	cover	against	attacks	from	the	
  other	side	of	the	wall.	The	wall	lasts	for	a	number	of	rounds	equal	
  to	your	Constitution	modifier	or	until	you	use	a	wall	infusion	again.
  Utility Wild Talents
  A kineticist can select one of the following wild talents at 
  each even level, provided she meets the prerequisites.
  AERIAL	ADAPTATION
  Element	air;	Type	utility	(Sp);	Level	1;	Burn	0
  You	are	immune	to	altitude	sickness,	and	gain	an	amount	of	
  electricity	resistance	equal	to	twice	your	current	amount	of	burn.
  AERIAL	EVASION
  Element	air;	Type	utility	(Su);	Level	3;	Burn	1
  Prerequisite	enveloping	winds
  You	use	wind	to	buffet	yourself	away	from	area	attacks.	Until	the	
  next	time	your	burn	is	removed,	you	gain	evasion,	as	the	rogue	
  class	feature.	
  AETHER	PUPPET
  Element	aether;	Type	utility	(Sp);	Level	5;	Burn	0
  
  2323
  Occult Classes
  Occult Classes 1
  You	use	strands	of	aether	to	animate	an	object.	You	can	animate	
  a	Medium	or	smaller	object	as	an	animated	object	(Pathfinder 
  RPG Bestiary 14)	with	no	Construction	Point	abilities	(except	for	
  stone	or	metal	[common],	if	the	object	is	constructed	of	one	of	
  those	materials).	Each	round	on	your	turn,	you	must	take	a	move	
  action	to	guide	the	object,	or	it	reverts	to	its	inanimate	state.	
  By	accepting	1	point	of	burn,	you	can	pour	a	bit	of	your	own	
  sentience	into	the	aether	puppet,	allowing	the	effect	to	persist	
  for	1	round	per	kineticist	level	without	requiring	additional	
  actions.	At	12th	level,	you	can	animate	a	Large	or	smaller	object,	
  which	gains	all	the	abilities	of	the	Medium	animated	object	plus	
  the	additional	attack	ability.	At	14th	level,	you	can	animate	a	
  Huge	or	smaller	object,	which	gains	all	the	abilities	of	the	Large	
  animated	object.	At	16th	level,	you	can	animate	a	Gargantuan	or	
  smaller	object,	which	gains	all	the	abilities	of	the	Huge	animated	
  object,	as	well	as	the	metal	(mithral)	ability	if	the	object	is	made	
  of	mithral.	At	18th	level,	you	can	animate	a	Colossal	or	smaller	
  object,	which	gains	all	the	abilities	of	the	Gargantuan	animated	
  object,	plus	the	metal	(adamantine)	ability	if	the	object	is	made	
  of	adamantine.
  AIR	CUSHION	
  Element	air;	Type	utility	(Sp);	Level	1;	Burn	0
  You	cushion	a	fall	from	any	height.	You	are	constantly	under	the	
  effects	of	feather fall,	and	you	count	as	one	size	category	larger	
  for	the	purpose	of	determining	how	you	are	affected	by	wind.
  AIR	SHROUD
  Element	air;	Type	utility	(Sp);	Level	1;	Burn	0
  You	are	always	surrounded	by	air,	as	air bubbleUC.	As	a	standard	
  action,	you	can	accept	1	point	of	burn	to	extend	the	effect	to	a	
  number	of	additional	creatures	equal	to	your	Constitution	modifier	
  for	1	minute	per	kineticist	level	you	possess.
  AIR	SHROUD,	GREATER
  Element	air;	Type	utility	(Sp);	Level	5;	Burn	0
  Prerequisite	air	shroud
  Your	 air	 shroud	 improves,	 granting	 you	 the	 benefits	 of	 life 
  bubbleAPG.	When	you	accept	burn	to	grant	the	benefit	to	others,	
  the	benefit	lasts	until	the	next	time	your	burn	is	removed.	
  AIR’S	LEAP
  Element	air;	Type	utility	(Su);	Level	1;	Burn	0
  You	are	always	considered	to	have	a	running	start	when	jumping,	
  you	add	your	kineticist	level	as	a	bonus	on	all	Acrobatics	checks	
  to	jump,	you	jump	twice	as	far	or	high	as	the	results	of	your	check	
  indicate,	and	you	can	accept	1	point	of	burn	when	jumping	to	
  double	the	distance	you	jump	again	(to	a	total	of	four	times	as	far).
  AIR’S	REACH	
  Element	air;	Type	utility	(Su);	Level	1;	Burn	—
  When	using	air	blasts,	air	wild	talents,	or	composite	blasts	that	
  include	air,	double	the	blast’s	effective	range.	This	effect	applies	
  after	altering	the	range	due	to	effects	such	as	the	extended	range	
  infusion.	This	doubles	only	the	blast’s	effective	range,	not	the	area	
  of	effect	for	infusions	like	cloud	and	cyclone.
  BASIC	AEROKINESIS
  Element	air;	Type	utility	(Sp);	Level	1;	Burn	0
  You	can	create	a	light	breeze	that	blows	against	a	creature	or	
  object	 from	 a	 direction	 of	 your	 choice	 that	 follows	 the	 target	
  wherever	it	goes.	The	breeze	grants	the	subject	a	+2	bonus	on	
  saves	against	very	hot	conditions,	severe	heat,	breath	weapons,	
  and	cloud	vapors	and	gases	(such	as	cloudkill,	stinking cloud,	
  and	inhaled	poisons).	This	wild	talent	doesn’t	function	without	
  air	 or	 while	 underwater.	 You	 can	 have	 only	 one	 such	 breeze	
  active	at	any	one	time.
  You	can	also	use	your	aerokinesis	to	make	it	harder	to	detect	
  you	or	others	by	scent.	You	can	designate	a	number	of	creatures	
  or	 objects	 equal	 to	 your	 Constitution	 bonus.	 These	 creatures	
  and	objects	always	count	as	being	downwind	for	the	purpose	
  of	determining	the	distance	at	which	they	can	be	detected	by	
  scent.	This	effect	lasts	for	1	hour	or	until	you	use	basic	aerokinesis	
  again,	whichever	comes	first.	
  BASIC	GEOKINESIS
  Element	earth;	Type	utility	(Sp);	Level	1;	Burn	0
  You	can	move	up	to	5	pounds	per	kineticist	level	of	rocks,	loose	
  earth,	sand,	clay,	and	other	similar	materials	up	to	15	feet	as	a	
  move	action.	You	can	search	earthen	and	stone	areas	from	a	
  distance	as	if	using	the	siftAPG cantrip.
  BASIC	HYDROKINESIS
  Element	water;	Type	utility	(Sp);	Level	1;	Burn	0
  You	can	create	water as	the	cantrip	create water,	purify	water	as	
  if	using	purify food and drink,	and	dry	wet	creatures	and	objects	
  as	if	using	prestidigitation.	While	you	cannot	lift	water	into	the	
  air	using	this	ability,	you	can	create	mild	currents	in	a	body	of	
  water	 by	 concentrating.	 These	 currents	 are	 strong	 enough	 to	
  run	a	water	mill	as	if	the	mill	were	being	turned	manually	by	a	
  creature	with	a	Strength	score	equal	to	your	Constitution	score.	
  BASIC	PYROKINESIS
  Element	fire;	Type	utility	(Sp);	Level	1;	Burn	0
  You	can	use	your	inner	flame	to	reproduce	the	effects	of	a	flare,	
  light,	or	sparkAPG	cantrip,	except	that	the	light	you	create	with	light 
  produces	heat	like	a	normal	flame;	using	any	of	the	three	abilities	
  ends	any	previous	light	effect	from	this	wild	talent.
  BASIC	TELEKINESIS
  Element	aether;	Type	utility	(Sp);	Level	1;	Burn	0
  This	ability	is	similar	to	mage hand, except	you	can	move	an	
  object	that	weighs	up	to	5	pounds	per	2	kineticist	levels	you	
  possess	 (minimum	 5	 pounds),	 and	 you	 can	 move	 magical	
  objects.	 Additionally,	 you	 can	 create	 a	 container	 of	 entwined	
  strands	of	aether	in	order	to	hold	liquids	or	piles	of	small	objects	
  
  2424
  of	the	same	weight.	You	can	dip	the	container	to	pick	up	or	drop	
  a	liquid	as	a	move	action.	If	you	possess	the	extended	range	
  wild	talent,	you	can	increase	the	range	of	basic	telekinesis	to	
  medium	range	and	increase	the	rate	of	movement	to	30	feet	
  per	round,	and	if	you	possess	the	extreme	range	wild	talent,	
  you	can	increase	the	range	of	basic	telekinesis	to	long	range	and	
  increase	the	rate	of	movement	to	60	feet	per	round.	You	can	also	
  use	your	basic	telekinesis	to	duplicate	the	effects	of	the	open/
  close cantrip.	
  CELERITY
  Element	air;	Type	utility	(Sp);	Level	3;	Burn	0
  You	can	galvanize	the	flow	of	electricity	within	
  your	allies	to	enhance	their	speed.	This	acts	
  as	haste except	it	lasts	for	1	round.	You	can	
  accept	1	point	of	burn	to	increase	the	
  duration	to	1	round	per	kineticist	level	
  you	possess.	
  COLD	ADAPTATION
  Element	fire	or	water;	Type	
  utility	(Sp);	Level	1;	Burn	0
  You	are	constantly	protected	by	endure 
  elements against	cold	temperatures	only.	
  You	gain	cold	resistance	equal	to	twice	your	
  current	amount	of	burn.
  COLD	SNAP
  Element	water;	Type	utility	(Sp);	Level	3;	Burn	1
  Prerequisites	cold	adaptation,	shroud	of	water
  You	chill	your	shroud	of	water	and	send	the	cold	around	you,	
  creating	an	aura	of	numbing	cold	around	yourself.	Until	the	next	
  time	your	burn	is	removed,	you	can	begin	or	end	the	cold	aura	
  at	will	as	a	swift	action.	The	temperature	in	the	area	30	feet	
  around	you	lowers	by	5°	F	per	kineticist	level	you	possess,	
  to	a	minimum	modified	temperature	of	–10°	F.	If	this	brings	
  the	temperature	in	the	area	below	40°	F,	all	creatures	within	
  5	feet	of	you	take	a	–4	penalty	to	Dexterity.	You	are	immune	to	
  these	effects,	as	are	creatures	that	are	immune	to	cold	or	that	
  benefit	from	effects	that	protect	against	temperature,	such	as	
  endure elements.
  EARTH	CLIMB	
  Element	earth;	Type	utility	(Su);	Level	2;	Burn	0
  You	use	your	connection	to	earth	to	meld	slightly	into	stone	and	
  earthen	surfaces,	granting	you	a	climb	speed	equal	to	your	base	
  land	speed	when	climbing	such	surfaces.	
  EARTH	GLIDE	
  Element	earth;	Type	utility	(Su);	Level	5;	Burn	0
  Prerequisite	earth	climb
  You	can	glide	through	earth,	as	an	earth	elemental’s	earth	glide	
  ability,	with	a	burrow	speed	equal	to	your	base	land	speed.
  EARTH	WALK	
  Element	earth;	Type	utility	(Su);	Level	1;	Burn		—
  Because	you	meld	very	slightly	into	the	earth,	when	you	are	
  standing	on	an	earthen	surface,	you	ignore	difficult	terrain	caused	
  by	rocks,	earth,	or	mud,	and	while	on	such	surfaces	you	add	your	
  elemental	overflow	bonus	to	your	CMD	against	being	moved	or	
  tripped	and	on	Acrobatics	checks	to	balance.
  ELEMENTAL	GRIP
  Element	universal;	Type	utility	(Sp);	Level	3;	Burn	0
  Saving	Throw	Will	negates;	Spell	Resistance	yes
  You	use	your	element	to	halt	a	creature	associated	
  with	your	element,	as	hold monster except	it	requires	
  concentration	to	maintain,	and	it	works	only	on	
  creatures	with	a	subtype	matching	one	of	your	
  elements	(for	example,	a	pyrokineticist	could	
  use	it	on	creatures	of	the	fire	subtype).	At	
  any	time,	you	can	accept	1	point	of	burn	to	
  remove	the	need	to	concentrate.	
  ENDURING	EARTH
  Element	earth;	Type	utility	(Su);	Level	4;	
  Burn	—
  When	using	earth	blasts,	earth	wild	talents,	
  or	composite	blasts	that	include	earth,	double	
  the	duration	if	it’s	longer	than	1	round.	
  ENGULFING	WINDS
  Element	air;	Type	utility	(Sp);	Level	3;	Burn	0
  Prerequisite	enveloping	winds
  You	bend	your	winds	into	a	formidable	barrier.	Until	the	start	of	
  your	next	turn,	you	lose	the	benefits	of	enveloping	winds,	but	can	
  create	a	wind wall as	the	spell.	You	can	extend	the	wall’s	duration	
  to	1	round	per	kineticist	level	by	accepting	1	point	of	burn.
  EXPANDED	DEFENSE
  Element	universal;	Type	utility	(Su);	Level	4;	Burn	—
  Choose	an	element	you	selected	with	expanded	element.	You	
  gain	that	element’s	defense	wild	talent.	You	can	take	this	wild	
  talent	multiple	times,	choosing	a	different	element	each	time.
  FIRE	SCULPTOR	
  Element	fire;	Type	utility	(Sp);	Level	1;	Burn	0
  You	can	sculpt	shapes	out	of	flame	or	alter	a	fire’s	spread.	As	a	
  standard	action,	you	can	move	one	5-foot	square	of	an	ongoing	fire	
  per	kineticist	level	you	possess	to	any	square	contiguous	to	that	
  fire.	For	instance,	a	4th-level	kineticist	could	move	4	contiguous	
  squares	from	the	center	of	a	20-foot-by-20-foot	fire	to	the	fire’s	
  edge	in	order	to	create	a	safe	path	to	escape.	The	fire	continues	
  to	spread	normally	after	you	sculpt	it.	
  FIRE’S	FURY
  Element	fire;	Type	utility	(Su);	Level	1;	Burn	—
  
  2525
  Occult Classes
  Occult Classes 1
  When	using	fire	blasts	or	composite	blasts	that	include	fire,	add	
  your	elemental	overflow	bonus	to	the	damage	dealt.	If	the	kinetic	
  blast	normally	adds	double	your	elemental	overflow	bonus	to	
  damage,	these	effects	stack.
  FIRESIGHT	
  Element	fire;	Type	utility	(Su);	Level	3;	Burn	—
  You	can	see	through	flames	and	smoke	as	if	they	were	transparent.	
  Creatures	that	are	on	fire	or	have	the	fire	subtype	never	benefit	
  from	concealment	or	total	concealment	against	you.
  FLAME	JET	
  Element	fire;	Type	utility	(Sp);	Level	3;	Burn	0
  You	shoot	a	burst	of	flame	behind	you	as	a	standard	action,	
  propelling	you	up	to	60	feet	in	a	straight	line,	including	into	the	
  air;	any	movement	upward	costs	double.	If	you	end	your	turn	
  mid-air,	you	fall	on	your	next	turn	unless	you	use	flame	jet	again.
  FLAME	JET,	GREATER	
  Element	fire;	Type	utility	(Sp);	Level	5;	Burn	0
  Prerequisite	flame	jet
  You	can	use	flame	jet	as	a	move	action	and	can	emanate	a	mild	
  jet	of	flame,	allowing	you	to	hover	without	spending	an	action.	
  FLAME	SHIELD
  Element	fire;	Type	utility	(Sp);	Level	5;	Burn	1
  Prerequisite	searing	flesh
  Flickering	flames	surround	you	until	the	next	time	your	burn	is	
  removed.	While	your	searing	flesh	infusion	is	active,	any	creature	
  that	strikes	you	with	a	melee	attack	takes	an	amount	of	fire	
  damage	equal	to	1/2	your	kineticist	level	unless	it	is	using	a	reach	
  weapon.	If	the	creature	also	takes	damage	from	your	searing	
  flesh,	it	applies	fire	resistance	only	once	against	the	total	damage	
  from	both	effects.	You	also	gain	the	protection	from	cold	of	a	
  warm	fire shield.	An	attack	that	would	deal	an	amount	of	cold	
  damage	equal	to	at	least	double	your	kineticist	level	(before	you	
  applied	the	protection)	freezes	away	your	flame	shield	after	you	
  apply	its	protection,	ending	the	flame	shield	early.	
  FORCE	BARRIER	
  Element	aether;	Type	utility	(Sp);	Level	5;	Burn	0
  Prerequisite	force	ward
  You	create	an	immobile	sphere	or	hemisphere	of	force	around	
  your	square	or	squares.	The	force	barrier	functions	as	a	wall 
  of force in	all	other	ways.	Activating	this	ability	is	a	standard	
  action,	and	the	barrier	lasts	until	the	beginning	of	your	next	
  turn.	Each	round,	just	before	the	barrier	would	disappear,	you	
  can	extend	its	duration	by	accepting	1	point	of	burn.	If	an	attack	
  manages	to	destroy	the	force	barrier,	you	immediately	take	1	
  point	of	burn.	
  FROM	THE	ASHES
  Element	fire;	Type	utility	(Sp);	Level	9;	Burn	2
  When	you	are	about	to	fall	unconscious	or	die	from	hit	point	
  damage,	as	an	immediate	action	you	can	burst	into	flames	that	
  leave	behind	only	ash,	which	cannot	be	appreciably	affected	by	
  most	attacks	or	effects,	though	a	disintegrate spell	or	similar	
  magic	can	annihilate	it.	At	the	start	of	your	next	turn,	unless	
  the	ash	has	been	completely	destroyed,	you	arise	in	the	square	
  where	the	most	ash	is	located,	having	taken	the	damage	from	
  the	triggering	effect	but	having	also	healed	5	points	of	damage	
  per	kineticist	level	you	possess.
  HEAT	ADAPTATION
  Element	fire	or	water;	Type	utility	(Sp);	Level	1;	Burn	0	
  You	are	constantly	protected	by	endure elements against	hot	
  temperatures	only.	You	gain	an	amount	of	fire	resistance	equal	
  to	twice	your	current	amount	of	burn.
  HEAT	WAVE
  Element	fire;	Type	utility	(Sp);	Level	3;	Burn	1
  Prerequisites	heat	adaptation,	searing	flesh
  You	create	an	aura	of	shimmering	heat	that	distorts	the	area	
  around	you.	Until	the	next	time	your	burn	is	removed,	you	can	
  begin	or	end	the	heat	aura	as	a	swift	action.	The	temperature	
  in	the	area	30	feet	around	you	rises	by	5°	F	per	kineticist	level	
  you	possess,	to	a	maximum	modified	temperature	of	120°	F.	If	
  this	brings	the	temperature	to	at	least	90°	F,	all	attacks	made	
  by	creatures	within	5	feet	of	you	suffer	a	20%	miss	chance	due	
  to	concealment.	You	are	immune	to	these	effects,	as	are	those	
  immune	to	fire	or	benefiting	from	endure elements.
  ICE	PATH	
  Element	water;	Type	utility	(Su);	Level	6;	Burn	0
  Prerequisite	icewalker
  You	freeze	water	vapor	in	the	air,	allowing	you	to	travel	above	the	
  ground	as	air walk	by	walking	along	the	ice,	and	leaving	a	path	
  of	ice	behind	you	that	lasts	for	1	round	before	it	melts.	
  ICE	SCULPTOR	
  Element	water;	Type	utility	(Sp);	Level	4;	Burn	0
  You	can	sculpt	ice	and	snow	into	new	shapes,	as	the	spell	stone 
  shape	but	affecting	ice	and	snow	instead	of	stone.
  ICEWALKER	
  Element	water;	Type	utility	(Su);	Level	1;	Burn	—
  You	can	move	across	wet	and	icy	surfaces	without	needing	to	
  attempt	Acrobatics	checks	due	to	slipperiness,	including	across	
  areas	under	the	effects	of	the	slick	wild	talent.	Additionally,	you	
  are	immune	to	seasickness.
  JAGGED	FLESH	
  Element	earth;	Type	utility	(Sp);	Level	3;	Burn	1
  Prerequisite	flesh	of	stone
  You	painfully	push	forth	jagged	chunks	of	rock	from	your	flesh.	
  Until	the	next	time	your	burn	is	removed,	while	your	flesh	of	
  
  2626
  stone	is	active,	any	creature	that	strikes	you	with	an	unarmed	
  strike	or	natural	weapon	or	that	grapples	you	takes	1d6	points	
  of	piercing	damage.	Weapons	that	strike	you	also	take	this	
  damage,	 though	 the	 damage	 is	 unlikely	 to	 penetrate	 the	
  weapon’s	hardness.	
  KINETIC	COVER	
  Element	aether,	earth,	or	water;	Type	utility	(Sp);	Level	1;	Burn	0
  You	call	up	elemental	matter	to	defend	yourself	and	your	allies	
  from	attacks.	As	a	standard	action,	you	can	select	one	face	of	a	
  square	within	30	feet	of	you	and	move	elemental	matter	to	block	
  that	face,	providing	total	cover	from	that	direction.	The	face	you	
  select	must	be	supported	by	the	ground,	and	the	kinetic	cover	
  cannot	support	more	than	5	pounds	of	weight.	Water,	ice,	and	
  telekinetic	force	are	translucent,	but	earth,	metal,	mud,	and	the	
  like	are	opaque	and	block	line	of	sight.	A	creature	who	strikes	
  the	cover	can	easily	destroy	it.	Regardless	of	its	composition,	the	
  cover	has	hardness	0,	AC	5,	and	2	hit	points	per	kineticist	level	
  you	possess.	You	can	have	a	number	of	kinetic	covers	in	existence	
  equal	to	your	Constitution	modifier	+	1/2	your	kineticist	level.
  KINETIC	FORM	
  Element	universal;	Type	utility	(Sp);	Level	5;	Burn	1
  You	are	able	to	suspend	your	body	in	a	large	mass	of	elemental	
  matter.	Until	the	next	time	your	burn	is	removed,	you	can	change	
  your	size	to	Large	or	shift	back	to	your	original	size	as	a	standard	
  action.	This	doesn’t	change	your	ability	scores	in	any	way.	At	
  16th	level,	you	can	accept	1	additional	point	of	burn	to	instead	
  change	your	size	to	Huge.	You	cannot	use	kinetic	form	to	decrease	
  your	size.
  KINETIC	HEALER	
  Element	aether	or	water;	Type	utility	(Sp);	Level	1;	Burn	1;	see	text
  Saving	Throw	none;	Spell	Resistance	yes
  With	a	touch,	you	can	heal	a	willing	living	creature	of	an	amount	
  of	damage	equal	to	your	kinetic	blast’s	damage.	Instead	of	
  paying	the	burn	cost	yourself,	you	can	cause	the	recipient	to	
  take	1	point	of	burn.	If	you	do	so,	the	recipient	takes	1	point	of	
  nonlethal	damage	per	Hit	Die	he	possesses,	as	usual	for	burn;	
  this	damage	can’t	be	healed	by	any	means	until	the	recipient	
  takes	a	full	night’s	rest.
  REVERSE	SHIFT	
  Element	universal;	Type	utility	(Sp);	Level	8;	Burn	0
  You	reverse	the	flow	of	your	connection	to	the	planes,	sending	
  your	body	into	the	Ethereal	Plane	as	ethereal jaunt.	As	long	as	
  you	concentrate	on	reverse	shift,	you	remain	on	the	Ethereal	
  Plane;	after	a	number	of	consecutive	rounds	spent	on	the	Ethereal	
  Plane	equal	to	your	kineticist	level	(and	every	such	interval	
  thereafter),	you	must	accept	1	point	of	burn.	Once	you	return	
  to	the	Material	Plane,	you	cannot	use	reverse	shift	again	for	a	
  number	of	rounds	equal	to	the	number	of	rounds	you	spent	on	
  the	Ethereal	Plane.
  RIDE	THE	BLAST	
  Element	universal;	Type	utility	(Sp);	Level	6;	Burn	0
  You	can	use	this	wild	talent	as	part	of	activating	a	kinetic	blast	other	
  than	telekinetic	blast.	You	transform	yourself	into	your	element	
  or	energy	and	send	yourself	along	with	your	kinetic	blast.	You	
  appear	at	the	end	of	the	blast’s	path,	adjacent	to	the	blast’s	target	
  (or	final	target,	for	form	infusions	like	chain)	or	at	the	center	of	
  the	burst	or	spread	for	form	infusions	like	explosion.	This	ability	
  doesn’t	work	with	form	infusions	that	involve	melee	attacks	
  (such	as	kinetic	blade)	or	that	use	a	cone	shape	(such	as	spray).
  SEARING	FLAME
  Element	fire;	Type	utility	(Su);	Level	2;	Burn	—
  Prerequisite	burning	infusion
  Over	time,	your	burning	infusion	sears	away	your	foe’s	fire	
  resistance.	When	you	roll	burn	damage	from	burning	infusion	
  against	a	foe,	decrease	the	foe’s	fire	resistance	by	an	amount	equal	
  to	the	unmodified	burn	damage;	don’t	apply	fire	resistance	to	this	
  roll	for	the	purpose	of	determining	the	reduction.	This	decrease	
  lasts	for	a	number	of	rounds	equal	to	1/2	your	kineticist	level.	
  These	decreases	stack,	to	a	minimum	resistance	of	0.	
  SEISMIC	MASTER	
  Element	earth;	Type	utility	(Sp);	Level	9;	Burn	0
  You	can	focus	on	your	connection	to	earth	and	create	a	localized	
  tremor,	as	the	earthquake spell.
  SELF	TELEKINESIS	
  Element	aether;	Type	utility	(Sp);	Level	3;	Burn	0
  You	use	your	telekinetic	abilities	to	move	yourself.	Otherwise,	
  this	wild	talent	functions	like	flame	jet.
  SELF	TELEKINESIS,	GREATER	
  Element	aether;	Type	utility	(Sp);	Level	5;	Burn	0
  Prerequisite	self	telekinesis
  You	have	greater	control	over	your	self	telekinesis.	Otherwise,	
  this	wild	talent	functions	like	greater	flame	jet.	
  SHIFT	EARTH	
  Element	earth;	Type	utility	(Sp);	Level	4;	Burn	0
  Prerequisite	kinetic	cover
  Saving	Throw	see	text;	Spell	Resistance	no
  As	a	standard	action,	you	can	push	or	pull	a	5-foot	cube	of	earth	
  or	unworked	stone	within	30	feet,	moving	the	cube	5	feet	in	any	
  direction.	You	can	create	raised	platforms,	stairs	up	a	cliff,	holes,	
  or	other	useful	features.	This	doesn’t	cause	the	earth	to	float	in	the	
  air,	although	in	areas	with	plenty	of	earth,	you	can	move	a	cube	
  upward,	creating	a	short	pillar.	If	you	move	the	earth	beneath	a	
  creature’s	feet,	it	can	attempt	a	DC	20	Reflex	save	to	leap	elsewhere	
  and	avoid	moving	along	with	the	earth.
  SHIFT	EARTH,	GREATER
  Element	earth;	Type	utility	(Sp);	Level	7;	Burn	0
  
  2727
  Occult Classes
  Occult Classes 1
  Prerequisites	kinetic	cover,	shift	earth
  You	can	move	greater	quantities	of	earth,	as	the	spell	move earth.
  SHIMMERING	MIRAGE
  Element	water;	Type	utility	(Sp);	Level	5;	Burn	1
  Prerequisite	shroud	of	water
  Your	shroud	bends	light,	creating	a	shimmering	mirage.	While	
  your	shroud	of	water	is	active,	attacks	against	you	suffer	a	20%	
  miss	chance	due	to	concealment	until	the	next	time	your	burn	
  is	removed.
  SKILLED	KINETICIST
  Element	universal;	Type	utility	(Su);	Level	1;	Burn	—
  You	gain	a	bonus	equal	to	1/2	your	kineticist	level	on	skill	checks	
  with	the	skills	your	primary	element	added	to	your	class	skill	
  list,	and	you	can	use	the	Knowledge	skill	
  associated	with	your	primary	element	
  to	 identify	 elementals	 of	 your	 primary	
  element’s	subtype.
  SKILLED	KINETICIST,	GREATER
  Element	universal;	Type	utility	
  (Su);	Level	2;	Burn	—
  Prerequisite	skilled	
  kineticist
  By	 delving	 into	 study	 of	 the	
  Ethereal	and	Elemental	Planes,	you	are	able	to	
  use	your	primary	element	to	assist	with	your	skills	in	an	
  unusual	way.	Add	Knowledge	(planes)	to	your	list	of	class	skills.	
  Choose	one	of	your	kineticist	class	skills	that	wasn’t	granted	by	your	
  primary	element	to	also	receive	the	bonus	from	skilled	kineticist.
  SLICK	
  Element	water;	Type	utility	(Sp);	Level	1;	Burn	0
  Saving	Throw	Reflex	negates;	Spell	Resistance	no
  As	a	standard	action,	you	call	forth	slippery	water	or	ice,	creating	
  any	of	the	effects	of	the	grease spell	for	1	round.	You	can	accept	
  1	point	of	burn	at	the	start	of	your	next	turn	to	extend	the	duration	
  to	1	minute	per	kineticist	level	you	possess.
  SMOKE	STORM
  Element	fire;	Type	utility	(Sp);	Level	3;	Burn	0
  Saving	Throw	Fortitude	negates;	see	text;	Spell	Resistance	no
  You	transform	a	source	of	open	flame	within	120	feet	into	a	cloud	
  of	choking	smoke,	filling	a	20-foot-radius	spread	and	affecting	
  vision	like	a	smokestick.	All	creatures	that	begin	their	turns	inside	
  the	area	become	sickened	as	long	as	they	remain	in	the	smoke	
  and	for	1d4+1	rounds	thereafter	(Fortitude	negates).
  SPARK	OF	LIFE	
  Element	universal;	Type	utility	(Sp);	Level	5;	Burn	0
  You	breathe	a	semblance	of	life	into	elemental	matter,	which	
  takes	the	form	of	a	Medium	elemental	of	any	of	your	elements	
  as	if	summoned	by	summon monster IV	with	a	caster	level	equal	
  to	your	kineticist	level,	except	the	elemental	gains	the	mindless	
  trait.	Each	round	on	your	turn,	you	must	take	a	move	action	to	
  guide	the	elemental	or	it	collapses	back	into	its	component	
  element.	By	accepting	1	point	of	burn,	you	can	pour	a	bit	of	
  your	own	sentience	into	the	elemental,	removing	the	mindless	
  quality	and	allowing	it	to	persist	for	1	round	per	kineticist	level	
  without	requiring	any	further	actions.	At	12th	level,	you	can	
  choose	to	form	a	Large	elemental	as	if	by	summon monster V;	
  at	14th	level,	you	can	choose	to	form	a	Huge	elemental	as	if	
  by	summon monster VI;	at	16th	level,	you	can	choose	to	form	
  a	greater	elemental	as	if	by	summon monster VII;	and	at	18th	
  level,	you	can	choose	to	form	an	elder	elemental	as	if	by	summon 
  monster VIII.	
  SPELL	DEFLECTION
  Element	aether;	Type	utility	(Sp);	
  Level	7;	Burn	0
  You	weave	strands	of	aether	around	
  yourself	in	order	to	deflect	targeted	
  magic	back	at	the	caster.	Until	the	
  beginning	of	your	next	turn,	every	
  time	you	are	targeted	by	a	spell	that	
  could	be	affected	by	spell turning,	roll	
  1d10–1	and	determine	the	effects	of	the	
  spell	as	if	you	had	spell turning with	that	
  many	spell	levels	remaining.	You	can	accept	
  1	point	of	burn	to	increase	the	duration	to	10	minutes	
  per	kineticist	level	you	possess,	but	in	that	case,	it	deflects	
  only	10	spell	levels	in	total	(still	rolled	1d10–1	at	a	time)	before	
  ending	early.
  STONE	SCULPTOR	
  Element	earth;	Type	utility	(Sp);	Level	5;	Burn	0
  You	can	sculpt	earth	into	any	shape,	as	the	spell	stone shape.
  SUFFOCATE	
  Elements	aether,	air,	or	water;	Type	utility	(Sp);	Level	6;	Burn	0
  Saving	Throw	Fortitude	partial;	Spell	Resistance	yes
  You	use	aether	to	choke	a	creature	within	120	feet,	air	to	create	an	
  area	of	unbreathable	air	around	it,	or	water	to	fill	its	throat	with	
  water.	If	your	target	needs	to	breathe,	it	must	hold	its	breath	for	
  as	long	as	you	concentrate.	On	each	of	its	turns,	it	can	attempt	a	
  Fortitude	save	in	order	to	speak,	but	it	can	breathe	only	if	your	
  concentration	breaks,	you	leave	the	120-foot	range,	or	you	break	
  line	of	effect.	You	can	accept	1	point	of	burn	when	activating	this	
  wild	talent	in	order	to	expel	the	air	from	your	target’s	lungs.	If	
  you	do	so	and	the	target	fails	its	first	Fortitude	save,	it	becomes	
  disabled	and	is	reduced	to	0	hit	points,	and	on	its	second	failed	
  Fortitude	save,	it	falls	unconscious	and	is	reduced	to	–1	hit	points.
  TELEKINETIC	DEFLECTION
  Element	aether;	Type	utility	(Sp);	Level	8;	Burn	0
  
  2828
  You	can	deflect	your	foes’	attacks,	as	the	spell	deflectionAPG with	
  a	duration	of	1	round.	You	can	accept	1	point	of	burn	to	increase	
  the	duration	to	1	round	per	kineticist	level	you	possess.
  TELEKINETIC	FINESSE	
  Element	aether;	Type	utility	(Sp);	Level	1;	Burn	0
  You	can	perform	any	sort	of	fine	manipulation	you	choose	within	
  close	range,	including	attempting	Sleight	of	Hand	and	Disable	
  Device	checks.
  TELEKINETIC	GLOBE	
  Element	aether;	Type	utility	(Sp);	Level	8;	Burn	0
  Prerequisites	force	barrier,	force	ward
  You	can	create	a	globe	of	force,	as	the	telekinetic sphere spell,	
  that	lasts	as	long	as	you	concentrate	as	a	standard	action,	and	you	
  can	move	the	globe	as	a	move	action.	You	can	accept	1	point	of	
  burn	to	increase	the	duration	to	1	minute	per	level	and	eliminate	
  the	need	to	concentrate	to	maintain	the	globe.
  TELEKINETIC	HAUL
  Element	aether;	Type	utility	(Sp);	Level	2;	Burn	0
  Prerequisite	basic	telekinesis
  When	using	basic	telekinesis,	you	can	move	an	object	that	
  weighs	up	to	100	pounds	per	kineticist	level	you	possess.	When	
  using	your	telekinetic	blast,	you	can	throw	an	object	weighing	
  up	to	100	pounds	per	kineticist	level	you	possess,	but	this	
  doesn’t	increase	the	damage.	If	you	accept	1	point	of	burn,	
  the	maximum	weight	increases	to	1,000	pounds	per	kineticist	
  level	you	possess	and	the	duration	increases	to	1	minute	per	
  kineticist	level	you	possess.
  TELEKINETIC	INVISIBILITY
  Element	aether;	Type	utility	(Sp);	Level	3;	Burn	0
  You	weave	strands	of	aether,	bending	light	and	dampening	sound;	
  this	works	as	invisibility except	that	the	aetheric	bending	is	
  easier	to	notice	than	normal	invisibility,	so	your	bonus	on	Stealth	
  checks	is	halved	(+10	while	moving	and	+20	while	perfectly	still).	
  However,	the	dampened	sound	allows	you	to	avoid	automatic	
  detection	via	sound-based	blindsense	and	blindsight,	but	you	
  do	not	receive	the	bonus	on	Stealth	checks	from	this	wild	talent	
  against	a	creature	with	such	abilities.
  TELEKINETIC	MANEUVERS	
  Element	aether;	Type	utility	(Sp);	Level	4;	Burn	0
  Saving	Throw	none;	Spell	Resistance	yes
  You	can	perform	combat	maneuvers	as	telekinesis,	but	you	use	
  your	Constitution	modifier	to	determine	your	Combat	Maneuver	
  Bonus	rather	than	your	Intelligence	or	Charisma	modifier.	If	you	
  possess	the	telekinetic	finesse	wild	talent,	add	dirty	trick	and	
  steal	combat	maneuvers	to	the	list	of	combat	maneuvers	you	can	
  perform;	when	performing	these	maneuvers,	determine	your	
  Combat	Maneuver	Bonus	using	your	Dexterity	modifier	instead	
  of	your	Constitution	modifier.
  TIDAL	WAVE
  Element	water;	Type	utility	(Sp);	Level	9;	Burn	1
  You	call	forth	a	powerful	tidal	wave,	as	tsunamiAPG.
  TOUCHSIGHT	
  Element	aether;	Type	utility	(Su);	Level	3;	Burn	0
  You	attach	strands	of	aether	to	everything	your	telekinesis	touches.	
  Any	time	you	damage	a	creature	using	your	telekinetic	blast,	as	
  long	as	that	creature	doesn’t	use	a	teleportation	effect,	you	can	
  see	that	creature	at	any	distance	as	if	using	blindsight	until	the	
  end	of	your	next	turn.	Immediately	after	damaging	a	creature,	
  you	can	accept	1	point	of	burn	to	strengthen	the	strands	of	aether	
  attached	to	that	creature,	increasing	the	duration	of	the	touchsight	
  on	that	creature	to	1	round	per	kineticist	level.
  TOUCHSIGHT,	REACTIVE	
  Element	aether;	Type	utility	(Su);	Level	5;	Burn	0
  Prerequisite	touchsight
  Your	strands	of	aether	surround	you,	making	it	virtually	impossible	
  for	a	violent	motion	to	catch	you	off	guard,	so	long	as	the	motion	
  originates	within	their	range.	You	are	never	denied	your	Dexterity	
  bonus	to	AC	against	attacks	from	within	30	feet	because	of	being	
  flat-footed	or	because	your	assailant	is	unseen	or	invisible.	You	
  always	succeed	at	any	Perception	check	to	act	on	the	surprise	
  round	against	opponents	within	30	feet.
  TRAIL	OF	FLAMES	
  Element	fire;	Type	utility	(Sp);	Level	5;	Burn	0
  Saving	Throw	none;	Spell	Resistance	yes
  When	you	take	the	withdraw	or	run	action,	you	can	leave	a	wall 
  of fire	in	all	squares	you	exit	that	lasts	for	1	round.
  TREMORSENSE	
  Element	earth;	Type	utility	(Su);	Level	3;	Burn	0
  You	can	take	a	move	action	to	gain	tremorsense	30	feet	for	1	round	
  on	any	earth	or	stone	surface	that	you	touch.	You	can	accept	
  1	point	of	burn	to	increase	the	duration	to	1	round	per	kineticist	
  level	you	possess.	While	benefiting	from	this	tremorsense,	your	
  earth	blasts	and	composite	blasts	that	include	earth	components	
  don’t	suffer	a	miss	chance	from	concealment	or	total	concealment	
  against	creatures	you	detect	with	your	tremorsense.
  TREMORSENSE,	GREATER	
  Element	earth;	Type	utility	(Su);	Level	5;	Burn	0
  Prerequisite	tremorsense
  You	can	spend	10	minutes	to	extend	your	tremorsense	outward	
  while	in	a	natural	underground	setting,	letting	you	learn	three	facts	
  as	if	using	commune with nature,	except	your	tremorsense	can’t	tell	
  if	a	creature	is	a	woodland	creature	or	a	powerful	unnatural	creature.
  VEIL	OF	MISTS
  Element	water;	Type	utility	(Su);	Level	2;	Burn	0
  You	create	a	misty	veil	over	your	features,	disguising	yourself	as	
  
  2929
  Occult Classes
  Occult Classes 1
  disguise self for	a	number	of	minutes	equal	to	your	Constitution	
  modifier.	If	you	accept	1	point	of	burn,	until	the	next	time	your	
  burn	is	removed,	each	use	of	this	wild	talent	lasts	until	you	
  dismiss	it.
  VOICE	OF	THE	WIND
  Element	air;	Type	utility	(Sp);	Level	1;	Burn	0
  Saving	Throw	none;	Spell	Resistance	yes
  When	you	whisper,	you	can	have	the	wind	carry	your	voice	to	the	
  ears	of	anyone	you	can	see	within	120	feet,	as	if	they	were	one	
  of	the	targets	of	a	message spell	you	cast.	Alternatively,	you	can	
  send	your	voice	to	a	distant	location	as	if	casting	whispering wind.
  WATER	MANIPULATOR	
  Element	water;	Type	utility	(Sp);	Level	3;	Burn	0
  Prerequisite	kinetic	cover
  Saving	Throw	none;	see	text;	Spell	Resistance	no
  You	can	manipulate	massive	quantities	of	water.	As	a	standard	
  action,	you	can	raise	or	lower	the	level	of	water	as	if	using	control 
  water, or	move	an	amount	of	water	equal	to	1/1,000th	the	
  amount	controlled	by	that	spell	to	a	different	location	in	range.	
  The	water	remains	where	you	placed	it	for	as	long	as	you	remain	
  motionless	and	take	a	standard	action	each	round	to	concentrate	
  on	this	effect.	This	wild	talent	causes	a	slow	effect	on	creatures	
  made	of	water,	just	like	control water (Will	negates).	When	you	
  cease	concentrating,	the	water	flows	normally	unless	you	accept	
  1	point	of	burn	to	extend	the	duration	and	hold	the	water	in	its	
  current	position	for	10	minutes	per	kineticist	level	you	possess.
  WATERDANCER	
  Element	water;	Type	utility	(Sp);	Level	3;	Burn	0
  You	call	forth	a	current	of	water	to	increase	your	speed	and	allow	
  you	to	swim	with	ease,	as	if	under	the	effects	of	slipstreamAPG	
  with	unlimited	duration.
  WATERDANCER,	GREATER	
  Element	water;	Type	utility	(Su);	Level	5;	Burn	0
  Prerequisite	waterdancer
  You	can	move	across	water	(as	water walk) at	will	and	breathe	
  underwater,	and	your	slashing	and	bludgeoning	attacks	don’t	
  take	the	usual	penalties	when	you’re	underwater.
  WATERSENSE	
  Element	water;	Type	utility	(Su);	Level	4;	Burn	—
  You	gain	tremorsense	with	a	range	of	30	feet	to	detect	anything	
  in	contact	with	the	same	body	of	water	as	you.	While	you	
  are	benefiting	from	this	tremorsense,	your	water	blasts	and	
  composite	blasts	that	include	water	don’t	suffer	a	miss	chance	
  from	concealment	or	total	concealment	against	creatures	you	
  detect	with	this	tremorsense.
  WEATHER	MASTER	
  Element	air;	Type	utility	(Sp);	Level	8;	Burn	0
  By	focusing	on	your	connection	to	air	and	seeding	the	air	around	
  you	for	10	minutes,	you	can	create	powerful	weather	effects,	
  as	control weather.	You	can	create	tornadoes	or	hurricane-force	
  winds,	as	appropriate	for	the	season.	If	you	have	access	to	the	
  fire	element,	you	can	create	hot	weather,	a	heat	wave,	a	thaw,	
  or	an	early	spring.	If	you	have	access	to	the	water	element,	you	
  can	create	all	other	types	of	weather	listed	in	control weather.
  WIND	MANIPULATOR	
  Element	air;	Type	utility	(Sp);	Level	6;	Burn	0
  Prerequisite	engulfing	winds
  You	can	call	forth	mighty	winds	in	an	enormous	area.	As	a	
  standard	action,	you	can	alter	the	wind	around	you	as	if	using	
  control winds,	but	the	change	remains	only	for	as	long	as	you	
  continue	to	take	a	standard	action	to	concentrate	on	this	effect.	
  If	you	accept	1	point	of	burn,	you	can	extend	the	duration	to	10	
  minutes	per	kineticist	level	you	possess	without	your	needing	
  to	concentrate.	
  WINDSIGHT	
  Element	air;	Type	utility	(Su);	Level	3;	Burn	—
  You	can	see	through	mist	and	fog	(including	fog cloud and	similar	
  magic).	In	areas	of	moderate	or	stronger	wind,	you	can	see	and	
  hear	as	if	you	were	standing	at	both	your	own	position	and	a	
  position	a	number	of	feet	in	the	wind’s	direction	equal	to	the	
  wind’s	speed	in	miles	per	hour,	potentially	allowing	you	to	see	
  around	corners	and	other	obstacles.
  WINDSIGHT,	GREATER	
  Element	air;	Type	utility	(Su);	Level	5;	Burn	0
  Prerequisite	windsight
  You	can	send	a	slight	breeze	in	a	path	up	to	480	feet	long	and	then	
  back	to	where	you	wait.	This	allows	you	to	use	your	windsight	
  wild	talent	to	catch	a	quick	glimpse	and	hear	a	tiny	snippet	from	
  any	location	that	could	be	reached	by	the	wind	traveling	that	
  distance	(the	wind’s	path	can’t	pass	through	openings	smaller	
  than	1	inch	in	diameter).	The	breeze	travels	100	feet	per	round,	
  so	what	you	see	and	hear	is	delayed	by	1	round	for	every	50	feet	
  of	the	path.	If	you	spend	at	least	10	minutes	to	set	up	a	steady	
  flow	of	wind,	you	can	concentrate	for	up	to	1	minute	per	level	
  to	gain	continuous	visual	and	auditory	information	for	as	long	
  as	you	concentrate,	delayed	by	1	round	for	every	100	feet	the	
  wind	travels	(since	the	steady	flow	of	wind	has	to	travel	only	
  one	way).	While	there	is	no	invisible	sensor	to	detect	with	this	
  ability,	creatures	along	the	path	of	the	breeze	may	notice	a	light	
  wind,	though	it	may	not	seem	out	of	the	ordinary.	
  WINGS	OF	AIR	
  Element	air;	Type	utility	(Sp);	Level	3;	Burn	0
  Prerequisite	air	cushion	or	air’s	leap
  The	air	bends	to	your	will,	allowing	you	to	soar	to	great	heights.	
  You	are	constantly	under	the	effects	of	fly.	If	this	effect	is	dispelled,	
  you	can	call	it	forth	again	as	a	standard	action.	
  
  3030
  Medium
  Mediums channel spirits into themselves, using their own 
  bodies as vessels for astral entities spawned from myths 
  and legends. A medium balances his need for the spirits’ 
  power with the danger of allowing such beings influence 
  over his mind.
  Role: Mediums are very versatile, filling whatever role the 
  party needs at the moment by channeling the right spirit.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 4d6 × 10 gp (average 140 gp).
  CLASS SKILLS
  The medium’s class skills are Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge 
  (religion) (Int), Linguistics (Int), Perception (Wis), Perform 
  (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), 
  and Use Magic Device (Wis).
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the class features of the medium. 
  Weapon and Armor Proficiency: Mediums are proficient 
  with all simple weapons, light armor, and medium armor, 
  but not with shields.
  Spells: A medium can cast a small number of psychic 
  spells drawn from the medium spell list (see page 37). To 
  learn or cast a spell, a medium must have a Charisma score 
  equal to at least 10 + the spell’s level. He can cast any spell 
  he knows without preparing it ahead of time. The saving 
  throw DC against a medium’s spell is equal to 10 + the spell 
  level + the medium’s Charisma modifier.
  A medium can cast only a certain number of spells of each 
  level per day. His base daily spell allotment is given on Table 
  1–2: Medium. In addition, he receives bonus spells per day 
  if he has a high Charisma score (see Table 1–3 on page 17 of 
  the Pathfinder RPG Core Rulebook).
  The medium’s selection of spells is limited. At 1st level, a 
  medium knows two 0-level spells of his choice. At each new 
  level, the medium learns one or more new spells, as indicated 
  on Table 1–3: Medium Spells Known. Unlike his spells per 
  day, the number of spells a medium knows is not affected by 
  his Charisma score; the numbers on Table 1–3 are fixed. At 5th 
  level and every 3 levels thereafter, a medium can learn a single 
  new spell in place of one he already knows. The new spell’s 
  level must be the same as that of the spell being exchanged, 
  and he must choose whether to swap the spell at the same 
  time he gains new spells known for the level. 
  Knacks: Mediums learn a number of knacks, or 0-level 
  spells, as noted on Table 1–3. These spells are cast like 
  any other spell, but they don’t consume slots and can be 
  used again.
  Spirit (Su): A medium serves as a vessel to channel 
  spirits—astral echoes of powerful souls from ages past that 
  live on in myth and legend. Each day, a medium can channel 
  a spirit through a ritual known as a seance. Seances take 1 
  hour to perform and require the medium’s concentration. 
  At the end of a seance, the medium invites a local spirit to 
  inhabit him and serve as his spirit for that day. Each spirit 
  arises from one of six legends, which are described further 
  beginning on page 33. Though the medium can choose the 
  legend to which the spirit he channels belongs, he must 
  channel that spirit from an appropriate location. Each spirit 
  has a favored location it usually inhabits, though spirits 
  may also be present at other locations appropriate to their 
  legends; such locations are listed in each legend’s Favored 
  Locations entry. The medium gains the spirit’s listed seance 
  boon and lesser spirit power for 24 hours. The medium also 
  gains the spirit’s intermediate spirit power at 6th level, its 
  greater spirit power at 11th level, and its supreme spirit 
  power at 17th level. After 24 hours, the medium loses contact 
  with the channeled spirit and can perform another seance. 
  A medium can invite his allies to participate in his 
  seance—shared seance (see page 31) and certain spirit powers 
  affect other participants. A character counts as participating 
  so long as she maintains physical contact with another 
  participating character and willfully opens herself to the 
  spirit; unlike the medium, other participating characters 
  can take other actions during this time. Only creatures with 
  an Intelligence score of at least 3 can participate in a seance.
  In addition to granting power to the medium, a channeled 
  spirit can influence the medium. By channeling a spirit, 
  the medium allows the spirit to gain 1 point of influence 
  over him. If the medium loses that 1 point of influence, he 
  loses contact with the spirit, though he is still unable to 
  perform a new seance until the normal 24 hour period has 
  elapsed since his last seance. When the spirit leaves after 
  the 24-hour duration and before the next seance, the spirit’s 
  influence over the medium resets to 0. Certain abilities 
  allow the medium to gain additional power in exchange for 
  allowing the spirit more influence over him.
  When a spirit gains at least 3 points of influence over the 
  medium, the dual impulses housed within the same body 
  cause the medium to meld with his spirit’s consciousness. 
  The resulting muddled sense of self and struggle for control 
  causes the medium to take a –2 penalty on initiative checks 
  as well as a specific additional penalty listed in each spirit’s 
  entry. However, the spirit’s mental presence grants the 
  medium  a +4 bonus against possession effects and a +2 
  bonus on saving throws against mind-affecting effects that 
  are not related to possession. 
  If a spirit ever attains 5 or more points of influence over 
  the medium, the medium completely loses control to the 
  
  3131
  Occult Classes
  Occult Classes 1
  spirit. He effectively becomes an NPC under the GM’s control 
  until after he awakens the next day with the spirit gone. 
  During his seance, the medium can choose to channel a 
  weaker spirit to gain its help without incurring as much of 
  its influence. If he does so, he can  forgo any number of spirit 
  powers, starting with his most powerful spirit power. For 
  each spirit power he forgoes, the medium can use his spirit 
  surge ability twice without incurring influence.
  Spirit Bonus (Su): When a medium channels a spirit, he 
  gains a bonus on certain checks and to certain statistics, 
  depending on the spirit. A 1st-level medium’s spirit bonus 
  is +1; it increases by 1 at 4th level and every 4 levels thereafter.
  Spirit Surge (Su): After failing a d20 roll that was 
  modified by his spirit bonus, a medium can allow his spirit 
  to gain 1 additional point of influence over him in order 
  to add 1d6 to the check’s result without taking an action. 
  This can cause the check to succeed instead of fail. The 
  medium must be conscious and aware to use this ability, 
  and he can use this ability at most once per round. At 10th 
  level, the medium’s spirit surge die increases to 1d8, and 
  at 20th level it increases to 1d10.
  Shared Seance (Su): At 2nd level, a medium can 
  share his channeled spirit’s aid with his allies. All 
  allies who participate in the medium’s seance gain 
  the channeled spirit’s seance boon for 24 hours.
  Taboo (Ex): At 2nd level, during his daily seance, 
  a medium can accept a taboo in order to appease his 
  spirit. Each spirit lists example taboos, and the GM may 
  allow additional taboos as well. Accepting a taboo allows 
  the medium to use his spirit surge ability twice without 
  incurring influence. The medium can select only a single 
  taboo. The medium is not magically prevented from 
  breaking his taboo, but if he breaks the taboo for any reason, 
  he takes a –2 penalty on attack rolls, damage rolls, ability 
  checks, skill checks, and saving throws for 1 hour and his 
  spirit gains 1 point of influence over him. If the medium 
  continues violating the taboo while taking the penalty, 
  the duration of the penalty extends, but the spirit doesn’t 
  gain additional influence over the medium. If a spirit 
  attains 5 points of influence because of a violated taboo, 
  instead of possessing the medium, the spirit leaves the 
  medium’s body entirely, and the medium loses access to 
  his spirit powers, spirit bonus, and spirit surge abilities 
  until the next time he can perform a seance. Banishing 
  a spirit in this way damages the medium’s connection to 
  that spirit’s legend; the medium cannot channel spirits 
  of that legend for 1 week, and the next time the medium 
  channels a spirit of that legend, it starts with 2 points of 
  influence over him instead of 1.
  Haunt Channeler (Su): At 3rd level, a medium can 
  use his familiarity with spirits to assist him when 
  dealing with haunts. He can always act on the 
  surprise round against a haunt, and his touch 
  funnels a portion of the haunt into himself, dealing 
  1d6 points of damage to the haunt per 2 medium levels he 
  possesses as if via positive energy and allowing the medium 
  to ask the haunt a single question. The haunt can answer the 
  question however it chooses. Additionally, the medium can 
  forgo his saving throw against a haunt’s effects to funnel 
  the haunt entirely into himself. If he does so, the medium 
  suffers the haunt’s full effect, but the haunt doesn’t affect 
  anyone else (even if it normally would). The haunt then 
  gains control of the medium’s body for 24 hours. Once per 
  minute, the medium can attempt to end this possession 
  early by succeeding at a Will save (DC = 20 + 1/2 the medium’s 
  class level).
  
  3232
  Location Channel (Sp): At 5th level, a medium can perform 
  a special seance at the site of a person’s death—or a location 
  that was precious to that person in life—to call forth that 
  person’s spirit into the medium’s body so his allies can ask 
  it questions. The effects are similar to the spell call spirit (see 
  page 160), except that the duration is 1 round per medium 
  level and the spirit possesses the medium’s body instead of 
  appearing in a wispy form. The other participants of the 
  seance must ask the questions. Once the medium attempts to 
  call a spirit, he cannot attempt to call the same spirit again 
  for 24 hours. Once per round, the medium can attempt to 
  end the seance early by succeeding at a Will save (DC = 20 + 
  1/2 the medium’s class level).
  Connection Channel (Sp): At 7th level, a medium can 
  use his location channel ability at any location, so long as 
  he possesses some connection to the deceased. If another 
  participant in the seance is more familiar with the 
  deceased than the medium, the medium can substitute that 
  participant’s familiarity in place of his own to determine 
  the DC of the call spirit effect.
  Propitiation (Su): At 9th level, a medium has learned 
  hidden techniques and rites that allow him to mollify his 
  channeled spirit once per day, reducing its influence over 
  him by 1 point (to a minimum of 1 point of influence). The 
  details of the propitiation ritual vary based on the individual 
  spirit, but the process always takes around 10 minutes to 
  perform and it never requires any additional cost (such as 
  an offering of wealth or a live sacrifice). 
  Ask the Spirits (Sp): At 13th level, a medium can send 
  his consciousness to the Astral Plane any number of times 
  per day to ask the spirits for advice, as if using contact other 
  plane to contact the Astral Plane. The medium automatically 
  succeeds at the Intelligence check to avoid the possible 
  decrease to his Intelligence and Charisma.
  Astral Journey (Sp): At 14th level, a medium can enter 
  a deep coma in order to project himself onto the Astral 
  Plane as astral projection, except he can project only himself, 
  he can’t enter other planes, and his projected gear has no 
  magical properties.
  Trance of Three (Su): At 15th level, as a swift action, a 
  medium can allow his spirit to gain 1 point of influence over 
  him in order to allow a portion of a legendary spirit from 
  another legend to enter him for 1 round per level, granting 
  him the intermediate spirit power from another legend. 
  If that power has a limited number of uses per day, the 
  medium must keep track of the remaining uses even after the 
  secondary spirit is gone; if the medium calls the secondary 
  spirit again that day, it can grant the remaining uses of that 
  Table 1–2: Medium
  	
  Base
  	
  Attack	
  Fort	
  Ref	
  Will	
  	
  	
  Spells	per	Day
  Level	
  Bonus	
  Save	
  Save	
  Save	
  Special	
  1st	
  2nd	
  3rd	
  4th
  1st	
  +0	
  +0	
  +0	
  +2	
  Knacks,	spirit,	spirit	bonus	+1,		
  —	
  —	
  —	
  —
  	
  	
  	
  	
  	
  spirit	power	(lesser),	spirit	
  	
  	
  	
  	
  	
  surge	1d6
  2nd	
  +1	
  +0	
  +0	
  +3	
  Shared	seance,	taboo	
  —	
  —	
  —	
  —
  3rd	
  +2	
  +1	
  +1	
  +3	
  Haunt	channeler	
  —	
  —	
  —	
  —
  4th	
  +3	
  +1	
  +1	
  +4	
  Spirit	bonus	+2	
  1	
  —	
  —	
  —
  5th	
  +3	
  +1	
  +1	
  +4	
  Location	channel	
  1	
  —	
  —	
  —
  6th	
  +4	
  +2	
  +2	
  +5	
  Spirit	power	(intermediate)	
  1	
  —	
  —	
  —
  7th	
  +5	
  +2	
  +2	
  +5	
  Connection	channel	
  1	
  1	
  —	
  —
  8th	
  +6/+1	
  +2	
  +2	
  +6	
  Spirit	bonus	+3	
  1	
  1	
  —	
  —
  9th	
  +6/+1	
  +3	
  +3	
  +6	
  Propitiation		
  2	
  1	
  —	
  —
  10th	
  +7/+2	
  +3	
  +3	
  +7	
  Spirit	surge	1d8	
  2	
  1	
  1	
  —
  11th	
  +8/+3	
  +3	
  +3	
  +7	
  Spirit	power	(greater)	
  2	
  1	
  1	
  —
  12th	
  +9/+4	
  +4	
  +4	
  +8	
  Spirit	bonus	+4	
  2	
  2	
  1	
  —
  13th	
  +9/+4	
  +4	
  +4	
  +8	
  Ask	the	spirits	
  3	
  2	
  1	
  1
  14th	
  +10/+5	
  +4	
  +4	
  +9	
  Astral	journey	
  3	
  2	
  1	
  1
  15th	
  +11/+6/+1	
  +5	
  +5	
  +9	
  Trance	of	three	
  3	
  2	
  2	
  1
  16th	
  +12/+7/+2	
  +5	
  +5	
  +10	
  Spirit	bonus	+5	
  3	
  3	
  2	
  1
  17th	
  +12/+7/+2	
  +5	
  +5	
  +10	
  Spirit	power	(supreme)	
  4	
  3	
  2	
  1
  18th	
  +13/+8/+3	
  +6	
  +6	
  +11	
  Spacious	soul	
  4	
  3	
  2	
  2
  19th	
  +14/+9/+4	
  +6	
  +6	
  +11	
  Spirit	mastery	
  4	
  3	
  3	
  2
  20th	
  +15/+10/+5	
  +6	
  +6	
  +12	
  Astral	beacon,	spirit	bonus	+6,	
  4	
  4	
  3	
  2
  	
  	
  	
  	
  	
  spirit	surge	1d10
  
  3333
  Occult Classes
  Occult Classes 1
  power. If the medium uses an ability that incurs influence, 
  the medium’s primary spirit gains that amount of influence 
  over him, not the secondary spirit. The medium doesn’t gain 
  the benefits of his spirit bonus from the secondary spirit. 
  The medium can end the trance of three early as a free action.
  Spacious Soul (Su): At 18th level, a medium’s soul is 
  spacious enough to provide a foothold for his fallen allies, 
  if he so chooses. If one of the allies who participated in the 
  medium’s seance that day dies within line of effect and line 
  of sight of the medium, the medium can spend an immediate 
  action to accept that ally’s spirit within him. Since the ally 
  inhabits the portion of the medium’s soul normally reserved 
  for a spirit, this suppresses the medium’s spirit, spirit bonus, 
  and spirit surge abilities as long as the medium maintains 
  this ability. The ally’s spirit and the medium share the 
  medium’s body and can decide each round on the medium’s 
  turn which of them will take the medium’s actions for that 
  round. If they don’t agree on who should act, they attempt 
  opposed Charisma checks to determine who is dominant 
  for the next hour, and the dominant character decides who 
  acts on each round. The ally’s spirit has all the spells and 
  limited use abilities (such as uses of channel energy, ki, 
  and panache) that it possessed at the time of death, but it 
  is incapable of regaining any abilities, points, spells, or 
  uses of abilities it expends. When the ally’s spirit acts, it 
  uses the ally’s base attack bonus, caster level, and special 
  abilities (such as weapon proficiency), but uses the medium’s 
  physical ability scores. If the ally returns to life, this ability 
  immediately ends. Otherwise, the medium can maintain 
  this ability indefinitely. The medium can end this effect as 
  a standard action, though if the ally is unwilling to depart, 
  the medium must succeed at a Will saving throw (DC = 10 + 
  1/2 the ally’s hit dice + the ally’s Charisma modifier) or the 
  attempt fails and the ally becomes dominant for 24 hours.
  Spirit Mastery (Ex): At 19th legend, the medium becomes 
  a legend among spirits, particularly lesser spirits. He can 
  use his spirit surge ability an additional two times per 
  day without incurring influence, regardless of whether 
  he accepts a taboo or channels a weaker spirit. When 
  channeling a weaker spirit, he can use his spirit surge ability 
  an additional four times per day for each power he forgoes, 
  instead of an additional two times. 
  Astral Beacon (Su): At 20th level, a medium is an open 
  connection to the Astral Plane and a shining beacon for 
  spirits. As a free action, he can channel spirits of any of the 
  five legends he did not contact via his seance. This ability 
  lasts for 1 round and grants access to the intermediate, 
  greater, and supreme spirit powers of the chosen spirits. 
  Unlike trance of three, astral beacon allows spirits of the 
  chosen legends (for instance, archmage) to gain influence 
  over the medium until 24 hours from when the medium 
  contacted his primary spirit. Also unlike trance of three, 
  if the medium would incur inf luence by using one of 
  the new spirits’ abilities, that influence is added to the 
  medium’s total influence from that spirit rather than from 
  his primary spirit.
  SPIRITS
  A medium’s spirits are entities from the Astral Plane—the 
  clinging echoes of heroes and villains from the distant 
  past, sustained throughout time by myths and legends. 
  The number of spirits is countless, and each has its own 
  idiosyncrasies that make it distinct. Nonetheless, all spirits 
  arise from one of the following six legends: archmage, 
  champion, guardian, hierophant, marshal, or trickster.
  Archmage 
  An archmage spirit is a font of knowledge and arcane power.
  Spirit Bonus: When you channel an archmage, your spirit 
  bonus applies on concentration checks, Intelligence checks, 
  and Intelligence-based skill checks.
  Seance Boon: Your damaging spells deal an additional 
  2 points of damage of the same type that they would normally 
  deal to each target.
  Favored Locations: Arcane redoubts, areas of unusual 
  magic, libraries, schools.
  Influence Penalty: Your body begins to respond as if 
  you were a frail, aged scholar. You take a penalty equal to 
  your spirit bonus on Strength checks, Strength-based skill 
  checks, Constitution checks, attack rolls, and non-spell 
  damage rolls.
  Table 1–3: Medium Spells Known
  	
  Spells	Known
  Level	
  0	
  1st	
  2nd	
  3rd	
  4th
  1st	
  2	
  —	
  —	
  —	
  —
  2nd	
  3	
  —	
  —	
  —	
  —
  3rd	
  4	
  —	
  —	
  —	
  —
  4th	
  4	
  2	
  —	
  —	
  —
  5th	
  5	
  3	
  —	
  —	
  —
  6th	
  5	
  4	
  —	
  —	
  —
  7th	
  6	
  4	
  2	
  —	
  —
  8th	
  6	
  4	
  3	
  —	
  —
  9th	
  6	
  5	
  4	
  —	
  —
  10th	
  6	
  5	
  4	
  2	
  —
  11th	
  6	
  5	
  4	
  3	
  —
  12th	
  6	
  6	
  5	
  4	
  —
  13th	
  6	
  6	
  5	
  4	
  2
  14th	
  6	
  6	
  5	
  4	
  3
  15th	
  6	
  6	
  6	
  5	
  4
  16th	
  6	
  6	
  6	
  5	
  4
  17th	
  6	
  6	
  6	
  5	
  4
  18th	
  6	
  6	
  6	
  6	
  5
  19th	
  6	
  6	
  6	
  6	
  5
  20th	
  6	
  6	
  6	
  6	
  5
  
  3434
  Taboos: Choose one: You eschew all faith in the divine, 
  so you must not be the willing target of divine spells or 
  abilities and you must attempt a Will saving throw against 
  even harmless divine spells and abilities; you must not pass 
  up the opportunity to learn something new and significant 
  (a nontrivial piece of information with a Knowledge check of 
  DC 20 or higher) when that opportunity is directly present; 
  you must use your own magical solution to a challenge if you 
  can, even if a mundane solution that would require fewer 
  resources is available.
  Archmage Arcana (Lesser, Su): Instead of your normal 
  spells per day for your medium level, you use the spells 
  per day from Table 1–4: Mesmerist. For each level of spell 
  you can now cast (including level 0), each time you channel 
  an archmage spirit, select a single spell of that level from 
  the sorcerer/wizard spell list to add to your medium spell 
  list and spells known until you lose contact with the 
  archmage. When you cast 
  these spells, they count as 
  arcane (though not for the 
  purpose of fulfilling prerequisites), 
  and thus you must provide verbal and 
  somatic components instead of thought 
  and emotion components (see page 144).
  Arcane Surge (Intermediate, Su): You 
  can allow the archmage spirit to gain 
  1 point of influence over you in order to 
  cast one of your medium spells known without 
  expending a spell slot. When you do so, the 
  caster level and DC of the spell increase by 1, 
  and you can’t apply metamagic to the spell.
  Wild Arcana (Greater, Su): You can 
  allow the archmage spirit to gain 1 point 
  of influence over you in order to cast any sorcerer/wizard 
  spell of a level you can cast. You must expend a spell slot 
  of the appropriate level, and you can’t apply metamagic 
  to the spell.
  Legendary Archmage (Supreme, Su): Once per day, you 
  can cast any spell on the sorcerer/wizard spell list as if 
  using the wild arcana ability, except the archmage doesn’t 
  gain 1 point of influence over you, the spell doesn’t require 
  a spell slot, and you can select a spell of any level.
  Champion
  A champion spirit is a paragon of skill at arms.
  Spirit Bonus: When you channel a champion, your 
  spirit bonus applies on attack rolls, non-spell damage 
  rolls, Strength checks, Strength-based skill checks, and 
  Fortitude saves.
  Seance Boon: You gain a +2 bonus on all non-spell 
  damage rolls.
  Favored Locations: Arenas, battlefields, places of violence, 
  practice yards.
  Influence Penalty: You are quick to violence and prefer 
  a weapon to spells or contemplation. You take a penalty 
  equal to your spirit bonus on Intelligence checks and 
  Intelligence-based skill checks, and to your caster level 
  (to a minimum of caster level 0); as usual, a reduced caster 
  level may render you unable to cast spells. You can’t benefit 
  from effects that increase your caster level.
  Taboos: Choose one: you are superstitious about arcane 
  spellcasting, so you must not be the willing target of arcane 
  spells or abilities and you must attempt a Will saving throw 
  against even harmless arcane spells and abilities; you may 
  not make an attack with any weapon except a specific 
  manufactured weapon (such as “my father’s +2 falchion”) that 
  you choose when you take the taboo, and 
  you may not choose unarmed strike for 
  this taboo; you must accept any challenge 
  to prove your prowess in battle, including 
  challenges to single combat—if you or an 
  ally breaks the rules of the challenge, you 
  break this taboo.
  Champion’s Prowess (Lesser, Su): You 
  gain proficiency in all martial weapons 
  and in one exotic weapon of your choice, 
  which you choose each time you channel 
  a champion spirit.
  Sudden Attack (Intermediate, Su): 
  Whenever you take a full-
  attack action, you gain one 
  additional attack at your 
  highest base attack bonus. 
  This ability stacks with the extra attack from haste, but it 
  doesn’t stack with special actions that grant extra attacks, 
  such as flurry of blows or spell combat. Sudden attack 
  works as normal with full-attack options such as two-
  weapon fighting.
  Fleet Charge (Greater, Su): You can take a swift action 
  and a full-round action to move up to your speed and then 
  make a full attack. This special action doesn’t combine 
  with sudden attack, but works as normal with effects such 
  as haste and two-weapon fighting. As soon as you begin 
  moving, you are considered to have begun the full-round 
  action, even if circumstances prevent you from attacking 
  at the end of your movement.
  Legendary Champion (Supreme, Su): You gain two 
  combat feats of your choice, and you can choose different 
  feats each time you channel a champion spirit. You can 
  treat your base attack bonus from your medium levels as 
  equal to your medium level for the purposes of qualifying 
  for combat feats and determining their effects, and you 
  can count your medium levels as levels of one other class 
  whose base attack bonus equals its class level (such as 
  fighter, barbarian, or slayer) for the purpose of qualifying 
  for the two new combat feats.
  
  3535
  Occult Classes
  Occult Classes 1
  Guardian
  A guardian spirit is an exemplar of protection and defense.
  Spirit Bonus: When you channel a guardian, your spirit 
  bonus applies to AC and on Constitution checks, Fortitude 
  saves, and Reflex saves.
  Seance Boon: You gain a +1 bonus to CMD.
  Favored Locations: City walls, forts, gates, keeps.
  Influence Penalty: You are incredibly cautious and 
  guarded in all things, and  your caution sometimes gets in 
  the way. When attacking, you always fight defensively, and 
  when casting a spell, you always cast defensively. Because 
  of your focus on defense, you take a penalty on damage 
  rolls equal to your spirit bonus.
  Taboos: Choose one: you must always protect others 
  from danger when you can (including defeated 
  enemies, but not enemies that are an 
  active threat to you and others); you 
  must keep your body in fit physical 
  condition, and you break this 
  taboo every time you drop 
  below half your maximum 
  hit points;  you must speak no 
  words and use no abilities with 
  the sonic descriptor, and you 
  break this taboo if you become 
  enraged, frightened, or panicked.
  Guardian’s Shield (Lesser, Su): 
  You gain proficiency in heavy armors 
  and shields (including tower shields).
  Absorb Blow (Intermediate, Su): You 
  gain DR/— and resistance to acid, cold, 
  electricity, fire, and sonic equal to 1/2 your 
  medium level. Add paladin’s sacrificeAPG to your medium 
  spells known as a 2nd-level spell.
  Sudden Block (Greater, Su): After an enemy’s attack would 
  hit you or an adjacent creature, you can use spirit surge to 
  increase the victim’s AC, possibly causing the attack to fail, 
  by rolling your spirit surge die and adding it to the chosen 
  character’s AC. You must not be flat-footed, and you must be 
  aware of the attack. If use of this ability causes the enemy’s 
  attack to miss, you can make an attack at your highest base 
  attack bonus against that enemy as an immediate action. 
  Legendary Guardian (Supreme, Su): Once per day as an 
  immediate action, you can ignore the effects of a single 
  attack against you, including enemy spells targeting you or 
  whose area or effect includes you. The attack affects other 
  creatures as normal.
  Hierophant
  A hierophant spirit is a being of true and pure faith.
  Spirit Bonus: When you channel a hierophant, your 
  spirit bonus applies on Wisdom checks, Wisdom-based 
  skill checks, and Will saves.
  Seance Boon: Your healing spells and abilities heal an 
  additional 2 points of damage to each target. This does not 
  affect healing conferred by magic items, nor does it add to 
  fast healing or similar effects.
  Favored Locations: Altars, churches, sacred groves, shrines.
  Influence Penalty: Whether the spirit hopes to offer a 
  chance for redemption or to sacrifice foes later on a dark altar, 
  you must strike for nonlethal damage in combat whenever 
  possible. You take a penalty equal to your spirit bonus on all 
  Charisma checks and Charisma-based skill checks involving 
  worshipers of faiths other than the spirit’s, except checks to 
  convince others to convert to the spirit’s faith. 
  Taboos: Choose one: you must strongly revere nature 
  and may not wear metal armor or shields; you must follow 
  a paladin or antipaladin code as appropriate for 
  the spirit’s deity; you may not deliberately 
  speak any lies, including bluffing, 
  exaggerating, stating half-truths 
  with intent to deceive, lies by 
  omission, and so on, and if 
  you know the answer to a 
  question that someone asks 
  you, you must give the answer.
  Divine Surge (Lesser, Su): 
  This power functions as the 
  archmage arcana spirit power, 
  except that you add spells from the 
  cleric/oracle list instead of the sorcerer/
  wizard list (these spells count as divine), 
  and you need a divine focus if the spell 
  requires one.
  Energy Font (Intermediate, Su): You can 
  channel energy a number of times per day equal to 1 + your 
  Charisma modifier. Choose whether you channel positive 
  or negative energy each time you contact a hierophant 
  spirit; this choice must match the spirit’s faith. If you 
  choose positive energy, add cure spells of each level you can 
  cast from the cleric list to your medium spell list and spells 
  known. Otherwise, add inflict spells in the same way. These 
  spells count as divine, as in the divine surge spirit power.
  Overflowing Grace (Greater, Su): When you heal a creature 
  to full hit points or a creature already at full hit points 
  with your positive or negative energy, that creature gains a 
  +1 sacred bonus on attack rolls, skill checks, ability checks, 
  and saving throws for 1 round. The bonus is sacred if you 
  use positive energy and profane if you use negative energy. 
  If you destroy or kill one or more creatures with positive 
  or negative energy, you gain a +1 bonus of the same type on 
  attack rolls, skill checks, ability checks, and saving throws 
  for 1 round. 
  Legendary Hierophant (Supreme, Su): Once per day, 
  you can request a minor miracle. This request must be in 
  line with the options for miracle that don’t cost powdered 
  
  3636
  diamond. As usual for a miracle, the deity or other being 
  the spirit worships can choose whether or not to grant the 
  request at its whim.
  Marshal
  A marshal spirit is a towering presence and an inspiration 
  to others.
  Spirit Bonus: When you channel a marshal, your spirit 
  bonus applies on Charisma checks and Charisma-based 
  skill checks, as well as on spirit surge rolls. This allows 
  the bonus to apply twice to the total result if you use a 
  spirit surge on a Charisma check or on a Charisma-based 
  skill check.
  Seance Boon: Choose a seance boon from any of the other 
  legends to benefit from. When using the shared 
  seance class feature, each participant can 
  choose a different boon.
  Favored Locations: Council rooms, 
  stages, theaters, throne rooms.
  Influence Penalty: The time you 
  spend concentrating on your allies 
  prevents you from attending to other 
  important matters. You take a penalty 
  equal to your spirit bonus on Wisdom checks 
  and Wisdom-based skill checks. Additionally, 
  if you are not at least nominally in charge of your 
  present allies, you lose the marshal’s spirit bonus and 
  seance boon.
  Taboos: Choose one: you may not allow yourself or your 
  allies to prevent a fleeing enemy from escaping, since an 
  at-large villain makes a better tale (this applies only to 
  enemies seeking to escape, not to those retreating to alert 
  others or fight again from a better position); you may never 
  leave an ally behind or allow yourself or your allies to 
  sacrifice another ally, even a summoned creature; you must 
  embrace any opportunity to spread the legend of yourself 
  and your allies, even when a low profile would be helpful.
  Marshal’s Order (Lesser, Su): You can use your spirit 
  surge on attack rolls, saving throws, ability checks, 
  concentration checks, and skill checks rolled by you or 
  any allies who participated in your seance as long as you 
  have line of sight and line of effect, and are within 30 feet 
  of the chosen ally. You can still use spirit surge only once 
  per round.
  Inspiring Call (Intermediate, Su): As a standard action, you 
  can grant all allies who can see and hear you a competence 
  bonus equal to your spirit bonus on either saving throws 
  or attack and damage rolls. You choose which bonus to 
  grant each time you use inspiring call. This ability lasts 
  for 1 round. If you have the decisive strike greater spirit 
  power, you can use inspiring call as a move action. If you 
  have the legendary marshal supreme spirit power, you can 
  use inspiring call as a swift action.
  Decisive Strike (Greater, Su): You can allow the marshal to 
  gain 1 point of influence over you as a swift action to allow 
  an ally within 30 feet who can see and hear you to make a 
  single melee or ranged attack during your turn. You can use 
  this ability as a standard action to instead allow the ally to 
  perform any standard action.
  Legendary Marshal (Supreme, Su): You can use a lesser 
  spirit surge without incurring influence. This lesser surge 
  adds a maximum of 1d6 to the roll and does not apply your 
  spirit bonus, regardless of other effects or abilities you have 
  that alter your spirit surge. A lesser surge still counts as a 
  spirit surge for the purpose of the limit of one spirit surge 
  per round, but it does not consume any free uses of spirit 
  surge you may have from effects such as taboo.
  Trickster
  A trickster spirit is a savvy and manipulative master 
  of skills.
  Spirit Bonus: When you channel a trickster, your 
  spirit bonus applies on Dexterity checks, skill 
  checks, and Reflex saves.
  Seance Boon: Choose one skill when you gain 
  this seance boon. You gain a +1 bonus on skill 
  checks using that skill, and that skill counts as 
  a class skill for you.
  Favored Locations: Alleys, mazes, taverns, 
  trap-filled locations. 
  Influence Penalty: The trickster within you 
  is a protean manipulator, and you begin to see 
  the possibility that everyone around you might 
  have ulterior motives as well. You never count 
  as an ally for the purpose of gaining benefits 
  from another creature’s abilities, nor do you 
  count as a willing target for spells. Anyone attempting to 
  target you with a touch range spell, even a beneficial spell, 
  must succeed at a melee touch attack, though you need not 
  attempt saving throws against harmless spells. You gain 
  no benefit from another creature’s aid another attempts, as 
  you are too busy making sure they aren’t secretly tricking 
  or sabotaging you. 
  Taboos: Choose one: you can’t abide revealing your true 
  identity, and you break this taboo when anyone pierces 
  your disguise, even your own allies; you can never tell the 
  truth; you can never pass up a more lucrative offer, even 
  if it causes you to switch sides.
  Trickster’s Edge (Lesser, Su): Choose any two skills. 
  These skills count as class skills for you, and you are 
  treated as if you had an additional number of ranks in 
  those skills equal to your medium level (to a maximum of 
  your character level).
  Surprise Strike (Intermediate, Su): When you attack an 
  opponent that’s denied its Dexterity bonus to AC, you deal 
  1d6 points of extra precision damage for every 3 medium 
  
  3737
  Occult Classes
  Occult Classes 1
  levels. Your target counts as flat-footed against the first 
  attack you make against that target in a day, regardless of 
  abilities like uncanny dodge. After your first attack, that 
  target is immune to being made flat-footed by your surprise 
  strike for 24 hours.
  Transfer Magic (Greater, Su): You can allow the trickster 
  to gain 1 point of influence over you to make a melee touch 
  attack against another creature as a standard action. If the 
  attack succeeds, you randomly steal one of the harmless 
  spells of the highest spell level active on that creature, ending 
  the effect for the original creature and gaining all remaining 
  duration for yourself. This ability does not work on personal-
  range or instantaneous- or permanent-duration spells.
  Legendary Trickster (Supreme, Su): Once per day, instead 
  of rolling for a skill check, you can choose your 
  d20 result. Additionally, you gain 
  the ability to change form at will as 
  if using greater polymorph, except 
  that you can mimic the form of 
  a specific individual. 
  MEDIUM SPELLS
  Mediums gain access to the 
  following spells. Many of these 
  spells are found in the Core 
  Rulebook; the spells marked 
  with an asterisk (*) appear 
  in Chapter 4 of this book, 
  and those found elsewhere 
  are marked with superscript 
  abbreviations denoting their source. 
  The medium casts all spells as psychic spells.
  0-Level Medium Spells: Bleed, dancing lights, daze, detect 
  magic, detect psychic significance*, flare, ghost sound, grave 
  words*, guidance, haunted fey aspectUC, light, mage hand, 
  message, open/close, prestidigitation, read magic, resistance, 
  siftAPG, stabilize, virtue.
  1st-Level Medium Spells: Ant haulAPG, anticipate perilUM, 
  bleed gloryMA, borrow skillAPG, burst of insight*, calm spirit*, cause 
  fear, charge object*, command, compel hostilityUC, comprehend 
  languages, confusion (lesser), deathwatch, decompose corpseUM, 
  decrepit disguise*, delusional prideUM, detect undead, discern next 
  of kinACG, disguise self, disguise weaponACG, ear-piercing screamUM, 
  enlarge person, expeditious retreat, heightened awarenessACG, 
  identify, ill omenAPG, invigorateAPG, liberating commandUC, long 
  armACG, mindlink*, murderous commandUM, negative reactionUC, 
  object reading*, oneiric horror*, paranoia*, protection from chaos/
  evil/good/law, psychic reading*, quintessence*, reduce person, 
  remove fear, restore corpseUM, share gloryMA, share languageAPG, 
  silent image, summon minor monsterUM, summon monster I, 
  true strike, unerring weaponUC, unprepared combatantUM, unseen 
  servant, ventriloquism, vocal alterationUM, whispering loreARG, 
  youthful appearanceUM.
  2nd-Level Medium Spells: Aid, alter self, analyze aura*, 
  apport object*, augury, bear’s endurance, bestow curse, bestow 
  insightARG, bestow weapon proficiencyUC, blood biographyAPG, blur, 
  bull’s strength, cast outAPG, cat’s grace, catatonia*, clairaudience/
  clairvoyance, cognitive block*, compassionate allyUM, create treasure 
  mapAPG, darkvision, daze monster, detect mindscape*, detect 
  thoughts, disguise otherUM, eagle’s splendor, enshroud thoughts*, 
  extreme flexibilityACG, false life, find traps, focused scrutinyACG, 
  fox’s cunning, gentle repose, ghostly disguiseUM, haste, helping 
  hand, heroism, hidden speechAPG, hideous laughter, hold person, 
  hostile levitationUC, hypercognition*, inflict pain*, instigate psychic 
  duel*, investigative mindACG, invisibility, knock, lend pathMA, 
  levitate, locate object, magic mouth, minor dreamARG, minor image, 
  mirror image, misdirection, mythic severanceMA, nondetection, 
  object possession (lesser)*, oneiric 
  horror (greater)*, oppressive 
  boredomUM, owl’s wisdom, 
  pilfering handUC, placebo 
  effect*, 
  purge 
  spirit*, 
  qualmUC, restore mythic 
  powerMA, riding possession*, 
  rope trick, scare, sealed life*, 
  seek thoughtsAPG, sessile spirit*, 
  share memoryUM, slow, speak 
  with dead, speak with hauntACG, 
  spectral hand, spider climb, 
  spiritual weapon, status, steal 
  voice UM, suggestion, summon 
  monster II, tactical acumenUC, 
  tongues, touch of idiocy, water walk, 
  whispering wind, zone of truth.
  3rd-Level Medium Spells: Adjustable disguiseACG, apport 
  animal*, aura alteration*, borrow fortuneAPG, burst of speedUC, call 
  spirit*, daze (mass)UM, detect scrying, dimension door, dimensional 
  anchor, discern lies, dispel magic, displacement, divination, dream, 
  enter imageAPG, erase impressions*, false life (greater), fly, gaseous 
  form, invisibility (greater), locate creature, magic circle against 
  chaos/evil/good/law, major image, mind probe*, mind swap*, 
  mindscape door*, node of blasting*, paragon surgeARG, phantasmal 
  killer, pierce disguiseACG, planar ally (lesser), possession*, remove 
  curse, retrocognition*, scrying, sending, share sensesAPG, summon 
  monster IV, thaumaturgic circle*, vampiric touch, witnessUM.
  4th-Level Medium Spells: Adjustable polymorphACG, 
  battlemind link UM, break enchantment, command (greater), create 
  mindscape*, darkvision (greater)UM, death ward, deathlessMA, 
  dismissal, dream council*, dream scan*, entrap spirit*, false 
  vision, fear, feeblemind, freedom of movement, hold monster, 
  inflict pain (mass)*, legend lore, mage’s private sanctum, 
  mindwipe*, modify memory, nightmare, object possession*, 
  persistent image, planar adaptationAPG, planar binding (lesser), 
  plane shift, reincarnate, remote viewing*, seeming, spirit-bound 
  blade*, spiritual allyAPG, summon monster V, telepathic bond, 
  telepathy*, teleport, thoughtsense*, true seeing.
  
  3838
  Mesmerist
  Experts at charm and deceit, mesmerists compel others 
  to heed their words and bend to their will. Psychic 
  powers, primarily those of enchantment and illusion, 
  give mesmerists the tools they need to manipulate 
  others—usually for their own personal gain. The 
  very gaze of a mesmerist can hypnotize someone into 
  following his whims. Mesmerists frequently form cults 
  of personality around themselves, and they develop skills 
  and contingency plans in case their ploys are discovered. 
  They draw their magic from the Astral Plane, and many 
  consider their minds to be conduits to enigmatic spaces 
  others can’t comprehend.
  Role: Mesmerists wield power over lesser minds, 
  suppressing foes’ wills to weaken them. Priding themselves 
  on their trickery and inventiveness, they also support their 
  allies—and often themselves—with magical tricks, most 
  of which offer protection. Their limited healing ability 
  primarily provides temporary hit points, so mesmerists 
  aren’t the strongest primary healers, but they can easily 
  remove conditions that typically affect the mind.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 3d6 × 10 gp (average 105 gp).
  CLASS SKILLS
  The mesmerist’s class skills are Appraise (Int), Bluff 
  (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape 
  Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (dungeoneering) (Int), Knowledge (history) 
  (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), 
  Knowledge (religion) (Int), Linguistics (Int), Perception 
  (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and 
  Use Magic Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  CLASS FEATURES
  The following are the class features of the mesmerist.
  Weapon and Armor Proficiency: A mesmerist is proficient 
  with all simple weapons, plus the hand crossbow, sap, sword 
  caneUE, and whip. He is proficient with light armor, but not 
  with shields.
  Spells: A mesmerist casts psychic spells drawn from the 
  mesmerist spell list (see page 44). He can cast any spell he 
  knows without preparing it ahead of time. To learn or cast 
  a spell, a mesmerist must have a Charisma score equal to 
  at least 10 + the spell’s level. The saving throw DC against a 
  mesmerist’s spell is 10 + the spell’s level + the mesmerist’s 
  Charisma modifier.
  Like other spellcasters, a mesmerist can cast only a 
  certain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table 1–4: Mesmerist 
  on page 39. In addition, he receives bonus spells per day if 
  he has a high Charisma score (see Table 1–3 on page 17 of 
  the Pathfinder RPG Core Rulebook).
  The mesmerist’s selection of spells is limited. A 
  mesmerist begins play knowing four 0-level spells and 
  two 1st-level spells of the mesmerist’s choice. At each 
  new mesmerist level, he learns one or more new spells, 
  as indicated on Table 1–5: Mesmerist Spells Known. 
  Unlike a mesmerist’s spells per day, the number of spells 
  a mesmerist knows isn’t affected by his Charisma score; 
  the numbers on Table 1–5 are fixed.
  At 5th level and every 3 levels thereafter, a mesmerist can 
  choose to learn a new spell in place of one he already knows. 
  In effect, the mesmerist loses the old spell in exchange for 
  the new one. The new spell’s level must be the same as that of 
  
  3939
  Occult Classes
  Occult Classes 1
  the spell being exchanged, and it must be at least 1 level lower 
  than the highest-level mesmerist spell the mesmerist can 
  cast. A mesmerist can swap only a single spell at any given 
  level, and must choose whether or not to swap the spell at 
  the same time that he gains new spells known for the level.
  A mesmerist need not prepare his spells in advance. He 
  can cast any mesmerist spell he knows at any time, assuming 
  he has not yet used up his allotment of spells per day for 
  the spell’s level.
  Consummate Liar: A mesmerist adds 1/2 his mesmerist 
  level (minimum 1) as a bonus on all Bluff checks. In addition, 
  the mesmerist qualifies for the Improved Feint and Greater 
  Feint feats, even if he doesn’t have Combat Expertise or an 
  Intelligence score of at least 13. He can also ignore Combat 
  Expertise and an Intelligence score of 13 as prerequisites 
  for other feats that require Improved Feint or Greater Feint.
  Hypnotic Stare (Su): A mesmerist can focus his stare on 
  one creature within 30 feet as a swift action. That creature 
  takes a –2 penalty on Will saving throws. This penalty 
  changes to –3 at 8th level. A mesmerist can maintain his 
  stare against only one opponent at a time; it remains in effect 
  until the mesmerist stares at a new target, the opponent 
  dies, the opponent moves farther than 30 feet away, or the 
  mesmerist falls unconscious or dies. The mesmerist can 
  remove the memory of his stare from the target’s mind; 
  the creature doesn’t remember that it was affected (nor 
  does it realize that it is currently being affected) unless the 
  mesmerist allows it. The hypnotic stare is a psychic effect, 
  and relies more on the mesmerist’s focus than the target’s 
  perception of his stare. It can’t be avoided in the same ways 
  a gaze attack can. The mesmerist can use this ability even 
  while blinded, but must succeed at a DC 20 concentration 
  check to do so. Staring at a creature requires the mesmerist’s 
  focus, so if he uses a gaze attack or similar ability, he must 
  target the subject of his hypnotic stare or voluntarily end 
  the stare. The penalties from multiple mesmerists’ stares 
  don’t stack, nor do they stack with penalties from witches’ 
  evil eye hexes. This is a mind-affecting effect.
  Knacks: Mesmerists learn a number of knacks, or 0-level 
  spells, as noted on Table 1–5. These spells are cast like any 
  other spells, but they do not consume any slots and can 
  be used again. Knacks cast using other spell slots, due to 
  metamagic feats, for example, consume spell slots as normal.
  Mesmerist Tricks (Su): A mesmerist can create hypnotic 
  bonds with his allies, implanting magical suggestions 
  in their minds that he can later activate. Each day, he 
  can implant a number of these tricks equal to 1/2 his 
  mesmerist level (minimum 1) plus his Charisma bonus 
  (if any). He can have only one trick implanted at a given 
  time, and implanting a new trick ends the previous one 
  (the mesmerist still loses the use of this ability he spent 
  on the previous trick).
  Table 1–4: Mesmerist
  	
  Base
  	
  Attack		
  Fort	
  Ref	
  Will	
  	
  Spells	per	Day
  Level	 Bonus	
  Save	 Save	 Save	
  Special	
  1st	
  2nd	
  3rd	
  4th	 5th	 6th
  1st	
  +0	
  +0	
  +2	
  +2	
  Consummate	liar,	hypnotic	stare,	knacks,	
  1	
  —	
  —	
  —	
  —	
  —
  	
  	
  	
  	
  	
  mesmerist	trick,	painful	stare
  2nd	
  +1	
  +0	
  +3	
  +3	
  Mesmerist	trick,	towering	ego	
  2	
  —	
  —	
  —	
  —	
  —
  3rd	
  +2	
  +1	
  +3	
  +3	
  Bold	stare,	touch	treatment	(minor)	
  3	
  —	
  —	
  —	
  —	
  —
  4th	
  +3	
  +1	
  +4	
  +4	
  Mesmerist	trick	
  3	
  1	
  —	
  —	
  —	
  —
  5th	
  +3	
  +1	
  +4	
  +4	
  Manifold	tricks	(2),	mental	potency	
  4	
  2	
  —	
  —	
  —	
  —
  6th	
  +4	
  +2	
  +5	
  +5	
  Mesmerist	trick,	touch	treatment	(moderate)	
  4	
  3	
  —	
  —	
  —	
  —
  7th	
  +5	
  +2	
  +5	
  +5	
  Bold	stare	
  4	
  3	
  1	
  —	
  —	
  —
  8th	
  +6/+1	
  +2	
  +6	
  +6	
  Hypnotic	stare	(–3),	mesmerist	trick	
  4	
  4	
  2	
  —	
  —	
  —
  9th	
  +6/+1	
  +3	
  +6	
  +6	
  Manifold	tricks	(3)	
  5	
  4	
  3	
  —	
  —	
  —
  10th	
  +7/+2	
  +3	
  +7	
  +7	
  Mesmerist	trick,	touch	treatment	(greater)	
  5	
  4	
  3	
  1	
  —	
  —
  11th	
  +8/+3	
  +3	
  +7	
  +7	
  Bold	stare,	glib	lie	
  5	
  4	
  4	
  2	
  —	
  —
  12th	
  +9/+4	
  +4	
  +8	
  +8	
  Masterful	tricks,	mesmerist	trick	
  5	
  5	
  4	
  3	
  —	
  —
  13th	
  +9/+4	
  +4	
  +8	
  +8	
  Manifold	tricks	(4)	
  5	
  5	
  4	
  3	
  1	
  —
  14th	
  +10/+5	
  +4	
  +9	
  +9	
  Mesmerist	trick,	touch	treatment	(break enchantment)	
  5	
  5	
  4	
  4	
  2	
  —
  15th	
  +11/+6/+1	
  +5	
  +9	
  +9	
  Bold	stare	
  5	
  5	
  5	
  4	
  3	
  —
  16th	
  +12/+7/+2	
  +5	
  +10	
  +10	
  Mesmerist	trick	
  5	
  5	
  5	
  4	
  3	
  1
  17th	
  +12/+7/+2	
  +5	
  +10	
  +10	
  Manifold	tricks	(5)	
  5	
  5	
  5	
  4	
  4	
  2
  18th	
  +13/+8/+3	
  +6	
  +11	
  +11	
  Mesmerist	trick	
  5	
  5	
  5	
  5	
  4	
  3
  19th	
  +14/+9/+4	
  +6	
  +11	
  +11	
  Bold	stare	
  5	
  5	
  5	
  5	
  5	
  4
  20th	
  +15/+10/+5	
  +6	
  +12	
  +12	
  Mesmerist	trick,	rule	minds	
  5	
  5	
  5	
  5	
  5	
  5
  
  4040
  To implant a trick, the mesmerist must take a standard 
  action and either touch a willing creature or implant the 
  trick in himself. A creature can be the subject of only one 
  mesmerist trick at a time. The mesmerist can activate the 
  trick as a free action when a triggering condition is met 
  (as defined in the trick’s description), even if it isn’t his 
  turn. The subject must be within medium range (100 feet 
  + 10 feet per level) for the mesmerist to trigger the trick. 
  The mesmerist monitors for the trick’s triggering condi-
  tion through a subtle telepathic connection, so he doesn’t 
  need line of sight to trigger it—but anything that blocks 
  telepathic contact prevents him from triggering tricks. An 
  implanted trick lasts until the next time the mesmerist 
  regains his spells.
  Once triggered, a trick is no longer implanted, and can’t 
  be triggered again until the mesmerist implants the trick 
  again. The duration of the effect caused by triggering a trick 
  is either instantaneous or appears in the trick’s entry. The 
  DC for any mesmerist trick or masterful trick that requires 
  a saving throw or skill check is 10 + 1/2 the mesmerist’s level 
  + the mesmerist’s Charisma modifier.
  The mesmerist knows one trick at 1st level, and learns 
  another trick at 2nd level and every 2 levels thereafter (to 
  a maximum of 11 tricks at 20th level). Each daily use of 
  mesmerist tricks can be used to implant any trick the 
  mesmerist knows. Unless specifically noted in the mesmerist 
  trick’s description, a mesmerist can’t choose a particular 
  trick more than once.
  Astounding Avoidance: The subject can avoid damage from 
  magical and unusual attacks. The mesmerist can trigger 
  this trick when the subject attempts a saving throw against 
  an attack or spell that normally deals half damage on a 
  successful save, before the subject rolls the save. If the subject 
  succeeds at her save, she takes no damage. If the mesmerist 
  is 12th level or higher, the subject takes only half damage if 
  she fails her save. The benefits of this trick don’t stack with 
  those of the evasion or stalwart class features.
  Compel Alacrity: A dash of mental speed lets the subject 
  push past her physical limits to avoid an enemy. The 
  mesmerist can trigger this trick when the subject begins her 
  turn within an enemy’s reach. The subject can move 10 feet 
  as a free action without provoking attacks of opportunity. 
  The distance the subject can move increases by 5 feet for 
  every 5 levels the mesmerist possesses, to a maximum of 30 
  feet at 20th level. The subject can’t move farther than her 
  speed in this way. The movement from this trick doesn’t 
  count against the subject’s movement speed for that round.
  False Flanker: A duplicate of the mesmerist appears 
  momentarily, as though he were fighting in tandem with 
  the subject. The mesmerist can trigger this trick when the 
  subject moves into or begins her turn in a square where she 
  threatens an enemy. An illusory duplicate of the mesmerist 
  appears in any unoccupied space adjacent to that enemy. This 
  duplicate counts as threatening the enemy for the purposes 
  of determining flanking, but can’t actually make attacks. 
  The duplicate disappears at the end of the turn during which 
  the trick is triggered. This is an illusion (figment) effect, and 
  a creature that interacts with the false flanker can attempt 
  a saving throw to disbelieve the effect.
  Fearsome Guise: A veil of illusion makes the subject appear to 
  be someone else and then transform into a hideous monster 
  at an opportune time. While this trick is implanted, the 
  subject’s appearance is altered, as disguise self. The mesmerist 
  can trigger this trick when the subject attacks a creature. 
  The illusory appearance briefly makes the subject appear 
  monstrous, then ends. The mesmerist attempts an Intimidate 
  check to demoralize the target of the triggering attack. The 
  restrictions on attempts to demoralize a target (the target 
  being within 30 feet and able to see and hear the creature 
  attempting the Intimidate check) apply to the subject of the 
  trick. This is an illusion (glamer) effect.
  Gift of Will: A small portion of the mesmerist’s vast mental 
  power buttresses his ally’s mind. The mesmerist can trigger 
  this trick when the subject attempts a Will saving throw or 
  a Sense Motive check, or is targeted by an Intimidate check 
  to demoralize her. For a saving throw, the subject uses the 
  mesmerist’s Will saving throw bonus instead of her own. 
  For a Sense Motive check or Intimidate check, she adds 
  the mesmerist’s Charisma bonus as a morale bonus on the 
  check or to the DC. The mesmerist can’t implant this trick 
  on himself.
  Table 1–5: Mesmerist Spells Known
  	
  Spells	Known
  Level	
  0	
  1st	
  2nd	
  3rd	
  4th	
  5th	
  6th
  1st	
  4	
  2	
  —	
  —	
  —	
  —	
  —
  2nd	
  5	
  3	
  —	
  —	
  —	
  —	
  —
  3rd	
  6	
  4	
  —	
  —	
  —	
  —	
  —
  4th	
  6	
  4	
  2	
  —	
  —	
  —	
  —
  5th	
  6	
  4	
  3	
  —	
  —	
  —	
  —
  6th	
  6	
  4	
  4	
  —	
  —	
  —	
  —
  7th	
  6	
  5	
  4	
  2	
  —	
  —	
  —
  8th	
  6	
  5	
  4	
  3	
  —	
  —	
  —
  9th	
  6	
  5	
  4	
  4	
  —	
  —	
  —
  10th	
  6	
  5	
  5	
  4	
  2	
  —	
  —
  11th	
  6	
  6	
  5	
  4	
  3	
  —	
  —
  12th	
  6	
  6	
  5	
  4	
  4	
  —	
  —
  13th	
  6	
  6	
  5	
  5	
  4	
  2	
  —
  14th	
  6	
  6	
  6	
  5	
  4	
  3	
  —
  15th	
  6	
  6	
  6	
  5	
  4	
  4	
  —
  16th	
  6	
  6	
  6	
  5	
  5	
  4	
  2
  17th	
  6	
  6	
  6	
  6	
  5	
  4	
  3
  18th	
  6	
  6	
  6	
  6	
  5	
  4	
  4
  19th	
  6	
  6	
  6	
  6	
  5	
  5	
  4
  20th	
  6	
  6	
  6	
  6	
  6	
  5	
  5
  
  4141
  Occult Classes
  Occult Classes 1
  Levitation Buffer: A mesmerist’s telekinetic assault renders 
  foes around the subject less of a threat. The mesmerist can 
  trigger this trick when either an enemy moves adjacent to 
  the subject or the subject begins her turn with one or more 
  enemies adjacent to her. The mesmerist can either lift all 
  enemies adjacent to the subject slightly into the air or push 
  them all away from the subject. Lifting enemies causes them 
  to move at half speed and take a –4 penalty to their CMDs 
  against bull rush, drag, and reposition attempts for 
  1 round (Will negates). The speed reduction and 
  CMD penalty don’t stack with those from hostile 
  levitation (Pathfinder RPG Ultimate Combat 231). 
  Pushing enemies away requires the mesmerist to 
  attempt a bull rush combat maneuver check using 
  his mesmerist level + his Charisma modifier as 
  his CMB. Any enemy that’s successfully pushed 
  moves away from the subject of the trick using 
  the normal rules for a bull rush.
  Linked Reaction: A hive mind allows the mesmerist 
  and an ally to share one another’s reaction times. 
  The mesmerist can trigger this trick when either 
  the subject or the mesmerist is surprised and the 
  other isn’t (even if the mesmerist would normally be 
  unable to take actions because of being surprised). 
  Both the mesmerist and the subject can act in this 
  surprise round. The mesmerist can’t implant this 
  trick on himself.
  Mask Misery: The subject can shrug off a condition 
  for a short time before succumbing to it. The 
  mesmerist can trigger this trick when the subject 
  becomes affected by a minor condition listed under 
  the touch treatment ability. The subject can ignore 
  the effect of that condition for 1d4 rounds, after 
  which the subject takes the full effect. This has 
  no effect on any conditions affecting the subject 
  other than the triggering condition, even if those 
  other effects are also listed under touch treatment. 
  The rounds during which the subject ignores the 
  triggering effect still count against that effect’s 
  duration; if the duration of mask misery is longer than the 
  effect lasts, the subject isn’t affected by the condition at all. 
  If an effect that imposes more than one condition triggers 
  this trick, the subject ignores all eligible conditions. If 
  the mesmerist is 6th level or higher, he adds the moderate 
  conditions to the conditions he can ignore with this trick, 
  and this trick ends minor conditions entirely instead of 
  suppressing them temporarily. The mesmerist doesn’t need 
  to have touch treatment to choose or use this trick.
  Meek Facade: The subject magically seems like a weak 
  target, goading an enemy into attacking her. The mesmerist 
  can trigger this trick when the subject misses a creature 
  with an attack (even if it’s part of a full attack in which she 
  hits that creature with another attack). The enemy must 
  attack no one other than the subject, and the subject gains 
  a +2 dodge bonus to AC against the triggering enemy’s 
  attacks. Both of these effects last for 1 round. The bonus to 
  AC increases by 1 for every 5 levels the mesmerist possesses. 
  This is a mind-affecting compulsion effect.
  Mesmeric Mirror: An illusory image appears near the 
  subject to throw off attackers. The mesmerist can trigger 
  this trick when the subject is attacked or becomes the 
  target of a spell that requires an attack roll. One 
  duplicate of the subject appears, and the attacker 
  must determine randomly which it hits (as mirror 
  image). For every 5 class levels the mesmerist 
  possesses, one additional image appears, to 
  a maximum of five images at 20th level. Each 
  image lasts for 1 minute per mesmerist level or 
  until destroyed. This is an illusion (figment) effect.
  Mesmeric Pantomime: By orchestrating the movement of his 
  ally’s body, the mesmerist imparts to that ally his own skill 
  at a physical task. The mesmerist can trigger this trick when 
  the subject attempts a Strength- or Dexterity-based skill 
  check. The subject either uses the mesmerist’s bonus on 
  the skill check in place of her own or gains a morale bonus 
  on the check equal to the mesmerist’s Charisma bonus, 
  whichever results in a higher modifier. The mesmerist 
  can’t implant this trick on himself.
  Misdirection: An enemy’s perception of an attack by 
  the subject shifts, making the foe unprepared to defend 
  against the attack. The mesmerist can trigger this trick 
  when the subject makes an attack or uses a spell that 
  requires an attack roll. The mesmerist attempts a Bluff 
  check to feint against a single target of the subject’s 
  attack. Unlike a normal feint, this ability can be used 
  on non-melee attacks. If the feint succeeds, the target of 
  the attack is denied its Dexterity bonus to AC against 
  the triggering attack. The target doesn’t suffer any 
  additional effects that the mesmerist or the subject 
  would cause on a normal feint or Bluff check. This is 
  an illusion (glamer) effect.
  Psychosomatic Surge: Psychic magic soothes the subject, 
  alleviating her wounds temporarily. The mesmerist can 
  trigger this trick when the subject takes damage. The 
  subject gains a number of temporary hit points equal 
  to 1d8 + 1/2 the mesmerist’s level. If the damage from 
  the triggering attack would have reduced the subject to 
  0 hit points or fewer, this trick grants an additional 1d8 
  temporary hit points. These temporary hit points last for 
  1 hour or until discharged.
  Reflection of Weakness: Psychic feedback causes an enemy 
  to suffer from the same weakening effect it imposes on 
  the subject. The mesmerist can trigger this trick when an 
  attack or spell used by an enemy causes the subject to take 
  ability damage, ability drain, bleed damage, or a minor or 
  moderate condition listed under the touch treatment class 
  
  4242
  feature. If the trick is triggered by ability damage, ability 
  drain, or bleed damage, the amount of damage or drain 
  the subject takes is reduced by 2 points (to a minimum of 
  0 points), and the creature that made the attack or cast the 
  spell takes 2 points of ability damage to an ability score of 
  the mesmerist’s choice. The monster can attempt a Will 
  save to negate the ability damage. This ability can be used 
  if the attacker inflicts a curse, disease, or poison that deals 
  ability damage or drain, but only if it deals that damage 
  immediately, with no onset time. If the trick is triggered 
  by the subject gaining a condition, the subject is still 
  affected by the condition, but the attacker 
  takes a condition of the mesmerist’s choice 
  for 1 round. This condition must come 
  from the minor condition or moderate 
  condition lists of the touch treatment 
  class feature. The enemy can attempt a 
  Will save to avoid gaining the condition. 
  The mesmerist doesn’t need to have touch 
  treatment to select or use this trick.
  Shadow Splinter: The mesmerist protects 
  the subject against an attack and 
  redirects the harm to someone else. 
  The mesmerist can trigger this trick 
  when the subject takes damage from 
  an attack. The damage the subject 
  takes is reduced by an amount equal 
  to 3 + the mesmerist’s Charisma modifier 
  (to a maximum of the total amount of damage 
  the attack deals). Another creature within range of the original 
  attack, other than the attacker, is affected by a shadow illusion 
  that makes it appear as if the attacker is attacking that creature 
  instead of the attacker’s actual target. This second creature 
  takes an amount of damage equal to the amount by which the 
  attack’s damage was reduced. This shadow doesn’t require a 
  roll to hit and ignores cover and concealment, but the target 
  can attempt a Will save to disbelieve the effect. If it succeeds at 
  this save, it neither takes the damage nor believes the attacker 
  targeted it. This trick can’t be triggered if there’s no eligible 
  second creature within range to take the redirected damage. 
  This is an illusion (shadow) effect.
  Spectral Smoke: A cloud of smoke pops up around the 
  subject, foiling attacks. The mesmerist can trigger this 
  trick when the subject is targeted by an attack or by a spell 
  that requires an attack roll. A smoke cloud appears in the 
  subject’s square and in a 10-foot radius around it. This cloud 
  lasts for 1 round per mesmerist level. The cloud functions 
  as fog cloud, but is an illusion (figment) effect that can’t be 
  dispersed by wind and can be used underwater. A creature 
  that interacts with the cloud can attempt a saving throw to 
  disbelieve the effect. The radius of the cloud increases by 
  5 feet for every 5 caster levels the mesmerist possesses, to a 
  maximum of 30 feet at 20th level.
  Vanish Arrow: With a flourish, the mesmerist snatches 
  a projectile from an enemy before it can be shot. The 
  mesmerist can trigger this trick when the subject is 
  targeted by a ranged weapon attack, before the attack roll 
  is made. The mesmerist attempts a Sleight of Hand check 
  opposed by the attacker’s Perception check. If the mesmerist 
  succeeds, that ranged attack automatically misses, and the 
  projectile appears stowed on the mesmerist’s person. If 
  the attacker is making a full attack, this affects only one 
  of the attacks (of the mesmerist’s choice). If the attack is 
  made with a javelin or other thrown weapon, the attacker 
  gains a +4 bonus on its Perception check. 
  Unusually massive ranged weapons 
  (such as boulders or ballista bolts) 
  and ranged attacks generated by 
  natural attacks or spell effects are 
  not affected by this ability.
  Painful Stare (Su): When an attack that 
  deals damage hits the target of a mesmerist’s 
  hypnotic stare, the mesmerist can 
  cause the target to take an amount of 
  additional damage equal to 1/2 the 
  mesmerist’s class level (minimum 1). 
  The mesmerist can use this ability 
  as a free action, and can use it even 
  if it isn’t his turn. If the mesmerist 
  uses this ability to increase his 
  own damage, the additional damage 
  increases by 1d6 points for every 3 class levels the 
  mesmerist possesses. This damage is precision damage and 
  is not multiplied on a critical hit. A mesmerist can trigger 
  this ability only once per round, but a single creature can 
  take damage from multiple mesmerists’ painful stares 
  in a round.
  Towering Ego (Su): At 2nd level, a mesmerist gains 
  a bonus equal to his Charisma bonus (minimum 0) on 
  Will saving throws. If the mesmerist is under any effect 
  that would prevent him from providing the emotional 
  component of psychic spells (see page 144), he loses this 
  bonus on saving throws.
  Bold Stare (Su): At 3rd level and every 4 levels thereafter, 
  a mesmerist’s hypnotic stare imposes a further effect upon 
  its target. The mesmerist chooses one option each time he 
  gains a new bold stare improvement, and the choice can’t 
  be changed later. The mesmerist can’t choose the same 
  bold stare improvement more than once unless otherwise 
  noted. All of the mesmerist’s bold stare improvements 
  affect the target as long as it is affected by the mesmerist’s 
  hypnotic stare.
  Allure: The hypnotic stare penalty also applies on initiative 
  checks and Perception checks.
  Disorientation: The hypnotic stare penalty also applies 
  on attack rolls.
  
  4343
  Occult Classes
  Occult Classes 1
  Psychic Inception: The hypnotic stare and its penalty 
  can affect creatures that are mindless or immune to 
  mind-affecting effects (such as an undead or vermin). 
  The mesmerist can also partially affect such a creature 
  with his mind-affecting spells and abilities if it’s under 
  the effect of his hypnotic stare; it gains a +2 bonus on its 
  saving throw (if any), and if affected, it still has a 50% 
  chance each round of ignoring the effect. Ignoring the 
  effect doesn’t end the effect, but does allow the creature 
  to act normally for that round.
  Sapped Magic: The hypnotic stare penalty also 
  applies to the DCs of spells and spell-like 
  abilities used by the target, and to the target’s 
  spell resistance (if any).
  Sluggishness: The target of the hypnotic 
  stare has all of its speeds reduced by 5 feet 
  (to a minimum of 5 feet), and the hypnotic 
  stare penalty also applies to the target’s 
  Reflex saving throws.
  Susceptibility: The hypnotic stare 
  penalty also applies to the target’s 
  Sense Motive checks to oppose Bluff 
  checks, and to the DCs of Diplomacy 
  and Intimidate checks made against 
  the target.
  Timidity: The hypnotic stare penalty 
  also applies to damage rolls.
  Touch Treatment (Su): At 3rd level, 
  the mesmerist can help allies shake off 
  harmful conditions—especially those that 
  affect their minds—by channeling psychic 
  energy through his healing hands. He can use touch 
  treatment a number of times per day equal to 3 + his 
  Charisma modifier. Using the ability is a standard action 
  (or a swift action if the mesmerist uses it on himself), and 
  the mesmerist must be able to touch his target. He can 
  remove one condition from one target each time he uses 
  this ability. At 3rd level, he can remove any condition on 
  the minor conditions list. At 6th level, he can remove any 
  condition on the minor or moderate conditions list, and 
  at 10th level, he can remove any condition on the minor, 
  moderate, or greater conditions list.
  Minor Conditions: Fascinated, shaken.
  Moderate Conditions: Confused, dazed, frightened, sickened.
  Greater Conditions: Cowering, nauseated, panicked, stunned.
  A 14th level, the mesmerist can instead expend one use of 
  touch treatment to replicate the effects of break enchantment. 
  This targets only one creature the mesmerist is touching 
  and follows all other restrictions of touch treatment.
  Manifold Tricks (Su): At 5th level, the mesmerist can have 
  two tricks implanted at a time. The number of concurrent 
  tricks increases by one for every 4 mesmerist levels he 
  possesses beyond 5th. Each creature can still be the subject 
  of only one trick at a time. If the mesmerist implants a 
  new trick while he already has his maximum number of 
  concurrent tricks implanted, he must choose one implanted 
  trick to dismiss without triggering (the dismissed trick still 
  expends a daily use of the mesmerist’s tricks).
  Mental Potency (Ex): At 5th level, the mesmerist can 
  affect more powerful creatures or a greater number of 
  creatures than normal with his mental effects. Both the 
  HD limit and the total number of HD affected with each 
  enchantment or illusion spell he casts increase by 1. For 
  enchantment and illusion spells he casts that target a 
  number of creatures greater than one, the number 
  of creatures affected also increases by one (so a 
  spell that targets one creature per level would 
  be affected, but a spell that targets only one 
  creature would not be). For example, a 5th-
  level mesmerist could affect 5 HD worth 
  of creatures with sleep, affect 2d4+1 HD 
  worth of creatures with hypnotism, and 
  change the categories for color spray to 
  “3 HD or fewer,” “4 or 5 HD,” and “6 or 
  more HD.” The number of additional 
  HD or creatures increases by an 
  additional 1 for every 5 levels beyond 
  5th, to a maximum increase of 4 at 
  20th level.
  Glib Lie (Su): At 11th level, 
  a mesmerist can deceive truth-
  detecting magic. A creature using 
  this sort of magic against the mesmerist 
  must succeed at a caster level check against 
  a DC of 15 + the mesmerist’s class level to succeed (as if the 
  mesmerist were under the effect of a glibness spell); failure 
  means the magic doesn’t detect the mesmerist’s lies or 
  force him to speak only the truth. This ability does not give 
  the mesmerist the glibness spell’s bonus on Bluff checks.
  Masterful Tricks (Su): At 12th level, a mesmerist can 
  choose one of the following masterful tricks in place of a 
  mesmerist trick. He gains an additional masterful trick 
  every 2 levels thereafter. Using a masterful trick consumes 
  two uses of the mesmerist trick class feature instead of one.
  Avian Escape: The subject changes shape to elude an 
  attacking enemy. The mesmerist can trigger this trick when 
  the subject takes damage from an enemy’s attack. The subject 
  transforms into a bird (as beast shape III). Though the subject 
  can appear as any Tiny bird, it uses the statistics for a raven 
  (Pathfinder RPG Bestiary 133). This is a polymorph effect.
  Cursed Sanction: A ward curses an enemy who attacks the 
  subject. While this trick is implanted, a visible, circular 
  symbol appears on the subject’s forehead. The mesmerist 
  can trigger this trick when the subject is attacked or becomes 
  the target of a spell that requires an attack roll. The attacker 
  takes a –4 penalty on attack rolls, saves, ability checks, and 
  
  4444
  skill checks for 1 minute per mesmerist level (Will negates). 
  This penalty applies to the triggering attack roll. This is 
  a curse effect.
  Faked Death: The subject appears to die, but actually can 
  stealthily move about. The mesmerist can trigger this trick 
  when the subject is damaged by an attack. The subject seems 
  to fall down dead (as programmed image), but actually turns 
  invisible (as invisibility) for a number of rounds equal to 
  the mesmerist’s level or until she attacks. Once the subject 
  becomes visible again, the illusory dead body disappears. 
  These are illusion effects, and a creature that interacts 
  with the false body can attempt a 
  saving throw to disbelieve 
  the effect. The false 
  body is a figment; the 
  invisibility is a glamer.
  Free in Body: When 
  constrained, the subject 
  can easily slip loose. The 
  mesmerist can trigger this trick 
  when the subject begins its turn 
  grappled or under an effect that impedes 
  its movement (including paralysis, solid 
  fog, slow, and web). The subject gains the 
  benefits of freedom of movement for 1 minute.
  Greater Mask Misery: This trick functions as 
  the mask misery trick, but can be used to ignore 
  greater conditions as well. A mesmerist must have 
  the mask misery mesmerist trick to take greater 
  mask misery.
  Mental Fallback: Mental commands placed deep in the 
  subject’s mind trigger when she would fall under mind 
  control, allowing the mesmerist to control her instead. The 
  mesmerist can trigger this trick when the subject is affected 
  by a charm or compulsion effect created by an enemy. The 
  subject acts as though the mesmerist had cast the spell instead 
  of the enemy. For instance, if the subject were affected by 
  charm monster cast by an enemy, that enemy can’t try to give her 
  orders, but the mesmerist could. If the charm or compulsion 
  causes penalties or conditions (such as those imposed by 
  confusion, crushing despair, or hold person), the subject can ignore 
  any of those penalties or conditions the mesmerist chooses. 
  This trick overrides the charm or compulsion for a number 
  of rounds equal to the mesmerist’s level or until the duration 
  of the triggering effect elapses, whichever comes first. The 
  mesmerist can’t implant this trick on himself.
  Spatial Switch: The mesmerist allows himself and an ally 
  to physically swap places. The mesmerist can trigger this 
  trick when an enemy moves adjacent to or attacks either 
  the subject or the mesmerist, provided the subject and the 
  mesmerist are within 100 feet of one another. The subject 
  and the mesmerist then swap positions. If this trick was 
  triggered by an attack, the swap happens before checking to 
  see whether the attack hits. The mesmerist can’t implant this 
  trick on himself. This is a conjuration (teleportation) effect.
  Spell Anticipation: The mesmerist can choose a spell to 
  strike back at enemy spellcasters. When the mesmerist 
  implants this trick, he must expend one spell slot to couple 
  a spell he knows of that level with the trick. That spell must 
  have a casting time of 1 standard action or less and be able 
  to target one creature (spells like dominate person that have 
  more restrictive targeting can be used, but have no effect if 
  triggered against creatures that don’t match). He can trigger 
  this trick when the subject is targeted by an enemy’s 
  spell. The mesmerist’s spell then triggers, affecting 
  only the enemy spellcaster. This takes effect only if 
  the enemy spellcaster is within range of the spell 
  (as measured from the subject of the trick), and 
  functions as though the mesmerist were in the 
  subject’s square. The enemy’s spell still has its 
  full effect, even if the mesmerist’s spell would 
  normally protect against it or make the caster 
  unable to cast it.
  Vision of Blood: When an enemy is 
  struck by the subject, it believes its 
  wound is far more severe, and the 
  shock overwhelms it. The mesmerist 
  can trigger this trick when the 
  subject hits with an attack using 
  a weapon, a natural weapon, or 
  an unarmed strike. The attack’s 
  target must succeed at a Will saving 
  throw or be stunned for 1 round. If the 
  triggering attack was a critical hit, the target 
  doesn’t get a saving throw.
  Rule Minds (Su): At 20th level, a mesmerist can 
  permanently mentally enslave a creature. When the 
  mesmerist successfully affects the target of his hypnotic 
  stare with an enchantment spell that requires a saving throw, 
  he can force that creature to attempt a second Will saving 
  throw with a DC equal to the spell’s DC. The DC is reduced 
  by 5 if the monster isn’t a humanoid. If the creature fails, it 
  becomes a permanent thrall to the mesmerist (as dominate 
  monster) until the mesmerist dies. If it succeeds, it can’t be 
  affected by rule minds again for 24 hours. A mesmerist can 
  have only one creature enthralled at a time. If he enthralls 
  a new creature, the previous one is set free but is unaware 
  that it was enthralled by the mesmerist.
  MESMERIST SPELLS
  Mesmerists gain access to the following spells. Many of 
  these spells are found in the Core Rulebook; the spells marked 
  with an asterisk (*) appear in Chapter 4 of this book, and 
  those that are found elsewhere are marked with superscript 
  abbreviations denoting their source. The mesmerist casts 
  all spells as psychic spells.
  
  4545
  Occult Classes
  Occult Classes 1
  0-Level Mesmerist Spells: Bleed, dancing lights, daze, 
  detect magic, detect poison, detect psychic significance*, flare, 
  ghost sound, haunted fey aspectUC, light, lullaby, mage hand, 
  message, open/close, prestidigitation, read magic, touch of fatigue, 
  unwitting allyAPG.
  1st-Level Mesmerist Spells: AdorationUC, animate rope, 
  anticipate perilUM, bane, beguiling giftAPG, blendARG, blurred 
  movementACG, bungleUM, burst of adrenaline*, burst of insight*, 
  call animalAPG, cause fear, charge object*, charm person, color 
  spray, command, compel hostilityUC, comprehend languages, 
  confusion (lesser), decrepit disguise*, deja vu*, delusional prideUM, 
  demand offering*, detect secret doors, detect undead, diagnose 
  diseaseUM, discern next of kinACG, disguise self, disguise weaponACG, 
  doom, expeditious retreat, faerie fire, forbid actionUM, forced 
  quietUM, fumbletongueUM, grease, healing thief UC, heightened 
  awarenessACG, hideous laughter, hypnotism, ill omenAPG, 
  illusion of calmUC, innocenceAPG, interrogationUM, invigorateAPG, 
  jitterbugsARG, lock gazeUC, magic aura, magic mouth, memorize 
  pageACG, memory lapseAPG, mental block*, mindlink*, murderous 
  commandUM, obscure object, obscuring mist, paranoia*, 
  polypurpose panaceaUM, psychic reading*, quintessence*, ray 
  of enfeeblement, ray of sickeningUM, recharge innate magicARG, 
  remove fear, remove sicknessUM, share languageAPG, silent image, 
  sleep, sow thoughtARG, theft wardARG, telempathic projection*, 
  thought echo*, touch of gracelessnessAPG, undetectable alignment, 
  unnatural lustUM, unprepared combatantUM, unseen servant, 
  vanishAPG, ventriloquism, vocal alterationUM.
  2nd-Level Mesmerist Spells: Agonizing rebukeARG, alter 
  self, animal messenger, animal trance, anonymous interactionACG, 
  anticipate thoughts*, apport object*, aversion*, babble*, bestow 
  insightARG, blindness/deafness, blistering invectiveUC, blood in 
  the waterMC, blur, burning gazeAPG, calm emotions, castigateAPG, 
  catatonia*, cat’s grace, cognitive block*, commune with birdsARG, 
  compassionate allyUM, confessAPG, daze monster, delay diseaseARG, 
  delay painUM, delay poison, detect mindscape*, detect thoughts, 
  disfiguring touchUM, eagle’s splendor, emotive block*, enshroud 
  thoughts*, enter imageAPG, enthrall, euphoric cloudACG, false life, 
  focused scrutinyACG, ghostly disguiseUM, glitterdust, haunting 
  mistsUM, hidden speechAPG, hold animal, hold person, honeyed 
  tongueAPG, howling agonyUM, hypnotic pattern, implant false 
  reading*, inflict pain*, instigate psychic duel*, investigative 
  mindACG, invisibility, knock, levitate, locate object, mad 
  hallucinationUM, mantle of calmACG, mindlocked messengerACG, 
  minor image, mirror image, misdirection, miserable pityUM, muffle 
  soundACG, object reading*, oneiric horror*, oppressive boredomUM, 
  perceive cuesAPG, phantom trap, pilfering handUC, placebo 
  effect*, pyrotechnics, qualmUC, rage, reckless infatuationUM, 
  restoration (lesser), scare, shadow anchorARG, share language 
  (communal)UC, share memoryUM, silence, silent tableACG, steal 
  breathARG, steal voiceUM, stricken heartACG, suggestion, symbol 
  of mirroringUM, tongues, touch of idiocy, twilight hazeACG, 
  unadulterated loathingUM, unliving rageACG, wartrain mountUM, 
  whispering wind.
  3rd-Level Mesmerist Spells: Adjustable disguiseACG, 
  agonizing rebukeARG, analyze aura*, apport animal*, aura 
  alteration*, aura sightACG, bestow curse, bleed gloryMA, charm 
  monster, clairaudience/clairvoyance, confusion, control summoned 
  creatureUM, crushing despair, cup of dustAPG, curse of disgustUM, curse 
  of magic negationUM, deep slumber, dispel magic, displacement, 
  dominate animal,  elemental speechAPG, enchantment foilACG, false 
  life (greater)UM, fear, fearsome duplicateARG, geas (lesser), glibness, 
  haunting choirUM, hostile levitationUC, illusory script, invigorate 
  (mass)APG, invisibility sphere, isolateMC, jester’s jauntAPG, loathsome 
  veilUM, major image, malicious spiteUM, marionette possessionUM, 
  mindscape door*, minor dreamARG, mythic severanceMA, nixie’s 
  lureARG, node of blasting*, nondetection, object possession (lesser)*, 
  oneiric horror (greater)*, overwhelming grief UM, ray of exhaustion, 
  remove blindness/deafness, remove curse, resilient reservoirARG, 
  scrying, secret page, see invisibility, seek thoughtsAPG, sending, 
  smug narcissismUM, spiteAPG, symbol of laughterACG, synaptic pulse*, 
  synaptic scramble*, synesthesia*, terrible remorseUM, tongues 
  (communal)UC, triggered suggestionACG, vampiric touch, vision of 
  HellUM, witnessUM.
  4th-Level Mesmerist Spells: Arcane eye, battlemind linkUM, 
  break enchantment, command (greater), create mindscape*, curse 
  (major)UM, daze (mass)UM, denounceAPG, detect scrying, dimension 
  door, dominate person, dream, enervation, envious urgeUM, erase 
  impressions*, feast on fearACG, forbid action (greater)UM, forgetful 
  slumberARG, freedom of movement, hallucinatory terrain, hold 
  monster, hostile juxtapositionUC, illusory wall, invisibility 
  (greater), locate creature, mind probe*, mindwipe*, minor 
  phantom objectARG, modify memory, nondetection (communal)UC, 
  old salt’s curseARG, phantasmal killer, poison, primal screamUM, 
  restoration, riding possession*, serenityUM, shadow conjuration, 
  shocking imageUC, sleepwalkAPG, solid fog, steal powerMA, synapse 
  overload*, synaptic pulse (greater)*, telepathic bond, telepathy*, 
  thoughtsense*, truespeakARG, utter contemptUM, zone of silence.
  5th-Level Mesmerist Spells: Castigate (mass)APG, cloak of 
  dreamsAPG, dream council*, dream scan*, false vision, feeblemind, 
  foe to friendAPG, foster hatred*, inflict pain (mass)*, joyful 
  raptureUM, mage’s private sanctum, major phantom objectARG, 
  mind fog, mind swap*, mirage arcana, mislead, nightmare, object 
  possession*, passwall, persistent image, phantasmal webAPG, 
  possession*, primal regression*, prying eyes, psychic asylum*, 
  psychic surgery*, repress memory*, secret chest, seeming, shadow 
  evocation, shadow walk, suggestion (mass), symbol of pain, 
  symbol of sleep, synesthesia (mass)*, unwilling shieldAPG, vengeful 
  outrageUM, village veilARG, waves of fatigue.
  6th-Level Mesmerist Spells: Charm monster (mass), 
  create mindscape (greater)*, demand, dream travel*, euphoric 
  tranquilityAPG, eyebite, geas/quest, getawayAPG, hold person (mass), 
  hostile juxtaposition (greater) UC, insanity, invisibility (mass), 
  irresistible dance, overwhelming presenceUM, permanent image, 
  phantasmal revengeAPG, power word blind, programmed image, 
  project image, scrying (greater), symbol of persuasion, true seeing, 
  veil, waves of ecstasyUM, waves of exhaustion.
  
  4646
  Occultist
  The occultist focuses on the world around him, grounded 
  in the powers that flow throughout his environment. He 
  studies the magic that infuses everything, from psychic 
  resonances left in everyday items to powerful incantations 
  that fuel the mightiest spells.
  The occultist channels his psychic might through 
  implements—items that allow him to focus his power 
  and produce incredible effects. For him, implements are 
  more than simple tools. They are a repository of history 
  and a tie to the events of the past. The occultist uses these 
  implements to influence and change the present, adding 
  his legend to theirs. Though some of these implements 
  might be magic items in their own right, most of them are 
  merely of historical or personal significance to the occultist.
  Role: Occultists are always eager to travel in the company 
  of adventurers, explorers, and archaeologists, as those three 
  groups of people have a knack for finding items with rich 
  histories and great significance.
  Alignment: Any.
  Hit Dice: d8.
  Starting Wealth: 4d6 × 10 gp (average 140 gp).
  CLASS SKILLS
  The occultist’s class skills are Appraise (Int), Craft (Int), 
  Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly 
  (Dex), Knowledge (arcana) (Int), Knowledge (engineering) 
  (Int), Knowledge (history) (Int), Knowledge (planes) (Int), 
  Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Sleight of Hand 
  (Dex), Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the class features of the occultist.
  Weapon and Armor Proficiency: An occultist is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields (except tower shields).
  Spells: An occultist casts psychic spells drawn from the 
  occultist spell list presented on page 58, 
  limited by the implement groups he knows. 
  He can cast any spell he knows without 
  preparing it ahead of time. Every occultist spell 
  has an implement component (see Implements 
  on page 47). To learn or cast a spell, an occultist 
  must have an Intelligence score equal to at least 
  10 + the spell level. The Difficulty Class for a 
  saving throw against an occultist’s spell equals 10 + the spell 
  level + the occultist’s Intelligence modifier.
  An occultist can cast only a certain number of spells of 
  each spell level per day. His base daily spell allotment is 
  given on Table 1–6: Occultist. In addition, he gains bonus 
  spells per day if he has a high Intelligence score (see Table 
  1–3 on page 17 of the Pathfinder RPG Core Rulebook).
  The occultist’s selection of spells is limited. For each 
  implement school he learns to use, he can add one spell 
  of each level he can cast to his list of spells known, chosen 
  from that school’s spell list. If he selects the same implement 
  school multiple times, he adds one spell of each level from 
  that school’s list for each time he has selected that school. 
  When the occultist learns to cast a new level of spells, he 
  immediately adds one spell of that level to his list of spells 
  known from each implement school he knows (plus any 
  extra spells from schools he has selected multiple times).
  
  4747
  Occult Classes
  Occult Classes 1
  At 5th level and every 3 occultist levels thereafter (8th, 11th, 
  and so on), an occultist can choose to learn a new spell in 
  place of one he already knows. In effect, the occultist loses 
  the old spell in exchange for the new one. The new spell’s 
  level must be the same as that of the spell being exchanged, 
  and it must be at least one level lower than the highest-level 
  occultist spell the occultist can cast. The spell learned must 
  come from the same list of spells provided by the implement 
  school of the spell lost. An occultist can swap only a single 
  spell at any given level, and must choose whether or not to 
  swap the spell at the same time that he gains new spells 
  known for that level.
  An occultist need not prepare his spells in advance. He can 
  cast any spell he knows at any time, assuming he has not yet 
  used up his allotment of spells per day for the spell’s level.
  Focus Powers (Su): At 1st level, an occultist learns the base 
  focus power from both of his two implement schools (see 
  Implements below) and can select one more focus power 
  from the list of those available to him through those schools. 
  Whenever the occultist learns a new implement school, he 
  gains the base power of that school. In addition, at 3rd level 
  and every 2 levels thereafter, he learns a new focus power 
  selected from the options granted by all of the implement 
  schools he knows. The occultist can use focus powers only 
  by expending mental focus (see Mental Focus on page 48). 
  Unless otherwise noted, the DC for any saving throw against a 
  focus power equals 10 + 1/2 the occultist’s level + the occultist’s 
  Intelligence modifier. The occultist can’t select a focus power 
  more than once. Some focus powers require him to reach a 
  specific occultist level before he can choose them.
  Implements (Su): At 1st level, an occultist learns to use 
  two implement schools. At 2nd level and every 4 occultist 
  levels thereafter, the occultist learns to use one additional 
  implement school, to a maximum of seven schools at 18th 
  level. Each implement school adds one spell per spell level 
  of that school of magic to the occultist’s spell list. No spells 
  from any other school are considered to be on the occultist’s 
  spell list until he selects the associated implement school. He 
  can’t use spell trigger or spell completion magic items from 
  unknown schools without succeeding at the appropriate Use 
  Magic Device check. An occultist can select an implement 
  school more than once in order to learn additional spells 
  from the associated school.
  Each implement school is represented by a small list 
  of objects. Every day, the occultist selects one item from 
  that school’s list to be his implement for the day for each 
  implement school he knows. The occultist needs only one 
  such item to cast spells of the corresponding school, unless 
  he selected that implement school multiple times, in which 
  case he needs one item for each set of spells gained from 
  Table 1–6: Occultist
  	
  Base	
  	
  Attack	
  Fort	
  Ref	
  Will	
  	
  	
  	
  Spells	per	Day	
  Level	
  Bonus	
  Save	
  Save	
  Save	
  Special	
  1st	
  2nd	
  3rd	
  4th	
  5th	
  6th
  1st	
  +0	
  +2	
  +0	
  +2	
  Focus	powers,	implements	2,	knacks,	
  1	
  —	
  —	
  —	
  —	
  —
  	
  	
  	
  	
  	
  mental	focus	
  2nd	
  +1	
  +3	
  +0	
  +3	
  Implements	3,	magic	item	skill,	
  2	
  —	
  —	
  —	
  —	
  —
  	
  	
  	
  	
  	
  object	reading	
  3rd	
  +2	
  +3	
  +1	
  +3	
  Focus	power	
  3	
  —	
  —	
  —	
  —	
  —
  4th	
  +3	
  +4	
  +1	
  +4	
  Shift	focus	
  3	
  1	
  —	
  —	
  —	
  —
  5th	
  +3	
  +4	
  +1	
  +4	
  Aura	sight,	focus	power	
  4	
  2	
  —	
  —	
  —	
  —
  6th	
  +4	
  +5	
  +2	
  +5	
  Implements	4	
  4	
  3	
  —	
  —	
  —	
  —
  7th	
  +5	
  +5	
  +2	
  +5	
  Focus	power	
  4	
  3	
  1	
  —	
  —	
  —
  8th	
  +6/+1	
  +6	
  +2	
  +6	
  Magic	circles,	outside	contact	1	
  4	
  4	
  2	
  —	
  —	
  —
  9th	
  +6/+1	
  +6	
  +3	
  +6	
  Focus	power	
  5	
  4	
  3	
  —	
  —	
  —
  10th	
  +7/+2	
  +7	
  +3	
  +7	
  Implements	5	
  5	
  4	
  3	
  1	
  —	
  —
  11th	
  +8/+3	
  +7	
  +3	
  +7	
  Focus	power	
  5	
  4	
  4	
  2	
  —	
  —
  12th	
  +9/+4	
  +8	
  +4	
  +8	
  Binding	circles,	outside	contact	2	
  5	
  5	
  4	
  3	
  —	
  —
  13th	
  +9/+4	
  +8	
  +4	
  +8	
  Focus	power	
  5	
  5	
  4	
  3	
  1	
  —
  14th	
  +10/+5	
  +9	
  +4	
  +9	
  Implements	6	
  5	
  5	
  4	
  4	
  2	
  —
  15th	
  +11/+6/+1	
  +9	
  +5	
  +9	
  Focus	power	
  5	
  5	
  5	
  4	
  3	
  —
  16th	
  +12/+7/+2	
  +10	
  +5	
  +10	
  Fast	circles,	outside	contact	3	
  5	
  5	
  5	
  4	
  3	
  1
  17th	
  +12/+7/+2	
  +10	
  +5	
  +10	
  Focus	power	
  5	
  5	
  5	
  4	
  4	
  2
  18th	
  +13/+8/+3	
  +11	
  +6	
  +11	
  Implements	7	
  5	
  5	
  5	
  5	
  4	
  3
  19th	
  +14/+9/+4	
  +11	
  +6	
  +11	
  Focus	power	
  5	
  5	
  5	
  5	
  5	
  4
  20th	
  +15/+10/+5	
  +12	
  +6	
  +12	
  Implement	mastery,	outside	contact	4	
  5	
  5	
  5	
  5	
  5	
  5
  
  4848
  that school. Implements don’t need to be magic items, and 
  nonmagical implements don’t take up a magic item slot even 
  if they’re worn. Implements that are not magic items are 
  often of some historical value or of personal significance to 
  the occultist, such as the finger bone of a saint, the broken 
  scepter of a long-dead king, the skull of a mentor’s familiar, 
  or the glass eye of an uncanny ancestor.
  Whenever an occultist casts a spell, he must have the 
  corresponding implement in his possession and present 
  the implement to the target or toward the area of effect. 
  This act is part of casting the spell and doesn’t require any 
  additional action. If the occultist lacks the corresponding 
  implement, he can attempt to cast the spell, but must 
  succeed at a concentration check (DC = 20 + the spell’s level) to 
  do so. Spells cast by an occultist without the appropriate 
  implement are always treated as if they were cast at 
  the minimum caster level for the spell in question 
  (caster level 1st for a 1st-level spell, caster level 4th 
  for a 2nd-level spell, and so on).
  Each implement school also grants a base focus 
  power. This power is added to the list of focus powers 
  possessed by the occultist (see Mental Focus below). In 
  addition, each implement school grants access to a number 
  of other focus powers that the occultist can select from 
  using his mental focus class feature.
  See the Implement Schools section starting on page 
  50 for a complete list of implements associated with each 
  school and their focus powers.
  Knacks: An occultist learns one knack, or 0-level psychic 
  spell, each time he selects an implement school (including 
  when he again selects a school that he has already learned 
  to use). These spells are cast like any other spell, but they 
  can be cast any number of times per day. Knacks cast using 
  any other spell slots because of metamagic feats applied to 
  them, for example, consume spell slots as normal.
  Mental Focus (Su): An occultist can invest a portion of 
  his mental focus into his chosen implements for the day, 
  allowing him to utilize a variety of abilities depending on the 
  implements and the amount of mental focus invested in them. 
  An occultist has a number of points of mental focus equal to 
  his occultist level + his Intelligence modifier; these points 
  refresh each day. He can divide this mental focus between his 
  implements in any way he desires. If an implement is lost or 
  destroyed, the focus invested in it is lost as well, though the 
  occultist still refreshes those points of focus normally.
  Once mental focus is invested inside an implement, the 
  implement gains the resonant power of its implement school 
  (see page 50), and the occultist can expend the mental focus 
  stored in the implement to activate the associated focus powers 
  he knows. If a resonant power grants a bonus that varies based 
  on the amount of mental focus invested in the implement, the 
  bonus is determined when the focus is invested, and is not 
  reduced or altered by expending the mental focus invested 
  in the item. Once all of the mental focus in an implement 
  has been expended, it loses its resonant power until mental 
  focus is once again invested in the implement.
  The implement grants its resonant power to whoever 
  possesses it; the occultist can lend the implement to an ally 
  to assist that ally, but if he does so, he has difficulty casting 
  that implement’s spells (see Implements on page 47) and 
  can’t expend that implement’s focus on focus powers until 
  he retrieves the implement or refreshes his focus.
  The occultist refreshes his mental focus once each day 
  after receiving at least 8 hours of sleep. After refreshing 
  his mental focus, the occultist must spend 1 hour 
  preparing his implements and investing them with this 
  power. Mental focus that is not used before the next time the 
  occultist refreshes his focus is lost.
  The occultist can choose to save generic mental 
  focus inside his own body instead of investing all of 
  it, but expending this focus comes at a higher cost. 
  Any focus power the occultist activates with generic 
  focus costs twice as much mental focus to use (and 
  to maintain, if applicable). The occultist can expend his 
  generic focus through an appropriate implement on any 
  focus power he knows, but an implement he didn’t invest 
  any focus in at the start of the day grants no resonant power.
  Magic Item Skill (Ex): At 2nd level, an occultist’s 
  knowledge of magic items grants him a bonus when 
  attempting to use them. He gains a bonus on all Use Magic 
  Device checks equal to 1/2 his occultist level.
  Object Reading (Su): At 2nd level, an occultist learns 
  how to read information from items he examines. 
  Examining an item in this way requires him to spend 1 
  minute handling the item. If the item is a magic item, the 
  occultist learns its properties and command word as if 
  he had successfully examined the item using detect magic 
  and succeeded at a Spellcraft check. This ability does not 
  reveal whether the item is cursed unless the occultist’s 
  class level is equal to or greater than the caster level of 
  the item. If the item has any historical significance, the 
  occultist learns one piece of information about its past 
  (as determined by the GM). Finally, if the item was last 
  used no longer than 1 day ago per the occultist’s class 
  level, the occultist learns one piece of information about 
  the last creature to use the item. This information might 
  be a glimpse of the creature’s appearance, a brief vision of 
  what it saw while using the item, or perhaps its emotional 
  state when it last used the item. The GM determines what 
  information is gained in this way. This functions like the 
  psychometry occult skill unlock (see page 196), but doesn’t 
  require a skill check and can be used at will.
  Shift Focus (Su): At 4th level, an occultist gains the ability 
  to shift his mental focus from one implement to another, 
  though some of the focus is lost along the way. Shifting 
  mental focus removes a number of points of mental focus 
  
  4949
  Occult Classes
  Occult Classes 1
  from one implement and adds the same number – 1 to another 
  implement; this takes 1 minute of quiet contemplation while 
  touching both implements. The occultist can shift his mental 
  focus only from one implement to another implement; he 
  can’t shift generic focus into an implement. Unlike expending 
  focus normally, this shift can reduce the effect of a resonant 
  power in the implement from which the mental focus was 
  taken. It does not, however, add to the resonant power of the 
  implement to which the focus is added.
  Aura Sight (Su): At 5th level, the occultist can read the auras 
  of creatures around him as a standard action. This functions 
  as the aura sightACG spell with a duration of 1 round.
  Magic Circles (Su): At 8th level, an occultist learns how to 
  draw magic circles. To draw a circle, he must have chalk, salt, 
  blood, powdered silver, or some other appropriate substance at 
  hand (although he can press a magic circle into a softer surface 
  such as dirt or clay). Drawing a circle takes 1 minute and 
  requires the occultist to expend 1 point of mental focus (either 
  generic focus or focus from any one of his implements). Once 
  completed, this circle functions as a permanent magic circle 
  against any alignment of the occultist’s choosing. The circle 
  can’t be against a component of the occultist’s alignment (if he 
  is lawful good, for example, it can’t be a magic circle against good 
  or law). The circle remains until its form is physically broken 
  (for example, if the lines are smeared or the salt is scattered). 
  Only a living creature can break the circle; environmental 
  effects can’t break it. An occultist can have only one circle 
  created in this way at a time. If he creates a second circle, 
  the first one loses all its magic powers. This type of magic 
  circle can’t normally be focused inward to bind an outsider.
  Outside Contact (Su): At 8th level, the occultist learns the 
  true name of one particular outsider. This outsider can have 
  no more than 3 Hit Dice. Whenever the occultist creates a 
  magic circle, he can expend 1 additional point of mental 
  focus to focus the circle inward and lure that outsider to the 
  circle (similar to using lesser planar binding). The outsider is 
  bound for up to 10 minutes. During this time, the occultist 
  can bargain with the outsider for one piece of information. 
  This requires a payment of at least 20 gp (or items of at 
  least that value that are of interest to the outsider). The 
  bargaining requires the occultist to attempt a Diplomacy 
  or Intimidate check opposed by the outsider’s Sense Motive 
  check. Succeeding at the check by 5 or more reduces this cost 
  to 10 gp. Failure increases the price to 30 gp, whereas failure 
  by 5 or more allows the outsider to escape without giving any 
  information (or receiving payment). The information gained 
  can be anything that might be learned through a divination 
  spell. The information is always correct but is frequently 
  cryptic. It typically takes the outsider 1d3 hours to gather 
  the information, at which point it returns of its own accord 
  to deliver the information as promised. The outsider always 
  resents being used in this way, even if the occultist and the 
  outsider share an alignment component. After the occultist 
  bargains with the outsider, the magic circle loses all power 
  and the outsider is sent back to its home plane.
  At 12th level and every 4 levels thereafter, the occultist 
  learns to contact one additional outsider of the same type 
  or a different type. Although he can call only one outsider 
  in this way at a time, the occultist can ask such an outsider 
  one additional question per calling for every 4 occultist levels 
  he possesses beyond 8th (to a maximum of four questions at 
  20th level), all for the same bargaining price. The questions 
  must be in some way related to one another.
  At 16th level, in lieu of asking questions, the occultist can 
  demand that the outsider deliver a message to any one friendly 
  creature that the occultist knows personally. The occultist can 
  also task the outsider to deliver one object weighing no more 
  than 1 pound. Either of these demands requires an opposed 
  check as described above. Delivery typically takes 1d4 hours, 
  but this period is reduced to 1d6 minutes if the recipient is 
  within 1 mile of the occultist (or even less if the recipient is 
  within sight). The occultist must be able to accurately describe 
  the recipient in both name and appearance. This ability can’t 
  be used to deliver anything to a location, or to enemies or 
  creatures that are unfriendly to the occultist.
  Binding Circles (Su): At 12th level, whenever the occultist 
  creates a magic circle he can expend 1 additional point of 
  mental focus to make it a binding circle. A binding circle 
  is invisible and counts as a trap. If a living creature of the 
  corresponding alignment steps inside it, the trap triggers 
  and binds the creature inside the circle. While it can move 
  freely within the circle, it can’t leave the circle, make attacks 
  against targets outside the circle, cast spells that cross the 
  circle’s boundary (the circle blocks line of effect from the 
  inside), or use any ability that would allow it to leave the 
  circle or disturb the circle in any way. When the circle traps 
  a creature in this way, the creature can attempt a Reflex save 
  to dive out of the circle before the magic takes hold (DC = 10 + 
  1/2 the occultist’s level + the occultist’s Intelligence modifier). 
  A creature that can see the circle gains a +4 bonus on this 
  save. If it fails its save, the creature must remain in the circle, 
  although it can attempt a Will save at the same DC at the end 
  of each hour of imprisonment to escape. A binding circle can 
  be spotted with a successful Perception check (DC = 25 + 1/2 
  the occultist’s level). It can also be disarmed using Disable 
  Device, with the same DC. Anything crossing the boundary 
  of the circle from the outside, such as a weapon, spell effect, 
  or special ability, immediately breaks the circle and frees the 
  creature trapped inside.
  Fast Circles (Su): At 16th level, the occultist learns to draw 
  magic circles very quickly. He can draw a magic circle as 
  a full-round action, but any circle drawn in this way has a 
  duration of 1 minute per occultist level (unless it’s drawn in 
  conjunction with the outside contact class feature, in which 
  case it lasts for 10 minutes as normal). If he draws a binding 
  circle in this way, its duration is 1 round per occultist level.
  
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  Implement Mastery (Su): At 20th level, an occultist learns 
  to master one of his implements. He selects one implement 
  school. Whenever he uses a focus power from an implement of 
  that school, the DC to resist any of the effects increases by 4 and 
  he treats his occultist level as 4 higher when determining the 
  effects and duration of that power. In addition, the occultist 
  gains 4 extra points of mental focus, but these points must 
  always be invested in implements of the mastered school. He 
  can’t save these points or expend them for any ability other 
  than the focus powers of those implements. The hardness 
  of each of the occultist’s implements of the mastered school 
  increases by an additional 20 as long as the item has at least 
  1 point of mental focus stored within.
  IMPLEMENT SCHOOLS
  Occultists can chose from the following implement schools, 
  each representing a school of magic. An occultist can select 
  an implement school more than once, 
  as noted in the implements 
  class feature.
  Abjuration Implements
  Abjuration implements are objects 
  associated with protection and wards.
  Implements: Amulet, armor, bell, 
  bracers, brooch, cloak, holy symbol, shield.
  Resonant Power: Each time the occultist 
  invests mental focus into an abjuration implement, 
  the implement grants the following resonant power. The 
  implement’s bearer gains the benefits of this power until the 
  occultist refreshes his focus.
  Warding Talisman (Su): The implement wards against adverse 
  effects. Whoever wears (or holds, for bells) the implement 
  gains a +1 resistance bonus on saving throws for every 2 points 
  of mental focus invested in the implement, to a maximum 
  bonus of 1 + 1 for every 4 occultist levels you possess.
  Base Focus Power: All occultists who learn to use 
  abjuration implements gain the following focus power.
  Mind Barrier (Sp): As a swift action, you can expend 1 point 
  of mental focus to create a shield of mental energy around 
  you that protects you from harm. The shield prevents a 
  total of 2 points of damage per occultist level you possess. 
  It lasts until the start of your next turn or until exhausted. 
  For example, if you are 5th level, the mind barrier protects 
  you from 10 points of damage; if you are hit by an attack 
  that would deal 12 points of damage, the mind barrier is 
  exhausted and you take 2 points of damage. You can activate 
  this ability as an immediate action, but doing so costs 2 
  points of mental focus instead of 1.
  Focus Powers: In addition to gaining the base focus 
  power, occultists who learn to use abjuration implements 
  can select from the following focus powers when choosing 
  the powers gained from their focus powers class feature.
  Aegis (Su): As a standard action, you can expend 1 point of 
  mental focus and touch a suit of armor or a shield to grant it 
  an enhancement bonus. The bonus is equal to 1 + 1 for every 
  6 occultist levels you possess (to a maximum bonus of +4 at 
  18th level). Enhancement bonuses gained via this ability 
  stack with those of the armor or shield, to a maximum total 
  enhancement bonus of +5. You can also imbue the armor 
  or shield with any one armor or shield special ability that 
  has an equivalent enhancement bonus less than or equal to 
  your maximum bonus granted by this ability by reducing 
  the granted enhancement bonus by the appropriate amount. 
  The item must have an enhancement bonus of at least +1 
  (from the item itself or from aegis) to gain an armor or shield 
  special ability. In either case, these bonuses last for 1 minute.
  Energy Shield (Sp): As a swift action, you can expend 1 point of 
  mental focus to surround yourself with a shield that protects 
  you from energy damage. Whenever you take acid, cold, 
  electricity, or fire damage, the shield absorbs the damage 
  (as protection from energy). The energy shield 
  can absorb up to 5 points of energy 
  damage per occultist level you 
  possess. This shield lasts for 
  1 minute or until its power is 
  exhausted. Its effect doesn’t 
  stack with itself, with protection 
  from energy, or with resist energy. 
  You can activate the energy shield 
  as an immediate action by expending 
  2 points of mental focus instead of 1. You 
  must be at least 3rd level to select this focus power.
  Globe of Negation (Sp): As a standard action, you can expend 
  3 points of mental focus to create a stationary globe of 
  negation. This globe is 10 feet in diameter and cancels 
  any spell effect that is cast into or through its area. This 
  functions as globe of invulnerability, but it affects spells of 
  any level. The globe can negate a total number of spell 
  levels equal to your occultist level, after which the globe 
  collapses. Spells that exceed the number of remaining levels 
  remove all remaining levels, but are weakened; any creatures 
  targeted by such spells receive a +4 circumstance bonus on 
  any saving throws against the spells’ effects. The globe lasts 
  for a number of rounds equal to your occultist level. It has 
  no effect on spells originating within the globe—only on 
  those that enter its area as or after they are cast. You must 
  be at least 11th level to select this focus power.
  Loci Sentry (Sp): As a standard action, you can expend 
  1 point of mental focus to set a ward about an area. This 
  area has a maximum radius of 10 feet + 5 feet per occultist 
  level you possess. Whenever a creature enters the area, a 
  sentry manifested by your psyche appears and strikes out 
  at the intruder. The affected creature must succeed at a 
  Will save or be dazed for 1 round. You are immediately 
  aware of the sentry’s activation. The sentry lasts for up to 
  
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  1 hour per occultist level you possess, or until triggered. 
  When you set the sentry, you can set any number of 
  specific creatures to be immune to the sentry and thus 
  avoid triggering it.
  Planar Ward (Sp): As a standard action, you can expend 
  2 points of mental focus to surround yourself with a planar 
  ward. Creatures not native to the plane that you are currently 
  on take a –4 penalty on attacks against you, and you receive 
  a +4 circumstance bonus on saving throws against the 
  spells, spell-like abilities, and supernatural abilities of such 
  creatures. This ward lasts for 1 minute.
  Unraveling (Sp): As a standard action, you can expend 
  1 point of mental focus to unravel a magical effect. This 
  functions as a targeted dispel magic spell, but you must be 
  adjacent to the effect to unravel it. If the effect is 
  created by psychic magic, you receive a +5 bonus 
  on your caster level check to unravel it. If the 
  effect targets an object in your possession, you 
  automatically succeed at the check. You must 
  be at least 5th level to select this focus power.
  Conjuration Implements
  Implements used in conjuration allow 
  the occultist to perform magic that 
  transports or calls creatures.
  Implements: 
  Bowl, 
  brazier, 
  compass, figurine, lantern, mirror.
  Resonant Powers: Each time 
  the occultist invests mental focus 
  into a conjuration implement, the 
  implement grants the following 
  resonant power. The implement’s bearer 
  gains the benefits of this power until the occultist 
  refreshes his focus.
  Casting Focus (Su): The implement empowers the bearer’s 
  ties to the worlds beyond, allowing his spells to maintain 
  their power for a longer period of time. The bearer can add 
  the implement as an additional focus component to any 
  conjuration spell he casts that has a duration measured in 
  rounds per level. If he does so, he adds 1 to his caster level 
  for every 2 points of mental focus stored in the implement 
  (to a maximum bonus equal to your occultist level). This 
  increase applies only when determining the duration of 
  the spell. Apply this increase after other effects that adjust 
  a spell’s duration, such as Extend Spell.
  Base Focus Power: All occultists who learn to use 
  conjuration implements gain the following focus power.
  Servitor (Sp): As a standard action, you can expend 1 point 
  of mental focus to summon a servitor. This ability functions 
  as summon monster I, but you can use it only to summon a 
  single creature, and the effect lasts for 1 minute. At 4th level 
  and every 3 levels thereafter, the level of the summon monster 
  spell increases by 1, to a maximum of summon monster VII at 
  19th level. You can’t have more than one servitor in effect at 
  a time. At any time, you can expend 1 point of mental focus 
  as a free action to extend the duration of an active servitor 
  by 1 minute.
  Focus Powers: In addition to gaining the base focus 
  power, occultists who learn to use conjuration implements 
  can select from the following focus powers when choosing 
  the powers gained from their focus powers class feature.
  Conjure Implement (Sp): You can expend 1 point of mental 
  focus to conjure any item that qualifies as an implement 
  that you know how to use. This implement can be used 
  as the item in question, functioning as a masterwork 
  version of that item, and can also be used to 
  cast your psychic spells, even though you did 
  not select it at the beginning of the day. If 
  you have more than one implement for the 
  same school, decide which set of spells 
  the conjured implement will grant when 
  you first conjure it. The implement can’t 
  be used to store mental focus or create 
  any effects that require mental focus. The 
  implement lasts for 10 minutes per occultist 
  level you possess.
  Flesh Mend (Sp): As a standard action, you can 
  expend 1 point of mental focus to heal a living 
  creature with a touch. The creature is healed an 
  amount of damage equal to 1d8 + your occultist 
  level. For every 4 occultist levels you possess beyond 
  3rd, the creature is healed an additional 1d8 points of 
  damage, to a maximum of 5d8+19 at 19th level. This has 
  no effect on undead creatures. You must be at least 3rd 
  level to select this focus power.
  Mind Steed (Sp): As a standard action, you can expend 
  1 point of mental focus to conjure a spectral horse. This horse 
  can be either Medium or Large, but it otherwise functions as 
  mount. The horse lasts for 10 minutes per occultist level you 
  possess. If you are at least 5th level, the mount’s base land 
  speed increases by 20 feet. If you are at least 9th level and 
  you expend 1 additional point of mental focus, the mount 
  can fly at a speed of 60 feet with good maneuverability, 
  but doing so reduces the mount’s duration to 1 minute per 
  occultist level you possess.
  Psychic Fog (Sp): As a standard action, you can expend 
  1 point of mental focus to create a cloud of fog. This fog lasts 
  for 1 minute per occultist level you possess. It functions as 
  fog cloud, except it can’t be dispersed by wind. At 7th level, 
  you can expend 1 additional point of mental focus when 
  creating this fog, causing it to become more tangible and 
  function as solid fog, except it doesn’t slow down any creature 
  that has psychic powers or that can cast psychic spells. When 
  you create a solid fog in this way, its duration is reduced to 
  1 round per occultist level you possess. You must be at least 
  3rd level to select this focus power.
  
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  Purge Corruption (Sp): As a standard action, you can expend 
  1 point of mental focus to draw out the corruption from a 
  creature. You must touch the target with your implement 
  to use this power. This ability functions as either neutralize 
  poison or remove disease, using your occultist level as the caster 
  level. Each use of this ability can cure only one poison or one 
  disease. You must be at least 5th level to select this focus power.
  Side Step (Sp): You can create a temporary fissure in space 
  by expending 1 point of mental focus. You can use this ability 
  as part of a move action taken to move. The fissure begins in 
  any square you designate and allows you to teleport to any 
  other square you can see within 10 feet per occultist level. 
  Stepping between these locations requires you to expend 5 
  feet of movement, and the movement through the rift does not 
  provoke attacks of opportunity. This otherwise functions as 
  teleport. You must be at least 7th level to select this focus power.
  Divination Implements
  Implements of the divination school grant powers related 
  to foresight and remote viewing.
  Implements: Book, crystal ball, goggles, harrow deck, 
  headband, lenses, planchette.
  Resonant Powers: Each time the occultist invests mental 
  focus into a divination implement, the implement grants the 
  following resonant power. The implement’s bearer gains the 
  benefits of this power until the occultist refreshes his focus.
  Third Eye (Su): The implement allows its bearer to notice that 
  which can’t easily be seen. The implement grants a +1 insight 
  bonus on Perception checks per 2 points of mental focus 
  stored in it, to a maximum bonus equal to the occultist’s 
  level. If the occultist is 3rd level or higher and stores at least 
  3 points of mental focus in it, the implement also grants low-
  light vision. If the occultist is 5th level or higher and stores at 
  least 6 points of mental focus in it, the implement also grants 
  darkvision 60 feet. (If the bearer already has darkvision, the 
  implement increases the range of the darkvision by 30 feet.) If 
  the occultist is 7th level or higher and stores at least 9 points 
  of mental focus in it, the implement also grants the effects 
  of see invisibility. If the occultist is 13th level or higher and 
  stores at least 12 points of mental focus in it, the implement 
  also grants blindsense 60 feet. If the occultist is 19th level or 
  higher and stores at least 15 points of mental focus in it, the 
  implement also grants blindsight 30 feet.
  Base Focus Power: All occultists who learn to use 
  divination implements gain the following focus power.
  Sudden Insight (Sp): As a swift action, you can expend 1 point 
  of mental focus to gain an insight into your immediate 
  future. You can use this foreknowledge as a free action before 
  you roll any ability check, attack roll, or skill check to gain 
  an insight bonus on that roll equal to 1/2 your occultist level 
  (minimum +1). You can use your foreknowledge only once 
  per turn, and if it’s not used by the end of your turn, the 
  insight fades and you gain no benefit.
  Focus Powers: In addition to gaining the base focus power, 
  occultists who learn to use divination implements can select 
  from the following focus powers when choosing the powers 
  gained from their focus powers class feature.
  Danger Sight (Sp): As an immediate action, you can protect 
  yourself from harm by expending 1 point of mental focus. You 
  can use this ability whenever you are the target of an attack 
  or are required to attempt a saving throw against a special 
  ability, spell, or trap. Doing so grants you an insight bonus 
  to your AC or on your saving throw equal to 1/2 your occultist 
  level. This bonus applies only to the next attack against you 
  or saving throw you attempt, and if not applied by the end of 
  the round, the protection fades and you gain no benefit. You 
  must be at least 3rd level to select this focus power.
  Future Gaze (Sp): As a standard action, you can gain an 
  insight into the future by expending 1 point of mental 
  focus. This functions as augury, using your occultist level 
  as the caster level.
  Mind Eye (Sp): As a standard action, you can expend 1 point of 
  mental focus to create a mind eye—a magical sensor through 
  which you can see and hear. The mind eye is invisible and 
  its size is Fine, giving it an AC of 18. Any amount of damage 
  to the eye destroys it, but it can be harmed by only spells or 
  magic weapons. The eye moves with a fly speed of 60 feet with 
  perfect maneuverability and can travel up to 1 mile away from 
  you. You must concentrate as a standard action to direct the 
  eye and receive sensory images through it. The mind eye sees 
  as your eyes see, including any additional senses you possess 
  (such as darkvision or see invisibility). The mind eye lasts for 
  1 minute per occultist level you possess. You must be at least 
  5th level to select this focus power.
  Object Seer (Sp): As a full-round action, you can expend 
  1 point of mental focus to gain insight into an object in your 
  possession. You can ask one question, but that question must 
  be tied in some way to the object, such as the nature of its 
  power, the identity of the creature that last possessed it, or 
  even where the object was when a certain event took place. 
  You always receive an answer from the psychic impressions 
  imprinted upon the item, but they are sometimes cryptic or 
  misleading. This ability otherwise functions as commune. 
  You must be at least 7th level to select this focus power.
  Powerful Connection (Su): When casting a divination spell 
  (such as scrying) that imposes a penalty on saving throws 
  based on the physical connection you have to the target, you 
  can expend 1 point of mental focus to double the penalty 
  from a possession, garment, or body part. In addition, 
  when casting any other divination spell that allows a saving 
  throw, you can increase the DC of that save by 2 by adding 
  an object, garment, or body part that belonged to the target 
  as a focus component for the spell and expending 1 point 
  of mental focus.
  Watchful Eye (Sp): You can expend 1 point of mental focus 
  as a standard action to create an invisible sensor within 
  
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  30 feet that watches a 5-foot-square area. Whenever any 
  creature enters that square, you receive a mental image 
  of the creature as long as you are on the same plane as 
  the sensor. The sensor remains active for 10 minutes per 
  occultist level you possess. The image will not wake you 
  from slumber, although you do receive all of the images 
  the sensor collected once you wake up. The sensor can be 
  deceived by invisibility and similar magic. You can expend 
  additional points of mental focus when creating the eye to 
  increase the size of the square by 5 feet per additional point 
  spent (to 10 feet square, 15 feet square, and so on).
  Enchantment Implements
  Enchantment implements allow the occultist to befuddle 
  the mind and charm his foes.
  Implements: Censer, crown, helm, 
  musical instrument, necklace.
  Resonant Powers: Each time 
  the occultist invests mental 
  focus into an enchantment 
  implement, the implement 
  grants the following resonant 
  power. The implement’s bearer 
  gains the benefits of this power until 
  the occultist refreshes his focus.
  Glorious Presence (Su): The implement invokes the presence 
  of those who have worn it in the past. The implement’s wearer 
  gains a +1 competence bonus on all Charisma-based skill 
  checks and ability checks for every 2 points of mental focus 
  invested in the implement, to a maximum bonus of 1 + 1 for 
  every 4 occultist levels you possess.
  Base Focus Power: All occultists who learn to use 
  enchantment implements gain the following focus power.
  Cloud Mind (Su): As a standard action, you can expend 
  1 point of mental focus to cloud the mind of one foe within 30 
  feet. That foe is dazed for 1 round if the number of Hit Dice 
  it possesses is less than or equal to or your occultist level. If 
  it has more Hit Dice than your occultist level, it is staggered 
  for 1 round instead. The foe can attempt a Will saving throw 
  to negate the effect. Whether or not it succeeds at the save, 
  the target is then immune to this effect for 1 day. This is a 
  mind-affecting effect.
  Focus Powers: In addition to gaining the base focus power, 
  occultists who learn to use enchantment implements can 
  select from the following focus powers when choosing the 
  powers gained from their focus powers class feature.
  Binding Pattern (Sp): As a standard action, you can expend 
  1 point of mental focus to create a binding pattern of 
  psychic energy that causes a living creature to become 
  paralyzed. The target must be within 30 feet of you, and it 
  can attempt a Will saving throw to negate the effect. If it 
  fails the save, it is paralyzed for 1 round for every 2 occultist 
  levels you possess. At the end of each of its turns, it can 
  attempt another Will save to end the paralyzed effect and 
  instead be staggered for the remaining duration. This is 
  a mind-affecting compulsion effect. You must be at least 
  7th level to select this focus power.
  Forced Alliance (Sp): As a standard action, you can alter a 
  living creature’s mind, causing it to see you as a friend and 
  ally. If the creature is the same creature type as you, this 
  power requires you to expend 1 point of mental focus; if it’s 
  is not, you must expend 2 points instead. The creature can 
  attempt a Will save to negate this effect. If it fails the saving 
  throw, the creature treats you as an ally and doesn’t attempt 
  to harm you (although your allies are not protected). You can 
  call on the creature to aid you directly, but while doing so 
  the creature can attempt a new Will save at the end of each 
  round to end the effect. This effect otherwise 
  lasts 1 round per occultist level you possess. 
  This is a mind-affecting charm effect. 
  You must be at least 5th level to select 
  this focus power.
  Inspired Assault (Sp): As a 
  standard action, you can 
  inspire a living creature with 
  a touch by expending 1 point 
  of mental focus. The creature 
  receives a morale bonus on attack rolls 
  equal to 1 + 1 for every 6 occultist levels you 
  possess (to a maximum bonus of +4 at 18th level). This bonus 
  also applies on saving throws against fear effects. This bonus 
  lasts for 1 minute.
  Mental Discord (Sp): As a standard action, you can expend 
  1 point of mental focus to disrupt the mind of one living 
  creature within 30 feet. The creature can attempt a Will 
  saving throw to negate the effect. If it fails the save, the 
  creature can’t concentrate on any spell effects and must 
  succeed at a concentration check to cast any spell (DC = 
  15 + double the spell level). The affected creature takes a 
  –4 penalty on this check if the spell includes a thought 
  component. The creature takes a –2 penalty on all Will 
  saving throws while under this effect. This effect lasts for 
  1 round per occultist level you possess.
  Mind Slumber (Sp): By expending 1 point of mental focus as 
  a standard action, you can lull a living creature into a deep 
  mental slumber, forcing it to view the world as a dream. 
  The target must be within 30 feet of you, and it can attempt 
  a Will saving throw to negate the effect. If it fails the save, 
  the creature falls asleep, although it still perceives the world 
  around it as a dream. This doesn’t cause the creature to fall 
  prone, but it does drop whatever it is holding. The creature 
  can’t take any actions while in this state, but it isn’t helpless—
  it perceives danger as part of its dream. The creature remains 
  asleep for a number of rounds equal to your occultist level 
  or until it takes any amount of damage, which immediately 
  wakes it. At the end of each of its turns, it receives another 
  
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  Will saving throw to end the effect. The creature can be 
  manipulated or examined without waking it, but it can’t be 
  moved from its square without waking it. This is a mind-
  affecting compulsion effect. Regardless of whether it succeeds 
  at the save, the target is then immune to this effect for 24 
  hours. You must be at least 3rd level to select this focus power.
  Obey (Sp): As a standard action, you can issue a command 
  to one living creature by expending 1 point of mental focus. 
  This functions as command. The target must be within 30 feet 
  and capable of understanding your order. The target can 
  attempt a Will save to negate this effect. If the creature 
  is the same creature type as you, it takes a –2 penalty 
  on this saving throw.
  Evocation Implements
  Implements focused on evocation grant the ability 
  to create and direct energy to protect and to destroy.
  Implements: Gloves, rod, staff, wand.
  Resonant Powers: Each time the occultist invests 
  mental focus into an evocation implement, the 
  implement grants the following resonant power. 
  The implement’s bearer gains the benefits of this 
  power until the occultist refreshes his focus.
  Intense Focus (Su): The implement channels 
  and enhances the effects of damaging 
  evocations. A spellcaster who bears the 
  implement can add the implement as 
  an additional focus component for any 
  of his damaging evocation spells that 
  have an instantaneous duration or focus 
  powers with an instantaneous duration. If 
  he does so, the spell or focus power deals 1 
  additional point of damage of the same type to 
  each creature for every 2 points of mental focus 
  invested in the implement, to a maximum of 1 + 1 for every 2 
  occultist levels you possess.
  Base Focus Power: All occultists who learn to use evocation 
  implements gain the following focus power.
  Energy Ray (Sp): As a standard action that provokes attacks 
  of opportunity, you can expend 1 point of mental focus to 
  unleash a ray of pure energy as a ranged touch attack. This 
  ray has a range of 30 feet. The ray deals an amount of energy 
  damage equal to 1d6 points + 1d6 points for every 2 occultist 
  levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, 
  and so on, to a maximum of 10d6 at 19th level). When you 
  unleash an energy ray, you must decide what type of damage 
  it deals (acid, cold, electricity, or fire).
  Focus Powers: In addition to gaining the base focus power, 
  occultists who learn to use evocation implements can select 
  from the following focus powers when choosing the powers 
  gained from their focus powers class feature.
  Energy Blast (Sp): As a standard action that provokes attacks of 
  opportunity, you can expend 2 points of mental focus to unleash 
  a blast of energy. This blast has a range of 100 feet, and deals 
  5d6 points of energy damage, plus an additional 1d6 points for 
  every 2 occultist levels you possess beyond 5th (6d6 at 7th, 7d6 
  at 9th, and so on, to a maximum of 12d6 at 19th level). The blast 
  deals damage to each creature in a 20-foot-radius burst, but 
  each affected creature can attempt a Reflex save to halve the 
  damage. When you unleash an energy blast, you must decide 
  what type of damage it deals (acid, cold, electricity, or fire). You 
  must be at least 5th level to select this focus power.
  Energy Ward (Sp): As a standard action, you can expend 
  1 point of mental focus to surround yourself in a swirling 
  ward of energy. When you activate this power, you must 
  select acid, cold, electricity, or fire. You gain resistance 10 
  against that energy type, and whenever a creature hits 
  you with a melee weapon or natural weapon, that 
  creature takes 1d6 points of energy damage of the chosen 
  type. Attacks made with melee weapons with reach don’t 
  cause the attacker to take this damage. At 13th and 19th 
  levels, the resistance granted by this ward increases by 5, 
  to a maximum of resistance 20 at 19th level. The energy 
  ward lasts for 1 round per occultist level. You must be at 
  least 7th level to select this focus power.
  Light Matrix (Sp): As a standard action, you can expend 
  1 point of mental focus to create a glowing orb of swirling 
  lights that obeys your commands. This orb illuminates 
  the area like the light spell. The orb can be commanded 
  to hover over your shoulder, moving with you. As a move 
  action, you can direct it to move up to 30 feet away from 
  you. If the light matrix is ever more than 30 feet away 
  from you, it returns to hover over your shoulder. If you 
  are at least 5th level, you can direct the light matrix 
  to make a melee touch attack against one foe within 
  30 feet. If the attack hits, the target must succeed at a 
  Fortitude save or be blinded for 1d4 rounds by a flash of 
  light. If the attack hits, regardless of whether the target 
  succeeds at the save, the light matrix immediately 
  ends. The light matrix otherwise has a duration of 
  1 hour per occultist level you possess. You can’t have more 
  than one light matrix in existence at one time. If you use this 
  power again, any previous light matrices immediately end.
  Radiance (Sp): As a standard action, you can touch a weapon 
  to cause it to glow with light by expending 1 point of mental 
  focus. The weapon produces light like a torch. For the purpose 
  of darkness spells and abilities, this effect counts as a light 
  spell of level 0, plus 1 additional spell level for every 2 occultist 
  levels you possess. This light lasts for 1 minute per occultist 
  level you possess. In addition, whenever the weapon scores 
  a critical hit against a foe, the wielder can choose to end the 
  effect, causing the foe to be surrounded by the radiance for 
  1d4 rounds. While illuminated in this way, the target can’t 
  benefit from concealment or invisibility, nor can it attempt 
  Stealth checks to avoid being seen. All attack rolls made 
  against an illuminated foe receive a +2 circumstance bonus.
  
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  Occult Classes
  Occult Classes 1
  Shape Mastery (Su): As part of casting an evocation spell 
  with an area of effect, you can expend a number of points 
  of mental focus up to your Intelligence modifier to exclude 
  an equal number of squares from the area.
  Wall of Power (Sp): By expending 1 point of mental focus as 
  a standard action, you can create a wall of pure energy with a 
  length of up to 5 feet per occultist level you possess. This wall 
  is 10 feet high and 1 foot thick. It doesn’t block passage, line of 
  sight, or line of effect, but does deal damage to anyone passing 
  through it. The wall deals 2d6 points of energy damage + 1 
  point of energy damage per occultist level you possess. You 
  must select acid, cold, electricity, or fire when you create the 
  wall to determine the type of damage it deals. The wall must 
  be straight, and can’t pass through a creature’s space when 
  created. The wall lasts for 1 round per occultist level you 
  possess. You must be at least 9th level to select this focus power.
  Illusion Implements
  Illusion implements allow the occultist to distort the senses 
  and cloak creatures from sight.
  Implements: Crystal, hat, mask, prism, ring.
  Resonant Powers: Each time the occultist invests mental 
  focus into an illusion implement, the implement grants the 
  following resonant power. The implement’s bearer gains the 
  benefits of this power until the occultist refreshes his focus.
  Distortion (Sp): The implement allows its bearer to distort his 
  form and location, protecting him from harm. As a standard 
  action, the bearer can gain a concealment miss chance equal to 
  5% for every point of mental focus invested in the implement 
  (to a maximum of 5% + 5% for every 2 occultist levels you 
  possess) until the next time the bearer makes an attack. If 
  this miss chance reaches 50%, it doesn’t increase further, 
  but the bearer gains all the benefits of invisibility. Creatures 
  with see invisibility, true seeing, or similar abilities ignore the 
  miss chance from this ability.
  Base Focus Power: All occultists who learn to use illusion 
  implements gain the following focus power.
  Minor Figment (Sp): As a standard action, you can expend 
  1 point of mental focus to create a minor figment. This can 
  function as either ghost sound or minor image. In either case, 
  the effect lasts for a number of rounds equal to your occultist 
  level. If you are 7th level or higher, the figment lasts for a 
  number of minutes equal to your occultist level, and you 
  can cause the figment to change once during its duration 
  when a specified condition occurs.
  Focus Powers: In addition to gaining the base focus power, 
  occultists who learn to use illusion implements can select 
  from the following focus powers when choosing the powers 
  gained from their focus powers class feature.
  Cloak Image (Sp): As a standard action, you can expend 
  1 point of mental focus to hide your appearance behind 
  an illusion, as disguise self. The effect lasts for 1 minute per 
  occultist level you possess. At 5th level, you can instead expend 
  2 points of mental focus to appear as a creature of a different 
  type, but you must remain the same size. At 7th level, you can 
  expend 1 additional point of mental focus to target a willing 
  creature other than yourself with this ability.
  Color Beam (Sp): As a standard action, you can expend 1 point 
  of mental focus to unleash a beam of cascading colors at any 
  one target within 30 feet. Doing so requires a ranged touch 
  attack. If the beam hits, the target is blinded for 1 round 
  if it has a number of Hit Dice equal to or lower than your 
  occultist level. A foe with a number of Hit Dice greater than 
  your occultist level is instead dazzled for 1 round. The foe 
  can attempt a Will save to negate the effect. Regardless of 
  whether it succeeds at its save, the target is then immune to 
  this effect for 1 day. This is a mind-affecting illusion effect.
  Masquerade (Sp): As a standard action, you can expend 
  1 point of mental focus to take on the appearance of another 
  creature that you touch. If the creature is not friendly to 
  you, this requires a melee touch attack, but the target 
  doesn’t receive a saving throw to negate the effect. You gain 
  a circumstance bonus on Disguise checks equal to your 
  occultist level + 10, but only to look like the creature touched. 
  This bonus doesn’t stack with the bonuses from polymorph 
  spells or spells like disguise self. While using this ability, you 
  can change your disguise as a standard action by touching a 
  different creature and assuming its appearance. You can end 
  this effect at any time. This effect lasts for 10 minutes per 
  occultist level you possess, but you can renew the duration 
  at any time by expending 1 additional point of mental focus. 
  You must be at least 7th level to select this focus power.
  Mirage (Sp): As a standard action, you can expend 1 point 
  of mental focus to cloak an area in illusion, allowing you to 
  change the area’s appearance. You can affect up to one 5-foot-
  cube area for every occultist level you posses, changing the 
  appearance in a way that seems natural to the surroundings, 
  subject to GM discretion. You could, for example, hide a door 
  or passageway, make a table appear to be covered in food, or 
  even create the illusion of a pit. You can’t make creatures or 
  objects invisible with this power, but you can change the 
  appearance of an object or create an illusion for creatures to 
  hide behind. This functions as major image, and creatures that 
  physically interact with the illusion in any way can attempt 
  a Will save to see through the mirage. You must be at least 
  5th level to select this focus power.
  Shadow Beast (Sp): As a standard action, you can call forth 
  one or more beasts made of shadow by expending 1 point 
  of mental focus. This functions as shadow conjuration, but it 
  can be used to duplicate only the effects of summon monster 
  spells. Creatures created with this spell deal 50% of the 
  normal damage to those that disbelieve the illusion, and 
  their nondamaging effects have only a 50% chance of affecting 
  disbelieving targets. This can be used to duplicate any summon 
  monster spell up to summon monster V. For every 2 additional 
  levels you possess beyond 9th, the maximum spell level you 
  
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  can duplicate with this ability increases by 1 (to a maximum 
  of summon monster IX at 17th level). Regardless of the spell 
  duplicated, the creatures remain for 1 round per occultist 
  level you possess. You must be at least 9th level to select this 
  focus power.
  Unseen (Sp): As a standard action, you can expend 1 point 
  of mental focus to become invisible, as invisibility. This effect 
  lasts for 1 minute per occultist level you possess. You can 
  expend 2 points of mental focus instead of 1 to use this power 
  on a willing adjacent creature instead of yourself. You can 
  still see creatures you make invisible with this power. If the 
  invisible creature makes an attack or otherwise takes an action 
  that would cause the invisibility to end, you can immediately 
  expend 1 additional point of mental focus to allow the creature 
  to remain invisible if the creature is within 30 feet of you. You 
  must be at least 3rd level to select this focus power.
  Necromancy Implements
  Implements that draw power from necromancy can control 
  undead and harm the living.
  Implements: Bone, coin, doll, drum, robe, skull.
  Resonant Powers: Each time the occultist invests mental 
  focus into a necromancy implement, the implement grants 
  the following resonant power. The implement’s bearer 
  gains the benefits of this power until the occultist refreshes 
  his focus.
  Necromantic Focus (Su): The implement grants its possessor 
  greater power over the undead. Whoever possesses the 
  implement can control an additional 2 Hit Dice of undead 
  for every point of mental focus invested in the item (to a 
  maximum number of Hit Dice equal to 4 × your occultist 
  level). Any spellcaster who bears the implement can add it 
  as an additional focus component for a necromancy spell 
  he casts to create undead. If he does so, he can create an 
  additional number of HD of undead equal to the additional 
  HD the implement allows him to control (apply this effect 
  after doubling the HD of undead for desecrate, if applicable). 
  Undead creatures take a –1 penalty on saving throws against 
  spells cast by the bearer of this implement for every 4 points 
  of mental focus invested in this implement.
  Base Focus Power: All occultists who learn to use 
  necromancy implements gain the following focus power.
  Mind Fear (Sp): As a standard action, you can expend 1 point 
  of mental focus to cause a living creature to succumb to fear. 
  The target must be within 30 feet of you, and it can attempt 
  a Will saving throw to negate the effect. If the target fails 
  the save and has a number of Hit Dice less than or equal to 
  yours, it is frightened for 1d4 rounds. If the target fails the 
  saving throw and has a number of Hit Dice greater than 
  yours, it is instead shaken for 1d4 rounds. This is a mind-
  affecting fear effect.
  Focus Powers: In addition to gaining the base focus power, 
  occultists who learn to use necromancy implements can 
  select from the following focus powers when choosing the 
  powers gained from their focus powers class feature.
  Flesh Rot (Sp): As a standard action, you can make a melee 
  touch attack and expend 1 point of mental focus to cause 
  the flesh of a living creature to rot and wither. If the attack 
  hits, the target takes 1d8 points of damage + 1 point per 
  occultist level you possess. For every 4 occultist levels you 
  possess beyond 3rd, the target takes an additional 1d8 points 
  of damage (to a maximum of 5d8 at 19th level). If you miss 
  with the melee touch attack, this power is wasted with no 
  effect. You must be at least 3rd level to select this focus power.
  Necromantic Servant (Sp): As a standard action, you can expend 
  1 point of mental focus to raise a single human skeleton 
  (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) 
  from the ground to serve you for 10 minutes per occultist level 
  you possess or until it is destroyed, whichever comes first. This 
  servant has a number of hit points equal to 1/2 your maximum 
  hit point total (not adjusted for temporary hit points or other 
  temporary increases). It also uses your base attack bonus and 
  gains a bonus on damage rolls equal to 1/2 your occultist 
  level. At 5th level, whenever the necromantic servant would be 
  destroyed, if you are within medium range (100 feet + 10 feet 
  per level) of the servant, you can expend 1 point of mental focus 
  as an immediate action to cause the servant to return to full 
  hit points. At 9th level, you can choose to give the servant the 
  bloody or burning simple template (if it’s a skeleton) or the 
  fast simple template (if it’s a zombie). At 13th level, when you 
  take an immediate action to restore your servant, it splits into 
  two servants. You can have a maximum number of servants 
  in existence equal to 1/2 your occultist level. At 17th level, the 
  servant gains a teamwork feat of your choice.
  Pain Wave (Sp): As a standard action, you can expend 1 point 
  of mental focus to unleash a wave of pain. This wave hits all 
  creatures other than you in a 20-foot-radius burst centered on 
  a point that you designate within 100 feet. All living creatures 
  in this area are wracked with pain, gaining the sickened 
  condition for 1 round per occultist level you possess. Affected 
  creatures can attempt a Will save to reduce the duration to 
  just 1 round. This is a mind-affecting painUM effect. You must 
  be at least 7th level to select this focus power.
  Psychic Curse (Sp): As a standard action, you can expend 
  1 point of mental focus to curse a living creature within 30 feet 
  with your psychic magic. You can choose one of the following 
  effects: memory lapse, mental block, or pain confusion. If you 
  choose memory lapse, the target loses its memory of the past 
  1 hour per occultist level you possess. If you choose mental 
  block, you can proscribe one specific action, such as attacking 
  with a type of weapon, casting a specific spell, or something 
  else suitably specific (subject to the GM’s discretion). The 
  target can’t take that action without first succeeding at a 
  Will save. If it fails, it can take other actions instead. If it 
  attempts the prohibited action again on subsequent rounds, 
  it gains a cumulative +2 bonus on the save until it succeeds. 
  
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  Occult Classes
  Occult Classes 1
  If you select pain confusion, the creature is confused for 1d4 
  rounds whenever it is damaged by a critical hit. The target 
  can attempt a Will save to negate this effect. This effect lasts 
  for 1 day per occultist level you possess. A creature can’t be 
  under the effects of more than one psychic curse at a time. 
  This is a mind-affecting curseUM effect. You must be at least 
  5th level to select this focus power.
  Soulbound Puppet (Su): As a full-round action, you can expend 
  1 point of mental focus to create a soulbound puppet from a 
  bone, doll, or skull. If you use a bone or a skull, your power 
  builds a Tiny or Small flesh puppet around it that vaguely 
  resembles the original creature from which the bones were 
  taken. If the implement is a doll, the doll comes to 
  life. Treat this as a familiar, using your occultist 
  level as your wizard level to determine its 
  powers and abilities. By using a bone or 
  skull from the appropriate creature or 
  a doll shaped like that creature, you 
  can select any of the familiar choices 
  available to a wizard. You can instead 
  use a humanoid bone, doll, or skull, 
  to give the puppet the base statistics 
  of a homunculus (Bestiary 176), but 
  without a fly speed or the poison 
  bite or telepathic link abilities. No 
  matter the form, this creature is a 
  construct with an alignment matching 
  your own. You can have no more than one 
  soulbound puppet active at any given time. 
  The soulbound puppet remains animated for 
  10 minutes per occultist level you possess.
  Spirit Shroud (Su): As a standard action, you can expend 
  1 point of mental focus to surround yourself with a shroud of 
  spirit energy. You gain a number of temporary hit points equal 
  to 1d6 + your occultist level. This shroud lasts for 1 minute per 
  occultist level or until the temporary hit points are expended, 
  whichever comes first. These temporary hit points stack with 
  those from other sources, but not with those gained through 
  multiple uses of this ability. At 4th level, as long as the shroud 
  remains, you also gain a resistance bonus on all saving throws 
  against death effects, fear effects, and any spells or effects that 
  bestow negative levels or deal negative energy damage (if the 
  spells or effects allow a save). This bonus is equal to 1 + 1 for 
  every 4 occultist levels you possess beyond 4th. You must be 
  at least 3rd level to select this focus power.
  Transmutation Implements
  Transmutation implements can alter the properties of both 
  objects and creatures.
  Implements: Belt, boots, sandals, vest, weapon.
  Resonant Powers: Each time the occultist invests mental 
  focus into a transmutation implement, the implement 
  grants the following resonant power. The implement’s 
  bearer gains the benefits of this power until the occultist 
  refreshes his focus.
  Physical Enhancement (Su): The implement enhances 
  its bearer’s body. When you invest mental focus in the 
  implement, select a physical ability score. The implement 
  grants a +2 temporary enhancement bonus to that physical 
  ability score for every 3 points of mental focus invested in 
  the implement (to a maximum of +2 at 1st level, plus an 
  additional 2 for every 6 occultist levels you possess).
  Base Focus Power: All occultists who learn to use 
  transmutation implements gain the following focus power.
  Legacy Weapon (Su): As a standard action, you can expend 
  1 point of mental focus and touch a weapon to 
  grant it an enhancement bonus. The bonus 
  is equal to 1 + 1 for every 6 occultist levels 
  you possess (to a maximum of +4 at 18th 
  level). Enhancement bonuses gained 
  by this ability stack with those of 
  the weapon, to a maximum of +5. 
  You can also imbue the weapon 
  with any one weapon special ability 
  with an equivalent enhancement 
  bonus less than or equal to your 
  maximum bonus by reducing the 
  granted enhancement bonus by the 
  appropriate amount. The item must have 
  an enhancement bonus of at least +1 (from the 
  item itself or from legacy weapon) to gain a weapon special 
  ability. In either case, these bonuses last for 1 minute.
  Focus Powers: In addition to gaining the base focus power, 
  occultists who learn to use transmutation implements can 
  select from the following focus powers when choosing the 
  powers gained from their focus powers class feature.
  Mind Over Gravity (Sp): As a standard action, you can 
  expend 1 point of mental focus to give yourself a fly speed 
  of 60 feet with perfect maneuverability. This effect lasts for 
  1 minute per occultist level you possess. You must be at least 
  7th level to select this focus power.
  Philosopher’s Touch (Su): As a standard action, you can expend 
  1 point of mental focus and touch a weapon, causing it to 
  gain the properties of a special material. You can cause the 
  weapon to be treated as cold iron or silver for the purposes 
  of overcoming damage reduction for 1 minute per occultist 
  level you possess. At 4th level and every 4 levels thereafter, 
  you can touch an additional weapon as part of using this 
  ability to grant that weapon the same benefit (still expending 
  only 1 point of mental focus). At 11th level, you can cause any 
  weapon affected by this ability to act as if it were adamantine 
  instead (but only for the purposes of overcoming damage 
  reduction, not for overcoming hardness).
  Quickness (Sp): As a standard action, you can expend 
  1 point of mental focus to grant supernatural quickness and 
  reflexes to yourself or a willing living creature you touch. 
  
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  This functions as haste, but the bonus to AC and on Reflex 
  saving throws increases to +2. This effect lasts for 1 round 
  per occultist level you possess. You must be at least 5th level 
  to select this focus power.
  Size Alteration (Sp): As a standard action, you can expend 
  1 point of mental focus and touch a creature to alter its size. 
  You can increase or decrease the creature’s size by one step, as 
  enlarge person or reduce person but not limited by the creature’s 
  type. If the creature is hostile toward you, using this ability 
  requires a successful melee touch attack, and the creature 
  can attempt a Fortitude save to negate the effect. This effect 
  lasts for 1 round per occultist level you possess. You can’t use 
  this ability on a creature that is already subject to an effect 
  that alters its size.
  Sudden Speed (Sp): As a swift action, you can expend 1 point of 
  mental focus to grant yourself a burst of speed. This increases 
  your land speed by 30 feet for 1 minute. This ability does not 
  stack with itself.
  Telekinetic Mastery (Sp): As a standard action, you can 
  expend 1 point of mental focus to grant yourself telekinetic 
  power. This functions as telekinesis, except you don’t need 
  to concentrate on the effect to maintain it, and using any 
  one of its effects is a standard action. This effect lasts for 
  1 round per occultist level you possess. You must be at least 
  9th level to select this focus power.
  OCCULTIST SPELLS
  Occultists gain access to the following spells, as determined 
  by their chosen implement schools. A spell is not considered 
  to be on the occultist’s spell list until the occultist selects 
  its implement school though the implements class feature. 
  Once an implement school has been chosen, all spells on 
  the lists from that school below are considered to be on 
  the occultist’s spell list for the purpose of spell trigger 
  and spell completion magic items. Many of these spells 
  are found in the Core Rulebook; the spells marked with an 
  asterisk (*) appear in Chapter 4 of this book, and those 
  that are found elsewhere are marked with superscript 
  abbreviations denoting their source. The occultist casts 
  all spells as psychic spells.
  0-Level Occultist Spells
  Abjuration: Resistance.
  Conjuration: Create water, stabilize.
  Divination: Detect magic, detect poison, detect psychic 
  significance*, guidance, know direction, read magic, siftAPG.
  Enchantment: Daze.
  Evocation: Dancing lights, flare, light, sparkAPG, telekinetic 
  projectile*.
  Illusion: Ghost sound.
  Necromancy: Bleed, grave words*, touch of fatigue.
  Transmutation: Mage hand, mending, message, open/close, 
  purify food and drink.
  1st-Level Occultist Spells
  Abjuration: Abjuring stepUC, alarm, hex wardUM, hold portal, 
  peacebondUC, shield, shock shieldUC, warding weaponUC.
  Conjuration: Cure light wounds, icicle daggerUM, mage armor, 
  mount, returning weaponUC, unseen servant.
  Divination: Anticipate perilUM, comprehend languages, detect 
  secret doors, detect snares and pits, diagnose diseaseUM, discern 
  next of kinACG, heightened awarenessACG, identify, mindlink*, object 
  reading*, psychic reading*.
  Enchantment: Charm person, command, forbid actionUM, 
  hypnotism, memorize pageACG, memory lapseAPG, murderous 
  commandUM, sleep.
  Evocation: Burning hands, floating disk, shocking grasp.
  Illusion: Alter musical instrumentACG, blurred movementACG, 
  decrepit disguise*, disguise self, disguise weaponACG, illusion of 
  calmUC, magic aura, mask dweomerAPG, quintessence*, shadow 
  weaponUM, silent image, vanishAPG.
  Necromancy: Cause fear, decompose corpseUM, inflict light 
  wounds, restore corpseUM, sculpt corpseAPG.
  Transmutation: Alter windsAPG, ant haulAPG, breakAPG, charge 
  object*, crafter’s curseAPG, crafter’s fortuneAPG, enlarge person, erase, 
  expeditious retreat, feather fall, gravity bowAPG, jury-rigUC, keen 
  sensesAPG, lead bladesAPG, liberating commandUC, longshotUC, magic 
  weapon, mirror polishACG, negate aromaAPG, pass without trace, 
  reduce person, refine improvised weaponACG, reinforce armamentsUC, 
  sundering shardsACG, vocal alterationUM, youthful appearanceUM.
  2nd-Level Occultist Spells
  Abjuration: Arcane lock, bullet shieldUC, crimson confessionACG, 
  node of blasting*, obscure object, resist energy.
  Conjuration: Ablative barrierUC, apport object*, cure moderate 
  wounds, delay poison, glitterdust, mount (communal)UC, returning 
  weapon (communal)UC.
  Divination: Analyze aura*, augury, blood biographyAPG, create 
  treasure mapAPG, find traps, locate object, residual trackingAPG, 
  see invisibility, share languageAPG, share memoryUM, status.
  Enchantment: Aversion*, bestow weapon proficiencyUC, 
  calm emotions, daze monster, demand offering*, inflict pain*, 
  investigative mindACG, tactical acumenUC.
  Evocation: Burning gazeAPG, campfire wallAPG, continual 
  flame, darkness, defensive shockUM, flaming sphere, frost 
  fallUC, ghost whip*, gust of wind, pilfering handUC, protective 
  penumbraUM, shatter, sound burst.
  Illusion: Blur, disguise otherUM, ghostly disguiseUM, implant 
  false reading*, instigate psychic duel*, invisibility, magic mouth, 
  mask dweomer (communal) UC, minor image, mirror image, 
  misdirection, phantom trap, symbol of mirroringUM.
  Necromancy: Animate dead (lesser) UM, brow gasherUC, false 
  life, inflict moderate wounds, object possession (lesser)*, pernicious 
  poisonUM, purge spirit*, scare, skinsendUM, spectral hand.
  Transmutation: Accelerate poisonAPG, air stepACG, ant haul 
  (communal) UC, badger’s ferocityUM, bowstaff UC, certain gripUC, 
  chill metal, darkvision, disfiguring touchUM, effortless armorUC, 
  
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  Occult Classes
  Occult Classes 1
  enter imageAPG, feast of ashesAPG, ghostbane dirgeAPG, glideAPG, 
  heat metal, knock, levitate, magic siege engineUC, make whole, 
  masterwork transformationUM, mirror hideawayACG, perceive 
  cuesAPG, reinforce armaments (communal) UC, rope trick, silk to 
  steelUM, spider climb, telekinetic assemblyUC, unerring weaponUC, 
  versatile weaponAPG, warp wood, weapon of aweAPG, wood shape.
  3rd-Level Occultist Spells
  Abjuration: Cloak of windsAPG, dispel magic, erase impressions*, 
  explosive runes, magic circle against chaos/evil/good/law, 
  nondetection, protection from energy, resist energy (communal)UC, 
  thaumaturgic circle*.
  Conjuration: Create food and water, cure serious wounds, 
  minor creation, phantom driverUC, phantom steed, sepia snake 
  sigil, symbol of healingUM.
  Divination: Arcane sight, clairaudience/clairvoyance, follow 
  auraAPG, locate weaknessUC, pierce disguiseACG, retrocognition*, 
  seek thoughtsAPG, share language (communal) UC, symbol of 
  revelationUM, witnessUM.
  Enchantment: Control summoned creature UM, deep slumber, 
  hold person, suggestion, symbol of laughterACG.
  Evocation: AgonizeUM, call lightning, daybreak arrowUC, 
  daylight, deeper darkness, fireball, invisibility purge, lightning 
  bolt, talismanic implement*, tiny hut, twilight knifeAPG, wind wall.
  Illusion: Adjustable disguiseACG, aura alteration*, 
  displacement, illusory script, invisibility sphere, major image, 
  vision of HellUM.
  Necromancy: Animate dead, bestow curse, gentle repose, 
  healing thief UC, inflict serious wounds, riding possession*, sands 
  of timeUM, sessile spirit*, toxic giftUM.
  Transmutation: Age resistance (lesser)UM, bloodhoundAPG, 
  countless eyesUM, cup of dust APG, darkvision (communal)UC, flame 
  arrow, fly, gaseous form, haste, heart of the metalACG, hostile 
  levitationUC, keen edge, magic vestment, magic weapon (greater), 
  secret page, shrink item, slow, spider climb (communal)UC, stone 
  shape, symbol of slowingUM.
  4th-Level Occultist Spells
  Abjuration: Break enchantment, curse of magic negationUM, 
  dimensional anchor, dismissal, enchantment foilACG, fire trap, 
  freedom of movement, globe of invulnerability (lesser), life 
  bubbleAPG, nondetection (communal) UC, soothe constructUM, 
  spell immunity, stoneskin, symbol of sealingUM, true formAPG, 
  unbreakable constructUM, wreath of bladesUC.
  Conjuration: Cure critical wounds, dimension door, major 
  creation, phantom chariotUC, phantom steed (communal)UC.
  Divination: Arcane eye, contact other plane, detect scrying, 
  locate creature, mind probe*, scrying, symbol of scryingUM.
  Enchantment: Charm monster, confusion, curse of disgustUM, 
  daze (mass) UM, hold monster, mind swap*, mindwipe*, 
  planeslayer’s callACG, symbol of persuasion, symbol of sleep.
  Evocation: Ball lightningAPG, contingent scrollACG, etheric 
  shards*, fire shield, flaming sphere (greater)ACG, ice storm, resilient 
  sphere, river of windAPG, sending, shout, spirit-bound blade*, 
  unbearable brightnessACG, wall of fire, wall of ice.
  Illusion: Illusory wall, invisibility (greater), shocking imageUC, 
  symbol of strikingUC, wandering star motesAPG.
  Necromancy: Death ward, false life (greater)UM, fear, inflict 
  critical wounds, object possession*, poison, possession*, summoner 
  conduitUC, symbol of fear, symbol of pain.
  Transmutation: Age resistanceUM, air walk, darkvision 
  (greater) UM, echolocationUM, magic siege engine (greater) UC, 
  malfunctionUM, mirror transportACG, parchment swarm*, planar 
  adaptationAPG, rapid repair UM, rusting grasp, treasure 
  stitchingAPG.
  5th-Level Occultist Spells
  Abjuration: Dispel magic (greater), spell immunity (communal)UC, 
  spell resistance, stoneskin (communal)UC.
  Conjuration: Create demiplane (lesser)UM, cure light wounds 
  (mass), planar binding (lesser), secret chest, teleport, wall of stone.
  Divination: Battlemind linkUM, commune, find quarryUC, prying 
  eyes, remote viewing*, true seeing.
  Enchantment: Command (greater), dominate person, forbid 
  action (greater)UM, inflict pain (mass)*, mind fog, suggestion (mass), 
  symbol of stunning.
  Evocation: Call lightning storm, cone of cold, fire snakeAPG, 
  interposing hand, wall of force.
  Illusion: False vision, mislead, persistent image, seeming.
  Necromancy: Curse (major)UM, entrap spirit*, inflict light 
  wounds (mass), object possession (greater)*, suffocationAPG, symbol 
  of weakness, unwilling shieldAPG.
  Transmutation: Age resistance (greater)UM, air walk (communal)UC, 
  awaken construct*, control winds, energy siege shotUC, fabricate, 
  ghostbane dirge (mass) APG, overland flight, telekinesis, transmute 
  mud to rock, transmute rock to mud.
  6th-Level Occultist Spells
  Abjuration: Antimagic field, forbiddance, globe of invulnerability, 
  repulsion, symbol of vulnerabilityUM.
  Conjuration: Call constructUM, create demiplaneUM, cure 
  moderate wounds (mass), getawayAPG, heal, planar binding, wall 
  of iron.
  Divination: Analyze dweomer, find the path, legend lore, 
  prediction of failureUM, scrying (greater).
  Enchantment: Antipathy, charm monster (mass), cloak of 
  dreamsAPG, symbol of insanity, symbol of strifeUM, sympathy.
  Evocation: Blade barrier, chain lightning, cold ice strikeUM, 
  contagious flameAPG, contingency, forceful hand, freezing sphere, 
  siroccoAPG.
  Illusion: Permanent image, project image.
  Necromancy: Harm, inf lict moderate wounds (mass), 
  possession (greater)*, symbol of death, temporary resurrectionUM.
  Transmutation: Animate objects, control constructUM, 
  disintegrate, enemy hammerAPG, energy siege shot (greater)UC, 
  ironwood, planar adaptation (mass) APG, statue, transformation.
  
  6060
  Psychic
  Within the mind of any sentient being lies power to rival that 
  of the greatest magical artifact or holy site. By accessing these 
  staggering vaults of mental energy, the psychic can shape 
  the world around her, the minds of others, and pathways 
  across the planes. No place or idea is too secret or remote 
  for a psychic to access, and she can pull from every type of 
  psychic magic. Many methods allow psychics to tap into 
  their mental abilities, and the disciplines they follow affect 
  their abilities.
  Role: With a large suite of spells, psychics can handle 
  many situations, but they excel at moving and manipulating 
  objects, as well as reading and influencing thoughts.
  Alignment: Any.
  Hit Die: d6.
  Starting Wealth: 2d6 × 10 gp (average 70 gp).
  CLASS SKILLS
  The psychic’s class skills are Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge 
  (all) (Int), Linguistics (Int), Perception (Wis), Profession 
  (Wis), Sense Motive (Wis), and Spellcraft (Int).
  Skill Ranks per Level: 2 + Int modifier.
  CLASS FEATURES
  The following are the class features of the psychic.
  Weapon and Armor Proficiency: A psychic is proficient 
  with all simple weapons, but not with any type of armor 
  or shield.
  Spells: A psychic casts psychic spells drawn from the 
  psychic class’s spell list (see page 69). She can cast any spell 
  she knows without preparing it ahead of time. To learn or 
  cast a spell, a psychic must have an Intelligence score equal to 
  at least 10 + the spell level. The Difficulty Class for a saving 
  throw against a psychic’s spell is equal to 10 + the spell’s 
  level + the psychic’s Intelligence modifier.
  A psychic can cast only a certain number of spells of each 
  spell level per day. Her base daily spell allotment is given 
  on Table 1–7: Psychic. In addition, she receives bonus spells 
  per day if she has a high Intelligence score (see Table 1–3 on 
  page 17 of the Pathfinder RPG Core Rulebook).
  The psychic’s selection of spells is limited. A psychic begins 
  play knowing four 0-level spells and two 1st-level spells of 
  the psychic’s choice. At each new psychic level, she learns 
  one or more new spells, as indicated on Table 1–8: Psychic 
  Spells Known. Unlike a psychic’s spells per day, the number 
  of spells a psychic knows isn’t affected by her Intelligence 
  score; the numbers on Table 1–8 are fixed.
  At 4th level and every even-numbered level thereafter 
  (6th, 8th, and so on), a psychic can choose to learn a single 
  new spell in place of one she already knows. In effect, the 
  psychic loses the old spell in exchange for the new one. 
  The new spell’s level must be the same as that of the spell 
  being exchanged, and it must be at least 1 level lower than 
  the highest-level spell from the psychic’s class list that the 
  psychic can cast. A psychic can swap only a single spell at any 
  given level, and must choose whether or not to swap the spell 
  at the same time that she gains new spells known for the level.
  A psychic need not prepare her spells in advance. She 
  can cast any psychic spell she knows at any time, assuming 
  she has not yet used up her allotment of spells per day for 
  the spell’s level.
  Knacks: Psychics learn a number of knacks, or 0-level 
  spells, as noted on Table 1–8. These spells are cast like any 
  other spell, but they don’t consume any slots and can be used 
  again. Knacks cast using other spell slots (due to metamagic 
  feats, for example) consume spell slots as normal.
  Phrenic Pool (Su): A psychic has a pool of supernatural 
  mental energy that she can draw upon to manipulate psychic 
  spells as she casts them. The maximum number of points in 
  a psychic’s phrenic pool is equal to 1/2 her psychic level + her 
  Wisdom or Charisma modifier, as determined by her psychic 
  discipline. The phrenic pool is replenished each morning 
  after 8 hours of rest or meditation; these hours don’t need 
  to be consecutive. The psychic might be able to recharge 
  points in her phrenic pool in additional circumstances 
  dictated by her psychic discipline. Points gained in excess 
  of the pool’s maximum are lost.
  Phrenic Amplifications: A psychic develops particular 
  techniques to empower her spellcasting, called phrenic 
  amplifications. The psychic can activate a phrenic 
  amplification only while casting a spell using psychic magic, 
  and the amplification modifies either the spell’s effects or 
  the process of casting it. The spell being cast is called the 
  linked spell. The psychic can activate only one amplification 
  each time she casts a spell, and doing so is part of the action 
  used to cast the spell. She can use any amplification she 
  knows with any psychic spell, unless the amplification’s 
  description states that it can be linked only to certain types of 
  spells. A psychic learns one phrenic amplification at 1st level, 
  selected from the list below. At 3rd level and every 4 levels 
  thereafter, the psychic learns a new phrenic amplification. 
  A phrenic amplification can’t be selected more than once. 
  Once a phrenic amplification has been selected, it can’t be 
  changed. Phrenic amplifications require the psychic to 
  expend 1 or more points from her phrenic pool to function.
  Complex Countermeasure (Ex): The psychic can spend 1 
  point from her phrenic pool to increase by 2 the DCs of 
  concentration checks or caster level checks the linked spell 
  requires enemies to attempt. For example, if the linked spell 
  were nondetection, the DC of the caster level check for using 
  a divination on the warded creature or item would increase. 
  This increase also applies to checks to dispel, counterspell, 
  or identify the linked spell. The bonus applies while the spell 
  
  6161
  Occult Classes
  Occult Classes 1
  is cast and lasts for the spell’s duration (if appropriate), to a 
  maximum of 24 hours. The psychic can choose to spend 2 
  points from her phrenic pool to instead increase the linked 
  spell’s DCs by 4.
  Conjured Armor (Su): By spending 1 point from her 
  phrenic pool, the psychic grants any creature she conjures 
  or summons with the linked spell a +2 deflection bonus 
  to AC. This bonus lasts for 1 round per caster level or 
  until the creature disappears, whichever comes first. This 
  amplification can be linked only to conjuration (calling) or 
  conjuration (summoning) spells. The bonus increases to +3 
  at 8th level and to +4 at 15th level.
  Defensive Prognostication (Su): When casting a divination 
  spell, the psychic sees a glimmer of her future. By spending 
  1 point from her phrenic pool as she casts a divination spell, 
  she gains a +2 insight bonus to AC for a number of rounds 
  equal to the linked spell’s level. She can instead spend 2 
  points to increase the bonus to +4. This amplification can 
  be linked only to divination spells.
  Focused Force (Su): When casting a force spell, the psychic 
  can increase the spell’s damage by spending 1 point from 
  her phrenic pool. Increase the die size for the spell’s damage 
  by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 
  to 1d12). This increases the size of each die rolled, so a spell 
  that dealt 4d6+3 points of force damage would deal 4d8+3 
  points of force damage instead. This amplification can be 
  linked only to spells that deal force damage, and only if that 
  damage includes a die value. A spell that already uses d12s 
  for damage can’t be amplified in this way.
  Intense Focus (Ex): The psychic can spend 1 point from her 
  phrenic pool to gain a +2 bonus on any concentration check 
  she attempts as part of casting the linked spell. She can 
  choose to spend 2 points from her phrenic pool to instead 
  gain a +4 bonus.
  Mindshield (Su): The psychic can spend 1 point from her 
  phrenic pool to give one target of the linked spell a +2 morale 
  bonus on Will saves for 1 round per psychic level (maximum 
  10 rounds). The psychic can instead spend 2 points to 
  increase the bonus to +4. If the linked spell affects more 
  than one creature, the psychic can spend the same number 
  of points for each additional creature she wants to affect 
  with this amplification. She must choose to spend either 
  1 point for each creature or 2 points for each creature; she 
  can’t grant different bonuses to different targets.
  Mindtouch (Su): The psychic can spend 1 point from her 
  phrenic pool to probe one target’s mind if that creature 
  is affected by the linked spell. If the target of the linked 
  spell fails its saving throw or is hit by the spell, the psychic 
  detects its surface thoughts (as the 3rd-round effect of detect 
  thoughts). If the linked spell doesn’t already require an attack 
  roll or allow a saving throw, the target can attempt a Will 
  saving throw to avoid the thought-detection effect only; the 
  DC is calculated using the linked spell’s level (and all other 
  bonuses that would apply if the linked spell allowed a Will 
  save). This amplification can be linked only to spells that 
  affect a target or an area. If the linked spell can affect more 
  than one creature, the psychic can attempt to detect more 
  than one target’s thoughts by spending 1 additional point 
  per creature beyond the first. She must select these targets 
  when she casts the spell and spends the points. This is a 
  mind-affecting effect. 
  Ongoing Defense (Su): The psychic can increase the duration 
  of spells that improve her psychic defenses. She can spend 
  1 point from her phrenic pool when she casts any intellect 
  
  6262
  fortress, mental barrier, thought shield, or tower of iron will spell 
  to extend the spell’s duration by 1 round.
  Overpowering Mind (Ex): The psychic can spend 2 points 
  from her phrenic pool to increase the Will save DC of the 
  linked spell by 1. At 8th level, she can choose to instead 
  spend 4 points to increase the DC by 2. At 15th level, she can 
  choose to instead spend 6 points to increase the DC by 3. 
  This amplification can be linked only to spells that have the 
  mind-affecting descriptor and require a Will saving throw.
  Relentless Casting (Su): The psychic can spend 1 point from 
  her phrenic pool to roll twice on any caster level checks to 
  overcome spell resistance required for the linked spell and 
  take the better result. Because she must decide to spend 
  points from her phrenic pool when she starts casting a spell, 
  the psychic must decide to use this ability before the GM 
  calls for the caster level check.
  Undercast Surge (Su): When the psychic undercasts a spell 
  (see page 144), she can spend points from her phrenic pool 
  to increase the spell’s effective level, essentially using up a 
  lower-level spell slot to cast a higher-level version of the spell. 
  This costs 2 points per spell level increased. She can’t use this 
  ability to cast a version higher than the version she knows. 
  For instance, a psychic who knows mind thrust III but not 
  mind thrust IV could cast mind thrust II and spend 2 points to 
  treat it as mind thrust III, but couldn’t spend 4 points to treat 
  it as mind thrust IV. This amplification can be linked only to 
  spells that can be undercast.
  Will of the Dead (Su): Even undead creatures can be affected 
  by the psychic’s mind-affecting spells. The psychic can 
  spend 2 points from her phrenic pool to overcome an 
  undead creature’s immunity to mind-affecting effects for 
  the purposes of the linked spell. This ability functions 
  even on mindless undead, but has no effect on creatures 
  that aren’t undead. This amplification can be linked only 
  to spells that have the mind-affecting descriptor.
  Psychic Discipline (Ex or Sp): Each psychic accesses and 
  improves her mental powers through a particular method, 
  such as rigorous study or attaining a particular mental state. 
  This is called her psychic discipline. She gains additional 
  spells known based on her selected discipline. The choice of 
  discipline must be made at 1st level; once made, it can’t be 
  changed. Each psychic discipline gives the psychic a number 
  of discipline powers (at 1st, 5th, and 13th levels), and grants 
  her additional spells known. In addition, the discipline 
  determines which ability score the psychic uses for her 
  phrenic pool and phrenic amplifications abilities. The DC of 
  a saving throw against a psychic discipline ability equals 10 
  + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
  At 1st level, a psychic learns an additional spell determined 
  by her discipline. She learns another additional spell at 4th 
  Table 1–7: Psychic
  	
  Base
  	
  Attack		
  Fort	
  Ref	
  Will	
  	
  	
  	
  	
  	Spells	per	Day
  Level	
  Bonus	
  Save	 Save	 Save	
  Special	
  1st	 2nd	 3rd	 4th	
  5th	 6th	 7th	 8th	 9th
  1st	
  +0	
  +0	
  +0	
  +2	
  Discipline	power,	discipline	spell,	knacks,		
  3	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  	
  	
  	
  	
  	
  phrenic	amplification,	phrenic	pool,	
  	
  	
  	
  	
  	
  psychic	discipline
  2nd	
  +1	
  +0	
  +0	
  +3	
  Detect thoughts	
  4	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  3rd	
  +1	
  +1	
  +1	
  +3	
  Phrenic	amplification	
  5	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  4th	
  +2	
  +1	
  +1	
  +4	
  Discipline	spell	
  6	
  3	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  5th	
  +2	
  +1	
  +1	
  +4	
  Discipline	power	
  6	
  4	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  6th	
  +3	
  +2	
  +2	
  +5	
  Discipline	spell	
  6	
  5	
  3	
  —	
  —	
  —	
  —	
  —	
  —
  7th	
  +3	
  +2	
  +2	
  +5	
  Phrenic	amplification	
  6	
  6	
  4	
  —	
  —	
  —	
  —	
  —	
  —
  8th	
  +4	
  +2	
  +2	
  +6	
  Discipline	spell	
  6	
  6	
  5	
  3	
  —	
  —	
  —	
  —	
  —
  9th	
  +4	
  +3	
  +3	
  +6	
  Telepathic bond	
  6	
  6	
  6	
  4	
  —	
  —	
  —	
  —	
  —
  10th	
  +5	
  +3	
  +3	
  +7	
  Discipline	spell	
  6	
  6	
  6	
  5	
  3	
  —	
  —	
  —	
  —
  11th	
  +5	
  +3	
  +3	
  +7	
  Major	amplifications,	phrenic	amplification	
  6	
  6	
  6	
  6	
  4	
  —	
  —	
  —	
  —
  12th	
  +6/+1	
  +4	
  +4	
  +8	
  Discipline	spell	
  6	
  6	
  6	
  6	
  5	
  3	
  —	
  —	
  —
  13th	
  +6/+1	
  +4	
  +4	
  +8	
  Discipline	power	
  6	
  6	
  6	
  6	
  6	
  4	
  —	
  —	
  —
  14th	
  +7/+2	
  +4	
  +4	
  +9	
  Discipline	spell	
  6	
  6	
  6	
  6	
  6	
  5	
  3	
  —	
  —
  15th	
  +7/+2	
  +5	
  +5	
  +9	
  Phrenic	amplification	
  6	
  6	
  6	
  6	
  6	
  6	
  4	
  —	
  —
  16th	
  +8/+3	
  +5	
  +5	
  +10	
  Discipline	spell	
  6	
  6	
  6	
  6	
  6	
  6	
  5	
  3	
  —
  17th	
  +8/+3	
  +5	
  +5	
  +10	
  Telepathy	
  6	
  6	
  6	
  6	
  6	
  6	
  6	
  4	
  —
  18th	
  +9/+4	
  +6	
  +6	
  +11	
  Discipline	spell	
  6	
  6	
  6	
  6	
  6	
  6	
  6	
  5	
  3
  19th	
  +9/+4	
  +6	
  +6	
  +11	
  Phrenic	amplification	
  6	
  6	
  6	
  6	
  6	
  6	
  6	
  6	
  4
  20th	
  +10/+5	
  +6	
  +6	
  +12	
  Remade	self	
  6	
  6	
  6	
  6	
  6	
  6	
  6	
  6	
  6
  
  6363
  Occult Classes
  Occult Classes 1
  level and every 2 levels thereafter, until learning the final 
  one at 18th level. These spells are in addition to the number 
  of spells given on Table 1–8. Spells learned from a discipline 
  can’t be exchanged for different spells at higher levels. 
  Specific psychic disciplines are further described starting 
  on page 64.
  Detect Thoughts (Sp): At 2nd level, a psychic can use 
  detect thoughts as a spell-like ability once per day. She can 
  also expend any unused spell slot of 1st level or higher to 
  cast detect thoughts. If she does so, she uses the level of the 
  spell slot expended to determine the Will save DC. When 
  a psychic gains this ability, if she knows detect thoughts, she 
  can learn a different 1st-level spell in place of detect thoughts, 
  losing the old spell in exchange for the new one.
  Telepathic Bond (Sp): At 9th level, a psychic can use telepathic 
  bond as a spell-like ability once per day, using her psychic level 
  as her caster level. She can’t leave herself out of a bond created 
  in this way. She can also expend any unused spell slot of 4th 
  level or higher to cast telepathic bond. Casting the spell using 
  a higher-level spell slot gives no benefit on its own, but the 
  psychic can apply metamagic feats that would increase the 
  spell level to the appropriate level. For instance, if the psychic 
  knows Extend Spell, she can use a 5th-level spell slot to cast 
  extended telepathic bond as a full-round action. When a psychic 
  who knows telepathic bond gains this ability, she can learn a 
  different 4th-level spell in place of telepathic bond, losing the 
  old spell in exchange for the new one.
  Major Amplifications: At 11th level and every 4 levels 
  thereafter, a psychic can choose one of the following major 
  amplifications in place of a phrenic amplification.
  Dispelling Pulse (Su): The psychic can spend 3 points from 
  her phrenic pool to entwine dispelling magic with a targeted 
  spell. If the target is hit by the linked spell or fails its saving 
  throw, it’s affected as though the psychic had cast a targeted 
  dispel magic spell on it. This effect can dispel only spells of 
  the linked spell’s level or lower. If the linked spell doesn’t 
  already require an attack roll or allow a saving throw, the 
  target can attempt a Will saving throw to avoid the dispelling 
  effect only; the DC is calculated using the linked spell’s level 
  (and all other bonuses that would apply if the linked spell 
  allowed a Will save). This amplification can be linked only 
  to a spell that targets one creature or object.
  Dual Amplification (Ex): When the psychic uses this major 
  amplification, she chooses two other amplifications or major 
  amplifications she knows to apply to the same linked spell. She 
  must spend 1 point from her phrenic pool to do so, plus the 
  full cost of the two other amplifications. She can’t apply the 
  same amplification to the linked spell more than once, even 
  if she can use that amplification for multiple different effects.
  Mimic Metamagic (Ex): When the psychic gains this 
  amplification, she chooses two metamagic feats; she need 
  not have these feats to select them. When she casts a spell, 
  she can spend points from her phrenic pool to apply one of 
  the chosen feats to the linked spell without increasing the 
  spell’s level or casting time. She must spend a number of 
  points equal to double the number of levels by which the 
  feat normally increases a spell’s level (minimum 2 points). 
  If the metamagic feat alters the spell’s casting time in a 
  different way than the standard rules for a spontaneous 
  caster using a metamagic feat (as in the case of Quicken 
  Spell), it changes the casting time accordingly. The psychic 
  can still apply metamagic feats she knows to the spell while 
  using this amplification, increasing the casting time and 
  spell level as normal. This amplification can be applied only 
  to a spell that the chosen metamagic feat could normally 
  affect, and only if the spellcaster can cast spells of a high 
  enough level that she would be able to apply the metamagic 
  feat in question to the linked spell. For example, an 11th-level 
  psychic could spend 8 points to quicken a 1st-level spell, 
  but couldn’t quicken a 2nd-level spell because she’s unable 
  to cast 6th-level spells. This ability doesn’t require her to 
  have any free spell slots in the relevant level, however, so the 
  psychic in the example could quicken a 1st-level spell even 
  if she had cast all her 5th-level spells for the day. A psychic 
  can select this amplification multiple times, adding two 
  additional options to the list of metamagic feats she can 
  apply using this amplification each time.
  Space-rending Spell (Su): The psychic can warp space with 
  her mind, teleporting herself as she casts her linked spell. 
  She teleports herself 10 feet per point she spends from her 
  phrenic pool (as dimension door). The maximum number 
  Table 1–8: Psychic Spells Known
  	
  	
  	
  	
  	Spells	Known
  Level	
  0	
  1st	 2nd	 3rd	
  4th	 5th	 6th	 7th	 8th	 9th
  1st	
  4	
  2	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  2nd	
  5	
  2	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  3rd	
  5	
  3	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  4th	
  6	
  3	
  1	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  5th	
  6	
  4	
  2	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  6th	
  7	
  4	
  2	
  1	
  —	
  —	
  —	
  —	
  —	
  —
  7th	
  7	
  5	
  3	
  2	
  —	
  —	
  —	
  —	
  —	
  —
  8th	
  8	
  5	
  3	
  2	
  1	
  —	
  —	
  —	
  —	
  —
  9th	
  8	
  5	
  4	
  3	
  2	
  —	
  —	
  —	
  —	
  —
  10th	
  9	
  5	
  4	
  3	
  2	
  1	
  —	
  —	
  —	
  —
  11th	
  9	
  5	
  5	
  4	
  3	
  2	
  —	
  —	
  —	
  —
  12th	
  9	
  5	
  5	
  4	
  3	
  2	
  1	
  —	
  —	
  —
  13th	
  9	
  5	
  5	
  4	
  4	
  3	
  2	
  —	
  —	
  —
  14th	
  9	
  5	
  5	
  4	
  4	
  3	
  2	
  1	
  —	
  —
  15th	
  9	
  5	
  5	
  4	
  4	
  4	
  3	
  2	
  —	
  —
  16th	
  9	
  5	
  5	
  4	
  4	
  4	
  3	
  2	
  1	
  —
  17th	
  9	
  5	
  5	
  4	
  4	
  4	
  3	
  3	
  2	
  —
  18th	
  9	
  5	
  5	
  4	
  4	
  4	
  3	
  3	
  2	
  1
  19th	
  9	
  5	
  5	
  4	
  4	
  4	
  3	
  3	
  3	
  2
  20th	
  9	
  5	
  5	
  4	
  4	
  4	
  3	
  3	
  3	
  3
  
  6464
  of points she can spend in this way is equal to the linked 
  spell’s level.
  Subordinate Spell (Ex): The psychic can divide her mind to 
  cast a less powerful spell upon herself alongside her linked 
  spell. The linked spell can’t be lower than 5th level and can’t 
  take less than a standard action to cast. This applies to the 
  actual casting time, so the psychic can’t add a subordinate 
  spell to a quickened spell. The subordinate spell’s casting 
  time must be 1 standard action or less, and its level can be 
  no higher than the linked spell’s level – 5. The subordinate 
  spell must target only the psychic (even if it could normally 
  affect other or multiple targets). The psychic must spend a 
  number of points from her phrenic pool equal to 3 + double 
  the subordinate spell’s level. The subordinate spell acts as 
  though it had been cast, and uses up one of the psychic’s 
  spells per day of its level. The effects of the two spells are 
  separate, so each might require its own concentration check.
  Synaptic Shock (Su): The psychic manipulates an enemy’s 
  mind with brute force, causing mental harm beyond that 
  done by her linked spell. She can spend 1 point from her 
  phrenic pool when casting a mind-affecting linked spell 
  to select one of the spell’s targets. If the target is affected by 
  the linked spell, that target is confused for 1 round after the 
  duration of the spell expires (or immediately, if the spell has 
  an instantaneous duration). If the target succeeds at its save 
  against the linked spell, it is instead confused for 1 round 
  immediately. For each additional point the psychic spends 
  from her phrenic pool, she can confuse one additional target 
  of the linked spell. This amplification can be applied only to 
  a mind-affecting spell that can affect a number of targets or 
  that has an area. It has no effect on creatures that are immune 
  to mind-affecting effects, unless the linked spell is able to 
  affect such creatures (such as a spell that has both will of the 
  dead and synaptic shock applied to it via dual amplification).
  Turning Shield (Su): The psychic can turn her excess spell 
  energy into a barrier that deflects weaker spells. She can 
  spend a number of points from her phrenic pool equal to 
  the linked spell’s level to gain the benefit of spell turning for 
  1 round per psychic level. The number of spell levels she can 
  turn is equal to the level of the linked spell. 
  Telepathy (Su): At 17th level, the psychic can mentally 
  communicate with any other creature within 100 feet that 
  has a language. It is possible to address multiple creatures 
  at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as 
  difficult as both speaking and listening to multiple people 
  at the same time. When a psychic who knows telepathy (see 
  page 189) gains this ability, she can learn a different 5th-level 
  spell in place of telepathy, losing the old spell in exchange 
  for the new one.
  Remade Self (Sp): At 20th level, the psychic is affected by 
  one of the following spells as a constant spell-like ability: 
  arcane sight, fly, haste, heroism, nondetection, or tongues. This 
  ability is chosen when the psychic reaches 20th level and 
  can’t be changed. While the psychic is under the effects 
  of this spell-like ability, each time she casts a psychic 
  spell, she can link one phrenic amplification or major 
  amplification she knows that has a point cost of 1 to that 
  spell without spending any points from her phrenic pool. 
  This amplification is in addition to the normal maximum 
  of one amplification per spell.
  PSYCHIC DISCIPLINES
  The following disciplines represent those most commonly 
  chosen by psychics. Followers of a discipline might come 
  to it in a variety of different ways, and though some might 
  join together in orders, others follow personal, singular 
  interpretations of the discipline. Spells with an asterisk (*) 
  appear in Chapter 4 of this book.
  Abomination
  Your mind is impure, tainted by outside forces. These might 
  be monstrous ancestors whose blood still flows within you, 
  or powerful and unknowable psychic forces that intrude 
  upon your mind. Like a psychic disease, this influence 
  consumes part of your brain, creating a dark counterpart to 
  your normal self. Every time you call forth a psychic spell, 
  you’re drawing on this dangerous force—and potentially 
  giving it a greater hold on you. This malign influence might 
  stem from creatures like rakshasas and aboleths, or perhaps 
  malign entities that dwell in the voids between the stars.
  Phrenic Pool Ability: Charisma.
  Bonus Spells: Ray of enfeeblement (1st), alter self (4th), 
  excruciating deformationUM (6th), black tentacles (8th), explode 
  head* (10th), repulsion (12th), insanity (14th), orb of the voidUM 
  (16th), telekinetic storm* (18th).
  Discipline Powers: Your powers allow the dark influences to 
  take over, and it can be difficult to come back from the brink.
  Dark Half (Su): By allowing the dark forces to overcome you, 
  you can enter a state of instinctual cruelty as a swift action. 
  While you’re manifesting your dark half, you increase the 
  DCs of your psychic spells by 1, gain a +2 morale bonus on 
  Will saves, and become immune to fear effects. Whenever 
  you cast a spell that deals damage while manifesting your 
  dark half, you can cause one creature that took damage from 
  the spell to also take 1 point of bleed damage. The amount 
  of bleed damage increases to 2 points at 5th level and to 
  1d6 points at 13th level. While manifesting your dark half, 
  you can’t use any Charisma-, Dexterity-, or Intelligence-
  based skills (except Acrobatics, Fly, Intimidate, and Ride) 
  or any ability that requires patience or concentration other 
  than casting spells using psychic magic, using phrenic 
  amplifications, or attempting to return to normal. You can 
  attempt to return to your normal self as a free action, but 
  must succeed at a concentration check with a DC equal to 
  10 + your caster level. If you fail, you continue to manifest 
  
  6565
  Occult Classes
  Occult Classes 1
  your dark half and can’t attempt to change back for 1 round. 
  You can manifest your dark half for a number of rounds 
  per day equal to 3 + 1/2 your psychic level + your Charisma 
  modifier; when these rounds are expended, you return to 
  your normal self without requiring a concentration check.
  Morphic Form (Ex): At 5th level, while manifesting your dark 
  half, you gain DR 5. This damage reduction can be overcome 
  by a random type of damage each time you manifest your 
  dark half, determined by rolling on the table below.
  d%	
  Damage	Reduction
  1–35	
  DR	5/bludgeoning
  36–60	
  DR	5/cold	iron
  61–100	
  DR	5/magic
  Psychic Safeguard (Su): At 13th level, you project constant 
  mental defenses, gaining spell resistance equal to 8 + 
  your caster level. While manifesting your dark half, this 
  spell resistance increases to 16 + your caster level.
  Dream
  You discover deeper and more powerful 
  corners of your mind through journeys you 
  make in your dreams. Your consciousness 
  expands outward into other dreaming 
  minds, allowing you to explore the 
  psychic landscapes of unconsciousness 
  or regions of nightmare and horror.
  Phrenic Pool Ability: Charisma.
  Bonus Spells: Sleep (1st), oneiric horror* (4th), 
  deep slumber (6th), sleepwalkAPG (8th), nightmare 
  (10th), cloak of dreamsAPG (12th), ethereal jaunt (14th), 
  dream voyage* (16th), microcosm* (18th).
  Discipline Powers: Your mind can powerfully 
  influence dreaming consciousnesses.
  Dream Leech (Su): While adjacent to a sleeping or 
  unconscious creature, you can take a swift action to siphon 
  that creature’s dreams, thereby learning new things about 
  your own mind. The creature can attempt a Will save to 
  negate this effect; such creatures are never considered 
  willing. Creatures that don’t dream are immune to this 
  effect. If the subject fails the save, you gain a +4 bonus on 
  your next Bluff, Diplomacy, or Intimidate check against the 
  subject within the next 24 hours, and you regain 1 point in 
  your phrenic pool. You can use this ability a number of times 
  per day equal to your Charisma modifier, but no more than 
  once per hour and no more than once per creature per day. 
  Oneiromancy (Su): As a standard action, you can tamper with 
  the minds of sleeping creatures. You plant a subconscious 
  thought in a sleeping creature’s mind by attempting a 
  Diplomacy or Intimidate check to modify the sleeping 
  creature’s attitude or request a service from it. If you succeed, 
  when the creature wakes it behaves in the way you dictated 
  with the normal restrictions for the Diplomacy or Intimidate 
  skill. The target of oneiromancy remains unaware of this 
  manipulation, though if you fail your Diplomacy check the 
  subject might have its starting attitude toward you negatively 
  impacted, as normal. You must be adjacent to the sleeping 
  creature to use this ability. Alternatively, you can use this 
  ability as part of the casting of dream, minor dreamARG, or 
  nightmare. In this case, the oneiromancy effect takes place 
  when the spell is cast. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier. Creatures 
  that don’t dream are immune to this effect.
  Mind Heist (Sp): At 5th level, you can delve into the 
  subconscious mind of a sleeping target. You can cast detect 
  thoughts as a spell-like ability on any adjacent sleeping 
  creature. Additionally, you can gain the benefit of detect 
  thoughts on a target of your dream, minor dreamARG, or 
  nightmare spells as if you had studied the target for 3 
  rounds. If you cast dream scan (see page 166), you know 
  whether you received false information from the dream. 
  A successful Will save negates mind heist. 
  You can use this ability a number of times 
  per day equal to your Charisma modifier.
  Waking Dream (Sp): At 13th level, as a 
  standard action, you can take control of 
  the body of a sleeping creature within 
  30 feet for 1 hour per level. This ability 
  functions like magic jar, except that your 
  soul travels directly into the sleeping 
  target with no receptacle necessary and 
  the target creature’s consciousness remains 
  dreaming and unaware of its body’s actions. 
  When waking dream ends or the host body is 
  destroyed, you immediately wake up in your body 
  regardless of the distance from the host body, 
  provided your body hasn’t been destroyed. You can use this 
  ability a number of times per day equal to your Charisma 
  bonus. Creatures that don’t dream are immune to this effect.
  Faith
  Your belief in a higher power fuels your psychic abilities. 
  Whether your mental abilities truly come to you as a divine 
  gift or are simply enhanced by the power of your belief, 
  none can say. In many ways, you resemble a divine caster, 
  and prayers often factor into your casting of psychic spells.
  Phrenic Pool Ability: Wisdom.
  Bonus Spells: Bless (1st), spiritual weapon (4th), magic 
  vestment (6th), guardian of faithACG (8th), commune (10th), 
  psychic surgery* (12th), greater scrying (14th), greater planar 
  ally (16th), miracle (18th).
  Discipline Powers: Your powers serve to protect or cure 
  you and your allies.
  Deity (Ex): At 1st level, choose a deity to worship. Your 
  alignment must remain within one step of your deity’s 
  
  6666
  or you lose access to all this discipline’s bonus spells and 
  discipline powers.
  Divine Energy: You can channel spell energy into cure or 
  inflict spells. This ability functions similarly to the cleric’s 
  ability to spontaneously cast cure or inflict spells, and the 
  type of spells you can convert depends on your alignment 
  in the same way. The cure or inflict spells don’t count as 
  being on your psychic spell list for the purposes of any 
  other effects. Each day, you can convert up to one spell from 
  each spell level you can cast. Each time you use this ability 
  to convert a spell, you regain 1 point in your phrenic pool. 
  The maximum number of points you can regain in this way 
  per day is equal to your Wisdom modifier.
  Resilience of the Faithful (Su): At 5th level, you gain a +2 
  resistance bonus on all saving throws. This bonus increases 
  by 1 for every 5 levels you possess 
  beyond 5th.
  Prayer Aura (Su): At 13th 
  level, as a free action, you can 
  extend an aura around you to 
  bolster your allies and make 
  your enemies less effective. You 
  can use this aura for a number 
  of rounds per day equal to your 
  psychic level. These rounds don’t 
  need to be consecutive. This functions 
  as the prayer spell, granting your allies a 
  +1 luck bonus on attack rolls, weapon damage 
  rolls, saves, and skill checks and imposing a –1 penalty on 
  your enemies’ rolls of those types. If you are chaotic, lawful, 
  good, or evil, the penalty from your aura changes to –2 
  against creatures of an opposing alignment. The penalty 
  doesn’t change further for a creature that opposes you on 
  two alignment axes (such as a chaotic evil creature fighting 
  a lawful good psychic).
  Lore
  By collecting expert information and reading all sorts of 
  treatises and chapbooks on occult subjects, you learn proper 
  techniques and rituals to empower your mental abilities. 
  Your abilities become stronger through study and science, 
  not instinct.
  Phrenic Pool Ability: Wisdom.
  Bonus Spells: Comprehend languages (1st), hypercognition* 
  (4th), dispel magic (6th), mind probe* (8th), retrocognition* (10th), 
  legend lore (12th), greater arcane sight (14th), moment of prescience 
  (16th), divide mind* (18th).
  Discipline Powers: Your powers relate to your extensive 
  knowledge and your ability to alter and adapt your memory.
  Illuminating Answers (Su): You can glean deeper truths 
  from advice you magically obtain, even if the information 
  itself is specious. When you use a spell or spell-like ability 
  that allows you to get answers to questions (such as augury, 
  blood biographyAPG, or contact other plane) and get at least one 
  answer, you regain 1 point in your phrenic pool. You regain 
  this point even if the answer is false or vague. The maximum 
  number of points you can regain in this way per day is equal 
  to your Wisdom modifier.
  Mnemonic Cache (Su): You can memorize a piece of 
  information and later recall it perfectly. Your mnemonic cache 
  can hold roughly 10 pages of written information, including 
  images and maps, or 30 minutes’ worth of speech or music. 
  (Memorizing music doesn’t confer the ability to perform it 
  properly.) The amount you can store increases by 5 pages and 
  5 minutes at 2nd level, and at every psychic level thereafter. 
  You can hold only one piece 
  of information in your 
  mnemonic cache at a time. 
  The information doesn’t go 
  away when you recall it, but 
  when you put a new piece of 
  information in the cache, 
  the old piece becomes as 
  imperfect any other memory. 
  Memorizing 
  magical 
  writing (such as a scroll or 
  a page from a spellbook) 
  doesn’t confer the ability 
  to borrow, duplicate, or retain 
  any of the magic in the writing. You could 
  reproduce the spell in writing to allow someone who 
  prepares spells from a spellbook to prepare it, though this 
  functions as using a borrowed spellbook for anyone other 
  than you. If you’re in telepathic contact with another creature 
  (through telepathic bond, for example), you can transfer the 
  information directly into its mind as a free action. For this 
  creature, the information functions like a normal memory, 
  not one with perfect clarity.
  You can attempt to sequester a written magical trap (such 
  as explosive runes or sepia snake sigil) in your mnemonic cache 
  and destroy it. Treat this as a Disable Device check to disarm 
  a magical trap (as though you had the trapfinding class 
  feature). Your bonus on this roll is equal to either your 
  Disable Device modifier or the sum of 5 + your psychic level 
  + your Wisdom modifier, whichever is higher. If you succeed, 
  instead of being disabled, the trap is erased and destroyed. 
  This ability can’t destroy symbol traps; it functions only if 
  written text is involved.
  Superior Automatic Writing (Ex): At 5th level, when 
  attempting checks for the automatic writing occult skill 
  unlock (see page 194), you can treat your psychic level + 
  your Wisdom bonus as your number of Linguistics skill 
  ranks. At 8th level, you gain an additional option when using 
  automatic writing, and can attempt a DC 35 check to gain 
  information as though you’d used commune instead of augury 
  or divination. This type of commune requires no material 
  
  6767
  Occult Classes
  Occult Classes 1
  component, and the duration equals 1 round per psychic 
  class level you possess. You connect to a distant being of 
  great intellect, a fragment of the Akashic Record (see page 
  244), or a similar bastion of knowledge instead of to a deity.
  Memory Palace (Su): At 13th level, you mentally construct 
  an extradimensional library to house mental constructs 
  representing the volumes of lore you’ve studied. This ability 
  functions as mage’s magnificent mansion, with the following 
  adjustments: the memory palace is limited in size to a number 
  of 10-foot cubes equal to your psychic level; your memory 
  palace doesn’t contain any furniture other than bookcases and 
  a few desks and sofas where you and your visitors can study; 
  and there is no food within, though the memory palace does 
  contain a number of unseen servants equal to 1/2 your psychic 
  level, which function solely as librarians. The library keeps the 
  same layout each time you summon it, though you can alter 
  its appearance each time you gain a level or by spending 15 
  minutes concentrating. You can reshape the memory palace in 
  your mind, so it doesn’t need to currently be in effect for you 
  to alter it. You can create your memory palace once per day.
  Choose one type of Knowledge skill when you gain 
  this ability. Consulting your memory palace gives anyone 
  who studies within—including you—a +4 circumstance 
  bonus on Knowledge checks of that type, and the memory 
  palace counts as an extensive library for people attempting 
  Knowledge checks of that type untrained. You gain a 
  +2 circumstance bonus on checks with the chosen skill 
  when you’re not consulting the palace (including when the 
  palace isn’t in effect). At 14th level and at each additional 
  level thereafter, choose another Knowledge skill to which 
  your memory palace’s library bonuses apply.
  Pain
  Mental blocks prevent your immense inborn psychic 
  energies from flowing freely. They are unleashed only when 
  you suffer pain.
  Phrenic Pool Ability: Charisma.
  Bonus Spells: Persuasive goadUM (1st), pain strikeAPG (4th), 
  vampiric touch (6th), mass pain strikeAPG (8th), synapse overload* 
  (10th), mass inflict pain* (12th), waves of exhaustion (14th), horrid 
  wilting (16th), mass suffocationAPG (18th).
  Discipline Powers: Your powers allow you to cause and 
  endure pain.
  Painful Reminder (Su): As a swift action, you can cause an 
  enemy to take 1d6 points of nonlethal damage if you dealt 
  damage to that enemy with a spell since the start of your 
  previous turn. You can use this ability a number of times 
  per day equal to 3 + your Charisma modifier. This damage 
  increases to 2d6 at 8th level and to 3d6 at 15th level.
  Power from Pain (Su): If your painful reminder deals at least 
  5 points of damage, you regain 1 point in your phrenic pool. 
  The maximum number of points you can regain in this way 
  per day is equal to your Wisdom modifier. 
  Live On (Sp): At 5th level, you can use lay on hands as though 
  you were a paladin of 3 levels lower than your psychic level. 
  You also gain access to mercies as though you were a paladin 
  of 3 levels lower than your psychic level. You can target only 
  yourself with lay on hands or mercies gained from this 
  discipline. This stacks with lay on hands abilities gained 
  from other sources.
  Agonizing Wound (Su): At 13th level, whenever you cast a 
  spell that deals damage to a creature, you can also make that 
  creature frightened or sickened (your choice) for a number of 
  rounds equal to your Charisma modifier. If you expend two 
  uses of this ability, you can instead have the creature become 
  dazed, nauseated, or panicked for 1 round. The creature can 
  attempt a Will saving throw to negate this effect. You can 
  use this ability a number of times per day equal to 3 + your 
  Charisma modifier. This is a mind-affecting painUM effect.
  Psychedelia
  You ingest hallucinogens to expand your mind. 
  Experimentation and study show you which ones will have 
  the greatest effect. Your psychedelic forays put you into a 
  different mental space from others, and normal people 
  don’t really understand you.
  Phrenic Pool Ability: Wisdom.
  Bonus Spells: Polypurpose panaceaUM (1st), mad hallucinationUM 
  (4th), synesthesia* (6th), confusion (8th), mirage arcana (10th), joyful 
  raptureUM (12th), waves of ecstasyUM (14th), euphoric tranquilityAPG 
  (16th), astral projection (18th).
  Discipline Powers: You distort your own mind and 
  perceptions, and can impress your altered states onto others.
  Drug Resistance (Ex): When you ingest drugs, you take 
  half as much ability damage (minimum 1). You also gain 
  a +4 bonus on saving throws to avoid becoming addicted 
  to a drug or to overcome being addicted (Pathfinder RPG 
  GameMastery Guide 236).
  Cognatogen (Su): Once per day, you can create a cognatogen, 
  a mutagen-like mixture that heightens one mental ability 
  score at the expense of a physical ability score. When 
  you imbibe a cognatogen, you gain a +2 natural armor 
  bonus and a +4 alchemical bonus to the selected ability 
  score for 1 minute per psychic level. In addition, while 
  the cognatogen is in effect, you take a –2 penalty to one of 
  your physical ability scores. If the cognatogen enhances 
  your Intelligence, it applies a penalty to your Strength. If it 
  enhances your Wisdom, it applies a penalty to your Dexterity. 
  If it enhances your Charisma, it applies a penalty to your 
  Constitution. Otherwise, this ability works just like the 
  alchemist’s mutagen ability (Pathfinder RPG Advanced Player’s 
  Guide 28). When the effect of the cognatogen ends, you take 
  2 points of ability damage to the ability score penalized by 
  the cognatogen. If you have both alchemist and psychic 
  levels, these levels stack to determine the duration of your 
  cognatogen and the DC of the save a non-alchemist must 
  
  6868
  attempt if he drinks your cognatogen. If you gain discoveries, 
  you can take the grand cognatogen and greater cognatogen 
  discoveries to improve your cognatogen. The infuse mutagen 
  discovery and the persistent mutagen class ability apply to 
  cognatogens. However, even if you have alchemist levels, 
  the duration of your cognatogen remains 1 minute per level 
  (instead of 10 minutes per level) and you can still create only 
  one per day (instead of an unlimited number) unless you 
  also possess the cognatogen discovery.
  Warped Brain (Su): At 5th level, your mind becomes 
  difficult to comprehend. When another creature uses a 
  mind-affecting spell or ability against you, that creature 
  must attempt a Will save. If it fails, it becomes nauseated 
  for 1 round. This ability triggers even if you succeed at your 
  save (or are otherwise unaffected by the spell or ability), but 
  doesn’t apply if you’re a willing subject of the spell. This is 
  a mind-affecting effect.
  Hallucinogenic Aura (Su): At 13th level, a mental field 
  emanates from you, touching the minds of those nearby. 
  Any creature within 30 feet of you must succeed at a Will 
  save or be confused for 1d4 rounds. A creature that succeeds 
  at its saving throw is immune to your hallucinogenic aura 
  for 24 hours. A creature that fails its save doesn’t need to 
  continue making saves while it’s confused by this aura, and 
  becomes immune for 24 hours once its confusion ends. 
  This is a mind-affecting effect. You’re immune to your own 
  hallucinogenic aura, as well as that of any other psychic. You 
  can brew an antidote that protects the imbiber from your 
  aura. Brewing 1 dose requires 1 hour and a successful DC 15 
  Craft (alchemy) check. One dose’s effects last for 1 month.
  Rapport
  Forging a close bond with other people brings out the best 
  in you, making it easier for you to link your mind with 
  theirs. Through bonding your psyche with another person, 
  you’re able to fill in your own mental gaps and develop new 
  psychic powers.
  Phrenic Pool Ability: Charisma.
  Bonus Spells: Charm person (1st), enthrall (4th), coordinated 
  effortAPG (6th), lesser geas (8th), telepathy* (10th), battlemind 
  linkUM (12th), mass hold person (14th), mass charm monster (16th), 
  overwhelming presenceUM (18th).
  Discipline Powers: Your powers meld several minds 
  together, or allow you to more easily influence others.
  Emotional Bond (Su): You can create an empathic link 
  between yourself and your allies, allowing you to monitor 
  their emotional states. Setting up the link requires 10 minutes 
  of uninterrupted concentration from you and all subjects, 
  who must remain within 10 feet of you. You can link with a 
  number of allies equal to your Charisma modifier. This bond 
  lasts until the next time you regain your spells, or until you 
  go unconscious or voluntarily end the bond as a free action. 
  If the bond ends, you can establish a new bond at will with 
  another 10 minutes of mutual concentration. This link allows 
  you to monitor emotions, detecting when allies become angry, 
  surprised, confused, fearful, or the like, but doesn’t allow 
  them to communicate specific details. You can also easily tell 
  whether a subject is unconscious. If a subject dies or moves 
  to a different plane than you, your bond with that creature is 
  severed. The distance between you and the subjects doesn’t 
  affect the bond as long as you’re on the same plane of existence. 
  At 4th level, the bond also gives you the benefits of the status 
  spell with all subjects of the emotional bond.
  Emotional Push (Su): You can draw upon the intense power 
  of your own emotions in desperate situations, and your allies 
  can call upon you through your emotional link to protect 
  themselves. When you or a subject of your emotional bond 
  must attempt a saving throw, the person attempting the save 
  can gain a bonus equal to your Charisma bonus on the save as 
  an immediate action. This ability can be used once per day, 
  plus one additional time per day for every 4 psychic levels you 
  possess. Allies using this ability don’t need your permission, 
  since the emotional connection is so direct, though you know 
  when one of the uses has been expended. If the ally’s saving 
  throw is successful, you regain 1 point in your phrenic pool.
  Share Memory (Sp): At 5th level, you can use share memoryUM 
  at will, but only with a willing target.
  Team Player (Ex): At 5th level and 13th level, you gain a 
  bonus teamwork feat.
  Shared Skill (Ex): At 13th level, each time you set up an 
  emotional bond, you can choose one Intelligence- or 
  Charisma-based skill from the list of psychic’s class skills. 
  Any subject of your bond can use your bonus instead of his 
  own when attempting checks with that skill as long as the 
  bond lasts.
  Self-Perfection
  You take a holistic view of psychic power, believing that you 
  must hone both your mental and physical attributes to remain 
  in balance. The focus you find while exercising, fasting, and 
  otherwise tending to your body broadens your psychic powers.
  Phrenic Pool Ability: Wisdom.
  Bonus Spells: Expeditious retreat (1st), bear’s endurance (4th), 
  haste (6th), freedom of movement (8th), echolocationUM (10th), 
  transformation (12th), ethereal jaunt (14th), iron body (16th), 
  akashic form* (18th).
  Discipline Powers: Your powers alter your body through 
  your force of will.
  AC Bonus (Ex): When unarmored and unencumbered, you 
  add your Wisdom bonus (if any) to your AC and CMD. The 
  bonus to AC applies even against touch attacks or when you’re 
  flat-footed. You lose these bonuses when you’re immobilized 
  or helpless, when you wear any armor, when you carry a 
  shield, or when you carry a medium or heavy load.
  Physical Push (Su): By channeling your psychic energy, 
  you can make your body capable of greater physical feats. 
  
  6969
  Occult Classes
  Occult Classes 1
  When you attempt a Strength-, Dexterity-, or Constitution-
  based ability check or skill check, you can gain a bonus on the 
  check equal to your Wisdom bonus. You can use this ability 
  a number of times per day equal to your Wisdom modifier. 
  Using this ability is part of the action used to attempt the 
  skill check (if any). If you succeed at the check, you regain 
  1 point in your phrenic pool.
  Bodily Purge (Su): You can heal your own wounds and 
  maladies with the power of thought alone. At 5th level, 
  you gain access to a daily pool of healing energy. This pool 
  starts with 3 d8 dice per day, and gains 1 additional d8 
  for every 2 psychic levels you possess beyond 5th. As a 
  standard action, you can use up any number of 
  these dice to regain a number of hit points equal 
  to the result of rolling that many d8s. For 
  example, at 5th level you could 
  regain 3d8 hit points all at once, 
  1d8 hit points three separate 
  times, or 1d8 hit points 
  once and 2d8 hit points 
  at a different time. 
  In addition, you can 
  expend 2 dice from this 
  pool to instead gain the 
  benefit of lesser restoration 
  (affecting yourself only). At 7th 
  level, you can expend 3 dice from 
  this pool to instead gain the benefit 
  of neutralize poison, remove disease, or 
  restoration (affecting yourself only). To use 
  restoration to dispel a permanent negative 
  level, you must expend 4 dice from this pool instead of 3. 
  Use your psychic level as your caster level for these effects.
  Pure Body (Ex): At 13th level, you gain immunity to diseases 
  and poisons.
  Tranquility
  Psychic magic flows through you when you attain a peaceful 
  mental state. Regular meditation expands your mind, 
  allowing new powers to develop.
  Phrenic Pool Ability: Wisdom.
  Bonus Spells: Telempathic projection* (1st), silence (4th), 
  mantle of calmACG (6th), mass dazeUM (8th), serenityUM (10th), 
  psychic surgery* (12th), mind blank (14th), euphoric tranquilityAPG 
  (16th), time stop (18th).
  Discipline Powers: Your stable mind protects you and 
  your allies.
  Mental Placidity (Su): As an immediate action, you can gain 
  a +2 bonus on a Will saving throw you are about to attempt. 
  This bonus increases to +4 against an enchantment spell 
  or effect. Any ally who attempts a saving throw against the 
  same effect gains a +1 bonus on the Will save, or a +2 bonus 
  if the effect is an enchantment. If you succeed at the saving 
  throw, you regain 1 point in your phrenic pool. You can 
  use this ability a number of times per day equal to your 
  Wisdom modifier.
  Calming Presence (Su): At 5th level, you become a calming 
  force. You can use calm emotions as a spell-like ability a number 
  of times per day equal to your Wisdom modifier.
  Purge Disquiet (Su): At 13th level, you can banish mental 
  distress. You become immune to fear spells and effects and 
  to the confused condition. As a standard action, you can 
  choose a willing creature that is either within 30 feet or in 
  telepathic contact with you. For 1 round per psychic level you 
  possess, you suppress any fear effect 
  or confused, cowering, frightened, 
  panicked, or shaken condition 
  affecting that creature. You can 
  suppress only one effect at a 
  time with this ability, and 
  choosing a new target 
  ends the suppression 
  for the character you 
  previously chose.
  PSYCHIC SPELLS
  Psychics gain access to the following 
  spells. Many of these spells are found 
  in the Core Rulebook; the spells marked with 
  an asterisk (*) appear in Chapter 4 of this book, 
  and those that are found elsewhere are marked with 
  superscript abbreviations denoting their source. The 
  psychic casts all spells as psychic spells.
  0-Level Psychic Spells: Arcane mark, bleed, dancing lights, 
  daze, detect magic, detect poison, detect psychic significance*, 
  flare, ghost sound, grave words*, haunted fey aspectUC, know 
  direction, light, lullaby, mage hand, mending, message, open/
  close, prestidigitation, read magic, resistance, siftAPG, stabilize, 
  telekinetic projectile*, virtue.
  1st-Level Psychic Spells: Abjuring stepUC, abundant 
  ammunitionUC, adhesive spittleACG, air bubbleUC, alarm, animal 
  purpose trainingACG, animate rope, ant haulAPG, anticipate perilUM, 
  beguiling giftAPG, blendARG, blurred movementACG, borrow skillAPG, 
  breakAPG, bungleUM, burst of adrenaline*, burst of insight*, calm 
  animals, cause fear, charge object*, charm animal, charm person, 
  color spray, command, compel hostilityUC, comprehend languages, 
  confusion (lesser), decompose corpseUM, decrepit disguise*, deja vu*, 
  delusional prideUM, detect aberrationAPG, detect animals or plants, 
  detect secret doors, detect thoughts, detect undead, delusional 
  prideUM, diagnose diseaseUM, discern next of kinACG, disguise self, 
  disguise weaponACG, ear-piercing screamUM, endure elements, enlarge 
  person, entropic shield, erase, expeditious retreat, feather fall, feather 
  stepAPG, flare burstAPG, floating disk, forbid actionUM, forced quietUM, 
  fumbletongueUM, glue sealACG, heightened awarenessACG, hold portal, 
  hypnotism, identify, ill omenAPG, illusion of calmUC, interrogationUM, 
  invigorateAPG, invisibility alarmACG, jump, jury-rigUC, ki arrowUM, 
  
  7070
  liberating commandUC, lock gazeUC, long armACG, longshotUC, mage 
  armor, magic aura, magic missile, mask dweomerAPG, memorize 
  pageACG, mind thrust I*, mindlink*, mirror strikeUC, moment of 
  greatnessUC, monkey fishACG, murderous commandUM, negative 
  reactionUC, peacebondUC, polypurpose panaceaUM, psychic reading*, 
  quintessence*, recharge innate magicARG, reduce person, remove 
  fear, restore corpseUM, see alignmentUC, shadow weaponUM, share 
  languageAPG, shield, silent image, sleep, sow thoughtARG, stunning 
  barrierACG, summon minor monsterUM, summon monster I, sunder 
  breakerACG, sundering shardsACG, telempathic projection*, thought 
  echo*, touch of combustionARG, true strike, unerring weaponUC, 
  unprepared combatantUM, unseen servant, unwitting allyAPG, 
  vanishAPG, ventriloquism, vocal alterationUM, whispering loreARG, 
  youthful appearanceUM.
  2nd-Level Psychic Spells: Acute sensesUM, 
  adhesive bloodACG, adorationUC, alter self, 
  amplify stenchMC, ancestral regressionARG, 
  animal aspectUC, animal messenger, animal 
  trance, ant haul (communal)UC, anticipate 
  thoughts*, 
  anonymous 
  interactionACG, 
  apport object*, augury, aversion*, bear’s 
  endurance, bestow insightARG, bestow weapon 
  proficiencyUC, 
  blindness/deafness, 
  blood armorACG, blood blazeARG, 
  blood in the waterMC, blur, boiling 
  bloodUM, bullet shieldUC, bullet wardACG, 
  bull’s strength, bouyancyACG, calm emotions, 
  cat’s grace, chill metal, commune with birdsARG, 
  compassionate allyUM, confessAPG, create treasure 
  mapAPG, crimson confessionACG, cushioning bandsUM, darkvision, 
  daze monster, delay painUM, demand offering*, detect mindscape*, 
  disfiguring touchUM, disguise otherUM, eagle eyeAPG, eagle’s splendor, 
  effortless armorUC, endure elements (communal)UC, enshroud 
  thoughts*, enthrall, euphoric cloudACG, extreme flexibilityACG, false 
  life, feast of ashesAPG, find traps, fleshy facadeMC, focused scrutinyACG, 
  fox’s cunning, ghost whip*, ghostly disguiseUM, glideAPG, haunting 
  mistsUM, heat metal, hidden speechAPG, hideous laughter, hold 
  animal, hold person, howling agonyUM, hypercognition*, hypnotic 
  pattern, id insinuation I*, implant false reading*, inflict pain*, 
  instant armorAPG, instigate psychic duel*, investigative mindACG, 
  invisibility, ironskinMC, jitterbugsARG, kinetic reverberationUC, 
  knock, levitate, life pactACG, locate object, mad hallucinationUM, 
  magic mouth, make whole, mask dweomer (communal)UC, mental 
  barrier I*, mental block*, mind thrust II*, minor image, mirror 
  hideawayACG, mirror image, misdirection, miserable pityUM, 
  muffle soundACG, object reading*, obscure object, oneiric horror*, 
  oppressive boredomUM, owl’s wisdom, pain strikeAPG, paranoia*, 
  perceive cuesAPG, phantom trap, piercing shriekUM, pilfering handUC, 
  placebo effect*, protection from arrows, protective penumbraUM, 
  pyrotechnics, qualmUC, resist energy, returning weaponUC, rope 
  trick, savage mawARG, scare, sculpt simulacrumUM, see invisibility, 
  seek thoughtsAPG, shadow anchorARG, share language (communal)UC, 
  share memoryUM, shatter, shield of fortificationACG, shield other, 
  silence, silent tableACG, skinsendUM, sonic screamACG, speak with 
  animals, spectral hand, spider climb, spontaneous immolationUC, 
  status, steal breathARG, steal voiceUM, stricken heartACG, suggestion, 
  summon monster II, tactical acumenUC, telekinetic assemblyUC, 
  thought shield I*, time shudderACG, touch of idiocy, twilight hazeACG, 
  twisted spaceUC, undetectable alignment, unnatural lustUM, warding 
  weaponUC, whispering wind, zone of truth.
  3rd-Level Psychic Spells: Ablative barrierUC, adjustable 
  disguiseACG, agonizing rebukeARG, air breathingMC, analyze 
  aura*, anchored stepACG, apport animal*, arcane sight, aura 
  sightACG, babble*, blink, bleed gloryMA, blood biographyAPG, blood 
  scentARG, borrow fortuneAPG, burst of speedUC, catatonia*, chain of 
  perditionUC, clairaudience/clairvoyance, cognitive 
  block*, contagious zeal*, contingent actionACG, 
  continual flame, countless eyesUM, cup of 
  dustAPG, darkvision (communal)UC, daze 
  (mass)UM, deep slumber, devolutionAPG, 
  dispel magic, displacement, distracting 
  cacophonyUM, ectoplasmic snare*, ego 
  whip I*, eldritch feverUM, emotive block*, enter 
  imageAPG, excruciating deformationUM, fearsome duplicateARG, 
  feather step (mass)APG, fly, force punchUM, gaseous form, guiding 
  starAPG, haste, healing thiefUC, helping hand, heroism, 
  hostile levitationUC, id insinuation II*, illusory script, 
  invisibility sphere, isolateMC, ki leechUM, loathsome 
  veilUM, locate weaknessUC, major image, mantle of 
  calmACG, marionette possessionUM, meld into stone, mental 
  barrier II*, mind thrust III*, mindlocked messengerACG, mindscape 
  door*, minor dreamARG, nixie’s lureARG, node of blasting*, 
  nondetection, object possession (lesser)*, pellet blastUC, pierce 
  disguiseACG, protection from arrows (communal)UC, protection from 
  energy, purge spirit*, rage, rain of frogsUM, reckless infatuationUM, 
  resinous skinUC, resist energy (communal)UC, restore mythic 
  powerMA, returning weapon (communal)UC, sands of timeUM, 
  share gloryMA, share sensesAPG, shrink item, slow, speak with dead, 
  spider climb (communal)UC, strangling hairUM, stunning barrier 
  (greater)ACG, summon monster III, swarm of fangsMC, synaptic 
  pulse*, synesthesia*, telekinetic maneuver*, thought shield  II*, 
  tongues, touch injectionUC, transfer regenerationMC, twilight 
  knifeAPG, unadulterated loathingUM, vampiric touch, versatile 
  weaponAPG, vision of hellUM, wall of nauseaACG, water breathing, 
  water walk, witnessUM.
  4th-Level Psychic Spells: Adjustable polymorphACG, age 
  resistance (lesser)UM, agonizeUM, animal aspect (greater) UC, 
  anti-incorporeal shellACG, arcane eye, aura alteration*, aura of 
  doomUM, black tentacles, break enchantment, calcific touchAPG, cast 
  outAPG, charm monster, condensed ether*, confusion, contingent 
  scrollACG, control summoned creatureUM, coordinated effortAPG, 
  create mindscape*, crushing despair, curse of burning sleepACG, 
  curse of magic negationUM, darkvision (greater)UM, deathlessMA, 
  debilitating portentUC, detect scrying, dimension door, dimensional 
  anchor, discern lies, divination, dominate animal, dream, ego 
  whip II*, enchantment foilACG, enlarge person (mass), eyes of the 
  
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  Occult Classes
  Occult Classes 1
  voidACG, false life (greater)UM, fear, fleshworm infestationUM, force 
  hook chargeUM, forgetful slumberARG, freedom of movement, geas 
  (lesser), ghost wolfARG, globe of invulnerability (lesser), hallucinatory 
  terrain, healing warmthARG, id insinuation III*, illusory wall, 
  intellect fortress I*, interrogation (greater)UM, invigorate (mass)APG, 
  invisibility (greater), locate creature, malicious spiteUM, mental 
  barrier III*, mind probe*, mind thrust IV*, mindwipe*, 
  minor creation, minor phantom objectARG mirror transportACG, 
  moonstruckAPG, mythic severanceMA, named bulletUC, nondetection 
  (communal)UC, oneiric horror (greater)*, overwhelming griefUM, 
  overwhelming presenceUM, pain strike (mass)APG, persistent 
  vigorACG, phantasmal killer, planar adaptationAPG, planar ally 
  (lesser), protection from energy (communal)UC, rainbow pattern, 
  reduce person (mass), resilient reservoirARG, resilient sphere, riding 
  possession*, scrying, sending, shadow stepUM, shadowy havenARG, 
  shield of fortification (greater)ACG, shout, simulacrum (lesser)UM, 
  sleepwalkAPG, speak with hauntACG, spell immunity, spellcrash 
  (lesser)ACG, stoneskin, summon monster IV, synaptic scramble*, 
  telekinesis, telekinetic chargeUC, telepathic bond, terrible remorseUM, 
  thought shield III*, thoughtsense*, tongues (communal)UC, touch 
  of slimeUM, triggered suggestionACG, true formAPG,  unbearable 
  brightnessACG, vomit twinARG, wall of blindness/deafnessACG, 
  wandering star motesAPG, water walk (communal)UC.
  5th-Level Psychic Spells: Absorb toxicityUC, arcana theftUM, 
  astral projection (lesser)UM, banish seemingAPG, command (greater), 
  commune with nature, contact other plane, denounceAPG,  dismissal, 
  dominate person, dream scan*, echolocationUM, ego whip III*, 
  entrap spirit*, erase impressions*, ethereal envelope*, etheric 
  shards*, explode head*, fabricate, false vision, feast on fearACG, 
  feeblemind, forbid action (greater)UM, half-blood extractionARG, 
  hold monster, hostile juxtapositionUC, id insinuation IV*, intellect 
  fortress II*, interposing hand, lend pathMA, life bubbleAPG, 
  mage’s private sanctum, major creation, major phantom 
  objectARG, mental barrier IV*, mind fog, mind swap*, mind 
  thrust V*, mirage arcana, modify memory, nightmare, object 
  possession*, overland flight, passwall, permanency, persistent 
  image, phantasmal webAPG, planar binding (lesser), plane shift, 
  possession*, prying eyes, psychic asylum*, psychic crush I*, remote 
  viewing*, retrocognition*, secret chest, seeming, serenityUM, smug 
  narcissismUM, song of discord, sonic thrustUM, spell immunity 
  (communal) UC, spell resistance, spellstealMC, steal powerMA, 
  stoneskin (communal) UC, suffocationAPG, suggestion (mass), 
  summon monster V, summoner conduitUC, synapse overload*, 
  synaptic pulse (greater)*, telepathy*, teleport, thought shield IV*, 
  tower of iron will I*, true seeing, truespeakARG, utter contemptUM, 
  village veilARG, wall of ectoplasm*, wall of force, wall of soundUM, 
  waves of fatigue, wreath of bladesUC.
  6th-Level Psychic Spells: Age resistanceUM, analyze dweomer, 
  animate objects, antilife shell, awaken construct*, battlemind 
  linkUM, bear’s endurance (mass), blade barrier, bull’s strength (mass), 
  cat’s grace (mass), cloak of dreamsAPG, conjure black puddingUM, 
  contingency, create mindscape (greater)*, curse (major)UM, curse 
  of disgustUM, disintegrate, dispel magic (greater), dream council*, 
  dream travel*, dust formUC, eagle’s splendor (mass), ego whip IV*, 
  enemy hammerAPG, envious urgeUM, ethereal jaunt, find the path, 
  fluid formAPG, forceful hand, foster hatred*, fox’s cunning (mass), 
  geas/quest, getawayAPG, globe of invulnerability, heroism (greater), 
  incorporeal chains*, inflict pain (mass)*, intellect fortress III*, 
  joyful raptureUM, leashed shacklesUM, legend lore, mental 
  barrier V*, mind thrust VI*, mislead, named bullet (greater)UC, 
  object possession (greater)*, owl’s wisdom (mass), permanent 
  image, planar adaptation (mass)APG, planar ally, planar binding, 
  primal regression*, programmed image, psychic crush II*, psychic 
  surgery*, repress memory*, sonic formACG, spellcrashACG, stone tell, 
  summon monster VI, thought shield V*, tower of iron will II*, 
  transformation, unwilling shieldAPG, veil, vengeful outrageUM, 
  withdraw affliction*.
  7th-Level Psychic Spells: Age resistance (greater) UM, 
  antimagic field, arcane sight (greater), banishment, circle of 
  clarityUM, create demiplane (lesser)UM, deflectionAPG, dimensional 
  bounceACG, ectoplasmic eruption*, ego whip V*, elude timeAPG, 
  ethereal envelopment*, finger of death, fly (mass)APG, foe to 
  friendAPG, forcecage, grasping hand, hold person (mass), hostile 
  juxtaposition (greater)UC, insanity, instant summons, invisibility 
  (mass), ki shoutUM, limited wish, lunar veilUM, mage’s magnificent 
  mansion, mage’s sword,  mind blank, phantasmal revengeAPG, phase 
  door, power word blind, project image, psychic crush III*, repulsion, 
  resonating wordUM, reverse gravity, scrying (greater), sequester, 
  simulacrum, spell turning, summon monster VII, synesthesia 
  (mass)*, telekinetic sphere, teleport (greater), teleport object, 
  temporary resurrectionUM, terraformMA, tower of iron will III*, 
  unshakable zeal*, vision, walk through spaceUC, waves of ecstasyUM, 
  waves of exhaustion, word of recall.
  8th-Level Psychic Spells: Antipathy, bilocation*, binding, 
  brilliant inspirationAPG, call constructUM, charm monster (mass), 
  clenched fist, create demiplaneUM, demand, dimensional lock, 
  discern location, earthquake, etherealness, euphoric tranquilityAPG, 
  fool’s forbiddanceAPG, frightful aspectUC, iron body, irresistible 
  dance, maze, mind blank (communal)UC, moment of prescience, 
  orb of the voidUM, planar ally (greater), planar binding (greater), 
  possession (greater)*, power word stun, prediction of failureUM, 
  prismatic wall, protection from spells, prying eyes (greater), psychic 
  crush IV*, refuge, scintillating pattern, screen, shout (greater), 
  spell immunity (greater), summon monster VIII, sympathy, 
  temporal stasis, tower of iron will IV*, trap the soul.
  9th-Level Psychic Spells: Akashic form*, ascensionMA, astral 
  projection, create demiplane (greater)UM, crushing hand, divide 
  mind*, dominate monster, dream voyage*, foresight, freedom, 
  gate, heroic invocationUC, hold monster (mass), implosion, 
  imprisonment, interplanetary teleportUM, mage’s disjunction, 
  microcosm*, mind swap (major)*, power word kill, psychic 
  crush V*, psychic image*, soul bind, spell immunity (greater 
  communal) UC, suffocation (mass)APG, summon monster IX, 
  telekinetic storm*, teleportation circle, time stop, tower of iron 
  will V*, transmute blood to acidUM, wail of the banshee, wall of 
  suppressionAPG, weird, wish.
  
  7272
  Spiritualist
  Becoming a spiritualist is not a calling—it’s a phenomenon. 
  When a creature dies, its spirit flees its body and begins 
  the next stage of its existence. Debilitating emotional 
  attachments during life and other psychic corruptions cause 
  some spirits to drift into the Ethereal Plane and descend 
  toward the Negative Energy Plane. Some of these spirits 
  are able to escape the pull of undeath and make their way 
  back to the Material Plane, seeking refuge in a psychically 
  attuned mind. Such a fusing of consciousnesses creates a 
  spiritualist—the master of a single powerful phantom whom 
  the spiritualist can manifest to do her bidding.
  Role: The spiritualist seeks the occult and esoteric truth 
  about life, death, and the passage beyond, using her phantom 
  as a guide and tool. The connection with her phantom allows 
  her to harness the powers of life and death, thought and 
  nightmare, shadow and revelation.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 2d6 × 10 gp (average 70 gp).
  CLASS SKILLS
  The spiritualist’s class skills are Bluff (Cha), Craft (Int), Fly 
  (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), 
  Linguistics (Int), Profession (Wis), Sense Motive (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha). 
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the class features of the spiritualist.
  Weapon and Armor Proficiency: A spiritualist is proficient 
  with all simple weapons, kukris, saps, and scythes, as well 
  as with light armor. 
  Spells: A spiritualist casts psychic spells drawn from the 
  spiritualist spell list (see page 76). She can cast any spell she 
  knows without preparing it ahead of time, assuming she has 
  not yet used up her allotment of spells per day for the spell’s 
  level. To learn or cast a spell, a spiritualist must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty Class 
  for a saving throw against a spiritualist’s spell equals 10 + the 
  spell level + the spiritualist’s Wisdom modifier. 
  A spiritualist can cast only a certain number of spells of 
  each spell level per day. Her base daily spell allotment is 
  given on Table 1–9: Spiritualist. In addition, she receives 
  bonus spells per day if she has a high Wisdom score (see 
  Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
  A spiritualist’s selection of spells is limited. A spiritualist 
  begins play knowing four 0-level spells and two 1st-level 
  spells of the spiritualist’s choice. At each new spiritualist 
  level, she learns one or more new spells as indicated on 
  Table 1–10: Spiritualist Spells Known. Unlike her number of 
  spells per day, the number of spells a spiritualist knows does 
  not affect her  Wisdom score. The numbers on Table 1–10 
  are fixed.
  Upon reaching 5th level, and at every third spiritualist 
  level thereafter (8th, 11th, and so on), a spiritualist can 
  learn a single new spell in place of one she already knows. 
  In effect, the spiritualist loses the old spell in exchange 
  for the new one. The new spell’s level must be the same as 
  that of the spell being exchanged, and it must be at least 
  1 level lower than the highest-level spiritualist spell she 
  can cast. A spiritualist can swap out only a single spell at 
  any given level and must choose whether or not to swap 
  the spell at the same time that she gains new spells known 
  for the level. 
  Knacks: A spiritualist learns a number of knacks, or 
  0-level psychic spells, as noted on Table 1–10 under Spells 
  Known. These spells are cast like any other spell, but 
  they can be cast any number of times per day. Knacks 
  prepared using another spell slot, because of metamagic 
  feats applied to them, for example, consume spell slots 
  as normal. 
  Phantom: A spiritualist begins play with the aid of a 
  powerful and versatile spirit entity called a phantom. The 
  phantom forms a link with the spiritualist, who forever after 
  can either harbor the creature within her consciousness 
  or manifest it as an ectoplasmic or incorporeal entity. A 
  phantom has the same alignment as the spiritualist, and it 
  can speak all the languages its master can. A spiritualist can 
  harbor her phantom in her consciousness (see the shared 
  consciousness class feature on page 73), manifest it partially 
  (see the bonded manifestation class feature on page 74), or 
  fully manifest it. A fully manifested phantom is treated as 
  a summoned creature from the Ethereal Plane, except it is 
  not sent back to the Ethereal Plane until it is reduced to a 
  negative amount of hit points equal to or greater than its 
  Constitution score.
  A spiritualist can fully manifest her phantom through a 
  ritual that takes 1 minute to perform. When the phantom 
  is fully manifested, the spiritualist can change the form 
  of the phantom’s manifestation (either from ectoplasmic 
  to incorporeal or vice versa) as a full-round action that 
  provokes attacks of opportunity. When the phantom 
  manifests, its hit points are unchanged from the last 
  time it manifested, unless the phantom was slain and 
  returned to the Ethereal Plane; in this case, the phantom 
  manifests with half its maximum number of hit points. 
  The phantom does not heal naturally, and can be healed 
  only with magic or by being tended to with the Heal 
  skill while fully manifested in ectoplasmic form. The 
  phantom stays fully manifested until it is either returned 
  to the spiritualist’s consciousness (a standard action) or 
  banished to the Ethereal Plane. If the phantom is banished 
  
  Occult Classes
  Occult Classes 1
  7373
  to the Ethereal Plane, it can’t return to the spiritualist’s 
  consciousness or manifest again for 24 hours.
   While fully manifested, a phantom can’t be returned 
  to the Ethereal Plane by means of dispel magic, but spells 
  such as dismissal and banishment work normally. Whenever 
  the spiritualist is unconscious or asleep, the phantom 
  immediately returns to the spiritualist’s consciousness. If 
  the spiritualist dies, the phantom is returned to the Ethereal 
  Plane, and can’t return to the spiritualist’s consciousness 
  until 24 hours after the spiritualist is brought back to life. 
  A phantom can’t be dismissed or banished (by a spell or 
  any other similar effect) while it resides in the spiritualist’s 
  consciousness, as the phantom is protected from such effects 
  by the power of the spiritualist’s psyche. 
  Fully manifested phantoms can wear armor and use 
  items (though not wield weapons) appropriate to their 
  forms. Any items worn, carried, or held by a phantom 
  are dropped when the phantom returns to the spiritualist’s 
  consciousness, and must be retrieved and donned 
  anew if the phantom wishes to use them when it fully 
  manifests in the future.  
  Phantoms are self-involved, even jealous, 
  creatures that do not play well with 
  other summoned companions. 
  A phantom refuses to manifest 
  (either fully or as part of a 
  bonded manifestation; see Bonded 
  Manifestation on page 74) in the presence 
  of an eidolon or shadow summoned by the 
  phantom’s master. Furthermore, if a phantom 
  is manifested when such a creature is 
  summoned, it immediately retreats into 
  its spiritualist’s consciousness, and will 
  not manifest again until the eidolon or 
  shadow is dismissed.
  A fully manifested phantom’s abilities, 
  feats, Hit Dice, saving throws, and skills are 
  tied to the spiritualist’s class level and increase 
  as the spiritualist gains levels. See the Phantoms 
  section starting on page 78 for more information.
  Shared Consciousness (Su): At 1st level, while a phantom 
  is confined in a spiritualist’s consciousness (but 
  not while it’s fully manifested or banished to the 
  Ethereal Plane), it grants the spiritualist the 
  Skill Focus feat in two skills determined 
  by the phantom’s emotional focus, 
  unless the spiritualist already has Skill 
  Focus in those skills. It also grants 
  a +4 bonus on saving throws against 
  all mind-affecting effects; at 12th 
  level, this bonus increases to +8. 
  Lastly, once per day, when the 
  spiritualist fails a saving throw 
  against a mind-affecting effect, as an immediate action 
  she can shunt that effect into the phantom’s section of 
  her consciousness instead. When she does so, she is not 
  affected by the mind-affecting effect, but for the normal 
  duration of that effect, the spiritualist loses the bonuses 
  on saving throws against mind-affecting effects and the 
  Skill Focus effects granted by her phantom, and can’t 
  use this ability to shunt a mind-affecting effect into the 
  phantom’s consciousness or manifest her phantom in any 
  way. When a mind-affecting effect is shunted into the 
  phantom’s consciousness, spells such as dispel magic and 
  
  7474
  break enchantment can be cast on the spiritualist to end the 
  effect’s duration as if the spiritualist were affected by the 
  mind-affecting effect. 
  Etheric Tether (Su): At 1st level, a spiritualist can force 
  the phantom to manifest in an area around her by pushing 
  the phantom’s consciousness though the veil of ethereal 
  essence, allowing it to fully manifest in either ectoplasmic 
  or incorporeal form. Whenever her manifested phantom 
  takes enough damage to send it back to the Ethereal Plane, 
  as a reaction to the damage, the spiritualist can sacrifice 
  any number of her hit points without using an action. Each 
  hit point sacrificed in this way prevents 1 point of damage 
  dealt to the phantom. This can prevent the phantom from 
  being sent back to the Ethereal Plane. 
  This tether is limited. When the phantom is fully 
  manifested, it and the spiritualist must remain within 
  50 feet of one another for the phantom’s manifestation to 
  stay stable with little to no concentration on the part of 
  the spiritualist. The spiritualist can stretch the limited 
  tether, but only when the phantom is in ectoplasmic form. 
  When a spiritualist starts her turn and her ectoplasmic 
  phantom is more than 50 feet away from her (but closer 
  than 100 feet), the spiritualist must concentrate on the link 
  as a full-round action that provokes attacks of opportunity 
  or the ectoplasmic phantom immediately returns to the 
  Ethereal Plane and cannot be summoned from that plane 
  for 24 hours. This concentration can be interrupted as if 
  it were a spell. Treat this effect’s spell level as equal to 1 + 
  1 per 10 feet farther than 50 feet that the phantom is from 
  the spiritualist (maximum spell level 6th). If the tether is 
  interrupted or the check fails, the phantom immediately 
  snaps back into the consciousness of its spiritualist master.
  If the ectoplasmic phantom is ever more than 100 feet 
  away from its spiritualist, or the incorporeal phantom is 
  ever 50 feet away from the spiritualist or outside of line 
  of effect from the spiritualist for more than 1 round per 
  spiritualist level the spiritualist possesses, the tether is 
  automatically broken; the phantom immediately returns 
  to the Ethereal Plane and can’t be summoned from that 
  plane for 24 hours. 
  See the Phantoms section starting on page 78 for more 
  information.
  Bonded Senses (Su): At 2nd level, as a standard action, a 
  spiritualist can share the senses of her manifested phantom, 
  hearing, seeing, smelling, tasting, and feeling everything 
  her phantom does. She can use this ability a number of 
  rounds per day equal to her spiritualist level, but those 
  rounds do not need to be consecutive. There is no maximum 
  range for this effect, but the phantom and the spiritualist 
  must be on the same plane. The spiritualist can end this 
  effect as a free action. 
  Bonded Manifestation (Su): At 3rd level, as a swift action, 
  a spiritualist can pull on the consciousness of her phantom 
  and the substance of the Ethereal Plane to partially manifest 
  Table 1–9: Spiritualist
  	
  Base
  	
  Attack		
  Fort	
  Ref	
  Will	
  Spells	per	Day
  Level	
  Bonus	
  Save	
  Save	 Save	
  Special	
  1st	 2nd	 3rd	 4th	 5th	 6th
  1st	
  +0	
  +2	
  +0	
  +2	
  Etheric	tether,	knacks,	phantom,	shared	consciousness	
  1	
  —	
  —	
  —	
  —	
  —
  2nd	
  +1	
  +3	
  +0	
  +3	
  Bonded	senses	
  2	
  —	
  —	
  —	
  —	
  —
  3rd	
  +2	
  +3	
  +1	
  +3	
  Bonded	manifestation	
  3	
  —	
  —	
  —	
  —	
  —
  4th	
  +3	
  +4	
  +1	
  +4	
  Spiritual	interference	
  3	
  1	
  —	
  —	
  —	
  —
  5th	
  +3	
  +4	
  +1	
  +4	
  Detect undead	
  4	
  2	
  —	
  —	
  —	
  —
  6th	
  +4	
  +5	
  +2	
  +5	
  Phantom	recall	1/day	
  4	
  3	
  —	
  —	
  —	
  —
  7th	
  +5	
  +5	
  +2	
  +5	
  Calm spirit	1/day	
  4	
  3	
  1	
  —	
  —	
  —
  8th	
  +6/+1	
  +6	
  +2	
  +6	
  Bonded	manifestation	increase	
  4	
  4	
  2	
  —	
  —	
  —
  9th	
  +6/+1	
  +6	
  +3	
  +6	
  See invisibility	
  5	
  4	
  3	
  —	
  —	
  —
  10th	
  +7/+2	
  +7	
  +3	
  +7	
  Fused	consciousness,	phantom	recall	2/day	
  5	
  4	
  3	
  1	
  —	
  —
  11th	
  +8/+3	
  +7	
  +3	
  +7	
  Calm spirit	2/day	
  5	
  4	
  4	
  2	
  —	
  —
  12th	
  +9/+4	
  +8	
  +4	
  +8	
  Greater	spiritual	interference	
  5	
  5	
  4	
  3	
  —	
  —
  13th	
  +9/+4	
  +8	
  +4	
  +8	
  Bonded	manifestation	increase	
  5	
  5	
  4	
  3	
  1	
  —
  14th	
  +10/+5	
  +9	
  +4	
  +9	
  Phantom	recall	3/day,	spiritual	bond	
  5	
  5	
  4	
  4	
  2	
  —
  15th	
  +11/+6/+1	
  +9	
  +5	
  +9	
  Calm spirit	3/day	
  5	
  5	
  5	
  4	
  3	
  —
  16th	
  +12/+7/+2	
  +10	
  +5	
  +10	
  Call spirit	
  5	
  5	
  5	
  4	
  3	
  1
  17th	
  +12/+7/+2	
  +10	
  +5	
  +10	
  Dual	bond	
  5	
  5	
  5	
  4	
  4	
  2
  18th	
  +13/+8/+3	
  +11	
  +6	
  +11	
  Bonded	manifestation	increase,	phantom	recall	4/day		
  5	
  5	
  5	
  5	
  4	
  3
  19th	
  +14/+9/+4	
  +11	
  +6	
  +11	
  Calm spirit 4/day	
  5	
  5	
  5	
  5	
  5	
  4
  20th	
  +15/+10/+5	
  +12	
  +6	
  +12	
  Empowered	consciousness	
  5	
  5	
  5	
  5	
  5	
  5
  
  7575
  Occult Classes
  Occult Classes 1
  aspects of both in her own body. When she does, she uses 
  this bonded manifestation to enhance her own abilities 
  while the phantom is still bound to her consciousness. 
  For the spiritualist to use this ability, the phantom must 
  be confined in the spiritualist’s consciousness; it can’t be 
  manifested in any other way. 
  During a bonded manifestation, the phantom can’t 
  be damaged, dismissed, or banished. A spiritualist can 
  use bonded manifestation a number of rounds per day 
  equal to 3 + her spiritualist level. The rounds need not 
  be consecutive. She can dismiss the effects of a bonded 
  manifestation as a free action, but even if she dismisses 
  a bonded manifestation on the same round that she used 
  it, it counts as 1 round of use. 
  When a spiritualist uses this ability, she must choose 
  either ectoplasmic or incorporeal form. When she makes 
  this choice, she gains all of the abilities based on the form 
  she chooses and her spiritualist level. 
  Ectoplasmic Bonded Manifestation: When a spiritualist 
  uses this ability and chooses ectoplasmic form, she gains 
  an ectoplasmic shield that protects her without restricting 
  her movement or actions. She gains a +4 shield bonus 
  to Armor Class; this bonus applies to incorporeal touch 
  attacks. The ectoplasmic shield has no armor check 
  penalty or arcane spell failure chance. At 8th level, the 
  spiritualist also sprouts a pair of ectoplasmic tendrils from 
  her body. Once per round as either a swift or a standard 
  action (spiritualist’s choice), the spiritualist can use one 
  or both tendrils to attack creatures within her melee 
  reach (using the attack bonus and damage dice of her 
  ectoplasmic manifested phantom) or to manipulate objects. 
  She can even use that action to have one tendril make an 
  attack and the other manipulate an object, as long as that 
  object can be manipulated with one hand. At 13th level, 
  the phantom’s ectoplasm clings to the spiritualist like 
  a suit of armor. This grants the spiritualist a +6 armor 
  bonus to AC without imposing an armor check penalty, 
  an arcane spell failure chance, or any reduction in speed. 
  At 18th level, the spiritualist can take a full-round action 
  to attack all creatures within her melee reach with her 
  tendrils (using the attack bonus and damage dice of her 
  ectoplasmic manifested phantom). When she does, she rolls 
  the attack roll twice, takes the better of the two results, 
  and uses that as her attack roll result against all creatures 
  within her melee reach. If the better attack roll threatens a 
  critical hit, the spiritualist chooses one target that she hit 
  to confirm the critical hit against. The other attacks that 
  hit are considered normal hits rather than critical threats. 
  Incorporeal Bonded Manifestation: When a spiritualist uses 
  this ability and chooses incorporeal form, she becomes 
  shrouded in a haze of insubstantial mist, granting her 
  concealment against ranged attacks. At 8th level, the 
  spiritualist can better affect incorporeal creatures with 
  melee attacks; her unarmed strikes and melee weapon 
  attacks are treated as if they had the ghost touch magic 
  weapon special ability. At 13th level, the spiritualist can take 
  a standard action to become invisible (as the invisibility spell) 
  until the start of her next turn. At 18th level, the spiritualist 
  gains the incorporeal subtype and a fly speed of 30 feet 
  (good) while using this form of bonded manifestation.
  Spiritual Interference (Ex or Su): At 4th level, whenever 
  a spiritualist is within the reach of her ectoplasmic 
  manifested phantom, she gains a +2 shield bonus to 
  her Armor Class and a +2 circumstance bonus on her 
  saving throws. She doesn’t gain these bonuses when 
  the ectoplasmic manifested phantom is grappled, 
  helpless, or unconscious. A spiritualist within 30 feet 
  of her incorporeally manifested phantom receives a +2 
  circumstance bonus on saving throws against mind-
  affecting effects. This bonus is a supernatural ability and 
  does not apply if the phantom is unconscious.
  Detect Undead (Sp): At 5th level, a spiritualist’s connection 
  with the Ethereal Plane becomes so strong that she can use 
  detect undead at will as a spell-like ability with a caster level 
  equal to her spiritualist level.
  Phantom Recall (Su): At 6th level, as either a swift or an 
  immediate action, a spiritualist can call her manifested 
  phantom to her side or back into her consciousness. This 
  ability functions as dimension door, using the spiritualist’s 
  class level as the caster level. When the spiritualist calls 
  Phantoms
  A	 phantom	 was	 once	 a	 sentient,	 living	 creature	 that	
  experienced	great	turmoil	in	life	or	during	death.	The	
  power	of	its	emotional	trauma	ripped	it	from	the	flow	
  of	spirits	rushing	toward	the	Astral	Plane	and	the	fates	
  beyond,	pulling	it	through	the	Ethereal	Plane	and	toward	the	
  Negative	Energy	Plane.	During	the	decent	to	nothingness	
  and	undeath,	the	spirit	was	able	to	break	free,	and	made	
  its	way	back	to	the	Material	Plane	to	find	shelter	within	
  the	consciousness	of	a	powerful	psychic	spellcaster.	That	
  fusion	created	a	spiritualist.	
  Phantoms	may	retain	some	of	their	memories	from	life,	
  but	not	many.	Some	phantoms	wish	to	unburden	themselves	
  of	their	emotional	shackles,	while	others	just	wish	to	continue	
  existing	while	avoiding	the	corruption	of	undeath.	Others	
  still	wish	nothing	more	than	to	inflict	their	torment	upon	
  the	living—taking	their	revenge	on	life	for	the	horrors	they	
  faced	during	and	after	death.	
  Phantoms	are	powerful	beings,	but	they	are	far	more	
  emotional	than	they	are	rational.	Phantoms	are	still	shackled	
  by	the	emotions	that	created	them,	and	spiritualists	must	
  maintain	strong	control	over	their	phantoms	to	keep	the	
  phantom’s	often-violent	emotions	in	check.
  
  7676
  the phantom in this way, the phantom appears adjacent to 
  the spiritualist (or as close as possible, if all adjacent spaces 
  are occupied). 
  When the spiritualist uses this ability to call the 
  phantom back to her consciousness, she can activate bonded 
  manifestation as part of that action, but doing so costs 
  1 extra round of bonded manifestation.
  The spiritualist can use this ability once per day at 
  6th level, plus one additional time per day for every 
  4 spiritualist levels she possesses beyond 6th.
  Calm Spirit (Sp): At 7th level, a spiritualist gains the 
  ability to use calm spirit (see page 160) as a spell-like ability 
  once per day. At 11th level and every 4 levels thereafter, the 
  spiritualist can use this ability an additional time per day 
  (to a maximum of 4 times per day at 19th level).
  See Invisibility (Sp): At 9th level, a spiritualist gains the 
  ability to see many things normally hidden from sight.  She 
  gains the ability to use see invisibility as a spell-like ability 
  once per day, with a duration of 10 minutes. 
  Fused Consciousness (Su): At 10th level, a spiritualist 
  always gains the benefits of bonded senses when her phantom 
  is manifested. She also gains the skill ranks and bonus to 
  mind-affecting spells granted by the spirit’s emotional focus 
  (see page 80), even when her phantom is manifested. Lastly, 
  she can shunt the effect of a mind-affecting effect into the 
  consciousness of her phantom as the shared consciousness 
  ability even when the phantom is manifested, but doing so 
  causes the phantom to immediately retreat back into the 
  spiritualist’s consciousness. 
  Greater Spiritual Interference (Ex or Su): At 12th level, 
  whenever allies are within the phantom’s reach, as long as the 
  manifested phantom is in ectoplasmic form, each ally gains 
  a +2 shield bonus to its Armor Class and a +2 circumstance 
  bonus on its saving throws. For the spiritualist, these 
  bonuses increase to +4. The spiritualist and allies within 
  range don’t gain this bonus if the manifested phantom is 
  grappled, helpless, or unconscious. While the phantom 
  is incorporeally manifested, allies within 30 feet of the 
  phantom receive a +2 circumstance bonus on saving throws 
  against mind-affecting effects. For the spiritualist, this 
  bonus increases to +4. This bonus doesn’t apply if the 
  phantom is unconscious.
  Spiritual Bond (Su): At 14th level, a spiritualist’s life 
  force becomes intrinsically linked with the phantom’s 
  spiritual essence. As long as the phantom has 1 or more 
  hit points, when the spiritualist takes damage that would 
  reduce her to fewer than 0 hit points, those points of 
  damage are transferred to the phantom instead. This 
  transfer stops after the phantom takes all the points of 
  damage or the phantom is reduced to a negative amount 
  of hit points equal to its Constitution score. In the latter 
  case, points of damage dealt in excess of this limit are 
  dealt to the spiritualist. This ability affects only effects 
  that deal hit point damage.
  Call Spirit (Sp): At 16th level, a spiritualist gains the ability 
  to use call spirit (see page 160) as a spell-like ability once 
  per day.
  Dual Bond (Su): At 17th level, the spiritualist can use her 
  bonded manifestation ability a number of rounds per day 
  equal to 3 + twice her spiritualist level.  
  Empowered Consciousness (Su): At 20th level, while a 
  spiritualist’s phantom is confined in her consciousness, she 
  is immune to mind-affecting effects and spells and effects 
  that involve possession, such as magic jar and possession (see 
  page 181).
  SPIRITUALIST SPELLS
  Spiritualists gain access to the following spells. Many 
  of these spells are found in the Core Rulebook; the spells 
  marked with an asterisk (*) appear in Chapter 4 of this 
  book, and those that are found elsewhere are marked with 
  superscript abbreviations denoting their sources. The 
  spiritualist casts all spells as psychic spells.
  0-Level Spiritualist Spells: Bleed, daze, detect magic, detect 
  psychic significance*, grave words*, guidance, light, mage hand, 
  mending, message, open/close, read magic, resistance, stabilize, 
  telekinetic projectile*, virtue. 
  1st-Level Spiritualist Spells: Alarm, alter windsAPG, 
  anticipate perilUM, burst of adrenaline*, burst of insight*, cause 
  fear, charge object*, chill touch, comprehend languages, cure 
  light wounds, deathwatch, decompose corpseUM, detect chaos/
  evil/good/law, detect undead, discern next of kinACG, doom, 
  Table 1–10: Spiritualist Spells Known
  	
  Spells	Known
  Level	
  0	
  1st	
  2nd	
  3rd	
  4th	
  5th	
  6th
  1st	
  4	
  2	
  —	
  —	
  —	
  —	
  —
  2nd	
  5	
  3	
  —	
  —	
  —	
  —	
  —
  3rd	
  6	
  4	
  —	
  —	
  —	
  —	
  —
  4th	
  6	
  4	
  2	
  —	
  —	
  —	
  —
  5th	
  6	
  4	
  3	
  —	
  —	
  —	
  —
  6th	
  6	
  4	
  4	
  —	
  —	
  —	
  —
  7th	
  6	
  5	
  4	
  2	
  —	
  —	
  —
  8th	
  6	
  5	
  4	
  3	
  —	
  —	
  —
  9th	
  6	
  5	
  4	
  4	
  —	
  —	
  —
  10th	
  6	
  5	
  5	
  4	
  2	
  —	
  —
  11th	
  6	
  6	
  5	
  4	
  3	
  —	
  —
  12th	
  6	
  6	
  5	
  4	
  4	
  —	
  —
  13th	
  6	
  6	
  5	
  5	
  4	
  2	
  —
  14th	
  6	
  6	
  6	
  5	
  4	
  3	
  —
  15th	
  6	
  6	
  6	
  5	
  4	
  4	
  —
  16th	
  6	
  6	
  6	
  5	
  5	
  4	
  2
  17th	
  6	
  6	
  6	
  6	
  5	
  4	
  3
  18th	
  6	
  6	
  6	
  6	
  5	
  4	
  4
  19th	
  6	
  6	
  6	
  6	
  5	
  5	
  4
  20th	
  6	
  6	
  6	
  6	
  6	
  5	
  5
  
  7777
  Occult Classes
  Occult Classes 1
  endure elements, expeditious retreat, feather fall, identify, inflict 
  light wounds, mage armor, magic fang, mindlink*, obscuring mist, 
  phantom bloodACG, protection from chaos/evil/good/law, psychic 
  reading*, remove fear, remove sicknessUM, sanctify corpseUM, 
  sanctuary, shield, summon monster I, telempathic projection*, 
  touch of gracelessnessAPG, unseen servant, ventriloquism.
  2nd-Level Spiritualist Spells: Aid, animate dead (lesser)UM, 
  augury, blur, calm spirit*, catatonia*, cure moderate wounds, 
  death knell, detect thoughts, disfiguring touchUM, emotive block*, 
  false life, gentle repose, ghost whip*, ghoul touch, inflict moderate 
  wounds, inflict pain*, instigate psychic duel*, invisibility, levitate, 
  life pactACG, locate object, misdirection, object reading*, phantom 
  steed, phantom trap, pilfering handUC, protection from arrows, 
  protective penumbraUM, purge spirit*, remove paralysis, resist 
  energy, restoration (lesser), scare, see invisibility, spectral hand, 
  spiritual weapon, status, stricken heartACG, summon monster II, 
  surmount afflictionUM, touch of idiocy, twilight hazeACG. 
  3rd-Level Spiritualist Spells: Analyze aura*, animate dead, 
  aura sightACG, bestow curse, blindness/deafness, clairaudience/
  clairvoyance, cloak of windsAPG, condensed ether*, contagious zeal*, 
  cure serious wounds, dispel magic, displacement, ectoplasmic snare*, 
  ethereal fists*, fly, force punchUM, gaseous form, haste, helping 
  hand, heroism, hostile levitationUC, howling agonyUM, inflict serious 
  wounds, invisibility purge, locate object, magic circle against chaos/
  evil/good/law, magic fang (greater), mindlocked messengerACG, minor 
  creation, nondetection, object possession (lesser)*, obscure object, 
  pain strikeAPG, phantom driverUC, phantom steed, protection from 
  energy, ray of exhaustion, remove blindness/deafness, remove curse, 
  remove disease, riding possession*, sands of timeUM, sealed life*, 
  seek thoughtsAPG, sessile spirit*, slow, speak with dead, spirit-bound 
  blade*, summon monster III, tongues, twilight knifeAPG, undead 
  anatomy IUM, unliving rageACG, vampiric touch, wind wall. 
  4th-Level Spiritualist Spells: Anti-incorporeal shellACG, 
  aura alteration*, aura of doomUM, bestow curse, black tentacles, 
  confusion, crushing despair, cure critical wounds, death ward, 
  debilitating portentUC, detect scrying, dimension door, dimensional 
  anchor, divination, enervation, entrap spirit*, erase impressions*, 
  ethereal envelope*, etheric shards*, false life (greater)UM, fear, 
  freedom of movement, imbue with spell ability, inflict critical 
  wounds, invisibility (greater), locate creature, mind swap*, 
  mindwipe*, mirror transportACG, neutralize poison, phantasmal 
  killer, phantom chariotUC, phantom steed (communal)UC, possession*, 
  remove curse, restoration, shadow conjuration, shadow stepUM, 
  solid fog, speak with hauntACG, spell immunity, spiritual allyAPG, 
  summon monster IV, telekinetic chargeUC, telekinetic maneuver*, 
  terrible remorseUM, thoughtsense*.
  5th-Level Spiritualist Spells: Break enchantment, breath 
  of life, call spirit*, cloudkill, contact other plane, curse (major)UM, 
  dismissal, disrupting weapon, dominate person, dream, ethereal 
  envelopment*, false vision, feast on fearACG, feeblemind, fickle 
  windsUM, foster hatred*, incorporeal chains*, inflict pain (mass)*, 
  mage’s faithful hound, mage’s private sanctum, mindfog, nightmare, 
  object possession*, overland flight, pain strike (mass)APG, plane 
  shift, phantasmal webAPG, planar adaptionAPG, prying eyes, raise 
  dead, repair undead (mass)ACG, remote viewing*, scrying, secret 
  chest, sending, shadow body*, shadow evocation, slay living, 
  Table 1–11: Manifested Phantom’s Base Statistics
  Class	
  	
  	
  	
  	
  	
  	
  Armor	
  Dex/Cha	
  Slam	
  Level	
  HD	 BAB	 Good	Saves	
  Bad	Save	
  Skills	
  Feats	
  Bonus	
  Bonus	
  Damage†	
  Special
  1st	
  1	
  +1	
  +2	
  +0	
  2	
  1	
  +0	
  +0	
  1d6	
  Darkvision,	link,	share	spells
  2nd	
  2	
  +2	
  +3	
  +0	
  4	
  1	
  +2	
  +1	
  1d6	
  —
  3rd	
  3	
  +3	
  +3	
  +1	
  6	
  2	
  +2	
  +1	
  1d6	
  Deliver	touch	spells	(30	ft.)
  4th	
  3	
  +3	
  +3	
  +1	
  6	
  2	
  +2	
  +1	
  1d6	
  Magic	attacks
  5th	
  4	
  +4	
  +4	
  +1	
  8	
  2	
  +4	
  +2	
  1d8	
  Ability	score	increase
  6th	
  5	
  +5	
  +4	
  +1	
  10	
  3	
  +4	
  +2	
  1d8	
  Devotion
  7th	
  6	
  +6	
  +5	
  +2	
  12	
  3	
  +6	
  +2	
  1d8	
  —
  8th	
  6	
  +6	
  +5	
  +2	
  12	
  3	
  +6	
  +3	
  1d8	
  —
  9th	
  7	
  +7	
  +5	
  +2	
  24	
  4	
  +6	
  +3	
  1d10	
  Incorporeal	flight
  10th	
  8	
  +8	
  +6	
  +2	
  16	
  4	
  +8	
  +4	
  1d10	
  Ability	score	increase
  11th	
  9	
  +9	
  +6	
  +3	
  18	
  5	
  +8	
  +4	
  1d10	
  —
  12th	
  9	
  +9	
  +6	
  +3	
  18	
  5	
  +10	
  +5	
  1d10	
  Deliver	touch	spells	(50	ft.)
  13th	
  10	
  +10	
  +7	
  +3	
  20	
  5	
  +10	
  +5	
  2d6	
  —
  14th	
  11	
  +11	
  +7	
  +3	
  22	
  6	
  +10	
  +5	
  2d6	
  —
  15th	
  12	
  +12	
  +8	
  +4	
  24	
  6	
  +12	
  +6	
  2d6	
  Ability	score	increase
  16th	
  12	
  +12	
  +8	
  +4	
  24	
  6	
  +12	
  +6	
  2d6	
  —
  17th	
  13	
  +13	
  +8	
  +4	
  26	
  7	
  +14	
  +7	
  2d8	
  —
  18th	
  14	
  +14	
  +9	
  +4	
  28	
  7	
  +14	
  +7	
  2d8	
  —
  19th	
  15	
  +15	
  +9	
  +5	
  30	
  8	
  +14	
  +7	
  2d8	
  —
  20th	
  15	
  +15	
  +9	
  +5	
  30	
  8	
  +16	
  +8	
  2d8	
  —
  †	 The	value	shown	is	for	Medium	phantoms.	See	Table	1–12	for	Small	or	Large	phantoms.
  
  7878
  spell resistance, suffocationAPG, summon monster V, telekinesis, 
  telepathic bond, teleport, undead anatomy IIUM, vampiric shadow 
  shieldACG, wall of ectoplasm*, wall of soundUM, waves of fatigue, 
  withdraw affliction*.
  6th-Level Spiritualist Spells: Analyze dweomer, banishment, 
  banshee blastACG, circle of death, create undead, disintegrate, dispel 
  magic (greater), ectoplasmic eruption*, enemy hammerAPG, eyebite, 
  find the path, getawayAPG, harm, heal, heroism (greater), leashed 
  shacklesUM, legend lore, mislead, object possession (greater)*, 
  repulsion, sealed life (greater)*, shadow walk, summon monster VI, 
  telepathy*, transformation, true seeing, undead anatomy IIIUM, 
  undeath to death, unshakable zeal*, unwilling shieldAPG.
  PHANTOMS
  A phantom’s abilities are determined by the spiritualist’s 
  level and the choice of manifestations the spiritualist makes 
  when she performs the manifestation ritual. Table 1–11: 
  Manifested Phantom’s Base Statistics on page 77 determines 
  many of the base statistics of the phantom. Each phantom 
  possesses an emotional focus that modifies these base 
  statistics and abilities. Phantoms are considered outsiders 
  for the purpose of determining which spells affect them. 
  Class Level: This is the spiritualist’s class level.
  HD: This is the total number of 10-sided (d10) Hit Dice 
  the phantom possesses, each of which is modified by the 
  phantom’s Constitution, as normal. 
  BAB: This is the phantom’s base attack bonus. A phantom’s 
  base attack bonus is equal to its Hit Dice. 
  Phantoms do not gain additional attacks 
  using their natural weapons at higher base 
  attack bonuses. 
  Good/Bad Saves: These are the phantom’s 
  base saving throw bonuses. A phantom possesses 
  two good saving throws and one bad saving throw, 
  determined by the phantom’s emotional focus (see 
  page 80). 
  Skills: This lists the phantom’s total skill ranks. A 
  phantom can assign skill ranks to any skills, but it must 
  possess the appropriate appendage to use some skills. 
  Phantoms with Intelligence scores above the base value 
  modify these totals as normal (a phantom gains a number 
  of skill ranks equal to 2 + its Intelligence modifier per Hit 
  Die). A phantom can’t have more ranks in a skill than it has 
  Hit Dice. Phantom skill ranks are set once chosen. 
  Feats: This is the total number of feats possessed by a 
  phantom. A phantom can select any feat it qualifies for, but 
  it must possess the appropriate appendage in order to use 
  some feats. Phantom feats are set once chosen.
  Armor Bonus: The number noted here is the increase 
  to the phantom’s natural armor bonus when it manifests 
  as an ectoplasmic creature, and its deflection bonus when 
  it manifests as an incorporeal creature. An ectoplasmic 
  or incorporeal manifested phantom can’t wear armor of 
  any kind, as the armor interferes with the spiritualist’s 
  connection with the phantom; a phantom may seem to be 
  wearing armor, but this appearance is just an illusory part 
  of its appearance.
  Dex/Cha Bonus: Add this bonus to the phantom’s 
  Dexterity and Charisma scores.
  Slam Damage: Phantoms have two slam natural weapon 
  attacks. Those attacks’ damage is based on the size of 
  the phantom and is sometimes modified by the abilities 
  Table 1–12: Small or Large Phantom Slam Damage
  	
  Damage	
  Damage
  Level	
  (Small	Phantom)	
  (Large	Phantom)
  1st–4th	
  1d4	
  1d8
  5th–8th	
  1d6	
  2d6
  9th–12th	
  1d8	
  2d8
  13th–16th	
  1d10	
  3d6
  17th–20th	
  2d6	
  3d8
  
  7979
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  Occult Classes 1
  of the phantom’s emotional focus. Table 1–11 gives the 
  damage by spiritualist level of the slam attacks made by a 
  Medium phantom. See Table 1–12 for the damage of such 
  attacks for Small and Large phantoms. Often, an individual 
  phantom manifests in a form that makes it appear as if it 
  had weapons or other natural attacks. Regardless of their 
  apparent forms, the phantom’s attacks still deal the slam 
  attack damage listed on Table 1–11 or Table 1–12.
  Special: This column includes a number 
  of abilities gained by all phantoms as they 
  increase in power. Each of these bonuses is 
  described below. 
  Darkvision (Ex): The phantom has darkvision 
  out to a range of 60 feet. 
  Link (Su): A spiritualist and her phantom share a mental 
  link that allows for communication across distances (as 
  long as they are on the same plane). This communication 
  is a free action that can be performed even when it isn’t 
  the spiritualist’s turn, but the spiritualist and the 
  phantom must both be conscious to communicate in 
  this way. This allows the spiritualist to give orders to 
  her phantom at any time. Magic items interfere with a 
  spiritualist’s connection to her phantom; as a result, the 
  spiritualist and her phantom share magic item slots. 
  For example, if the spiritualist is wearing a magic ring, 
  her phantom can wear only one magic ring. In the case 
  of a conflict, the items worn by the spiritualist remain 
  active, and those worn by the phantom become dormant. 
  The phantom must possess the appropriate appendages 
  to utilize a magic item.
  Share Spells (Su): The spiritualist can cast a spell with a 
  target of “you” on her phantom (as a spell with a range of 
  touch) instead of on herself. A spiritualist can cast spells 
  from the spiritualist spell list on her phantom even if the 
  spells normally do not affect creatures of the phantom’s 
  type (outsider). This ability does not allow the phantom 
  to share abilities that aren’t spells, even if they function 
  like spells. 
  Deliver Touch Spells (Su): The phantom can deliver 
  touch spells for the spiritualist when fully manifested in 
  incorporeal or ectoplasmic form. The spiritualist and the 
  phantom need not be in contact to accomplish this, but the 
  phantom must be within 30 feet and the spiritualist must 
  be able to see the phantom. If the spiritualist is 12th level or 
  higher, the phantom can deliver touch spells within 50 feet 
  of the spiritualist. The spiritualist can cast the spell, and 
  then the phantom can deliver the touch as an immediate 
  action. If the touch spell deals damage, the phantom must 
  make the attack roll. The phantom can’t hold the charge of 
  a touch spell cast by the spiritualist using this ability. If 
  the spell is delivered to the phantom, it must touch a target 
  or the spell is lost. If the spell allows you to touch up to six 
  willing targets, the phantom can accomplish this with an 
  immediate action, but all of the willing targets must be 
  within the phantom’s melee reach at the time.
  Magic Attacks (Su): When the phantom manifests in 
  ectoplasmic form, it treats its slam attacks as if they were 
  magic for the purposes of overcoming damage reduction. If 
  the spiritualist is 10th level or higher, all of the phantom’s 
  weapons are treated as the alignment of the phantom for 
  the purpose of overcoming damage reduction.
  Ability Score Increase (Ex): The phantom adds 1 to one 
  of its ability scores. 
  Devotion (Ex): The phantom gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Incorporeal Flight (Su): When the phantom manifests 
  in incorporeal form, it has a fly speed of 40 feet (good).
  Phantom Statistics
  A spiritualist’s phantom is typically the same size as 
  the spiritualist. A spiritualist can have a phantom that 
  is one size category smaller than her, and if she is Small 
  or smaller, she can have a phantom one size category 
  larger than her. A phantom is always a humanoid-shaped 
  creature, and looks somewhat like it did in its past life 
  while manifested, though the emotional turmoil of its 
  existence usually warps its appearance in some way. 
  Every phantom has the following base statistics, which 
  are then modified by its size and emotional focus. 
  Phantom
  Starting Statistics: Type Outsider (phantom); Size As 
  spiritualist or one size category smaller (or one size 
  category larger, if the spiritualist is Small or smaller); 
  Speed 30 ft.; AC +2 dodge (in incorporeal form) or +2 
  natural armor (in ectoplasmic form); Attack 2 slams (1d6 
  or 1d4 if size Small); Ability Scores Str 12, Dex 14, Con 13, 
  Int 7, Wis 10, Cha 13. 
  Phantom Skills
  The following skills are class skills for the phantom: Bluff 
  (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge 
  (planes) (Int), Perception (Wis), Sense Motive (Wis), and 
  Stealth (Dex). In addition, at 1st level, the spiritualist 
  can choose one additional skill as a class skill for her 
  phantom. The phantom also gains two class skills based 
  on its emotional focus. The phantom automatically gains 
  bonus ranks in these two skills as the spiritualist increases 
  in level—its number of ranks in these skills is always equal 
  to its number of Hit Dice. 
  Full Manifestation Forms
  Each time she fully manifests her phantom, the spiritualist 
  must choose whether to manifest the phantom in either 
  ectoplasmic or incorporeal form. The phantom gains the 
  statistics presented on Table 1–11: Manifested Phantom’s 
  
  8080
  Base Statistics, modified by the phantom’s emotional focus 
  and by the type of manifestation the spiritualist chooses.
  Ectoplasmic: When the spiritualist manifests her 
  phantom in ectoplasmic form, the phantom gains the 
  following abilities. 
  Damage Reduction: A phantom manifested in ectoplasmic 
  form has DR 5/slashing. When the spiritualist reaches 5th 
  level, the phantom gains DR 5/magic. At 10th level, the 
  damage resistance increases to 10/magic. At 15th level, it 
  increases to 15/magic, and at 20th level, the damage reduction 
  becomes DR 15/—. 
  Phase Lurch (Su): A phantom in ectoplasmic form has the 
  ability to pass through walls or material obstacles. In order 
  to use this ability, it must begin and end its turn outside 
  whatever wall or obstacle it’s moving through. An ectoplasmic 
  phantom can’t move through corporeal creatures with this 
  ability, and its movement speed is halved while moving 
  through a wall or obstacle. Any surface it moves through is 
  coated with a thin, silvery mucus that lingers for 1 minute.
  Incorporeal: When the spiritualist chooses to manifest 
  the phantom in incorporeal form, the phantom appears 
  within 30 feet of the spiritualist as a ghostly apparition. It 
  gains the incorporeal subtype (Pathfinder RPG Bestiary 301), 
  including a deflection bonus to AC equal to its Charisma 
  modifier. Since it isn’t an undead creature, it takes no 
  damage from holy water or positive energy. Unlike other 
  incorporeal creatures, an incorporeal phantom can’t 
  attack corporeal creatures, except to deliver touch-attack 
  spells using the deliver touch spell ability. An incorporeal 
  manifested phantom can make slam attacks against other 
  incorporeal creatures as if it were in ectoplasmic form. 
  Emotional Focus
  Each phantom has an emotional focus—a powerful emotion 
  based on some experience in life that keeps it tethered to 
  the Material and Ethereal planes. This emotional focus 
  also grants the phantom abilities that it can use while 
  manifested. The type of each ability and its power are 
  determined by the spiritualist’s level. 
  The emotional focus determines which bonus skill 
  ranks the phantom gains, as well as the skills in which its 
  spiritualist master gains Skill Focus. It also determines 
  the good saving throws of the manifested phantom and the 
  special abilities the phantom gains as it increases in level.
  While phantoms tend to appear much as they did 
  in life—at least as they did at the time of death —each 
  emotional focus twists a phantom’s visage, mannerisms, 
  and even personality in its own way. Unlike with most 
  creatures, a phantom’s emotion aura often manifests for all 
  to see, even those without the benefit of spells or abilities. 
  Often phantoms manifest these emotion auras in unique 
  ways, some of which are described in individual emotional 
  focus descriptions.
  Anger
  Phantoms with this emotional focus are filled with seething 
  anger from events in their past lives. Phantoms with this 
  focus often take the form of hulking brutes with furrowed 
  brows or of frenzied creatures that always seem ready to 
  strike down those who come too near. Many times, these 
  phantoms exude a bright red aura, especially when they 
  are engaged in combat, or they seem to breathe a red mist 
  in shallow pants from behind clenched, phantasmal teeth. 
  Skills: The phantom gains a number of ranks in 
  Intimidate and Survival equal to its number of Hit Dice. 
  While confined in the spiritualist’s consciousness, the 
  phantom grants the spiritualist Skill Focus in each of 
  these skills.
  Good Saves: Fortitude and Will.
  Strength Focus: The phantom gains a +2 bonus to 
  Strength and a –2 penalty to Dexterity. Instead of the 
  phantom gaining a bonus to Dexterity as the spiritualist 
  gains levels, an anger-focused phantom gains a bonus to 
  Strength instead. 
  Powerful Strike (Ex): A phantom with this focus deals 
  more damage with its slam attacks. It deals slam damage 
  as a creature one size category larger than its current size. 
  The phantom also gains Power Attack as a bonus feat. 
  Aura of Fury (Su): When the spiritualist reaches 7th level, 
  as a swift action, the phantom can emit a 20-foot-radius 
  aura of fury. Creatures within the aura gain a +2 bonus on 
  melee attack rolls but take a –2 penalty to AC. Ending the 
  aura is a free action. The phantom can use this ability in 
  either ectoplasmic or incorporeal form.
  Ferocious Mien (Su): When the spiritualist reaches 
  12th level, once per day as a swift action, a phantom in 
  ectoplasmic form can grow more ferocious and frightening. 
  It becomes one size category larger than its current size, 
  as affected by an enlarge person spell, and grows fiercer 
  in combat, as if affected by a rage spell. This effect lasts 
  for 1 round per class level of the spiritualist. When the 
  spiritualist reaches 18th level, a phantom using ferocious 
  mien also gains the frightful presence extraordinary ability 
  (Bestiary 300; range 30 feet, duration 5d6 rounds).
  Furious Wail (Su): When the spiritualist reaches 17th 
  level, once per day as a standard action, the phantom can 
  emit a single angry wail that acts as wail of the banshee. The 
  phantom uses its Hit Dice as its caster level for the effect, 
  and the DC of the effect is 10 + 1/2 the phantom’s Hit Dice 
  + the phantom’s Charisma modifier. The phantom can 
  use this ability in either ectoplasmic or incorporeal form.
  Dedication
  Either through a sense of love or the desire to finish 
  some unfinished task, a phantom with this emotional 
  focus has an undying devotion to something or someone 
  in the world. It’s often the case that a phantom with 
  
  8181
  Occult Classes
  Occult Classes 1
  this emotional focus has a strong familial tie with its 
  spiritualist master. A dedication phantom most often 
  appears as a strong and stern protector with a watchful 
  gaze, and its service to its spiritualist is unwavering. These 
  spirits exude auras of blue, or sometimes rose if their love 
  for their spiritualist masters in life was great. Many times 
  these auras manifest as a halo, giving these phantoms a 
  divine appearance, no matter their actual alignment 
  or opinions on matters of religion.
  Skill: The phantom gains a number of 
  ranks in Diplomacy and Sense Motive 
  equal to its number of Hit Dice. 
  While confined in the spiritualist’s 
  consciousness, the phantom grants 
  the spiritualist Skill Focus in each of 
  these skills.
  Good Saves: Reflex and Will.
  Iron Will: The phantom gains Iron 
  Will as a bonus feat. Furthermore, 
  when the phantom is within its 
  master’s consciousness, it grants 
  the benefits of Iron Will to its 
  master if its master doesn’t have 
  that feat.
  Dutiful Strike (Su): When a 
  creature makes an attack against the 
  phantom’s master, the phantom gains 
  a +2 bonus on attack rolls against that 
  target, and deals damage against that target 
  as if the phantom were one size category larger. For 
  the purposes of this ability, an attack includes any 
  harmful spell targeting the spiritualist master of 
  whose area or effect includes the spiritualist master. 
  Dutiful strike lasts for 1 minute, until another 
  creature attacks the phantom’s spiritualist master 
  (at which point this effect transfers to the new attacker), 
  or until the attacking creature is reduced to fewer than 0 
  hit points, whichever occurs first. 
  Defending Aura (Su): When the spiritualist reaches 7th 
  level, the phantom can emit a 10-foot-radius aura that grants 
  protection to nearby allies. It can activate this aura at will 
  as a swift action. Allies within the aura gain a +2 deflection 
  bonus to AC and a +2 bonus to CMD and on all saving throws. 
  Deactivating the aura is a free action. 
  Devoted Servant (Su): When the spiritualist reaches 12th 
  level and is caught unawares by an attack (such as an attack 
  made in a surprise round or while the spiritualist is asleep 
  or an attack by a creature using Stealth), if the phantom 
  is not fully manifested, it automatically fully manifests 
  from the spiritualist’s consciousness to protect its master. 
  The phantom stays manifested as long as the spiritualist 
  is unaware and in danger. This ability requires no action 
  from the spiritualist. 
  Steadfast Devotion (Su): When the spiritualist reaches 
  17th level, the phantom becomes immune to detrimental 
  mind-affecting effects and all forms of possession, such 
  as magic jar and possession (see page 181). Furthermore, 
  the phantom is immune to banishment, dismissal, and 
  similar effects. 
  Despair
  Some creatures die in such horrific ways, or live 
  such pointless and senseless lives, that despair 
  grips their very beings. Phantoms with this 
  focus use misery as a weapon, inf licting 
  the living with the gloom of the phantoms’ 
  continued existence. Despair phantoms 
  often appear twisted or wounded, showing 
  the grisly circumstances of their demise. 
  Their coloration tends to have a grayish 
  or sickly green cast. When they speak, 
  they do so in terrifying whispers 
  or high-pitched screeches.
  Skills: The phantom gains 
  a number of ranks in Intimidate 
  and Stealth equal to its number of Hit 
  Dice. While confined in the spiritualist’s 
  consciousness, the phantom grants the 
  spiritualist Skill Focus in each of these skills.
  Good Saves: Fortitude and Will.
  Power from Despair: The phantom gains a +2 bonus 
  on attack and damage rolls against creatures that are 
  shaken, frightened, panicked, cowering, or subject to 
  effects such as aura of despair or crushing despair. 
  Miserable Strike (Su): If  the phantom hits a creature 
  with a slam attack, that creature must succeed at a Will 
  saving throw (DC = 10 + 1/2 the phantom’s Hit Dice + 
  the phantom’s Charisma modifier) or take a –2 penalty 
  on attack and damage rolls for 1 round. This is a mind-
  affecting fear and emotionUM effect. Penalties from multiple 
  hits don’t stack with themselves.
  Aura of Despair (Su): When the spiritualist reaches 7th 
  level, as a swift action, the phantom can emit a 10-foot aura 
  of despair. Enemies within the aura take a –2 penalty on 
  all saving throws. This is a fear effect. Deactivating the 
  aura is a free action.
  Despairing Shout (Su): When the spiritualist reaches 
  12th level, three times per day as a standard action, the 
  phantom can emit a shout that acts as crushing despair. The 
  phantom uses its Hit Dice as its caster level for the effect, 
  and the DC of the effect equals 10 + 1/2 the phantom’s Hit 
  Dice + the phantom’s Charisma modifier. The phantom can 
  use this ability in either ectoplasmic or incorporeal form.
  Inescapable Despair (Su): When the spiritualist reaches 17th 
  level, if the phantom hits with its slam attack, the creature 
  hit doesn’t get a save to resist the effects of miserable strike. 
  
  8282
  Fear
  A phantom with this emotional focus suffered from 
  overwhelming fear in life. As a phantom, it is able to channel 
  that fear into a terrifying weapon. Fear phantoms are often 
  horrifying to behold. Sometimes they appear as ghostly 
  figures in tattered funeral garb or wrapped in chains or 
  other bindings. Their features may be distorted into gaunt 
  and haunting forms, making them seem more like ghosts 
  or spectres. A miasma of livid gray swirling motes often 
  surrounds their forms as they stalk their surroundings, 
  seeking to bestow their terror on others. 
  Skills: The phantom gains a number of ranks in 
  Intimidate and Stealth equal to its number of Hit Dice. 
  While confined in the spiritualist’s consciousness, 
  such a phantom grants the spiritualist Skill 
  Focus in each of these skills.
  Good Saves: Reflex and Will. 
  Stealthy: The phantom gains Stealthy 
  as a bonus feat.
  Horrifying Strike (Ex): If the 
  phantom hits a creature with 
  a slam attack, that creature 
  must succeed at a Will 
  saving throw (DC = 10 + 1/2 
  the phantom’s Hit Dice + the 
  phantom’s Charisma modifier) or be 
  shaken for 1d4 rounds. Multiple attacks 
  against the same creature do not cause the creature to 
  become frightened. This is a mind-affecting fear effect. 
  Increase Fear (Su): When the spiritualist reaches 7th 
  level, as a swift action, the phantom can emit a 20-foot-
  radius aura that amplifies the fear conditions of enemies 
  within it if they fail their Will saving throws (DC = 10 + 
  1/2 the phantom’s Hit Dice + the phantom’s Charisma 
  modifier). A shaken enemy in the aura becomes frightened, 
  a frightened creature becomes panicked, and a panicked 
  creature cowers. This effect lasts either as long as the 
  enemy stays within the aura and is under the condition 
  of the initial fear effect, or for a number of rounds after it 
  leaves the aura equal to 1/2 the phantom’s Hit Dice, or until 
  the end of the original fear effect’s duration, whichever 
  comes first. A creature that succeeds at the saving throw is 
  immune to this effect from the same phantom for 24 hours. 
  This is a mind-affecting fear effect. The phantom can use 
  this ability in either ectoplasmic or incorporeal form. 
  Frightful Attack (Su): When the spiritualist reaches 
  12th level, if the phantom hits with a slam attack, it can 
  frighten those it hits instead of causing them to be shaken 
  (the phantom chooses when it makes the attack). This is a 
  mind-affecting fear effect.
  Shelter Allies (Su): When the spiritualist reaches 17th level, 
  the phantom protects its allies from terror. Allies within 
  the phantom’s increase fear aura are immune to fear as long 
  as they are within the aura. This ability also grants the 
  phantom’s spiritualist master immunity to fear as long as 
  the phantom is not banished to the Ethereal Plane.
  Hatred
  Few things draw a spirit toward the Negative Material 
  Plane like the emotion of hatred. Phantoms with this 
  focus often are blinded by—and blind others with—this 
  powerful emotion. These phantoms are frequently darker 
  and more foreboding than all but those phantoms with the 
  fear emotional focus. Many of them manifest as dark and 
  dreadful knights, their armor bristling with spikes and 
  their hands seeming to grasp barbed and 
  terrible weapons. Other times they 
  appear as tall, gaunt figures 
  staring down arrogantly 
  at those who approach. 
  These phantoms typically 
  spew a string of curses at 
  their foes, often profane, 
  sometimes poetic. Their auras 
  are pulsating and pitch black, 
  and thrum violently when these 
  horrible phantoms attack. 
  Skills: The phantom gains a 
  number of ranks in Acrobatics 
  and 
  Perception 
  equal 
  to 
  its 
  number of Hit Dice. While confined in 
  the spiritualist’s consciousness, the phantom 
  grants the spiritualist Skill Focus in each of these skills.
  Good Saves: Fortitude and Reflex.
  Weapon Finesse: The phantom gains Weapon Finesse 
  as a bonus feat.
  Hated Target (Su): The phantom can take a move action 
  to designate one creature within its line of sight as a hated 
  target. The phantom gains a +2 bonus on attack rolls against 
  its hated target, and a bonus on damage rolls equal to 1/2 the 
  phantom’s Hit Dice (minimum 1). The phantom is so focused 
  on this hated target that it takes a –2 penalty on attack rolls 
  against all other creatures. The phantom can maintain 
  these bonuses against only one target at a time, and these 
  bonuses remain in effect until either the hated opponent is 
  dead or it has been out of the phantom’s line of sight for at 
  least 1 minute. When the spiritualist reaches 7th level, the 
  phantom can use this ability as a swift action, and takes no 
  penalty when attacking creatures that are not designated 
  as its hated enemy. The phantom must be manifested in 
  ectoplasmic form to use this ability (unless the spiritualist 
  is 17th level or higher; see Shared Hatred below).
  Hateful Aura (Su): When the spiritualist reaches 7th level, 
  as a swift action, the phantom can emit a 10-foot-radius 
  aura that inflicts pain upon the minds of those who dare 
  damage it or its master. Enemies within the aura that deal 
  
  8383
  Occult Classes
  Occult Classes 1
  damage to the spiritualist or the phantom take an amount 
  of damage equal to the phantom’s Charisma bonus. This 
  is a mind-affecting pain effect. The phantom can use this 
  ability in either ectoplasmic or incorporeal form.
  Sneak Attack (Su): When the spiritualist reaches 12th level, 
  the phantom gains sneak attack +3d6, but only against its 
  hated enemy. At 18th level, the sneak attack damage increases 
  to +5d6. 
  Shared Hatred (Su): When the spiritualist reaches 17th 
  level, the phantom can grant its hatred to others. When the 
  phantom designates a hated enemy, its allies also gain a +2 
  bonus on attack rolls and a +4 bonus on damage rolls against 
  that enemy. Furthermore, the phantom can use its hated target 
  ability even when in incorporeal form; when it does, it can 
  make slam attacks against a corporeal creature, but only if 
  that corporeal creature is its hated target. 
  Jealousy 
  A phantom with this emotional focus is covetous of 
  everything—its master, those who wish to do it harm, and 
  any who do not pay attention to it. It demands to be the center 
  of attention at all times. The forms these phantoms take are as 
  diverse as the forms of jealousy in life. Often they take pleasing 
  forms, wishing to draw others in. Other times they take the 
  form of crawling and lurching things, grasping at all they 
  covet when they come within reach. The auras of these needy 
  phantoms quickly change in color, going from an oily green 
  to orange, to brownish red as they swirl through emotions 
  in their efforts to gain the objects of their dark desires.
  Skills: The phantom gains a number of ranks in Appraise 
  and Bluff equal to its number of Hit Dice. While confined 
  in the spiritualist’s consciousness, the phantom grants the 
  spiritualist Skill Focus in each of these skills.
  Good Saves: Reflex and Will.
  Deceitful: The phantom gains Deceitful as a bonus feat.
  Jealous Combatant (Su): Each time the phantom hits a 
  creature with a melee attack, for 1 round that creature takes 
  a –2 penalty on all attack rolls made against anyone other 
  than the phantom. This effect does not stack with itself. 
  Resentful Aura (Su): When the spiritualist reaches 7th 
  level, as a swift action, the phantom can emit a 20-foot-
  radius aura that forces enemies within the aura who make 
  an attack or cast a spell that does not include the phantom 
  in its effect to succeed at a Will saving throw (DC = 10 + 1/2 
  the phantom’s Hit Dice + the phantom’s Charisma modifier) 
  or become staggered until the end of the enemy’s next turn. 
  Ending the aura is a free action. The phantom can use this 
  ability in either ectoplasmic or incorporeal form. 
  Retribution (Su): When the spiritualist reaches 12th level, 
  each time a creature attacks the phantom’s master, whether 
  that attack hits or misses, it enrages the phantom. Until the 
  end of the phantom’s next turn, any attack the phantom 
  makes that hits the creature that has attacked her deals 
  2d8 extra points of damage. This extra damage is precision 
  damage. 
  Mine to Take (Su): When the spiritualist reaches 17th 
  level, once per day as an immediate action, just before the 
  phantom’s master is about to attempt a saving throw or be 
  targeted by an attack roll, the phantom and the spiritualist 
  can swap places as long as both are on the same plane and 
  the phantom is aware of the attack or effect. After the swap 
  occurs, the phantom is targeted by the attack or effect that 
  triggered this ability, though the phantom may be immune 
  or resistant to the effect. This is a teleportation effect. 
  The phantom can use this ability in either ectoplasmic or 
  incorporeal form. 
  Zeal
  A phantom with this emotional focus fixates on every 
  task given as if it were the phantom’s last. The most basic 
  commands are treated as life-and-death situations, and the 
  truly dangerous ones are faced with a resolve and tenacity 
  that sometimes defies common sense. Zeal phantoms 
  take the form of steadfast protectors or daring and manic 
  creatures looking for the next challenge or opportunity to 
  prove itself to either its master or itself. Often very prideful 
  creatures, these phantoms display an orange aura upon 
  completing their tasks. They are prone to boast about their 
  accomplishments and chastise those around them for not 
  accomplishing more. 
  Skills: The phantom gains a number of ranks in Acrobatics 
  and Survival equal to its number of Hit Dice. While confined 
  in the spiritualist’s consciousness, the phantom grants the 
  spiritualist Skill Focus in each of these skills.
  Good Saves: Fortitude and Reflex.
  Tracking: The phantom adds half its number of Hit Dice 
  (minimum 1) to Survival skill checks to follow tracks.
  Ruthless Combatant (Su): The phantom threatens a 
  critical hit with its slam attacks on a roll of 19–20. When 
  the spiritualist reaches 11th level, the phantom’s critical 
  modifier with slam attacks increases to ×3. This doesn’t 
  stack with Improved Critical or similar effects.
  Determination Aura (Su): When the spiritualist reaches 
  7th level, as a swift action, the phantom can emit a 20-foot-
  radius aura that grants its zeal to nearby allies. Allies within 
  the aura gain a +2 competence bonus on attack rolls and 
  saving throws. The phantom can use this ability in either 
  ectoplasmic or incorporeal form.
  Steadfast Servant (Su): When the spiritualist reaches 
  12th level, the phantom can stay manifested even when its 
  spiritualist master is unconscious or asleep. 
  Zeal’s Resolve (Su): When the spiritualist reaches 17th 
  level, three times per day as a free action, when the phantom 
  misses with an attack roll or fails a saving throw, it can 
  reroll the failed attack or saving throw. It must take the 
  new result, even if that result is worse.
  
  8484
  Racial Favored Class Options
  The rules below allow members of races from the Pathfinder 
  RPG Core Rulebook to take alternate rewards when they gain 
  a level in a favored class chosen from among the classes in 
  this book. The racial favored class options listed in Pathfinder 
  RPG Advanced Race Guide cover the classes from the Core 
  Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder 
  RPG Ultimate Combat, and Pathfinder RPG Ultimate Magic. 
  Such options for the classes presented in the Pathfinder RPG 
  Advanced Class Guide are covered in that volume.
  Each of these rewards replaces the normal reward for 
  having a level in a favored class (gaining 1 extra hit point 
  or 1 extra skill rank). Unlike those general rewards, the 
  alternate favored class options speak directly to the features 
  of specific classes and the general tendencies of various races.
  Whenever you gain a level in a favored class, you can 
  choose which favored class option you take. Unless otherwise 
  noted, these benefits always stack with themselves.
  Many of these alternate class rewards add only 1/2, 1/3, 
  1/4, or 1/6 to a roll (rather than 1) each time the reward is 
  selected, or add 1/2, 1/3, 1/4, or 1/6 to a class ability (such as 
  adding to a mesmerist’s number of mesmerist tricks per day 
  or the total number of points in a psychic’s phrenic pool). 
  When applying such a benefit to a die roll or class ability, 
  always round down (to a minimum of 0). You may thus need 
  to select such an option several times before the benefit takes 
  effect. If an alternate favored class option modifies a class 
  feature or ability, it can’t be taken before the character has 
  that class feature or ability. For example, if a class gains a 
  class feature at 6th level, a character couldn’t take a racial 
  favored class option that applies to that class feature until 
  6th level, even if the benefit from that option wouldn’t be 
  high enough to add a bonus until a later level.
  Some options may have a fixed numerical limit, after 
  which selecting that favored class reward again has no 
  effect. In these cases, you can always select from among 
  the standard rewards when taking a level in a favored class 
  (gaining 1 extra hit point or 1 extra skill rank).
  Abilities from favored class options that increase a 
  character’s caster level for the purpose of determining the 
  duration of certain spells apply this increase after other 
  effects that adjust a spell’s duration, such as Extend Spell.
  DWARVES
  Some dwarven communities place a social stigma on psychic 
  abilities due to the association of such powers with their 
  slaver cousins, the duergar. Occultists avoid this stigma by 
  establishing a connection to the storied relics of dwarven 
  history. Dwarven spiritualists might connect with spirits 
  of dwarves who fell in battle, and dwarven mediums might 
  hone their talents so they can contact the great heroes of 
  dwarven lore. Still, the most common path for a psychic 
  dwarf is a kineticist focusing on earth and metal wild talents. 
  The following options are open to all dwarves who have 
  the listed favored class.
  Kineticist: Add 1/3 point of damage to earth element 
  blasts that deal damage.
  Medium: Gain a +1/2 bonus on saving throws against 
  possession and a +1/2 bonus on saving throws to end haunt 
  channeler, location channel, and spacious soul.
  Mesmerist: Increase painful stare’s damage by 1/4 point.
  Occultist: Gain a +1/3 bonus on Appraise and Use Magic 
  Device checks involving stone and metal objects. 
  Psychic: When casting psychic abjuration spells, add 
  1/2 level to the effective caster level of the spell, but only 
  to determine the spell’s duration.
  Spiritualist: Add 1/6 to the shield bonus granted by the 
  3rd-level ectoplasmic bonded manifestation ability.
  ELVES
  The same keen intellects and careful study elves use to 
  explore the arcane arts also apply to their study of the occult 
  and psychic magic. Elves who explore their own psyches 
  typically embark on mental expeditions after thorough 
  study of psychic phenomena. They approach their own 
  minds deliberately, keeping detailed chronicles of what they 
  experience both without and within. The following options 
  are open to all elves who have the listed favored class.
  Kineticist: Gain a +1/4 bonus on damage rolls that apply 
  the kineticist’s elemental overflow bonus.
  Medium: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks. 
  Mesmerist: Gain a +1/2 bonus on Acrobatics checks to 
  move through a threatened area and a +1/2 bonus on Bluff 
  checks to feint.
  Occultist: Increase the occultist’s total number of points 
  of mental focus by 1/2 point.
  Psychic: Increase the total number of points in the 
  psychic’s phrenic pool by 1/3 point.
  Spiritualist: Add 1/6 to the shield bonus granted by the 
  3rd-level ectoplasmic bonded manifestation ability.
  GNOMES
  Mental trickery comes naturally to gnomes. They’re 
  predisposed to like psychic magic, with its off beat and 
  obscure practices. Each type of occult class holds its own 
  appeal for gnomes, from the kineticist’s innate feel for 
  magic to the occultist’s fascination with trinkets. The 
  following options are open to all gnomes who have the 
  listed favored class.
  Kineticist: Gain a +1/2 bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive skill checks against creatures 
  with the elemental subtype matching the kineticist’s 
  primary element.
  
  8585
  Occult Classes
  Occult Classes 1
  Medium: Gain a +1/2 bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive skill checks against spirits, 
  undead, phantoms, and creatures native to the Astral Plane.
  Mesmerist: Increase the number of mesmerist tricks 
  the mesmerist can use per day by 1/3.
  Occultist: Increase the duration of the occultist’s minor 
  figment by 1 minute, and increase the total concealment 
  miss chance from the occultist’s distortion resonant power 
  by 2%. This doesn’t increase the maximum miss chance.
  Psychic: Increase the total number of points in the 
  psychic’s phrenic pool by 1/3 point.
  Spiritualist: Add 1/6 to the shield bonus granted to the 
  spiritualist while under the effects of either spiritual 
  interference or greater spiritual interference.
  HALF-ELVES
  Many half-elves have a talent for forming and reinforcing 
  social ties, and psychic half-elves find that mentally 
  connecting to other creatures makes this even easier. They’re 
  especially skilled at the spiritual communication required for 
  the medium class. Half-elves who hew more closely to their 
  elven lineage often become psychics, and those with stronger 
  human blood might become kineticists or mesmerists. The 
  following options are open to all half-elves who have the 
  listed favored class.
  Kineticist: Gain a +1/4 bonus on damage rolls that apply 
  the kineticist’s elemental overflow bonus.
  Medium: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks. 
  Mesmerist: When casting mesmerist enchantment spells, 
  add 1/2 to the effective caster level of the spell, but only to 
  determine the spell’s duration.
  Occultist: Gain a +1/2 bonus on Spellcraft checks to 
  identify the properties of magic items and a +1/2 bonus on 
  Use Magic Device checks to emulate a race. 
  Psychic: Gain 1/6 of a new phrenic amplification.
  Spiritualist: Add 1 skill rank to the spiritualist’s phantom.
  HALF-ORCS
  Abilities firmly rooted in the mind might not seem like a fit 
  for half-orcs—at least, according to the common perception 
  of half-orcs. However, psychic abilities sometimes get 
  handed down, typically from a human parent. When orc 
  blood contributes psychic talent, it usually manifests as 
  kineticist abilities. The following options are open to all 
  half-orcs who have the listed favored class.
  Kineticist: Add 1/3 point of fire damage to fire-element 
  blasts that deal fire damage.
  Medium: When gaining a taboo, the medium can use 
  spirit surge without incurring influence an additional 
  1/4 time per day.
  Mesmerist: Increase the mesmerist’s bonus damage 
  from painful stare by 1/2 point.
  Occultist: Deal an additional 1/2 point of damage with 
  focus powers.
  Psychic: Gain a +1 bonus on concentration checks required 
  because of taking damage while casting spells from the 
  psychic class.
  Spiritualist: Add 1 hit point to the spiritualist’s phantom.
  HALFLINGS
  It’s a common belief that half lings get out of scrapes 
  because of their good fortune, but for some, “half ling 
  luck” is really a reflection of psychic talent. Many develop 
  this ability into something greater to compensate for their 
  small stature, and become particularly adept at influencing 
  or manipulating people. The following options are open 
  to all halflings who have the listed favored class.
  Kineticist: Increase the capacity of the kineticist’s internal 
  buffer by 1/6 point.
  Medium: Increase the bonus the medium gains from its 
  seance boon by 1/3 point. This doesn’t increase the bonus 
  allies gain from shared seance.
  Mesmerist: Increase the number of mesmerist tricks 
  the mesmerist can use per day by 1/3.
  Occultist: Add 1/2 point of mental focus per day.
  Psychic: The psychic treats her Charisma bonus as 
  1/3 point higher for the purpose of determining the number 
  of uses or rounds per day of her discipline powers.
  Spiritualist: Add 1/4 to the number of rounds that the 
  spiritualist’s incorporeal phantom can be out of sight and 
  line of effect before being sent back to the Ethereal Plane.
  HUMANS
  Lacking traditions on which to base their understanding 
  of the occult, psychic humans often join strange cults to 
  develop their mental talents. Others engage in private 
  study, collecting writings of questionable veracity that cover 
  occult topics. A large number of humans are fascinated 
  with occult topics even if they aren’t sensitive to psychic 
  phenomena, and they can be quick to follow anyone who 
  demonstrates even minor abilities with psychic magic. 
  The following options are open to all humans who have 
  the listed favored class.
  Kineticist: Gain 1/6 of an Extra Wild Talent feat.
  Medium: When gaining a taboo, the medium can use 
  spirit surge without incurring influence an additional 
  1/4 time per day.
  Mesmerist: Increase the mesmerist’s towering ego bonus 
  by 1/3 point (to a maximum increase of +2).
  Occultist: Gain 1/6 of a new focus power.
  Psychic: Add one spell known from the psychic spell list. 
  This spell must be at least 1 level lower than the highest 
  spell level the psychic can cast.
  Spiritualist: Add 1 skill rank or 1 hit point to the 
  spiritualist’s phantom.
  
  Archetypes
  2
  
  N
  o!” Feiya lunged for 
  Yoon as the weighted 
  net closed over the child’s 
  head, bearing her to the 
  ground. “You can’t have her!” 
  She lashed out at one of the 
  squealing, capering derros, her 
  glowing staff striking it in the 
  face. Behind her, Daji leapt 
  up from the cobbles and sank 
  long teeth into a second of the 
  white-eyed kidnappers.
  Beneath the net, however, 
  Yoon was strangely calm. 
  Grinning, she held up one rope-
  tangled hand. “Don’t worry, 
  Feiya. Ropes can’t hold me.” 
  The derros shrieked as 
  brilliant flames burst from 
  the girl’s palm, ropes falling 
  away to ash...
  
  8888
  Archetypes and Class Options
  Each base class in the Pathfinder Roleplaying Game is 
  designed to be a foundation for a wide array of characters. 
  Within that basic concept exists the potential for 
  innumerable variations. Some of these are too close to 
  existing classes to warrant being full base classes of their 
  own, yet prove compelling enough to become archetypes—
  sets of alternate class features that can be easily swapped 
  for those of a given class to help customize the class’s focus. 
  This chapter presents new archetypes or other options 
  for all of the new classes introduced in this book, as well 
  as for numerous base classes from other sources. Feats 
  and spells in this section denoted with an asterisk (*) 
  appear in Chapters 3 and 4 of this book, respectively.
  ARCHETYPES
  Each alternate class feature presented in an archetype 
  either replaces or alters one or more specific class features 
  from the base class. 
  When an archetype includes multiple alternate class 
  features, a character must take all of them—often blocking 
  the character from ever gaining certain standard class 
  features, but replacing them with other options. All class 
  features of the base class that aren’t mentioned among the 
  alternate class features of an archetype remain unchanged 
  and are acquired normally when a character reaches the 
  appropriate level. If an alternate class feature replaces a base 
  class feature, the archetype doesn’t count as having that base 
  class feature for the purpose of meeting any requirements 
  or prerequisites. On the other hand, if an alternate class 
  feature alters an existing class feature, it is considered to 
  be the core class feature for the purposes of meeting any 
  requirements or prerequisites, even if it was renamed. 
  A character can take more than one archetype, but none 
  of the alternate class features can replace or alter the same 
  class feature of the base class. 
  If a class feature has a series of improvements (such as 
  a fighter’s weapon training or a ranger’s favored enemy), it 
  can be replaced either entirely or partially. By default, an 
  alternate class feature replaces the entire original class 
  feature and all of its improvements. For example, if a class 
  feature states that it replaces trap sense without mentioning 
  a specific bonus, it replaces trap sense entirely.
  If an alternate class feature replaces one instance of 
  a class feature that’s part of a series, the next time the 
  character would gain an improvement to that ability, the 
  new improvement counts as the lower-level ability that was 
  replaced by the archetype, and all subsequent improvements 
  follow suit. For example, if the barbarian’s 3rd-level trap 
  sense +1 were replaced, the barbarian would gain trap 
  sense +1 at 6th level, trap sense +2 at 9th level, and so on.
  Kineticist
  Some kineticists rule the elements by personality or 
  discipline, or become paragons of healing or destruction. 
  BLOOD KINETICIST (ARCHETYPE)
  To a blood kineticist, the water in a creature’s blood is just like 
  any other sort, and she uses that knowledge to brutal ends.
  Blood Focus (Ex): A blood kineticist must choose water as 
  her primary element and must choose water blast as her first 
  simple blast. All of her infusions granted by this archetype 
  work only on targets with blood and automatically fail if the 
  target is immune to bleed damage.
  Wrack (Su): At 1st level, a blood kineticist can use her 
  abilities to wrack a target within 30 feet, harming the target 
  by manipulating its blood from the inside. The target takes 
  half the normal damage of the blood kineticist’s blast, 
  and can attempt a Fortitude save to reduce that amount to 
  1/4 normal damage, but the damage is untyped and ignores 
  damage reduction. This is a 1st-level form infusion that 
  costs 0 points of burn and can be used with water and blood 
  blasts. This ability replaces the 1st-level infusion.
  Bleeding Infusion (Su): At 5th level, a blood kineticist 
  can infuse her blasts with a vicious power that causes 
  internal or external bleeding. On a failed Fortitude save, 
  the target takes 1 point of bleed damage for every die of 
  the blast’s damage. A target that fails its saving throw 
  against the wrack form infusion does not receive a saving 
  throw to avoid the bleed damage from bleeding infusion 
  on the same blast. This is a 2nd-level substance infusion 
  that costs 2 points of burn and can be used with water and 
  blood blasts. This ability replaces the 5th-level infusion.
  Blood Tell (Sp): At 6th level, a blood kineticist’s connection 
  to blood allows her to learn much from the blood of another. 
  This works as blood biographyAPG, except the blood kineticist 
  suddenly knows the information, rather than having it 
  appear on a parchment. This is a 3rd-level utility wild talent 
  and costs 0 points of burn. She can accept 1 point of burn 
  to reduce the casting time to a standard action instead of 
  1 minute. This ability replaces the 6th-level utility wild talent.
  Blood Blast (Su): The first time a blood kineticist selects 
  water with expanded element, she doesn’t gain the cold 
  simple blast or the ice composite blast; instead, she gains the 
  blood composite blast, which costs 2 points of burn. A blood 
  blast is a physical blast that deals bludgeoning damage. It is 
  associated with the same infusions as the water blast. If the 
  blood kineticist selects water with expanded element a second 
  time, she gains the cold simple blast and ice composite blast 
  as normal. This ability alters expanded element.
  Blood Throw (Su): At 8th level, a blood kineticist gains 
  the foe throw infusion as a bonus infusion, and can use 
  it with the water element on water and blood blasts, in 
  
  8989
  Archetypes
  Archetypes 2
  addition to its normal associated element and blast. This 
  ability replaces the 8th-level utility wild talent.
  Gut-Wrenching Infusion (Su): At 9th level, a blood 
  kineticist can infuse her blasts with the ability to 
  manipulate her opponent’s insides to the point of 
  impairing their function. On a failed Fortitude save, the 
  target is sickened for 1 minute. A target that fails its saving 
  throw against the wrack form infusion does not receive 
  a saving throw to avoid the sickened condition from gut-
  wrenching infusion on the same blast. This is a 4th-level 
  substance infusion that costs 3 points of burn and can be 
  used with water and blood blasts. This ability replaces the 
  9th-level infusion.
  Vampiric Infusion (Su): At 11th level, a blood kineticist can 
  drain the vitality from her enemy’s blood to restore her own. 
  If her blast hits (or the enemy fails its saving throw against a 
  blast without an attack roll) the blood kineticist can activate 
  the kinetic healer utility wild talent on herself by 
  accepting its burn cost; she doesn’t need 
  to take an action to do so. If she doesn’t 
  possess the kinetic healer utility wild 
  talent, she can still use this ability, 
  but it heals only half as much. This 
  is a 5th-level substance infusion 
  that costs 3 points of burn and 
  can be used with water and blood 
  blasts. This ability replaces the 
  11th-level infusion.
  Blood Mastery (Su): At 20th level, 
  a blood kineticist no longer ages and 
  can’t be magically aged. She doesn’t 
  take penalties to her ability scores 
  for aging and removes any such penalties 
  she already possesses. She still accrues age 
  bonuses as normal, but she doesn’t die of old 
  age when her time would be up. Because of her 
  utter control over her own blood, she is immune 
  to bleed, injected poisons, injury diseases, 
  and the sickened and nauseated conditions 
  unless she chooses to be affected. This ability 
  replaces omnikinesis.
  ELEMENTAL ANNIHILATOR 
  (ARCHETYPE) 
  For some kineticists, nothing in life is as 
  sweet as destruction and pain. Elemental 
  annihilators pursue only uses of their powers 
  that harm others.
  Devastating Infusion (Su): At 1st level, an 
  elemental annihilator can either shoot her 
  kinetic blast at a target within 30 feet or make 
  a single melee attack as if she were using kinetic blade as 
  an attack action. For this attack, the elemental annihilator’s 
  base attack bonus from her kineticist levels is equal to her 
  full kineticist level. A devastating infusion always deals an 
  amount of damage equal to 1d8 + the elemental annihilator’s 
  Constitution modifier, regardless of the annihilator’s class 
  level or use of composite blasts. When making a melee 
  attack with devastating infusion, the elemental annihilator 
  doesn’t provoke attacks of opportunity, and if she uses two 
  hands, the attack’s damage is equal to 1d8 + 1-1/2 times her 
  Constitution modifier. This is a 1st-level form infusion that 
  costs 0 points of burn and can be used with any physical 
  blast (but not energy blasts). Unlike with kinetic blade, the 
  elemental annihilator can use Vital Strike with devastating 
  infusion. The damage bonus from elemental overflow 
  doesn’t apply to devastating infusion’s damage rolls. This 
  ability replaces the 1st-level infusion and the basic utility 
  wild talent normally granted by selecting an element.
  Dampened Versatility (Ex): An elemental annihilator can 
  never gain utility wild talents.
  Bonus Feats: At 2nd level, an elemental 
  annihilator can select a bonus feat from 
  the following list: Deadly Aim, Double 
  Slice, Point-Blank Shot, Power Attack, 
  Precise 
  Shot, 
  Rapid 
  Shot, 
  Two-
  Weapon Fighting, Weapon Finesse, 
  and Weapon Focus. Rapid Shot 
  and Two-Weapon Fighting can be 
  used with a kinetic blast only if the 
  annihilator also possesses flurry of 
  devastation (see below). She gains 
  an additional bonus feat at 8th, 
  10th, 14th, and 18th levels. At 
  8th level, she can also select 
  Improved 
  Two-Weapon 
  Fighting 
  and 
  Weapon 
  Specialization. 
  At 
  10th 
  level, she can also select 
  Greater 
  Weapon 
  Focus, 
  Improved Critical, Improved 
  Precise Shot, and Two-Weapon 
  Rend. An elemental annihilator doesn’t 
  need to meet the prerequisites for these 
  feats to select them as bonus feats. This 
  ability replaces the 2nd-, 8th-, 10th-, 
  14th-, and 18th-level utility wild talents.
  Increased Range (Su): At 3rd level, an 
  elemental annihilator gains the extended 
  range infusion. At 9th level, she gains 
  the extreme range infusion. This ability 
  replaces the 3rd- and 9th-level infusions.
  Ever-Present Threat (Su): At 4th level, 
  an elemental annihilator threatens all foes 
  within her natural reach. If anyone provokes 
  an attack of opportunity from her, she can 
  
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  form her melee devastating infusion and make the attack, 
  after which the weapon disappears. This ability replaces the 
  4th-level utility wild talent.
  Blast Training (Ex): At 5th level, an elemental annihilator 
  gains a +1 bonus on attack rolls and damage rolls with her 
  devastating infusion form infusion. This bonus increases 
  by 1 at 9th level and every 4 levels thereafter. This ability 
  replaces the 5th-level infusion.
  Flurry of Devastation (Su): At 6th level, an elemental 
  annihilator can make a full attack of devastating infusions 
  against targets within 120 feet as a full-attack action. Each 
  individual attack deals damage as a devastating infusion. 
  This is a 3rd-level form infusion that costs 1 point of burn 
  and can be used with the same blast types as devastating 
  infusion. Abilities such as Rapid Shot and haste that grant 
  additional attacks apply normally to this full attack. If she 
  makes only melee attacks with her flurry of devastation, 
  she can use the Two-Weapon Fighting feats (unlike with the 
  kinetic blade wild talent), but ranged devastating infusions 
  do not work with Two-Weapon Fighting. For the elemental 
  annihilator’s off-hand attacks with Two-Weapon Fighting, 
  she adds half her Constitution modifier to the damage 
  (increasing to her full Constitution modifier if she has 
  Double Slice). Though she can normally mix melee and 
  ranged attacks with her flurry of devastation, she can’t do 
  so when she uses Two-Weapon Fighting. She can never 
  use metakinesis or substance infusions with flurry of 
  devastation. This ability replaces the 6th-, 12th-, and 16th-
  level utility wild talents.
  Omnicide (Su): At 20th level, an elemental annihilator 
  can unleash omnicide, a unique physical composite blast. 
  Omnicide deals 10d6+10 points of bludgeoning damage, 
  10d6+10 points of cold damage, 10d6+10 points of electricity 
  damage, 10d6+10 points of fire damage, and 10d6+10 points 
  of force damage, and counts as a blast of all five elements. 
  Omnicide costs 4 points of burn, which can be reduced by 
  composite specialization as normal. This ability replaces 
  omnikinesis and the 20th-level utility wild talent.
  ELEMENTAL ASCETIC (ARCHETYPE)
  Combining the elemental powers of a kineticist with 
  the rigid physical discipline of a monk, an elemental 
  ascetic channels his powers through his body to enhance 
  himself in combat.
  Elemental Flurry (Su): At 1st level, an elemental ascetic 
  gains Improved Unarmed Strike as a bonus feat. He gains 
  the kinetic fist form infusion and it costs 0 points of burn 
  instead of 1 point of burn. When using the kinetic fist form 
  infusion with a full attack, he can make a flurry of blows as 
  the monk class feature. He must use only his fists to make 
  this flurry, no matter what other abilities he possesses. 
  Like a monk, he can use this ability only when unarmored, 
  not using a shield, and unencumbered. He can’t use his 
  kinetic blast without a form infusion, nor can he ever use 
  his kinetic blast with the chain, extended range, extreme 
  range, foe throw, flurry of blasts, many throw, or snake form 
  infusions, or with any other form infusion that requires a 
  ranged attack roll or ranged touch attack roll. This ability 
  alters kinetic blast and replaces elemental overflow.
  Elemental Wisdom (Su): An elemental ascetic can use his 
  Wisdom modifier instead of his Constitution modifier to 
  determine the DCs of Constitution-based wild talents, the 
  duration of wild talents with a Constitution-based duration, 
  and his bonus on concentration checks for wild talents. 
  This ability alters the key ability scores of wild talents.
  AC Bonus (Ex): At 2nd level, when unarmored, not 
  using a shield, and unencumbered, an elemental ascetic 
  adds his Wisdom bonus (if any) to his AC and his CMD. 
  These bonuses to AC apply even against touch attacks or 
  when the elemental ascetic is flat-footed. He loses these 
  bonuses when he is immobilized or helpless. This bonus 
  increases by 1 for every 4 kineticist levels the elemental 
  ascetic possesses beyond 2nd. The elemental ascetic’s 
  kineticist levels stack with monk levels for the purpose 
  of determining when the bonus increases. An elemental 
  ascetic can never take the expanded defense utility wild 
  talent. This ability replaces elemental defense.
  Powerful Fist (Su): At 5th level, an elemental ascetic can 
  accept 2 additional points of burn when using kinetic fist 
  to increase that infusion’s damage dice from d6s to d8s. 
  At 9th level, he can instead accept 3 additional points of 
  burn to increase the damage dice from d6s to d10s. At 13th 
  level, he can instead accept 4 additional points of burn to 
  increase the damage dice from d6s to d12s. All of these 
  options count as burn from a form infusion and can thus 
  be reduced by infusion specialization. This ability replaces 
  the 5th-, 9th-, and 13th-level infusions.
  KINETIC CHIRURGEON (ARCHETYPE)
  While any hydrokineticist or telekineticist can learn the 
  rudiments of healing, some kineticists are virtuosos of 
  the curative arts.
  Kinetic Chirurgery (Su): A kinetic chirurgeon must select 
  either aether or water as her primary element. She gains 
  kinetic healer as a bonus wild talent at 1st level. At 3rd level 
  and every 2 levels thereafter, the kinetic chirurgeon can 
  select any one paladin mercy that a paladin of that level 
  could select. Each time she uses kinetic healer, she can 
  apply one of these mercies to the target of the healing. A 
  kinetic chirurgeon can never use infusions. This ability 
  replaces infusions.
  Metahealer (Su): Starting at 5th level, a kinetic chirurgeon 
  can apply any one of the following metahealer abilities to 
  her kinetic healer wild talent instead of using her mercies. 
  At 5th level, she can choose to roll one additional die when 
  using kinetic healer. This increases to two additional dice 
  
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  at 11th level, and to three additional dice at 17th level. At 
  9th level, she can choose to bring an ally who died within 
  1 round back from the dead; this functions similarly to 
  the breath of life spell. The ally regains the normal number 
  of hit points from kinetic healer. An ally revived in this 
  way takes 1 additional point of burn, beyond the normal 1 
  point of burn that either the kinetic chirurgeon or the ally 
  must accept as a cost of the kinetic healer wild talent. At 
  13th level, a kinetic chirurgeon can choose to use kinetic 
  healer on herself as a swift action. At 17th level, she can 
  choose to heal both herself and another target with the 
  same use of kinetic healer, although in that case, both she 
  and her target must each accept 1 point of burn, instead of 
  only one of them needing to do so as normal for kinetic 
  healer. Regardless of her level, the kinetic chirurgeon can 
  apply only one metahealer ability to a single use of kinetic 
  healer. For instance, she could not bring back a dead ally 
  and also roll extra dice for healing. This ability replaces 
  metakinesis and infusion specialization.
  Healing Buffer (Su): At 6th level, a kinetic chirurgeon’s 
  internal buffer has double the usual maximum size, 
  and she can use it only when she would accept points of 
  burn for the kinetic healer wild talent. This ability alters 
  internal buffer.
  OVERWHELMING SOUL 
  (ARCHETYPE)
  Some kineticists have such a powerful 
  personality that they can seize 
  control of their element with their 
  minds alone, without endangering 
  their bodies.
  Mind 
  Over 
  Matter 
  (Ex): 
  An 
  overwhelming 
  soul 
  uses 
  her 
  Charisma modifier instead of her 
  Constitution modifier to determine 
  her damage with wild talents, 
  the DCs of Constitution-
  based 
  wild 
  talents, 
  the 
  duration of wild talents 
  with a Constitution-based 
  duration, 
  her 
  bonus 
  on 
  concentration checks for wild 
  talents, and the other Constitution-
  based effects of all her wild talents. 
  She adds Bluff and Diplomacy 
  to her list of kineticist class 
  skills. This ability alters the 
  kineticist’s class skills and 
  the key ability score of 
  wild talents.
  Mental Prowess (Su): An 
  overwhelming soul’s mind 
  is strong enough to protect her body from the stress of 
  channeling the elements. However, in exchange, she is 
  unable to push her limits quite as far as other kineticists. 
  She can’t choose to accept burn, though she can use wild 
  talents with a burn cost if she can reduce that cost to 
  0 points with abilities such as gather power and infusion 
  specialization. If she would be forced to accept burn 
  against her will (for example, if she fails a concentration 
  check), instead of taking burn she takes 1 temporary 
  negative level, which never kills her and can’t be removed 
  with restoration or greater restoration, but which disappears 
  automatically after 24 hours. At 6th level, once per day, 
  she can reduce the total burn cost of any wild talent by 1. 
  She can use this ability an additional time per day at 
  10th level and every 4 levels thereafter. This ability alters 
  burn and replaces internal buffer.
  Overwhelming Power (Ex): At 3rd level, an overwhelming 
  soul gains a +1 bonus on attack rolls and damage rolls 
  with her kinetic blasts. The damage bonus doesn’t apply 
  to kinetic blade, kinetic whip, or other infusions that 
  don’t apply the damage bonus from elemental overflow. 
  This bonus increases by 1 at 6th level and every 3 levels 
  thereafter. This ability replaces elemental overflow.
  
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  Medium
  The techniques used by most mediums to become vessels 
  for the spirits of legend can be altered to allow other 
  mediums to call spirits through dance and tales, or to 
  call spirits from objects, the land, or even themselves.
  KAMI MEDIUM (ARCHETYPE)
  Some mediums channel the power of nature spirits called 
  kami rather than the spirits of legend. See pages 159–165 
  of Pathfinder RPG Bestiary 3 for more information on kami.
  Kami Channeler (Su): A kami medium channels the 
  kami at locations different from where a normal medium 
  channels his spirits. The kami medium channels the 
  dosojin (which acts as the trickster) at crossroads and 
  other major roadway milestones; 
  the fukujin (which acts as the 
  marshal) at ornamental shrubs 
  and bonsai trees; the kaminari 
  (which acts as the champion) 
  in the midst of storms; the suijin 
  (which acts as the hierophant) at pure lakes, ponds, 
  springs, and wells; and the zuishin (which acts as the 
  guardian) at significant gates, doorways, and torii. The 
  kami medium does not have access to the archmage 
  legend. This ability alters spirit.
  Natural Taboo (Ex): A kami medium gains the taboo 
  ability at 1st level. Regardless of which kami he channels, 
  each day he must accept the hierophant taboo to strongly 
  revere nature and avoid metal armor. The kami medium 
  gains two free uses of spirit surge from accepting this 
  taboo, as normal. This ability alters taboo.
  Ofuda (Su): A kami medium uses ofudas—psychically 
  charged prayer scrolls—to focus his spells. Each of 
  his spells gains an ofuda as an additional inexpensive 
  material component, and the ofuda replaces the divine 
  focus for spells the kami medium gains via the divine 
  surge spirit power. Unless the spell involves a touch attack 
  or ranged touch attack, the kami medium doesn’t need to 
  attempt an attack roll to place an ofuda on an unwilling 
  target; the ofuda simply appears on affected targets. For 
  instantaneous spells, the ofuda is consumed during the 
  casting, but for spells with any other duration, the ofuda 
  remains on the target or targets throughout the duration 
  and then disintegrates when the duration expires. 
  A kami medium’s spells can’t be dispelled by dispel 
  magic or greater dispel magic, but removing 
  or destroying the ofuda ends the duration 
  immediately. An ofuda must be displayed 
  prominently and can’t be hidden (though a 
  creature bearing an ofuda can hide normally). 
  A successful steal or grapple combat maneuver 
  check to remove an item is sufficient to remove an 
  ofuda from an unwilling target, and a standard action 
  automatically removes it from a willing target. An ofuda 
  counts as an object made of paper with 5 hit points per 
  medium level. The target of the spell can’t see, harm, or 
  remove the ofuda attached to her, though her allies can do 
  so. If the spell is harmless, the target can see her ofuda. 
  This ability alters the medium’s spellcasting.
  Shikigami (Ex): At 3rd level, a kami medium learns to 
  fold an origami animal to serve as a temporary ward 
  for a minor shikigami. Initially, the merged minor 
  shikigami can’t leave the paper body and acts in all 
  ways as an ordinary animal familiar of the origami 
  animal’s type, although it still appears to be made of 
  paper. At 5th level, it gains the abilities of a shikigami 
  improved familiar (Bestiary 3 163), even if the 
  kami medium doesn’t meet the prerequisites for 
  having a shikigami as a familiar. The shikigami 
  treats the kami medium as its ward. Additionally, 
  it gains the ability to use change shape to change 
  between its full shikigami form and its origami form at 
  will (as beast shape II).
  
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  Archetypes 2
  This ability replaces haunt channeler, location channel, 
  and connection channel.
  Ask the Kami (Su): At 13th level, a kami medium can ask 
  the local kami for information, as commune with nature. 
  While he can do so any number of times per day, he can 
  ask questions of the kami in any particular area only once 
  per day. Afterward, he must move to a non-overlapping 
  area to use this ability again. This ability replaces ask 
  the spirits.
  Ward (Su): At 14th level, a kami medium can declare 
  an area or object that’s an appropriate place to contact 
  his channeled kami as his ward. This grants the kami 
  medium the ward and merge with ward abilities of the 
  kami subtype. For large areas such as lakes or storms, a 
  kami medium’s ward encompasses a radius of up to 5 feet 
  per medium level. This ability replaces astral journey.
  REANIMATED MEDIUM 
  (ARCHETYPE)
  Sometimes a departed soul destined for legend gains a 
  second chance at life by possessing his own revived body.
  Channel Self (Su): A reanimated medium is essentially 
  a bodiless spirit using influence to possess his own 
  spiritless body. “The reanimated medium” refers to this 
  spirit. Unlike a normal medium, a reanimated medium 
  becomes more powerful the more influence it has over 
  its body. Each day, the reanimated medium can perform 
  a seance at a location as normal to focus on one of his 
  potential future legends. He channels that legendary 
  potential as strongly as possible into his body. The spirit 
  gains 3 points of influence over his body, to a maximum of 
  6 points. Since he is his own possessing spirit, he doesn’t 
  lose control at 5 or more points of influence, though he 
  still suffers the legend’s influence penalty as normal at 3 
  or more points of influence. All effects and abilities that 
  normally increase or decrease influence (such as spirit 
  surge and spirit powers) have the opposite effect on a 
  reanimated medium (for instance, propitiation increases 
  influence by 1 point and spirit surge reduces influence 
  by 1 point); this does not apply to the new abilities 
  from the reanimated medium archetype. A reanimated 
  medium can’t choose to channel a weaker spirit to avoid 
  losing influence from using spirit surge. The body of a 
  reanimated medium who reaches 0 points of influence 
  enters a deathlike coma and is helpless for 24 hours, 
  after which the reanimated medium reverts to 1 point 
  of influence if the body is still alive, but can’t perform a 
  seance for another 24 hours. 
  A character who selects the reanimated medium 
  archetype after 1st level can do so only after dying; at 
  the GM’s discretion, a dead character of another class 
  with an intact body who has earned enough experience 
  points to level up can take a level in medium and gain 
  the reanimated medium archetype, and a dead medium 
  might be able to gain this archetype. In any case, being 
  revived from gaining the reanimated medium archetype 
  does not impart any negative levels or other ill effects. 
  This ability alters spirit.
  Nothing Is Taboo (Ex): A reanimated medium doesn’t 
  gain the taboo class feature.
  Ease Passage (Su): At 3rd level, as long as a reanimated 
  medium’s body is intact, it’s easy for him to return to it. 
  He takes only 1 negative level instead of 2 from raise dead. 
  This ability replaces haunt channeler.
  Lingering Spirit (Su): At 5th level, a reanimated 
  medium’s spirit lingers for up to 1 round after death before 
  departing if the medium spends 1 point of influence. If 
  the reanimated medium died of hit point damage, healing 
  works on his body during the intervening round and can 
  bring him back to life. Once the spirit departs, the breath 
  of life spell continues to work for 1 additional round, even 
  though the reanimated medium has been dead for more 
  than 1 round. This ability replaces location channel.
  Spirit Warding (Su): At 7th level, the reanimated 
  medium can ward himself from other spirits and 
  the grave’s call. He gains a +4 bonus on saving throws 
  against possession, death effects, and negative energy. 
  This stacks with the bonus to resist possession that 
  mediums gain from having high influence. At 18th level, 
  he becomes immune to possession, death effects, and 
  negative energy. This ability replaces connection channel 
  and spacious soul.
  Living Legend (Su): At 20th level, the reanimated 
  medium reaches the legendary potential from which he 
  borrowed so long ago and becomes a living embodiment 
  of his legend. Any ally in the reanimated medium’s 
  presence can perform a seance to channel the reanimated 
  medium (the seance takes 1 hour and is subject to the 
  other rules for a medium’s seance). Each ally can do 
  this only once per day. At the end of the seance, the 
  reanimated medium can choose to reduce his influence 
  by 1 point. If the reanimated medium does so, some of 
  his spirit seeps into that ally, which can then spend 
  that 1  point of influence to use any of the reanimated 
  medium’s abilities that decrease influence. This ability 
  replaces astral beacon.
  RELIC CHANNELER (ARCHETYPE)
  A relic channeler carries relics of legend around with her. 
  She need not rely on locating the specific spirits that she 
  seeks, but the relics limit the number of unique spirits 
  she can channel.
  Relics (Su): A relic channeler begins with one relic for 
  each of the six spirit legends. Each relic corresponds to 
  a specific spirit, and could be any type of psychically 
  resonant item—from a runestone with a symbol related 
  
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  to that spirit to a bone remnant from a legendary hero. 
  Once a relic channeler selects a choice for taboos and 
  spirit powers (such as archmage arcana and legendary 
  champion), those choices remain in effect every time she 
  channels that legend; unlike normal mediums, she can’t 
  select a different option each time. A relic channeler can’t 
  choose to channel a weaker spirit to reduce her influence 
  from spirit surge. She doesn’t need to find an appropriate 
  location to channel her spirits, since she can simply use 
  her relics. If she loses one of her relics, she is incapable 
  of channeling that legend until she recovers the relic. 
  If the relic is destroyed, the relic channeler can use her 
  strong bond with the spirit of that relic to forge a new 
  relic for that spirit from her own essence. The process 
  takes 1 week of intense seances and 500 gp per medium 
  level she possesses. This ability alters spirit.
  Powerful Bond (Su): Because of habitually channeling 
  the same spirits and possessing physical links to the 
  spirits’ former lives and legends, a relic channeler 
  possesses a strong bond with her spirits. She receives the 
  benefit of the Alertness feat whenever she is suffering a 
  spirit’s influence penalty. She chooses two spells of each 
  level with the archmage arcana and divine surge spirit 
  powers instead of one, two exotic weapon proficiencies 
  with champion’s prowess instead of one, three combat 
  feats with legendary champion instead of two, and three 
  skills with trickster’s edge instead of two. This ability 
  alters spirit.
  Object Reading (Su): At 3rd level, a relic channeler 
  gains the occultist’s object reading ability, substituting 
  her medium level for her occultist level for this ability. 
  This ability replaces haunt channeler.
  Apport Relic (Su): At 5th level, a relic channeler can call 
  one of her relics to her once per day as though she had 
  cast apport object* on it and was mentally completing the 
  spell. Furthermore, if the relic channeler gains the apport 
  object spell, she can use it to receive her relics without 
  casting it on them in advance in the same way. The range 
  at which the relic channeler can apport her relics (both 
  with this ability and the spell) increases by an additional 
  5 feet for every 2 levels she possesses beyond 5th. This 
  ability replaces location channel.
  Connection Specialty (Sp): At 7th level, a relic channeler 
  gains connection channel and can use that ability as 
  a normal medium, despite not possessing location 
  channel. She requires familiarity to use this ability, even 
  if she is in an appropriate location. This ability alters 
  connection channel.
  SPIRIT DANCER (ARCHETYPE)
  A spirit dancer enacts an exuberant dance to the spirits, 
  accepting many roles in the shifting dance and changing 
  dance partners quickly.
  Spirit Dance (Su): Each day during his seance, a spirit 
  dancer makes all his spirit power choices as if he were 
  channeling one spirit of each of the six legends. He can’t 
  choose to channel a weaker spirit to reduce his influence 
  from spirit surge. He does not always possess the seance 
  boon, spirit bonus, spirit powers, or spirit surge ability 
  from any of these six spirits. 
  Instead, he can enter a spirit dance as a free action to 
  gain the aforementioned abilities from one of the six 
  spirits he prepared during his seance for the duration of 
  his spirit dance. He can spirit dance for a total number 
  of rounds per day equal to his Charisma modifier + 
  double his medium level; these rounds don’t need to be 
  consecutive. After his spirit dance ends, the spirit dancer 
  takes a –2 penalty on attack rolls, saving throws, and 
  skill checks for 1 minute and can’t enter a spirit dance 
  again during that time. He also can’t enter a spirit dance 
  while shaken, frightened, or panicked. He combines all 
  influence incurred during spirit dances into a single 
  pool. At 3 points of influence or higher, he takes a –2 
  penalty on initiative checks even when he’s not in a spirit 
  dance, and at 5 points of influence or higher, his current 
  spirit takes control as it would for a normal medium (this 
  control is not limited by rounds of spirit dance). A spirit 
  dancer can accept 1 point of influence to recover 4 rounds 
  of spirit dance, up to his normal daily maximum. 
  A spirit dancer continues to track daily uses of abilities 
  from each of his spirits even while he is not in a spirit 
  dance. A spirit dancer with the supreme spirit power 
  ability can use only one once-per-day ability from the 
  supreme spirit power each day; he can’t use any other 
  spirit’s once-per-day supreme spirit power until after his 
  next seance. 
  This ability alters spirit and replaces spirit bonus and 
  spirit surge.
  Nothing Is Taboo (Ex): A spirit dancer doesn’t gain the 
  taboo class feature.
  Spirit Aura (Su): At 2nd level, a spirit dancer’s weaving 
  forms create an aura that grants his current seance boon 
  to all allies within 30 feet. When he grants a seance boon 
  that requires a decision, each ally makes the appropriate 
  decision the first time that ally receives that spirit’s aura 
  each day. That decision remains in effect if the ally is 
  affected by that spirit’s aura again later that day. This 
  ability replaces shared seance.
  Spirit Troika (Su): At 15th level, a spirit dancer learns 
  to dance with two partners. When using spirit dance, he 
  can choose to spend 3 rounds of spirit dance each round 
  to gain access to the abilities of any two of the six spirits 
  he prepared during his seance for 1 round. This ability 
  replaces trance of three.
  Attacca (Su): At 18th level, a spirit dancer learns how to 
  shift rapidly into the next movement of his dance. He no 
  
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  Archetypes 2
  longer takes a penalty after his spirit dance ends and can 
  enter another spirit dance immediately. 
  This ability replaces spacious soul.
  Dance of Infinite Forms (Su): At 20th level, a spirit 
  dancer has perfected his dance. He can now use each of 
  his supreme spirit powers’ once-per-day abilities one 
  time each day, instead of just one ability. He can use his 
  spirit troika by spending 2 rounds of spirit dance instead 
  of 3. Finally, he can enter a spirit dance with all six of his 
  prepared spirits at once by spending 4 rounds of spirit 
  dance each round. 
  This ability replaces astral beacon.
  STORYTELLER (ARCHETYPE)
  While all mediums connect to legendary spirits, 
  storyteller mediums take their obsession with legends to 
  the extreme, suffusing their lives with epic tales at the 
  cost of some of their spiritual power.
  Diminished Spirits (Ex): A storyteller does not receive 
  his spirit’s seance boon. He can’t choose to channel a 
  weaker spirit to reduce his influence from spirit surge. 
  Because of his obsession with legends, he begins with 
  2 points of influence after a seance rather than 1. 
  This ability alters spirit.
  Knowledge of Tales (Ex): A storyteller gains a +1 bonus 
  on all Knowledge skill checks with Knowledge skills in 
  which he’s trained. This bonus increases by 1 for every 
  4  medium levels that he possesses.
  This ability replaces spirit bonus.
  Versatile Surge (Su): A storyteller’s spirit surge can 
  be used after the storyteller fails any ability check, skill 
  check, or saving throw.
  This ability alters spirit surge.
  Storyteller’s Performance (Su): At 2nd level, a storyteller 
  gains the ability to recall snippets of tales that are 
  relevant to the current situation. This ability is similar in 
  all respects to bardic performance as used by a bard of the 
  storyteller’s medium level (including interactions with 
  feats, spells, and other abilities), and uses Perform (act), 
  Perform (comedy), or Perform (oratory) as the storyteller’s 
  performance skill. However, a storyteller gains only the 
  following types of bardic performance: inspire courage 
  (2nd  level), inspire competence (3rd  level), inspire 
  greatness (9th level), and inspire heroics (15th level). 
  This ability replaces shared seance, taboo, haunt 
  channeler, propitiation, and trance of three.
  Learn the Story (Sp): At 7th level, a storyteller becomes 
  a master at learning a place’s tales. He can perform 
  for a full minute, spending 10 rounds of storyteller’s 
  performance, to gain the effects of retrocognition*. At 10th 
  level, he can spend 1d4 × 10 minutes and 10 rounds of 
  storyteller’s performance to gain the effects of legend lore. 
  The subject must be at hand for the legend lore to function. 
  At 19th level, the storyteller can spend a standard action 
  and 1 round of storyteller’s performance to gain the 
  effects of vision on any subject. This ability replaces 
  connection channel and spirit mastery.
  Living Story (Sp): At 20th level, a storyteller gains 
  the ability to sweep others away into a story of his own 
  making. He must perform for 1 full round, telling a 
  tale to set the snare for his living story and spending 1 
  round of his storyteller’s performance. At the end of that 
  round, he can affect up to 30 Hit Dice of listeners within 
  range with microcosm*. Unlike with a normal microcosm, 
  this is also a sonic and language-dependent ability, and 
  a creature with 16 or more Hit Dice that succeeds at its 
  save is immune to the storyteller’s living story ability for 
  24 hours. 
  This ability replaces astral beacon.
  
  9696
  Mesmerist
  While mesmerists typically concentrate on purely mental 
  arts, many look outward as well, focusing on physical 
  combat or the creation of powerful tools with which to 
  practice their craft.
  CULT MASTER (ARCHETYPE)
  The leaders of some cults are simply charlatans, bathing in 
  the adulation of their followers. Others believe themselves 
  to be truly in touch with an unknown power, bringing their 
  unique messages to those willing to follow and obey them.
  Insidious Personality (Ex): A cult master adds 1/2 his 
  class level (minimum 1) as a bonus on all Diplomacy 
  checks. This ability replaces consummate liar.
  Fanatical Stare (Su): At 1st level, a cult master can turn 
  his gaze on a creature to fill it with fervent belief in the 
  cult master. The target of the gaze gains a +1 competence 
  bonus on attack rolls and weapon damage rolls. This 
  bonus increases by 1 for every 6 mesmerist levels the cult 
  master possesses, to a maximum of +4 at 18th level. Instead 
  of taking the hypnotic stare’s penalty on Will saves, the 
  target gains a bonus of an equal amount on Will saves. The 
  bonuses don’t apply to attacks against the cult master or 
  on saves against the cult master’s spells or abilities. The 
  cult master can also suppress any penalties inflicted by his 
  stare for the target. This ability replaces painful stare.
  Cult Tricks (Su): The following new tricks can be 
  selected by a cult master. These tricks can be implanted 
  only in a cohort or follower of the cult master.
  Double: An illusion makes either the cult master’s 
  cohort or one of his followers appear to be him. The cult 
  master can trigger this trick when he is targeted by an 
  attack, provided he is adjacent to the subject, to give the 
  attack a 50% miss chance. If the attack misses the cult 
  master, it targets the subject instead. This is an illusion 
  (glamer) effect.
  Extol: A mental compulsion causes a cohort or follower 
  to extol the virtues of the cult master. The cult master 
  can trigger this trick whenever he attempts a Diplomacy 
  check, as long as he is within 60 feet of the subject. 
  The subject takes the aid another action on the cult 
  master’s Diplomacy check. If the subject is successful, 
  the cult master gains a +4 bonus on his check. This is an 
  enchantment (compulsion) effect.
  This ability alters mesmerist tricks.
  False Healing (Su): At 3rd level, a cult master can provide 
  temporary healing by using his psychic powers to trick 
  the mind a number of times per day equal to 3 + his 
  Charisma modifier. Using the ability is a standard 
  action (or a swift action if the cult master uses it 
  on himself), and the cult master must be able to 
  touch his target. The cult master grants a number 
  of temporary hit points equal to 1d8 + his Charisma 
  modifier to the target. At 6th level, the cult master 
  can either grant a number of temporary hit 
  points equal to 2d8 + his Charisma modifier 
  to the target or temporarily remove 1d4 
  points of ability damage. A creature can receive the 
  effect of the false healing only once per day. The temporary 
  hit points or reduction in ability damage lasts a number 
  of hours equal to the cult master’s class level. This ability 
  replaces the 3rd- and 6th-level touch treatments.
  Faithful Followers (Ex): At 7th level, a cult master 
  begins to attract followers to his espoused beliefs, thanks 
  to his magnetic personality. The cult master gains 
  Leadership as a bonus feat. This ability replaces 
  the 7th-level bold stare.
  
  9797
  Archetypes
  Archetypes 2
  Fanatical Devotion (Ex): At 10th level, a cult master 
  has manipulated his cohort and followers into becoming 
  utterly devoted to him. The cult master no longer takes a 
  penalty to his Leadership score for being aloof or cruel. 
  Additionally, the DCs of all enchantment spells the cult 
  master casts on his cohort and followers increase by 4. At 
  14th level, the cult master no longer takes a penalty to his 
  Leadership score for any cohorts or followers he has killed 
  or caused to be killed. This ability replaces the 10th- and 
  14th-level touch treatments.
  Masterful Cult Tricks (Su): The following new master 
  tricks can be selected by any cult master of 12th level or 
  higher. These tricks can be implanted only in a cohort or 
  follower of the cult master. 
  Avenge Me: The cult master creates a compulsion for one 
  of his followers to avenge him. Whenever the cult master 
  takes hit point damage from an attack, he can trigger this 
  trick as long as he is within 60 feet of the subject. The 
  subject is immediately affected as if by the rage spell for 1 
  round per mesmerist level.
  Die for Me: The cult master instills within either his 
  cohort or one of his followers the desire to give her life 
  for him. The cult master can trigger this trick whenever 
  he would take hit point damage from an attack, spell, 
  or effect and the subject is with 60 feet of him. Half the 
  damage is psychically transferred to the subject. This is an 
  enchantment (compulsion) effect.
  This ability alters masterful tricks.
  Reborn (Su): At 20th level, a cult master can ensure his 
  own survival upon his death. The cult master can perform 
  a 1-hour ceremony costing 5,000 gp in rare materials in 
  which he uses his psychic powers to implant a small portion 
  of his essence into his cohort, who must be a minimum of 
  17th level. When the cult master dies, in 7 days the cohort 
  physically and mentally transforms into the cult master as 
  if clone had been cast, except that the cohort’s body takes 
  the place of the inert body. The cult master can’t use this 
  ability again until he gains a new cohort of at least 17th level 
  and performs the necessary ceremony. The cohort can’t be 
  brought back to life except through miracle or wish. This 
  ability replaces rule minds.
  SPIRIT WALKER (ARCHETYPE)
  Some mesmerists specialize in dominating and controlling 
  undead rather than the living.
  Spells: A spirit walker adds additional spells to his 
  spell list at the spell levels indicated: hide from undead (1st), 
  command undead (2nd), halt undead (3rd), and speak with 
  hauntACG (4th). He can choose these as spells known, but 
  doesn’t gain them automatically. This ability alters the 
  mesmerist’s spell list.
  Undead Inception (Su): At 1st level, a spirit walker can 
  affect undead creatures with his hypnotic stare as the 
  psychic inception bold stare ability. This allows him to 
  affect only undead; he must actually choose the psychic 
  inception bold stare improvement if he wants to also affect 
  other mindless creatures. At 3rd level when the spirit 
  walker uses this ability, undead targets don’t receive a 
  saving throw bonus (if they did to begin with), have only a 
  25% chance of ignoring the spirit walker’s mind-affecting 
  spells and abilities, and no longer need to be under the 
  spirit walker’s gaze to be affected. At 5th level, when the 
  spirit walker uses his mind-affecting spells and abilities, 
  they affect all undead normally, with no chance of failure. 
  This ability replaces consummate liar and mental potency.
  Continued Animation (Su): At 3rd level, when a spirit 
  walker is using hypnotic stare on a humanoid target and 
  the target dies, as an immediate action the spirit walker 
  can force the target’s soul to remain in the body. The spirit 
  walker can then control the target as if using dominate 
  person for a number of rounds equal to 1/2 the spirit walker’s 
  class level. The creature gains a number of temporary 
  hit points equal to 2 × the spirit walker’s class level and 
  continues acting as though it were alive and conscious 
  until it loses those temporary hit points or the duration 
  expires. During this time, the creature counts as undead, 
  but it can’t be healed by negative energy. The spirit walker 
  can use this ability once per day for every 3 mesmerist 
  levels he possesses. The target receives a Will saving throw 
  (DC = 10 + 1/2 the spirit walker’s class level + his Charisma 
  modifier) to avoid this effect and die normally. This 
  ability ends immediately if at any point the target’s body is 
  completely destroyed (such as by disintegrate) or restored to 
  life. At 14th level, the spirit walker can apply this ability to 
  any type of target as if using dominate monster. This ability 
  replaces the 3rd- and 14th-level touch treatments.
  Command Undead (Su): At 6th level, a spirit walker 
  gains Command Undead as a bonus feat. A spirit walker 
  can use Command Undead a number of times per day 
  equal to 1 + his Charisma modifier (minimum 1), using his 
  mesmerist level as his cleric level. At 10th level, the DC to 
  resist this effect increases by 2. This ability replaces the 
  6th- and 10th-level touch treatments.
  Master of the Dead (Su): At 20th level, a spirit walker 
  gains mastery of the undead. Once per day, a spirit 
  walker can use control undead as a spell-like ability on one 
  target. If that creature fails its saving throw and has 20 
  or fewer Hit Dice, it falls permanently under the spirit 
  walker’s control until the spirit walker dies. A creature 
  that fails its save but has more than 20 HD suffers the 
  effect of command undead. A creature that succeeds at its 
  save can’t be affected by master of the dead for 24 hours. 
  A spirit walker can control only one undead creature in 
  this fashion at a time. If he permanently controls a new 
  undead creature, the previous one is set free. This ability 
  replaces rule minds.
  
  9898
  TOXITICIAN (ARCHETYPE)
  Toxiticians forgo the mesmerist’s stare, instead combining 
  their psychic power with their alchemical knowledge 
  to craft injections that torment their foes and bolster 
  themselves and their allies.
  Deft Fingers (Ex): A toxitician adds 1/2 his class level 
  (minimum 1) as a bonus on all Sleight of Hands checks. 
  This ability replaces consummate liar.
  Injections (Su): At 1st level, the toxitician uses his skill with 
  alchemy and his own psychic powers to create injections. 
  The toxitician can create a number of injections per day 
  equal to his mesmerist level + his Charisma modifier. It 
  takes 1 hour to create the injections. An injection is inert 
  until the toxitician attempts to use it, taking a swift action 
  to infuse it with his psychic power to activate it. 
  Using an injection requires taking a standard action to 
  attempt a melee touch attack. If the attack hits, the target 
  of an injection takes a –2 penalty on its Will saving throws 
  for a number of minutes equal to 1/2 the toxitican’s class 
  level (minimum 1). The penalty becomes –3 at 8th level.
  The toxitician can simultaneously attempt a DC 20 
  Sleight of Hand check to inject the target surreptitiously. If 
  the toxitician uses Sleight of Hand, the target can attempt 
  a Perception check to detect the attempt, opposed by the 
  Sleight of Hand check result, but detecting the attempt 
  doesn’t prevent the creature from being injected. Whenever 
  the toxitician uses Sleight of Hand to administer one of 
  his injections, he can implant it rather than injecting it 
  and then trigger the effect of the injection at a later time. 
  At any point before he regains his injections, the toxitician 
  can trigger an implanted injection as a free action. The 
  toxitician must be within medium range (100 feet + 10 feet 
  per mesmerist level) of the target of the implanted injection.
  If either the melee touch attack or the Sleight of Hand 
  check (if attempted) fails, the injection isn’t delivered but 
  can still be used again—once activated, it remains potent for 
  1 day. An injection that hasn’t been administered becomes 
  inert if it leaves the toxitician’s possession, reactivating as 
  soon as it returns to his keeping.
  The penalties from multiple injections don’t stack, nor 
  do the penalties from injections stack with penalties from 
  mesmerist stares or witches’ evil eye hexes. Injections are 
  mind-affecting effects. 
  This ability replaces hypnotic stare. 
  Painful Injection (Su): The toxitician’s injection causes 
  intense pain. This increases the damage the subject takes 
  in the same way as the mesmerist’s painful stare class 
  feature. This extra damage is dealt automatically, without 
  being triggered by the toxitician, but doesn’t increase when 
  the toxitician damages the target and can still be dealt only 
  once per round. This ability replaces painful stare.
  Injection Improvement (Su): At 3rd level and every 
  4 levels thereafter, a toxitician can select one improvement 
  to add to his injections. The toxitician can’t choose the 
  same improvement more than once. The toxitician doesn’t 
  have to select the improvements when he prepares his 
  injections at the start of the day; the choice is made as part 
  of the swift action to activate the injection. The target can 
  attempt a Fortitude saving throw to resist an injection 
  with an improvement added to it. The DC is 10 + 1/2 the 
  toxitician’s class level + the toxitician’s Charisma modifier. 
  On a successful save, the target still takes the penalty on its 
  Will saving throws, but not the effects of the improvement. 
  A toxitician can, as a free action, sacrifice one use of his 
  injections to increase the DC of another injection by 2.
  Ability Decrease: The target takes a –2 penalty to one 
  ability score of the toxitician’s choosing. At 11th level, the 
  penalty becomes –4.
  Excruciating: The extra damage from painful injection 
  increases by an amount equal to 2 points + 1 point per 3 
  mesmerist levels the toxitician possesses.
  Fortitude Decrease: The target’s immune system weakens, 
  imposing a –2 penalty on Fortitude saving throws. At 
  11th level, the penalty becomes –4.
  Natural Armor Decrease: The target’s skin becomes looser, 
  decreasing its natural armor (if any) by 2. At 11th level, its 
  natural armor bonus instead decreases by 4.
  Reflex Decrease: The target’s body becomes stiffer, 
  imposing a –2 penalty on the target’s Reflex saving 
  throws. At 11th level, the penalty becomes –4.
  Slow: The target’s actions become sluggish, reducing 
  its base movement by 10 feet and imposing a –1 penalty 
  on attack rolls. At 11th level, the penalty on attack rolls 
  becomes –2.
  This ability replaces bold stare.
  Treatment Vials (Su): At 3rd level, a toxitician can create 
  treatment vials when he creates his injections for the day; 
  creating each treatment vial expends one use of touch 
  treatment. A treatment vial has the same benefit as his 
  touch treatment, but anyone can administer it as a standard 
  action. A vial can remove any condition the toxitician is 
  able to remove at his mesmerist level, but can’t be used for 
  a break enchantment effect. A treatment vial becomes inert 
  after 24 hours. This ability alters touch treatment.
  Improved Injections (Su): At 11th level, the toxitician 
  can add two different improvements to an injection. The 
  injection still requires only one save. This ability replaces 
  glib lie.
  VEXING DAREDEVIL (ARCHETYPE)
  Vexing daredevils train their psychic powers for combat, 
  specializing in momentarily blinding and confusing 
  their foes with sudden feints and tricks.
  Class Skills: A vexing daredevil adds Acrobatics (Dex) 
  to her list of class skills. This alters the mesmerist’s 
  class skills.
  
  9999
  Archetypes
  Archetypes 2
  target’s threatened area or an enemy’s space during this 
  movement, she must reduce her speed or the DC of the 
  Acrobatics check increases by 10, as normal.
  Piercing Strike: By psychically amplifying the target’s 
  pain, the vexing daredevil causes more damage. If she hits 
  with her next attack and deals damage with her painful 
  stare, she increases the damage dice from d6s to d8s.
  Sloppy Defense: The vexing daredevil’s attacks effortlessly 
  penetrate the target’s defenses; she gains a +1 circumstance 
  bonus on her next attack roll for every 5 mesmerist levels 
  she possesses.
  Surprise Strike: The vexing daredevil creates an opening so 
  she can squeeze in another strike. If her next attack hits, she 
  can make another attack at her highest attack bonus – 5 as a 
  free action. The vexing daredevil must be at least 7th level 
  to select this dazzling feint. This ability replaces bold stare.
  Shimmering Body (Sp): At 11th level, when a vexing 
  daredevil moves in a round, until the beginning of her next 
  turn, any target of her hypnotic stare sees her as a constantly 
  shimmering form of light and treats her 
  as if she were under a blur spell. This 
  ability replaces glib tongue.
  Martial Weapon Proficiency (Ex): At 1st level, a vexing 
  daredevil picks one martial weapon and becomes proficient 
  in its use. This ability replaces the 1st-level mesmerist trick.
  Bonus Feats: A vexing daredevil gains Improved Feint 
  as a bonus feat at 3rd level, Greater Feint as a bonus feat at 
  6th level, and Greater Mesmerizing Feint* as a bonus feat 
  at 10th level. She doesn’t need to meet the prerequisites for 
  these feats. At 14th level, she gains a bonus stare feat; she 
  must meet the prerequisites of that feat. These bonus feats 
  replace touch treatment.
  Dazzling Feint (Su): At 3rd level, each time a vexing 
  daredevil successfully feints against a creature under 
  the effect of her hypnotic stare, she also chooses one of 
  her dazzling feint benefits to activate. Unless otherwise 
  stated, a dazzling feint’s benefit applies only on the vexing 
  daredevil’s next attack this round. She selects one dazzling 
  feint at 3rd level and another every 4 levels thereafter. The 
  DC for any saving throw against a dazzling feint’s effect 
  is equal to 10 + 1/2 the vexing daredevil’s class level + her 
  Charisma modifier. The vexing daredevil can’t choose the 
  same dazzling feint more than once.  
  Blinding Strike: The vexing daredevil’s weapon emits a 
  bright flash of light into the opponent’s eyes. If the vexing 
  daredevil’s next attack hits, the target must succeed at a 
  Fortitude saving throw or be blinded for 1 round.
  Combat Maneuver: The vexing daredevil’s attack 
  patterns become more difficult to discern. The 
  vexing daredevil chooses one combat maneuver 
  when making this dazzling feint. For the rest 
  of the round, she doesn’t provoke an attack 
  of opportunity when performing that 
  combat maneuver against the target 
  of her dazzling feint. This dazzling 
  feint benefit applies 
  on combat maneuvers 
  instead of on the vexing 
  daredevil’s next attack.
  Critical Strike: 
  Ever alert, the 
  vexing daredevil 
  hones in on the target’s weak points. If her next 
  attack is a critical threat against the target of 
  this dazzling feint, the vexing daredevil 
  gains a circumstance bonus on the roll to 
  confirm that critical hit equal to +1 for every 
  3 mesmerist levels she possesses.
  Outmanuever: The vexing daredevil’s darting movements 
  foil the target’s attempts to box her in. If her next attack 
  hits, the vexing daredevil gains a +4 circumstance bonus 
  on Acrobatics checks to move through the target’s 
  space or threatened area for 1  round. She can also 
  move up to half her speed after the attack hits as a free 
  action. If she wants to use Acrobatics to move through the 
  
  100
  100
  Occultist
  Though most occultists tap into the latent power within 
  a wide variety of mundane implements, certain occultists 
  draw upon stranger sources still.
  BATTLE HOST (ARCHETYPE)
  Well versed in military history, battlefield lore, and the 
  occult, a battle host forms a supernatural bond with a 
  chosen weapon, suit of armor, or shield, from which 
  he can channel psychic energy to cast spells, conjure 
  the spirit of the object’s former owner, increase his 
  own physical might, and produce a number of other 
  remarkable abilities.
  Class Skills: A battle host adds Knowledge (local) (Int) 
  and Knowledge (nobility) (Int) as class skills. This alters 
  the occultist’s class skills.
  Weapon and Armor Proficiency: A battle host is 
  proficient with all simple and martial weapons and with 
  all types of armor (heavy, light, and medium) and shields 
  (including tower shields). This replaces the occultist’s 
  weapon and armor proficiency.
  Panoply Bond (Su): At 1st level, a battle host forms 
  a supernatural bond with a specific weapon, suit of 
  armor, or shield. This selection is permanent and can 
  never be changed. The bonded item is masterwork 
  quality and the battle host begins play with it at no cost. 
  The bonded item is immune to the broken condition 
  for as long as the battle host lives. If a battle host dies 
  and is restored to life, the bonded item is also restored 
  if it was destroyed. Any magic powers associated with 
  a battle host’s bonded item function only for the battle 
  host; in the hands of anyone else it is only a masterwork 
  item. The bonded item starts as an implement for any 
  single school of magic at 1st level, and gains access 
  to additional schools of magic at 2nd, 10th, 14th, and 
  18th levels, granting the battle host access to base focus 
  powers and resonant powers accordingly. The battle 
  host’s bonded item serves as his implement component 
  to cast occultist spells of all the schools that he knows. 
  However, he must split his mental focus among the 
  schools he knows for the purpose of determining 
  resonant powers and using focus powers, even though he 
  possesses only one physical item as an implement. This 
  ability alters implements, mental focus, spellcasting, and 
  implement mastery.
  Battle Skill: At 2nd level, a battle host’s magic item 
  skill ability applies only on checks with weapons, armor, 
  and shields. This ability alters magic item skill.
  Battle Reading: At 2nd level, a battle host can use object 
  reading on only weapons, armor, and shields. This ability 
  alters object reading.
  Bonus Feats: At 4th, 8th, 12th, and 16th levels, a battle 
  host gains a bonus feat in addition to those gained from 
  normal advancement. These bonus feats must be selected 
  from those listed as combat feats. The battle host must 
  meet the prerequisites of these bonus feats. This ability 
  replaces shift focus, magic circles, binding circles, and 
  fast circles.
  Spirit Warrior (Sp): At 5th level, a battle host can call 
  forth the spirit of a dead warrior who once owned his 
  bonded item. Calling the spirit is a standard action, 
  and unlike the use of most spell-like abilities, it doesn’t 
  provoke an attack of opportunity. This ability functions 
  as spiritual ally (Pathfinder RPG Advanced Player’s Guide 
  246), using the battle host’s occultist level as his caster 
  level and his Intelligence modifier instead of his Wisdom 
  modifier to determine the spell’s effects. The battle host 
  can summon a spirit warrior once per day at 5th level, 
  plus one additional time per day for every 4 occultist 
  levels he possesses beyond 5th. This ability replaces 
  aura sight.
  Heroic Splendor (Su): At 6th level, a battle host can 
  draw power from his bonded item to imbue himself with 
  superhuman strength, agility, or resilience. As a swift 
  action, a battle host can grant himself a +4 insight bonus 
  to Strength, Dexterity, or Constitution for 1 minute. The 
  battle host can use this ability once per day at 6th level, 
  plus one additional time per day for every 4 occultist 
  levels he possesses beyond 6th. If he activates heroic 
  splendor again before the duration expires, the new 
  use of heroic splendor replaces the old use. This ability 
  replaces outside contact.
  NECROCCULTIST (ARCHETYPE)
  Necroccultists’ fascination with death and the undead 
  drives them to explore the forbidden necromantic arts 
  as they search for secrets they can use to manipulate the 
  natural cycle of life and death. They contact and learn 
  from the dead, rather than from items or outsiders, 
  allowing them to drain the life of their foes to feed their 
  own power, and even call forth phantasmal hordes of 
  spirits to destroy their enemies.
  Necromantic Bond (Su): At 1st level, a necroccultist 
  gains access to only the necromancy school of implements. 
  He must select necromancy for his implement mastery. 
  Each time he gains an occultist level, a necroccultist can 
  add one necromancy spell from the wizard spell list to 
  his occultist spell list and his list of spells known. The 
  necroccultist can’t choose a spell of a higher level than 
  he is able to cast, and he adds the spell at the same spell 
  level it appears on the wizard spell list. At 14th level, 
  he doesn’t gain an additional school of implements. 
  Instead, at 14th level, the DCs of saving throws to resist a 
  necroccultist’s necromancy spells and necromancy focus 
  
  101101
  Archetypes
  Archetypes 2
  powers increase by 2. This ability alters implements and 
  implement mastery.
  Deadspeaker (Su): At 2nd level, as a full-round action 
  that provokes attacks of opportunity, a necroccultist 
  can learn the answers to a specific set of questions 
  concerning a dead or undead creature. The necroccultist 
  must consume at least one drop of the creature’s blood, a 
  small portion of its flesh, or a fragment of one of its bones 
  as a part of this action. This ability otherwise functions 
  as blood biography (Advanced Player’s Guide 206), using 
  the necroccultist’s occultist level as his caster level. 
  The necroccultist can use this ability once per 
  day at 2nd level, plus one additional time per 
  day for every 2 occultist levels thereafter. 
  This ability replaces object reading.
  Ghostly Horde (Su): At 5th level, a 
  necroccultist can spend 1 point of 
  mental focus from a necromancy 
  implement to summon a mob of 
  ghostly spirits to harass his enemies. 
  Summoning the ghostly horde is a 
  standard action that doesn’t provoke 
  attacks of opportunity. The ghostly 
  horde appears within 60 feet 
  of the necroccultist, fills an 
  area 20 feet in diameter, and 
  always hovers a few inches 
  off the ground (thus ignoring 
  any difficult terrain). The 
  necroccultist can command 
  the ghostly horde to move up 
  to 30 feet each round as a move 
  action, though the farthest edge of 
  the ghostly horde can never be more 
  than 60 feet from the necroccultist. 
  Any creature caught inside the ghostly 
  horde takes 1d6 points of damage per 2 
  occultist levels at the start of its turn (up 
  to a maximum of 10d6 points of damage 
  at 20th level). A successful Fortitude save 
  (DC = 10 + 1/2 the necroccultist’s occultist level 
  + the necroccultist’s Intelligence modifier) 
  halves this damage. This damage is not 
  negative energy—it manifests in the 
  form of physical wounds and aches as if 
  from supernatural aging. Nonliving creatures 
  and creatures immune to magical aging are immune 
  to this damage, but otherwise the damage bypasses all 
  forms of damage reduction. The ghostly horde remains 
  for 1 round, though at the beginning of his turn, the 
  necroccultist can expend 1 point of mental focus as a swift 
  action to extend the duration for 1 additional round. The 
  necroccultist can use this ability once per day at 5th level, 
  plus one additional time per day for every 5 occultist 
  levels thereafter. This ability replaces aura sight.
  Life Drain (Sp): At 8th level, a necroccultist can expend 
  1 point of mental focus from a necromancy implement to 
  unleash a life-draining ray as a ranged touch attack that 
  causes the target to accrue 1d4 negative levels. The ray 
  has a range of 60 feet. The negative levels last a number 
  of minutes equal to the necroccultist’s occultist level. 
  For each negative level this attack gives a target, the 
  necroccultist regains a number of hit points equal 
  to his occultist level. The necroccultist can use 
  this ability once per day at 8th level, plus one 
  additional time per day for every 3 occultist 
  levels thereafter. This ability replaces 
  outside contact.
  
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  SHA’IR (ARCHETYPE)
  Sha’irs delve into the occult not through power over 
  objects but instead via their connection with minor 
  servitor genies from the elemental planes. A sha’ir’s jin is 
  both a precious ally and a living implement for its master.
  Jin (Su): At 1st level, a sha’ir learns how to contact a 
  jin—a minor, insubstantial genie that makes its home on 
  the elemental planes. She learns how to contact a second 
  jin at 6th level and a third jin at 14th level. Each of these 
  jin is connected to one of the eight schools of magic, just 
  like an occultist implement, but also to the air, earth, 
  fire, or water school (Advanced Player’s Guide 142). Each 
  jin works like a living implement for both of its schools. 
  To provide the implement component for a spell or focus 
  power, a jin must be within 30 feet of its master.
  The elemental schools don’t have focus powers or 
  resonant powers. Instead, the sha’ir considers all wizard 
  spells of 6th level and lower from the lists corresponding 
  to her jin’s elemental schools to be on her occultist spell 
  list. In addition, she adds additional spells to her list of 
  spells known. For every spell level she can cast, she adds 
  one spell from each jin’s elemental school and one spell 
  from each jin’s non-elemental school. 
  A jin in its natural form has the base statistics of 
  a Small elemental of the chosen type with the young 
  simple template and without the air mastery, burn, 
  drench, earth glide, earth mastery, vortex, water mastery, 
  or whirlwind abilities.
  At 20th level, a sha’ir selects one of her jin and chooses 
  one of its two schools instead of selecting an implement 
  for implement mastery. 
  If one of her jin is slain, the sha’ir is treated as if she 
  didn’t have the appropriate implement to cast the spells 
  associated with that jin. The sha’ir can replace the slain 
  jin the following morning by expending 1 point of mental 
  focus in a special ritual that takes 1 hour to perform. 
  This ability replaces implements and alters mental 
  focus, spellcasting, and implement mastery.
  Augment Jin (Sp, Su): Starting at 2nd level, a sha’ir’s 
  jin uses its master’s base saving throws if they are better 
  than its own, and it uses either its own hit point total 
  or 1/2 its master’s hit points, whichever is higher. At 
  4th level, a sha’ir can concentrate for 1 full round and 
  expend 1 point of mental focus stored in a jin to grant 
  that jin all the statistics of a Small elemental of its type 
  for 1 round per occultist level (this includes gaining any 
  of the following abilities, if applicable: air mastery, burn, 
  drench, earth glide, earth mastery, vortex, water mastery, 
  and whirlwind). At 8th level, she can instead expend 
  2 points of mental focus to give one of her jin all the 
  statistics of a Medium elemental. At 10th level, the cost of 
  giving a jin the statistics of a Medium elemental decreases 
  to 1 point of mental focus, and the sha’ir can give a jin all 
  the statistics of a Large elemental for 2 points of mental 
  focus. At 12th level, the cost of giving a jin the statistics of 
  a Large elemental decreases to 1 point of mental focus and 
  the sha’ir can give a jin the statistics of a Huge elemental 
  for 2 points of mental focus. At 14th level, the cost of 
  giving a jin the statistics of a Huge elemental decreases 
  to 1 point of mental focus and the sha’ir can give a jin the 
  statistics of a greater elemental for 2 points of mental 
  focus. At 16th level, the sha’ir can give a jin the statistics 
  of an elder elemental for 3 points of mental focus. This 
  ability replaces magic item skill and object reading.
  Manifest Jin (Su): At 7th level, the sha’ir can designate 
  one of her jin and manifest its powers, allowing it to 
  count as a Small elemental at all times, as if using 
  augment jin to augment it to a Small elemental but with 
  a permanent duration. By concentrating for 1 full round, 
  she can change which of her jin she manifests in this way. 
  This ability replaces aura sight. 
  Jin Spy (Su): At 8th level, when a sha’ir gains her outside 
  contact ability, instead of learning the true names of 
  outsiders, she can ask one or more of her jin to perform 
  tasks. She chooses from the same tasks listed under outside 
  contact (as appropriate to her occultist level). This doesn’t 
  require negotiation or gifts, but the jin is not available 
  to the sha’ir during the time it spends performing these 
  tasks. This ability alters outside contact. 
  TOME EATER (ARCHETYPE)
  Tome eaters have learned how to tap into the latent 
  psychic energy of the written word by physically 
  devouring books and scrolls to create magical effects 
  and gain mystical insights. They use their bonded tomes 
  to gain access to all sorts of magic, and as they grow 
  in power, they gain an innate sense of the books and 
  writings around them.
  Bonded Tome (Su): At 1st level, a tome eater forms a 
  supernatural bond with a specific book. She can replace 
  her bonded tome with another book at any time, though 
  the tome eater must perform a 24-hour binding ritual to 
  attune herself to the new book. 
  The bonded tome starts as an implement for any 
  two schools of magic at 1st level, and it gains access to 
  additional schools of magic at 2nd, 10th, 14th, and 18th 
  levels, granting the tome eater access to base focus 
  powers and resonant powers accordingly. The tome 
  eater’s bonded tome serves as her implement component 
  to cast occultist spells of all schools she knows. However, 
  she must split her mental focus among the schools she 
  knows for the purpose of determining resonant powers 
  and using focus powers, even though she possesses only 
  one physical item as an implement. Once per day as part 
  of casting an occultist spell, a tome eater can expend 1 
  point of mental focus tied to the appropriate school to 
  
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  Archetypes 2
  increase the spell’s caster level by 1 or increase the spell’s 
  DC by 1. A tome eater can enhance a spell in this manner 
  one additional time per day at 6th level, and another 
  time per day for every 5 occultist levels she possesses 
  beyond 6th. This ability alters implements, mental focus, 
  spellcasting, and implement mastery.
  Devour Books and Scrolls (Sp): A tome eater can 
  devour books and scrolls in order to gain various 
  benefits. Devouring a book or scroll is a full-round 
  action that provokes attacks of opportunity. A devoured 
  book or scroll is absorbed into the tome eater’s body and 
  completely destroyed.
  At 4th level, once per day a tome eater can devour a 
  spell scroll or a book to regain mental focus, which she 
  can divide as she likes among her schools of magic, to a 
  maximum of the amount of mental focus she assigned to 
  that school at the beginning of the day. If she devours a 
  scroll, a tome eater regains a number of points of mental 
  focus equal to the spell level of the highest-level spell 
  contained on the scroll. If she devours a nonmagical 
  book that contains at least 100 pages of written text 
  and is worth at least 25 gp, a tome eater regains 1 point 
  of mental focus. If she devours a magical book, she 
  regains a number of points of mental focus equal 
  to half the caster level of the item. If the tome 
  eater devours a spellbook with at least 50 pages of 
  spells of 1st level or higher, she regains 4 points of 
  mental focus. 
  At 6th level, a tome eater can ready an action to 
  devour an enemy’s spell when an enemy within 30 
  feet attempts to cast a spell from a scroll. This ability 
  works as the counterspell action as if the tome eater were 
  using dispel magic, though the tome eater doesn’t need to 
  cast a spell to counter the enemy’s spell. A tome eater can 
  use this ability once per day at 6th level, plus one 
  additional time per day for every 4 occultist levels 
  beyond 6th. If a tome eater readies an action 
  to use this ability and the readied action 
  never triggers, she doesn’t expend a daily 
  use of this ability. At 16th level, the tome 
  eater can use this ability as an immediate 
  action without readying an action.
  At 8th level, a tome eater can devour a book or scroll 
  as a standard action. Additionally, whenever a tome eater 
  successfully uses this ability to counter a spell being cast 
  from a scroll, she can devour the enemy’s scroll without 
  spending any additional actions if she hasn’t devoured a 
  scroll or book yet that day.
  At 12th level, a tome eater can devour a book or scroll 
  as a move action. Additionally, whenever a tome eater 
  successfully uses this ability to counter a spell being 
  cast from a scroll, she can choose to turn the spell 
  back on its caster (as spell turning) instead of devouring 
  the scroll. She can do this whether or not she has devoured 
  a scroll or book yet that day.
  This ability replaces shift focus, the implement gained 
  at 6th level, magic circles, outside contact, binding circles, 
  and fast circles.
  Word Sense (Sp, Su): At 5th level, a tome eater is 
  constantly under the effect of read magic. Additionally, 
  she can automatically detect the general topic of a piece 
  of writing, and whether that writing is a magical scroll 
  or tome, simply by looking at it. If she spends 1 round 
  concentrating on a text within 30 feet per 100 pages of the 
  text, she can gain a sense of a text’s contents as if she had 
  skimmed the text. This ability replaces aura sight.
  
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  Psychic
  A psychic’s mind holds vast power, but this power can be 
  unpredictable. Some psychics find their powers cause 
  physical changes to their own bodies, bring wholly mental 
  phenomena into the real world, or make their own minds 
  mysterious and unknowable even to themselves.
  AMNESIAC (ARCHETYPE)
  The amnesiac once possessed great psychic power, but 
  mental blocks—resulting from either a traumatic event 
  or intentional implantation—have caused her to forget 
  what she knew before. The amnesiac’s struggle to control 
  her psychic magic leads to wild and unpredictable results.
  Repressed Memories: All the amnesiac’s older memories 
  have been deeply hidden, as though she had been affected 
  by multiple repress memory* spells. She isn’t prevented from 
  remembering things that happen over the course of a game, 
  but might be forgetful. If the amnesiac’s 
  memories are ever restored, she loses this 
  archetype and reverts to a standard psychic.
  Spells: An amnesiac’s ability to cast 
  psychic spells is the same as that of 
  the psychic class, with the following 
  exceptions.
  An amnesiac’s faulty memory makes 
  remembering and casting spells difficult, 
  but the increased flexibility can be a great 
  benefit. Instead of choosing a number of 
  spells known from Table 1–8: Psychic Spells 
  Known, an amnesiac accesses spells she 
  knew the previous day from the recesses 
  of her mind. This requires 1 hour of 
  meditation. Each day, for each spell level 
  the amnesiac can cast, she retains a number 
  of spells known equal to half the number 
  listed on Table 1–8, rounded up. These spells 
  must be selected from spells the amnesiac 
  knew the previous day (including any spells 
  she remembered using spell recollection; 
  see below). The remainder of her 
  spells known (half the number on 
  Table 1–8, rounded down) become 
  amnesia slots, which the amnesiac can 
  use with her spell recollection ability 
  (see below). To determine the 
  spells she knows on the day 
  when she first takes this 
  archetype, the amnesiac 
  picks any one 1st-level 
  spell from the psychic 
  spell list. 
  This change to spells doesn’t apply to knacks (0-level 
  spells) or discipline spells, which function the same way they 
  do for a normal psychic. When the amnesiac gains access to 
  3rd-level spells, she gains full recall of her 1st-level spells 
  and no longer gains 1st-level amnesia slots, instead gaining 
  the full number of 1st-level spells known from Table 1–8 
  and casting them as a normal psychic. When this happens, 
  the amnesiac can select any level-appropriate spells from 
  the psychic spell list as her spells known, even if they were 
  never among the spells she prepared or recalled; once 
  selected, these spells can no longer be changed, as with a 
  normal psychic. Each time the psychic gains access to a new 
  level of spells, she gains full memory of spells 2 levels lower 
  in the same way (gaining full memory and permanently 
  selecting her 2nd-level spells when she gains access to 4th-
  level spells, and so on). This ability alters spellcasting.
  Spell Recollection (Ex): Once per hour as a swift action, an 
  amnesiac can attempt to remember any spell from the psychic 
  spell list of her choice from either of the 2 highest spell levels 
  she can cast. When she does, she rolls on Table 2–1: Spell 
  Recollection to determine the result. Because the mental 
  stress of combat brings memories to the surface more easily, 
  the amnesiac adds 1d10 to this roll’s result if she’s in combat 
  when she attempts to recall a spell. Regardless of 
  the result, the amnesiac expends an amnesia 
  slot of the appropriate level for the spell she 
  is attempting to remember; she must cast 
  the spell remembered (if any) using that 
  amnesia slot during the same round, 
  or the spell slot is lost without effect. 
  Once a spell has been remembered 
  in this way, the amnesiac can cast 
  it as one of her spells known for 
  the rest of the day (even if she failed 
  to cast the spell during the round in 
  which she remembered it), unless spell 
  recollection allowed her to cast a spell of 
  a higher level than she would normally be able 
  to cast.
  FORMLESS 
  ADEPT 
  (ARCHETYPE)
  Formless 
  adepts 
  master 
  their psychic powers to 
  unshackle 
  themselves 
  from the confines of the 
  f lesh and empower their 
  spellcasting. They learn 
  to assume increasingly 
  insubstantial 
  forms 
  until they become like 
  living ghosts.
  
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  Phrenic Charisma: A formless adept uses his Charisma 
  modifier to determine the number of points in his phrenic 
  pool. This ability alters phrenic pool.
  Formless Body: A formless adept gradually sheds his 
  body, taking on increasingly nebulous forms. A formless 
  adept can assume a formless body as a standard action. 
  He can remain in each formless body type for a number 
  of rounds per day equal to 3 + his Charisma modifier. The 
  rounds don’t have to be used consecutively, but must be 
  used in 1-round increments. Resuming his physical form 
  takes another standard action; otherwise, the formless 
  adept continues spending rounds of formless body until he 
  runs out of them. The formless adept must return to his 
  physical form before assuming a different formless body.
  Blurred Body (Su): At 1st level, a formless adept can act 
  under the effect of a blur spell. At 5th level, the formless adept 
  can use this ability for a number of minutes per day instead 
  of rounds per day. These minutes don’t have to be used 
  consecutively, but must be used in 1-minute increments.
  Gaseous Body (Su): At 5th level, a formless adept can become 
  gaseous as gaseous form. At 13th level, the formless adept can 
  use this ability for a number of minutes per day instead 
  of rounds per day. These minutes don’t have to be used 
  consecutively, but must be used in 1-minute increments.
  Incorporeal Body (Su): At 13th level, a formless adept can 
  become incorporeal (Pathfinder RPG Bestiary 301).
  This ability replaces the psychic discipline and discipline 
  powers class features.
  Formless Spell: At 1st level, a formless adept gains the 
  formless spell phrenic amplification. He can spend 1 point 
  from his phrenic pool to cast a spell with a standard-action 
  casting time as part of the action he uses to assume his 
  formless body, expending the spell slot as normal. This 
  ability replaces the 1st-level phrenic amplification.
  Bonus Spells: The formless adept adds extra spells to his 
  list of spells known while he’s in a formless body (including 
  when he uses the formless spell phrenic amplification). 
  Spells with a duration last for their full duration, even if 
  the psychic reverts to his physical form. For feats and other 
  abilities that require these spells as prerequisites, the 
  psychic counts as knowing the spells but can benefit from 
  the feats and abilities only while in a formless body. The 
  formless adept gains the following spells at the appropriate 
  levels: chill touch and expeditious retreat (1st), levitate and 
  stricken heartACG (4th), gaseous form and vampiric touch (6th), 
  shadow stepUM and telekinesis (8th), dominate person and synapse 
  overload* (10th), disintegrate and enemy hammerAPG (12th), finger 
  of death and telekinetic sphere (14th), etherealness and power word 
  stun (16th), and dominate monster and telekinetic storm* (18th). 
  This ability replaces discipline spells.
  Psychic Possession (Su): At 15th level, while using his 
  incorporeal body ability, a formless adept can attempt to 
  psychically possess another living creature. To use this 
  ability, the formless adept must be adjacent to the target. 
  This effect works as the greater possession* spell and can be 
  maintained only as long as the formless adept maintains 
  his incorporeal body form. The target can attempt a Will 
  save with a DC equal to 10 + 1/2 the formless adept’s class 
  level + the formless adept’s Intelligence modifier to resist 
  the effect. A creature that successfully saves is immune to 
  the formless adept’s psychic possession for 24 hours. This 
  ability replaces the 15th-level phrenic amplification.
  Formless Master (Su): At 20th level, a formless adept can 
  assume any formless body as a swift action and change 
  between formless body types as a standard action (without 
  returning to his physical form first). He can use the formless 
  spell phrenic amplification to cast any spell with a swift-
  action casting time when assuming a formless body or any 
  spell with a standard-action casting time while switching 
  between formless bodies. The formless adept also adds 
  his Charisma bonus as a deflection bonus to his AC while 
  in a formless body. A formless adept can attempt a saving 
  throw to bypass any spells that prevent entry of incorporeal 
  creatures (such as anti-incorporeal shellACG), even if the spells 
  don’t normally allow one. This ability replaces remade self.
  MUTATION MIND (ARCHETYPE)
  Exposure to unintended spell effects, curses, or sources of 
  radiation cause some to manifest psychic powers. When 
  a mutation mind uses her psychic abilities, her physical 
  body changes under the stress, and she risks losing control 
  if she pushes too far.
  Physical Mutation (Su): A mutation mind’s psychic 
  powers warp her body, allowing her to physically 
  mutate herself as a swift action, which grants her a 
  +4  enhancement bonus to Strength and a –2 penalty to 
  Intelligence. At 12th level, the bonus to Strength increases 
  to +6. A mutation mind can assume her physically mutated 
  form for a number of minutes per day equal to her psychic 
  level. The minutes don’t have to be used consecutively, but 
  must be used in 1-minute increments. When the duration 
  Table 2–1: Spell Recollection
  d%	
  Result
  1–10	
  The	amnesiac	is	unable	to	cast	spells	this	round.
  11–35	
  The	amnesiac	can’t	remember	the	new	spell	(but	can	
  still	cast	spells	this	round).
  36–95	
  The	amnesiac	remembers	and	can	cast	the	new	spell.
  96+	
  The	amnesiac	can	choose	to	treat	this	result	as	
  36–95.	Alternatively,	once	per	day,	she	can	instead	
  temporarily	recall	any	spell	from	the	psychic	spell	list	
  that’s	1	level	higher	than	the	spell	she’s	attempting	to	
  remember.	When	she	does,	her	caster	level	counts	as	
  the	minimum	caster	level	required	to	cast	the	higher-
  level	spell,	and	she	forgets	the	spell	after	it’s	cast.
  
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  runs out, the mutation mind can spend 1 point from 
  her phrenic pool to extend the duration by 1 round. She 
  can continue extending it in this way until she runs out 
  of points. After the mutation ends, the mutation mind 
  is fatigued and can’t activate a physical mutation again 
  for 1 round. Turning back to normal before the end of a 
  1-minute increment takes a standard action. This ability 
  replaces the 1st-level phrenic amplification.
  Bodily Mutations: Starting at 3rd level, whenever a 
  mutation mind gains a phrenic amplification, she can 
  select either a phrenic amplification or a bodily mutation. A 
  bodily mutation grants its benefit only when the mutation 
  mind is affected by her physical mutation. Each time she 
  activates her physical mutation, she can activate any number 
  of bodily mutations she possesses.
  Adhesive (Ex): The mutation mind’s skin becomes 
  sticky, granting her a +4 bonus on disarm and grapple 
  combat maneuver checks.
  Bite Attack (Ex): The mutation mind’s mouth fills 
  with sharp teeth, allowing her to make a bite attack as 
  part of a full-attack action at her highest base attack 
  bonus. This attack deals 1d4 points of damage 
  (1d3 if Small) and counts as a primary attack unless 
  combined with manufactured weapon attacks, 
  as normal.
  Bulging Eyes (Ex): The mutation 
  mind’s eyes grow large and round, 
  granting her darkvision with a range 
  of 60 feet.
  Claws (Ex): The mutation 
  mind’s hands turn into claws, 
  allowing her to make two claw 
  attacks as a full-attack action 
  at her highest base attack 
  bonus. Each of these attacks 
  deals 1d4 points of damage 
  (1d3 if Small) and counts as a 
  primary attack unless combined 
  with manufactured weapon attacks, 
  as normal.
  Elongated Fingers (Ex): The mutation 
  mind’s fingers grow long and supple, 
  increasing her reach by 5 feet when she’s 
  making melee touch attacks.
  Elongated Legs (Ex): The mutation mind’s 
  legs become long and spindly, increasing her 
  base movement by 10 feet.
  Energy Resistance (Ex): The mutation mind’s 
  body changes in color and texture, and gains 
  energy resistance 5 to one energy type (acid, 
  cold, electricity, fire, or sonic), chosen when 
  this mutation is selected. This mutation can 
  be selected multiple times. Each time it is 
  selected, the mutation mind either chooses an additional 
  energy type to gain energy resistance 5 against or increases 
  the resistance granted to one existing type by 5.
  Enlarged Torso (Ex): The mutation mind’s torso enlarges 
  disproportionately with the rest of her body, granting her 
  a +2 natural armor bonus to AC. 
  Rubbery (Ex): The mutation mind’s body becomes soft 
  and rubbery, granting her DR 2/—.
  Slimy (Ex): The mutation mind exudes a thin layer of 
  oily slime over her body, granting her a +4 bonus to CMD.
  This ability alters phrenic amplifications.
  Phrenic Empowerment (Su): At 7th level, a mutation 
  mind’s phrenic amplifications empower her physical 
  mutation. Whenever a mutation mind modifies a spell 
  with a phrenic amplification while affected by her physical 
  mutation, she can increase the bonus to her Strength score 
  from her physical mutation by 2 for a number of rounds 
  equal to the level of the spell she cast. This bonus doesn’t 
  stack; if the mutation mind activates it again, she uses 
  the longer duration but doesn’t increase the bonus.
  While under the effect of phrenic empowerment, 
  whenever the mutation mind takes damage, she 
  risks losing control of her powers. At the end of 
  each turn that she takes hit point damage, the 
  mutation mind must succeed at a Will save (DC = 
  15 + 1/2 her character level) or take a –2 penalty on 
  Will saving throws and to Intelligence. These 
  penalties last for 1 hour after the 
  physical mutation ends and 
  stack with themselves. 
  If the penalty lowers 
  her Intelligence score to 0, 
  the mutation mind is comatose until 
  1 hour after physical mutation ends.
  Improved Bodily Mutations: At 11th level, 
  a mutation mind can select one of the 
  following improved bodily mutations 
  instead of a phrenic amplification.
  Aquatic Form (Ex): The mutation 
  mind’s legs fuse into a tail and fins 
  to sprout from her back and side, 
  granting her a swim speed of 
  30  feet, tremorsense with a range 
  of 30 feet (affecting other creatures 
  in contact with the same body of 
  water), and the aquatic subtype. 
  Her base land speed is reduced 
  to 10 feet.
  Enlarged 
  Body 
  (Ex): 
  The 
  mutation mind’s body swells 
  and stretches, enlarging her as 
  the enlarge person spell but up to two size 
  categories larger (maximum Huge).
  
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  Multiple Eyes (Ex): Multiple eyes erupt all over the 
  mutation mind’s body. She can’t be flanked and gains a 
  +4 bonus on Perception checks.
  Recuperation (Ex): The mutation mind heals quickly 
  from physical wounds, gaining fast healing 5.
  Toppling Fists (Ex): The mutation mind’s fists become 
  large masses of flesh, allowing her to attempt a bull rush 
  combat maneuver check against one creature within 
  10 feet of her as a standard action. 
  Wings (Ex): The mutation mind sprouts a pair of fleshy, 
  batlike wings, giving her a fly speed of 60 feet with 
  average maneuverability.
  This ability alters major amplifications.
  PSYCHIC DUELIST (ARCHETYPE)
  Psychic duelists hone their mental powers for combat, 
  much as warriors do with their blades. They specialize 
  in psychic duels, perfecting their thought-form creatures 
  into mighty weapons.
  Psychic Duel Acumen (Ex): At 4th level, a psychic 
  duelist adds instigate psychic duel* to her list of spells 
  known, and the save DC of any instigate psychic duel spell 
  she casts increases by 1. Beginning at 6th level, she can 
  also expend any unused psychic spell slot of 3rd level or 
  higher to cast instigate psychic duel. If she does so, she uses 
  the level of the spell slot expended to determine the Will 
  save DC. In addition, when the psychic duelist sacrifices 
  points from her phrenic pool to generate manifestation 
  points for an offensive manifestation, she uses d8s for 
  damage dice instead of d4s. This ability replaces the 
  4th-level discipline spell.
  Manifestation Amplifications: At 7th level, a psychic 
  duelist gains a manifestation amplification instead of a 
  phrenic amplification; thereafter, whenever the psychic 
  duelist gains a phrenic amplification, she can select either 
  a phrenic amplification or a manifestation amplification. A 
  manifestation amplification functions for a manifestation 
  as a phrenic amplification does for a spell, with the same 
  restrictions. The manifestation being amplified is called 
  the linked manifestation. Phrenic pool points spent 
  toward manifestation amplifications are separate from 
  points sacrificed to generate manifestation points. For 
  example, a psychic duelist capable of casting 4th-level 
  spells (with a maximum of 4 MP per manifestation) could 
  turn 4 points from her phrenic pool into MP and spend 2 
  points on a manifestation amplification, expending a total 
  of 6 points from her phrenic pool.
  Extended Effect (Ex): The psychic duelist can spend points 
  from her phrenic pool to increase the duration of a condition 
  by 1 round per point spent. She can spend a maximum of 1 
  phrenic pool point in this way; this maximum increases to 
  2 points at 11th level, to 3 points at 15th level, and to 4 points 
  at 19th level. If the target succeeds at its saving throw, this 
  amplification has no effect (though the points are still 
  lost). This amplification can be linked only to offensive 
  manifestations that impose conditions.
  Faithful Creature (Ex): When she manifests a thought-
  form creature, the psychic duelist can spend 1 point from 
  her phrenic pool to give that creature the ability to persist 
  even if it doesn’t attack. She can concentrate to maintain 
  the creature as a swift action instead of as a full-round 
  action, but the creature can attack only if the psychic 
  duelist concentrates as a full-round action. In addition, the 
  psychic backlash damage from that thought-form creature 
  is halved. This amplification can be linked only to thought-
  form creature manifestations.
  Punishing Thought-form (Ex): The psychic duelist can 
  spend 1 point from her phrenic pool to increase the damage 
  die size of an offensive manifestation by one step (d4 to d6, 
  d6 to d8, or d8 to d10). This amplification can be linked only 
  to offensive manifestations.
  Reciprocal Defense (Su): The psychic duelist can spend 
  1 point from her phrenic pool when using a defensive 
  manifestation to improve her defenses in the real world 
  as well. Her physical body gains a +2 insight bonus to AC 
  for the number of rounds the defensive manifestation 
  lasts, or for 1 round if the manifestation doesn’t have a 
  duration. This bonus increases to +3 at 11th level and to 
  +4 at 15th level. This amplification can be linked only to 
  defensive manifestations.
  This ability replaces the 7th-level phrenic amplification 
  and alters phrenic amplifications.
  Thought Made Real (Su): At 9th level, a psychic duelist 
  can bring offensive manifestations directly into her foes’ 
  minds, attacking with them without entering a psychic duel. 
  When doing so, she can generate manifestation points only 
  by sacrificing a spell, not through any other methods. Using 
  an offensive manifestation in this way functions as casting 
  a spell with a full-round-action casting time. Conditions 
  imposed by these offensive manifestations last for their 
  full duration, even though the target isn’t in a psychic duel. 
  The psychic duelist can use manifestation amplifications 
  on offensive manifestations created this way. Such offensive 
  manifestations can’t affect thought-form creatures. This 
  is a mind-affecting illusion (phantasm) effect. A thought-
  form creature manifested in this way is visible only to its 
  target. This ability replaces telepathic bond.
  Expert Manifester (Ex): At 17th level, a psychic duelist 
  doesn’t have to expend as many resources to create 
  manifestations. She gains 1 additional MP each time she 
  creates a psychic manifestation, in addition to the MP 
  she gains by sacrificing resources. This doesn’t increase 
  the maximum number of points she can spend per 
  manifestation, but does allow her to create a manifestation 
  costing 1 MP without sacrificing any resources. This 
  ability replaces telepathy.
  
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  a distance still provokes attacks of opportunity, but only 
  if the action the ectoplasmatist is taking would normally 
  provoke such attacks (instead of always provoking).
  At 10th level, the lashes’ enhancement bonus increases 
  to +3.
  At 12th level, the ectoplasmatist chooses a single 
  emotional focus (anger, dedication, despair, fear, hatred, 
  jealousy, or zeal). The ectoplasmatist’s lashes gain a special 
  weapon ability as if affected by a spirit-bound blade spell (see 
  page 187) matching the emotional energy of the focus the 
  ectoplasmatist has chosen.
  At 14th level, the lashes’ enhancement bonus increases 
  to +4.
  At 16th level, the ectoplasmatist chooses a second 
  emotional focus, and her lashes gain the special weapon 
  abilities as if affected by a spirit-bound blade spell with 
  the special weapon ability of both of the ectoplasmatist’s 
  chosen emotional foci.
  At 18th level, the lashes’ enhancement bonus increases 
  to +5. 
  This ability replaces etheric tether, phantom, shared 
  consciousness, fused consciousness, spiritual bond, and 
  empowered consciousness. 
  Spiritual Combat (Su): At 3rd level, as a full-round action, 
  an ectoplasmatist can make all of her attacks with a single 
  light or one-handed ectoplasmic lash wielded in one hand, 
  and also cast a single spiritualist spell with a casting time 
  of one standard action as a free action either before or after 
  making the ectoplasmic lash attacks. The ectoplasmatist 
  takes a –2 penalty on her attack rolls when using spiritual 
  combat. If she decides to cast the spell defensively, she 
  can choose to take an additional penalty on her attack 
  rolls up to her Wisdom bonus, and add the same amount 
  as a circumstance bonus on her concentration check. If 
  the concentration check fails, the spell is wasted, but the 
  attacks still take the penalty. 
  Also, when the ectoplasmatist casts a spiritualist spell 
  with a range of touch, she can deliver the spell through 
  one of her ectoplasmic lashes. Instead of making the free 
  melee touch attack she would normally use to deliver 
  the spell, the ectoplasmatist can choose to make a free 
  ectoplasmic lash attack at her highest base attack bonus. A 
  successful lash attack deals damage normally and imparts 
  the spell’s effects. The ectoplasmatist can’t hold the charge 
  if her lash attack misses.
  This ability replaces bonded manifestation, phantom 
  recall, and dual bond.
  Ectoplasmic Armor (Su): At 4th level when an 
  ectoplasmatist manifests her spiritual lash ability, 
  tendrils of ectoplasmic material envelop her body, 
  granting her a +4 armor bonus to AC.
  At 12th level, the ectoplasmatist’s armor bonus to AC 
  increases to +6 and is treated as ghost touch armor.
  Spiritualist
  Spiritualists are strange individuals caught between the 
  realities of the Material Plane and the eerie substance 
  of the Ethereal Plane. Though most spiritualists harbor 
  phantoms, others instead command different powers 
  gained from their extraplanar connections.
  ECTOPLASMATIST (ARCHETYPE)
  Instead of calling upon a phantom from the Ethereal 
  Plane, an ectoplasmatist infuses herself with the 
  mysterious substance called ectoplasm.
  Ectoplasmic Lash (Su): At 1st level, as a full-round 
  action an ectoplasmatist can manifest one or two lashes 
  of ectoplasm tethered to her by wispy, ectoplasmic 
  tendrils. If she manifests two lashes, she can wield them 
  both as light melee weapons, each dealing 1d6 points of 
  slashing damage (1d4 if the ectoplasmatist is Small) with 
  a critical threat range and multiplier of 19–20/×2. If the 
  ectoplasmatist manifests only one lash, she can manifest 
  it either as a single one-handed melee weapon that deals 
  1d8 points of slashing damage (1d6 if the ectoplasmatist 
  is Small) with a critical threat range and multiplier of 
  19–20/×2, or as a two-handed melee weapon that deals 2d6 
  points of bludgeoning damage (1d10 if the ectoplasmatist 
  is Small) with a critical multiplier of ×2. Only the 
  ectoplasmatist can wield or use these lashes. Dismissing 
  any or all manifested lashes is a free action. 
  At 2nd level, the ectoplasmatist’s lashes gain a 
  +1 enhancement bonus on attack and damage rolls, and 
  are treated as magic weapons.
  At 4th level, the ectoplasmatist can use her lashes as 
  reach weapons or use them to manipulate objects from 
  a distance. When used as weapons, the lashes gain an 
  additional 5 feet of reach. Unlike most other weapons 
  with reach, the lashes can be used to attack foes anywhere 
  within the ectoplasmatist’s reach (including adjacent foes). 
  Attacks with the lashes’ extended reach provoke attacks of 
  opportunity just as if the ectoplasmatist were attacking 
  with a ranged weapon. When the lashes are used to 
  manipulate items, they have the same manual dexterity as 
  the ectoplasmatist’s hands. Using the lashes to manipulate 
  items always provokes attacks of opportunity, even if the 
  action the ectoplasmatist is taking normally wouldn’t.
  At 6th level, the lashes’ enhancement bonus increases 
  to +2, and they are treated as having the ectoplasmatist’s 
  alignment for the purpose of overcoming damage reduction.
  At 8th level, the ectoplasmatist’s lashes become ghost 
  touch weapons and their reach increases by another 5 feet 
  (for a total increase of 10 feet). Additionally, attacks with the 
  lashes against nonadjacent foes no longer provoke attacks of 
  opportunity. Using the lashes to manipulate objects from 
  
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  This ability replaces spiritual interference and greater 
  spiritual interference. 
  FRACTURED MIND (ARCHETYPE)
  Most spiritualists harbor the spirits of the deceased in 
  their psyches, but a small number of them—known as 
  fractured minds—draw their powers instead from a 
  fraction of their own souls that resonates with extremely 
  powerful emotions. These spiritualists’ phantoms are 
  not spiritual allies, but rather extensions of the fractured 
  minds’ own inner thoughts and emotions.
  Emotional Spellcasting: A fractured mind’s ability to 
  cast spells is tied to the force of her own spirit rather than 
  her connection to the spirit world. As a result, she uses 
  her Charisma score rather than her Wisdom score to 
  determine the highest spell level she can cast, the saving 
  throw DCs of spells she casts, and her bonus spells per day. 
  This ability alters spellcasting.
  Emotional Power (Sp): The fractured mind gains 
  a number of spell-like abilities, which are tied to her 
  phantom’s emotional focus. She gains one spell-like 
  ability at 5th level, a second at 7th level, a third at 9th level, 
  and a fourth at 16th level. A fractured mind can use each 
  of these abilities once per day, plus one additional time per 
  day for every 4 spiritualist levels she possesses beyond the 
  level at which she gained the spell-like ability. The saving 
  throw DCs for these spell-like abilities are equal to 10 + 1/2 
  the fractured mind’s spiritualist class level + the fractured 
  mind’s Charisma modifier, rather than being based on 
  the spell’s level. The spell-like abilities granted by each 
  emotional focus are listed below.
  Anger: Enlarge person (5th), rage (7th), longstrider (9th), 
  shout (16th).
  Dedication: Command (5th), spiritual weapon (7th), bless 
  (9th), death ward (16th). 
  Despair: BungleUM (5th), stricken heartACG (7th), doom (9th), 
  crushing despair (16th). 
  Fear: Bane (5th), mad hallucinationUM (7th), doom (9th), 
  phantasmal killer (16th).
  Hatred: Doom (5th), inflict moderate wounds (7th), bane 
  (9th), bestow curse (16th).
  Jealousy: Sanctuary (5th), resist energy (7th), entropic shield 
  (9th), spell immunity (16th).
  Zeal: Bless (5th), spiritual weapon (7th), divine favor (9th), 
  freedom of movement (16th).
  This ability replaces detect undead, calm spirit, see 
  invisibility, and call spirit.
  GEIST CHANNELER (ARCHETYPE)
  Some phantoms retain less of their personalities and 
  memories than others. Though most phantoms maintain 
  some semblance of their former selves, others of their kind, 
  known as geists, came close to being lost forever before they 
  became phantoms. Incapable of manifesting in ectoplasmic 
  form and devoid of human emotions, these strange entities 
  are much closer to ghosts than most other phantoms. 
  The spiritualists who work with them, known as geist 
  channelers, are able to call on them in unique ways.
  Geistform Phantom (Su): A geist channeler’s phantom 
  can’t manifest in ectoplasmic form, and is limited to 
  manifesting in incorporeal form. As a result, the phantom 
  has no Strength score, and has a starting Wisdom score 
  of 12. Instead of gaining two slam attacks, it gains only a 
  single slam attack that deals 1d8 points of damage. The 
  slam attack’s damage increases to 1d10 points at 5th level, 
  
  110110
  to 2d6 at 10th level, to 2d8 at 15th level, and 2d10 at 20th 
  level (assuming the phantom is Medium). The phantom 
  does not gain the magic attacks ability at 4th level.
  While manifested incorporeally, a geist channeler’s 
  phantom can attack only other incorporeal creatures. 
  Because the phantom is incorporeal, the damage it deals 
  to such creatures is not reduced as a result of them being 
  incorporeal. At 5th level, the phantom can take a swift 
  action to infuse itself with trace amounts of ectoplasm so 
  it can attack corporeal creatures for 1 round. During that 
  time, it deals half damage to corporeal creatures with its 
  slam, and corporeal creatures with nonmagical weapons 
  deal half damage to the phantom. At 10th level, when the 
  phantom infuses itself, its attacks deal normal damage to 
  corporeal creatures. 
  This ability alters the phantom.
  Emotionless (Su): A geist channeler’s phantom doesn’t 
  have an emotional focus; instead, it is cold and devoid 
  of emotions. The phantom gains a number of ranks in 
  Knowledge (arcana) and Knowledge (religion) equal to 
  its Hit Dice. While confined in the geist channeler’s 
  consciousness, the phantom grants the geist channeler 
  Skill Focus in each of these skills. The phantom has good 
  Reflex and Will saves, and gains Iron Will as a bonus feat, 
  as well as the following abilities.
  Unnerving Touch (Su): As a standard action, a geist 
  channeler’s phantom can make a melee touch attack 
  against a living creature, even if that creature is corporeal. 
  If the attack hits, the target is shaken for 1d4+1 rounds. A 
  successful Will save (DC = 10 + 1/2 the phantom’s Hit Dice 
  + the phantom’s Charisma modifier) negates this effect. 
  At 5th level, when the phantom can damage corporeal 
  creatures with its slam attack, its slam attacks against 
  living corporeal creatures gain this ability. Multiple 
  attacks against the same creature don’t cause the creature 
  to become frightened. This is a mind-affecting fear effect.
  Poltergeist’s Knack (Sp): At 7th level, a geist channeler’s 
  phantom can use telekinesis as a spell-like ability. It can 
  use only the sustained force and violent thrust versions of 
  this spell. The phantom can use this ability three times 
  per day, plus one additional time at 10th level and every 
  3 levels thereafter (maximum seven times per day at 19th 
  level). Its caster level for this spell-like ability is equal to 
  the phantom’s Hit Dice.
  Spectral Protection (Su): At 12th level as a standard action, 
  while a geist channeler’s phantom is confined within his 
  psyche, he can call upon its power to project an aura of 
  spectral energy that prevents incorporeal creatures from 
  approaching him. This takes the form of a 30-foot-radius 
  emanation centered on the geist channeler. Any incorporeal 
  creature attempting to enter this area must succeed at a 
  Will save (DC = 10 + 1/2 the geist channeler’s spiritualist 
  class level + the geist channeler’s Wisdom modifier) or be 
  unable to do so. This ability can be used only defensively, 
  not aggressively; forcing the aura against an incorporeal 
  creature collapses the aura. The geist channeler can use 
  this ability for a number of minutes per day equal to his 
  spiritualist level. The minutes don’t need to be continuous, 
  but must be spent in 1-minute increments.
  Malevolent Possession (Sp): At 17th level, a geist channeler’s 
  phantom can invade the bodies of other creatures. This 
  functions as possession (see page 181). To use this ability, 
  the phantom must be adjacent to the target. The target 
  can resist the effect with a successful Will save (DC = 10 
  + 1/2 the phantom’s Hit Dice + the phantom’s Charisma 
  modifier). The phantom can use this ability once per day. 
  This ability modifies the phantom and replaces the 
  phantom’s emotional focus.
  Spiritual Manifestation (Su): Because of the nature 
  of her phantom, a geist channeler can use the bonded 
  manifestation ability to manifest his phantom only in 
  incorporeal form. This ability alters bonded manifestation.
  HAUNTED (ARCHETYPE)
  The haunted are a dangerous breed of spellcasters bound 
  to temperamental and unpredictable phantoms that 
  leech power from their spiritualists. 
  Usurp Manifestation (Su): At 3rd level, the haunted’s 
  phantom begins to subtly subvert the relationship with 
  its master, gaining rather than granting power from the 
  connection. When fully manifested in ectoplasmic form, 
  the phantom can use its usurp manifestation ability to 
  draw upon the haunted’s body to strengthen its ectoplasmic 
  might, temporarily weakening the spiritualist in order 
  to increase its own power. The phantom must activate 
  this ability as an immediate action at the start of the 
  spiritualist’s turn, and it can use this ability a number of 
  rounds per day equal to 3 + the haunted’s spiritualist level. 
  The rounds don’t need to be consecutive, and the phantom 
  can dismiss the effects of a usurped manifestation as 
  a free action on its turn. While this ability is in effect, 
  the haunted’s features become sunken and withdrawn, 
  and she gains the nauseated condition until the effect 
  ends. Conversely, the phantom surges in size and power, 
  becoming one size category larger (as if affected by an 
  enlarge person spell) and increasing its natural armor 
  bonus to AC by 2 for the effect’s duration. If the spiritualist 
  prevents or mitigates the nauseated condition, the 
  phantom is unable to siphon energy and doesn’t gain the 
  benefits of usurp manifestation.
  At 8th level and every 5 levels thereafter (13th and 18th 
  levels), the phantom gains new abilities while using 
  usurp manifestation. 
  Usurp Spell: At 8th level, while using usurp manifestation, 
  the phantom can leech spell slots from the haunted to 
  increase its own power. The phantom can reach through 
  
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  Archetypes 2
  the etheric tether as a swift action to drain the nauseated 
  haunted’s psychic spell energy, effectively taking any touch 
  spell or spell with a target of “you” that the haunted knows 
  and casting it on itself (assuming the haunted has not yet 
  used up her allotment of spells per day for the spell’s level). 
  This ability consumes two of the haunted’s spell slots of the 
  appropriate level and otherwise follows the rules for the 
  share spells and deliver touch spells abilities. 
  Teleplasmic Surge: At 13th level, when using usurp 
  manifestation, the phantom gains a +2 morale bonus on 
  attack rolls, saving throws, and skill checks. 
  Ferocious Phantom: At 18th level, when using usurp 
  manifestation the phantom gains DR 10/slashing and spell 
  resistance equal to 11 + the haunted’s spiritualist level (this 
  spell resistance doesn’t apply to spells originating from 
  the spiritualist or from the usurp spell ability).
  This ability replaces bonded manifestation.
  Usurped Bond (Su): At 17th level, the haunted’s phantom 
  can use usurp manifestation for a number of rounds per 
  day equal to 3 + double the haunted’s spiritualist level. 
  This ability replaces dual bond.
  ONMYOJI (ARCHETYPE)
  Though most spiritualists are chosen by their phantoms, 
  others deliberately call phantoms to them through years of 
  careful preparation and study in obscure divine traditions. 
  These spiritualists, known as onmyoji, form close bonds 
  with their phantoms, as any other spiritualist does, but see 
  the phantoms as partners and tools in their work. Onmyoji 
  serve as emissaries between the mundane world and the 
  spiritual one, either working to ensure that troubles in the 
  spiritual world do not spill over into the world of mortals, 
  or stirring up spiritual trouble in order to achieve their 
  ends among the living.
  Divine Spellcasting: An onmyoji’s spellcasting ability 
  comes from divine rather than psychic power. As a divine 
  caster, the onmyoji’s spells use verbal components instead 
  of thought components, and somatic components instead 
  of emotional components, and she uses an ofuda as a 
  divine focus. Ofudas are scrolls with holy writings written 
  on parchment, cloth, or wood (having the same cost as a 
  wooden holy symbol) or metal (having the same cost as a 
  silver holy symbol). This ability alters spellcasting.
  Spiritual Resistance (Su): An onmyoji’s phantom 
  provides her with protection from supernatural forces. 
  While the phantom is confined within the onmyoji’s 
  consciousness (not stranded on the Ethereal Plane or 
  fully manifested), it grants her a +2 bonus on saving 
  throws against the spell-like and supernatural abilities 
  of fey, outsiders, and incorporeal undead. At 6th level and 
  every 6 levels thereafter, this bonus increases by 1 (to a 
  maximum of +5 at 18th level). This ability replaces shared 
  consciousness and fused consciousness.
  Divine Teachings (Su): An onmyoji gains the ability to 
  call upon her phantom to help her cast spells she normally 
  couldn’t. At 4th level and every 3 levels thereafter, an 
  onmyoji can choose a single spell from the cleric spell list 
  with a spell level she is currently able to cast, and add that 
  spell to her list of spells known, at the same spell level 
  as it appears on the cleric spell list. Because the onmyoji 
  relies on her phantom’s influence in order to cast these 
  spells, she can cast spells added in this way only while 
  the phantom is confined within her consciousness (not 
  stranded on the Ethereal Plane or fully manifested). 
  This ability replaces spiritual interference and greater 
  spiritual interference.
  
  112112
  Other Class Archetypes
  The following archetypes and other rules elements are 
  available to characters of other classes who wish to dabble 
  in the occult.
  PROMETHEAN DISCIPLE 
  (ALCHEMIST DISCOVERY)
  Some alchemists dabble in the art of construct creation.
  Promethean Disciple: An alchemist with this discovery 
  learns how to craft constructs by way of alchemical 
  research rather than arcane magic. The alchemist gains 
  Craft Construct as a bonus feat without needing to meet 
  its requirements. The alchemist substitutes his number of 
  ranks in Craft (alchemy) for his total caster level and must 
  use Craft (alchemy) to create the construct. The DC to create 
  the construct still increases for any necessary spells that 
  the alchemist does not have access to (Pathfinder RPG Core 
  Rulebook 549). However, the alchemist can use extracts in 
  place of spells as spell prerequisites. An alchemist must be 
  at least 6th level before selecting this discovery.
  ECTOCHYMIST 
  (ALCHEMIST ARCHETYPE)
  Ectochymists study the effects of alchemy on soul and spirit, 
  focusing on fighting ghosts and other incorporeal creatures.
  Class Skills: An ectochymist adds Knowledge (religion) to 
  his list of class skills. This alters the alchemist’s class skills.
  Ectoplasmic 
  Blanche 
  (Su): 
  An 
  ectochymist 
  can 
  alchemically treat a melee weapon so that it deals full 
  damage to incorporeal creatures. The process requires a 
  full-round action and lasts until the next time that weapon 
  is used to make an attack. An ectochymist can use this ability 
  a number of times per day equal to his alchemist level + his 
  Intelligence modifier. This ability replaces bombs.
  Cool-Headed (Ex): At 2nd level, an ectochymist gains a 
  +2 bonus on saves against death, fear, and negative energy 
  effects. This bonus increases to +4 at 5th level, and to +6 at 
  8th level. This ability replaces poison resistance.
  Advanced Ectochymistry (Su): At 2nd level, a weapon 
  coated in an ectochymist’s ectoplasmic blanche also deals 
  full damage to haunts. This ability replaces poison use.
  Swift Ectochymistry (Su): At 6th level, an ectochymist 
  can use ectoplasmic blanche on one of his own weapons 
  as a swift action. When coated on a weapon wielded by the 
  ectochymist, ectoplasmic blanche lasts for a number of 
  attacks equal to the ectochymist’s Intelligence modifier 
  (minimum 1 attack). This ability replaces swift poisoning.
  Ghost Trap (Su): At 8th level, an ectochymist can throw 
  a trap to capture an incorporeal creature of up to 1 Hit Die 
  per alchemist level he possesses. As a standard action, the 
  ectochymist can expend a use of ectoplasmic blanche to 
  coat the inside of a container with his blanche and throw 
  it at an incorporeal creature as a ranged touch attack. If he 
  hits, the creature receives a Will save to escape the trap (DC 
  = 10 + 1/2 his alchemist level + his Intelligence modifier). 
  If the creature fails its save, it is sealed within the vessel 
  until someone breaks or opens that vessel. The ghost trap 
  automatically survives being thrown at the incorporeal 
  creature, but otherwise is only as durable as the vessel 
  (normally hardness 5, 1 hp for a glass bottle).This ability 
  replaces the 8th-level alchemist discovery.
  Ectochymical Analysis (Sp): At 10th level, an ectochymist 
  can use alchemical processes to uncover esoteric 
  knowledge from a haunted area that would normally 
  require divinations to ascertain. This process takes 10 
  minutes and expends one use of ectoplasmic blanche. 
  Treat this effect as speak with hauntAPG with a saving throw 
  DC equal to 10 + 1/2 the ectochymist’s class level + the 
  ectochymist’s Charisma modifier and a caster level equal 
  to the ectochymist’s class level. Because the ectochymist 
  is performing an analysis to answer his questions and not 
  speaking with the haunt directly, he uses Craft (alchemy) 
  rather than Sense Motive to oppose any Bluff checks the 
  spirit might attempt in order to mislead him. This ability 
  replaces poison immunity.
  Discoveries: The following discoveries complement 
  the ectochymist archetype: alchemical simulacrumUM, 
  cognatogenUM, grand cognatogenUM, greater alchemical 
  simulacrumUM, and mummificationUM.
  PROMETHEAN ALCHEMIST 
  (ALCHEMIST ARCHETYPE)
  Obsessed with discovering the origins of life, promethean 
  alchemists build constructs they gradually endow with life.
  Craft Construct: At 1st level, a promethean alchemist 
  gains the promethean disciple discovery (see above). This 
  ability replaces Brew Potion and Throw Anything.
  Homunculus Companion (Ex): At 1st level, a promethean 
  alchemist gains the service of a homunculus companion. The 
  means for creating this special homunculus are more exotic 
  than normal and require investiture of the promethean 
  alchemist’s own life essence into the homunculus. This 
  construct generally resembles a small humanoid or child 
  when first created; the specific appearance is up to its 
  creator, though a homunculus is always humanoid in shape 
  and obviously unnatural on close inspection. While every 
  homunculus companion is absolutely devoted to its master, 
  some homunculi’s loyalty borders on the unsettling; such 
  companions jealously protect their masters from threats 
  or construct strange shrines in their masters’ honor. A 
  homunculus companion can be of any alignment, even one 
  that is different from its master’s. A destroyed homunculus 
  companion can be restored to life by performing a ritual 
  with its corpse that requires 1 pint of its creator’s blood per 
  
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  Archetypes 2
  Hit Die of the homunculus and rare materials worth 100 gp 
  per Hit Die of the homunculus. Performing this ritual takes 
  1 hour (though it may take some time to gather enough 
  blood at higher levels, so many promethean alchemists keep 
  chilled blood samples in storage just in case). A promethean 
  alchemist can’t take the mutagen or cognatogen discoveries. 
  This ability replaces bombs and mutagen.
  Discoveries: The following discoveries complement 
  this archetype: alchemical simulacrumUM, doppelganger 
  simulacrumUM, and greater alchemical simulacrumUM.
  Homunculus Companion Base Statistics
  A homunculus companion has the following features, as 
  described on Table 2–2 on page 114.
  Level: This is the homunculus’s master’s alchemist level.
  HD: This is the homunculus’s total number of 10-sided 
  (d10) Hit Dice. The homunculus doesn’t have a Constitution 
  score, but it gains bonus hit 
  points based on its size.
  BAB: This is the base attack 
  bonus of the homunculus, which 
  is equal to its number of Hit Dice. 
  Saves: These are the base saving 
  throw bonuses of the homunculus.
  Skills: This entry lists the 
  homunculus’s total number of 
  skill ranks. A homunculus with a 
  high Intelligence score modifies these totals 
  as normal (the homunculus gains a number of 
  skill ranks equal to 2 + its Intelligence modifier 
  per HD). A homunculus can’t have more ranks in 
  a skill than it has Hit Dice.
  Homunculus Class Skills: The following skills 
  are class skills for a homunculus: Bluff (Cha), 
  Craft (Int), Fly (Dex), Knowledge (arcana) (Int), 
  Perception (Wis), Sense Motive (Wis), and Stealth 
  (Dex). In addition, at 1st level, a promethean 
  alchemist can choose two additional skills to be 
  class skills for his homunculus. 
  Feats: This is the total number of feats the 
  homunculus has. A homunculus can select 
  any feats it qualifies for, but must possess 
  the appropriate appendages in order to use 
  some feats.
  Str/Dex Bonus: Add this modifier to the 
  homunculus’s Strength and Dexterity.
  Special: As the homunculus increases 
  in power, it gains the special abilities 
  described below.
  Darkvision (Ex): The homunculus has 
  darkvision out to a range of 60 feet.
  Low-Light Vision (Ex): Homunculi see 
  twice as far as humans in dim light.
  Sympathetic 
  Alchemy 
  (Su): 
  The 
  bond 
  between 
  a 
  promethean alchemist and his homunculus is so close 
  that the alchemist’s extracts function for the homunculus 
  as if it were the alchemist, allowing the homunculus 
  companion to benefit from extracts without the alchemist 
  needing the infusion discovery. The homunculus is 
  treated as a humanoid or a construct—whichever is more 
  beneficial—for the purposes of what extracts can affect 
  it. Additionally, the homunculus can prepare its master’s 
  extracts from his formula book for him each day, as long as 
  it’s within the range of its telepathic link.
  Telepathic Link (Su): A homunculus can’t initially speak, 
  but shares a telepathic link with its creator. It knows what 
  its master knows and can convey to him everything it sees 
  and hears, out to a range of 1,500 feet.
  Weapon and Armor Proficiency (Ex): A homunculus is 
  proficient with simple weapons, but not armor or shields.
  Evasion (Ex): At 3rd level, if a homunculus is 
  subjected to an attack that normally allows a 
  Reflex save for half damage, it takes no damage 
  if it succeeds at its saving throw.
  Ability Score Increase (Ex): The homunculus 
  adds 1 to one of its ability scores at 5th level 
  and every 5 levels thereafter.
  Speech (Ex): At 6th level, the homunculus gains 
  the ability to speak any languages it knows.
  Spell Resistance (Su): At 9th level, the 
  homunculus gains spell resistance equal to 
  11 + its master’s alchemist level.
  Improved Evasion (Ex): At 15th level, when 
  subjected to an attack that allows a Reflex save for 
  half damage, the homunculus takes no damage if it 
  succeeds at the saving throw and only half damage 
  if it fails the saving throw. 
  Homunculus Starting Statistics
  Size  Small;  Speed  20 ft., fly 
  30 ft. (poor);  AC  +2 natural 
  armor;  Attack  bite (1d4); Ability 
  Scores  Str 10, Dex 15, Con —, 
  Int  10, Wis 12, Cha 7;  Special 
  Qualities darkvision, low-light vision; 
  Languages Common (can’t speak).
  4th-Level Advancement
  Size Medium; Speed 30 ft., fly 40 ft. 
  (average); Attack bite (1d6 plus poison), 
  2 claws (1d6); Ability Scores Str +4, 
  Dex –2;  Special Attacks  poison 
  (bite—injury frequency 1/minute for 
  60 minutes, effect sleep for 1 minute, 
  cure 1 save, Con-based DC with a 
  +2 racial bonus). 
  
  114114
  FLESHEATER (BARBARIAN ARCHETYPE)
  A flesheater eats flesh to create a spiritual bond between 
  herself and the consumed creature, allowing her to take on 
  aspects of the creature that served as the meal. 
  Rage: In additional to the standard bonuses and penalties 
  of rage, a flesheater takes a –2 penalty to Intelligence while 
  raging. The additional benefits and penalties from a 
  flesheater’s abilities last only as long as her rage does, and 
  she cannot use these abilities if they would bring the total 
  penalty to Intelligence to an amount equal to or greater than 
  her Intelligence score. This ability alters the rage ability.
  One Flesh (Su): At 2nd level when entering a rage, a 
  flesheater can spend an additional round of rage and take an 
  additional –2 penalty to Intelligence to take on a single ability 
  of the valid consumed creature whose flesh she ate most 
  recently. For the purpose of this ability, a valid consumed 
  creature is any dead animal, dragon, humanoid, or magical 
  beast that died and was consumed by the flesheater within 
  the past 24 hours. She can choose any ability listed under 
  beast shape I, as long as the creature possessed that ability. 
  At 5th level, the flesheater can take on any number of the 
  creature’s abilities that are listed under beast shape I. At 8th 
  level, the flesheater can instead take on one of the creature’s 
  abilities listed under beast shape II. The flesheater’s 
  appearance alters to resemble the consumed creature, but 
  she does not change shape. This is a polymorph effect. This 
  ability replaces uncanny dodge, improved uncanny dodge, 
  and the 2nd- and 8th-level rage powers.
  Unbound Rage (Su): At 11th level, a flesheater can draw in 
  mass from the Ethereal Plane to enlarge herself when she 
  enters a rage, as long as the creature whose flesh she last 
  consumed was at least one size category larger than her base 
  size. Unbound rage affects her as enlarge person, except she 
  receives a +4 size bonus to Strength and an additional –2 
  penalty to Intelligence. This ability replaces greater rage.
  Feast (Su): At 14th level, a flesheater can use her one 
  flesh and unbound rage abilities to emulate any one valid 
  consumed creature of her choice, rather than only the 
  one she consumed most recently. This ability replaces the 
  14th-level rage power.
  Unbound Form (Su): At 20th level, a flesheater can use her 
  one flesh ability to assume the shape of a valid consumed 
  creature. This ability functions as alter self, beast shape IV, 
  form of the dragon III, or giant form II, as appropriate. This is a 
  polymorph effect. This ability replaces mighty rage.
  Rage Powers: The following rage powers complement 
  the flesheater archetype: animal fury, beast totemAPG (any), 
  inspire ferocityAPG, internal fortitude, and terrifying howl.
  PHRENOLOGIST (BARD ARCHETYPE) 
  The phrenologist is an expert at reading creatures’ skulls, 
  and he learns to use this knowledge to his benefit. 
  Phrenological Knowledge (Ex): A phrenologist is an 
  expert at reading creatures’ skulls. He gains Psychic 
  Sensitivity* as a bonus feat, and he can use the phrenology 
  skill unlock even if he is untrained in Knowledge (arcana). 
  Table 2–2: Homunculus Companions
  Level		
  HD	
  BAB		
  Saves	
  Skills		
  Feats		
  Str/Dex	Bonus	
  Special
  1st		 	
  1		
  +1		
  +0		
  2		
  1		
  +0		
  Darkvision,	low-light	vision,	sympathetic	alchemy,			
  	
  	
  	
  	
  	
  	
  	
  	
  telepathic	link,	weapon	and	armor	proficiency
  2nd			
  2		
  +2		
  +0		
  4	
  1	
  +0	
  —
  3rd			
  3		
  +3		
  +1		
  8		
  2		
  +1		
  Evasion
  4th			
  3		
  +3		
  +1	
  8	
  2	
  +1	
  —
  5th			
  4		
  +4	
  +1	
  10	
  2		
  +1	
  Ability	score	increase
  6th			
  5		
  +5	
  +1	
  12	
  3		
  +2	
  Speech
  7th			
  6		
  +6		
  +2		
  14		
  3		
  +2		
  —
  8th			
  6		
  +6		
  +2		
  14	
  3		
  +2	
  —
  9th			
  7		
  +7		
  +2		
  16		
  4		
  +3		
  Spell	resistance
  10th		
  8		
  +8		
  +2		
  18		
  4		
  +3		
  Ability	score	increase
  11th		
  9		
  +9		
  +3		
  20	
  5		
  +3		
  —
  12th		
  9		
  +9		
  +3		
  20		
  5		
  +4	
  —
  13th		
  10		
  +10		
  +3		
  22		
  5		
  +4		
  —
  14th		
  11		
  +11		
  +3		
  24		
  6		
  +4		
  —
  15th		
  12		
  +12		
  +4		
  26		
  6	
  +5		
  Ability	score	increase,	improved	evasion
  16th		
  12		
  +12		
  +4		
  26		
  6		
  +5		
  —
  17th		
  13		
  +13		
  +4		
  28		
  7		
  +5		
  —
  18th		
  14		
  +14		
  +4		
  30	
  7		
  +6		
  —
  19th		
  15		
  +15	
  +5		
  32		
  8	
  +6		
  —
  20th		
  15		
  +15		
  +5		
  32		
  8		
  +6		
  Ability	score	increase
  
  115115
  Archetypes
  Archetypes 2
  He adds half his class level (minimum 1) on all Knowledge 
  (arcana) checks for the phrenology occult skill unlock. This 
  ability replaces bardic knowledge.
  Skull-Versed (Ex): Starting at 2nd level, a phrenologist 
  can use knowledge gleaned from a creature’s skull to tailor 
  a performance. All creatures on which the phrenologist 
  has successfully used his phrenology skill unlock take a 
  –2 penalty on all saving throws against the phrenologist’s 
  bardic performances. This ability replaces well-versed.
  Phrenological Savant: At 10th level, a phrenologist 
  gains either Psychic Maestro* or Psychic Virtuoso* as a 
  bonus feat. If he chooses Psychic Maestro, he must select 
  phrenology as one of his two skill unlocks to use an 
  additional time. This ability replaces jack-of-all-trades.
  Bardic Performance: A phrenologist gains the following 
  types of bardic performance.
  Skull Sonata (Su): At 1st level, a phrenologist learns to use 
  the resonance of other creatures’ skulls to increase sonic 
  damage. All enemies within 30 feet of the phrenologist that 
  have skulls take an amount of additional sonic damage 
  equal to half the phrenologist’s bard level (minimum 1) 
  each time they take sonic damage. Skull sonata relies on 
  audible components. This ability replaces inspire courage.
  In Your Head (Sp): At 3rd level, a phrenologist can use his 
  performance to send his own senses into another’s skull, 
  as the spell witnessUM (DC = 10 + 1/2 the phrenologist’s 
  class level + his Charisma modifier). At 11th level, this 
  performance’s duration increases to 10 minutes per bard 
  level, and at 19th level, the duration increases to 1 hour 
  per bard level. In your head relies on audible components. 
  This ability replaces inspire competence. 
  Fingers of Fascination (Su): When a phrenologist uses 
  the fascinate bardic performance, he can send 
  forth psychic fingers along with his performance, 
  allowing him to study one of the fascinated creatures 
  with his phrenology skill unlock without touching 
  its head physically and without it being helpless, 
  willing, or paralyzed. This does not spend his daily use 
  of the phrenology skill unlock. This ability alters fascinate.
  SILVER BALLADEER 
  (BARD ARCHETYPE)
  The bright purity of silver makes beautiful music, and its 
  vibrations are also anathema to unnatural creatures. Some 
  bards use a mixture of silver-stringed instruments and 
  esoteric knowledge to battle the dark forces of the world. 
  Alignment: A silver balladeer must have a good alignment. 
  This ability alters alignment.
  Bardic Performance: A silver balladeer gains the bardic 
  performances listed below. These bardic performances 
  all require the use of a silver or silver-stringed 
  instrument, which costs twice as much as a normal 
  masterwork instrument.
  Break Curse (Su): At 6th level, a silver balladeer can 
  suppress a single curse affecting an ally within 30 feet that 
  is able to see and hear her. Each round the silver balladeer 
  uses break curse, she attempts a Perform check against 
  the original DC of the curse. If successful, she suppresses 
  the curse for 1 round. After she has suppressed the curse 
  for 4 consecutive rounds, she can attempt a caster level 
  check to remove the curse as if she had cast remove curse. 
  This ability replaces suggestion.
  Holy Vibration (Su): At 9th level, a silver balladeer can 
  spend a round of bardic performance to make a single 
  door or a window within 30 feet resonate with a holy 
  vibration. Undead and creatures with the evil subtype are 
  unable to open a door or window affected in this way (as 
  arcane lock) for 10 minutes per bard level. If such a creature 
  has the incorporeal subtype, it is unable to move through 
  the affected door or window, or through any walls, floors, 
  or ceilings within 20 feet of it. Incorporeal creatures can 
  attempt Charisma checks to break through areas warded 
  by holy vibration, using the same break DC as for the 
  object the creature is trying to move through. This ability 
  replaces inspire greatness.
  Mass Break Curse (Su): At 18th level, a silver balladeer can 
  suppress all curses among any number of 
  allies within 30  feet when using break 
  curse. Every 4 consecutive rounds of using 
  this performance, the silver balladeer can 
  
  116116
  attempt a caster level check to remove a single curse on a 
  single ally affected by this performance, as if she had cast 
  remove curse. This ability replaces mass suggestion.
  Pure Heart (Ex): At 2nd level, a silver balladeer gains 
  a +4 bonus on saving throws against curses, hexes, and 
  charm effects. This ability replaces well-versed.
  Silver Mastery (Su): At 2nd level, a silver balladeer treats 
  silver weapons as if they were also cold iron for the purpose 
  of overcoming damage reduction. Also, alchemical silver 
  weapons do not impose a penalty on damage rolls when 
  wielded by a silver balladeer, and a silver balladeer gains a 
  +1 bonus on attack rolls made with mithral weapons. This 
  ability replaces the 2nd-level versatile performance.
  ORDER OF THE EASTERN STAR 
  (CAVALIER ORDER)
  This cavalier order exists to keep dangerous secrets 
  hidden from the world and secretly protect the world 
  against unimaginable threats from beyond the mortal 
  realms. These cavaliers scout and observe, concerning 
  themselves not with the trivial pursuit of morality, but 
  rather with ensuring the survival of society itself.
  Edicts: The cavalier must preserve the secrets of his order 
  while acting to protect civilization against occult threats. He 
  must thwart the schemes of otherworldly horrors and must 
  give his order a full accounting of any potential threats.
  Challenge: Whenever a cavalier of the order of the 
  eastern star issues a challenge, he receives a +1 dodge 
  bonus to AC and a +1 insight bonus on saves against 
  the attacks and abilities of the target of his challenge. 
  He must be wearing light armor and carrying no more 
  than a light load to receive these bonuses. These bonuses 
  increase by 1 for every 4 class levels the cavalier possesses.
  Skills: A cavalier belonging to the order of the eastern 
  star adds Knowledge (arcana) and Knowledge (planes) to 
  his class skills. He can attempt Knowledge (arcana) and 
  Knowledge (planes) checks untrained. If he has ranks in 
  these skills, as long as a check involves knowledge of the 
  occult or supernatural, he receives a bonus on the check 
  equal to 1/2 his cavalier level (minimum +1). 
  Feats: A cavalier of this order gains Psychic Sensitivity 
  as a bonus feat.
  Order Abilities: A cavalier belonging to this order gains 
  the following abilities as he increases in level.
  Guarded (Ex): At 2nd level, the cavalier gains DR 1/— 
  and a +2 morale bonus on saving throws when wearing 
  light armor or no armor and 
  fighting defensively or using 
  Combat Expertise. At 6th level 
  and every 4 levels thereafter, 
  this DR increases by 1. He loses 
  the benefits of this ability if carrying a 
  medium or heavier load.
  Pierce the Guard (Ex): At 8th level, when 
  attacking with a light or one-handed 
  weapon, the cavalier ignores the 
  penalty for fighting defensively or 
  using Combat Expertise on his first 
  melee attack roll each round. If fighting 
  with two weapons, he ignores the penalty 
  for the first attack with each weapon, as long 
  as the off-hand weapon is a light weapon. 
  The cavalier can’t use this ability with 
  double weapons.
  One Purpose (Ex): At 15th level, the 
  cavalier’s mount shares the benefits of 
  the cavalier’s guarded ability as long as 
  both are wearing light or no armor and 
  carrying no more than a light load. 
  The cavalier must fight defensively or 
  use Combat Expertise to grant these 
  benefits, but the mount need not. In 
  addition, the mount gains all the benefits 
  of the cavalier’s challenge, regardless of 
  what barding it wears.
  
  117117
  Archetypes
  Archetypes 2
  ORDER OF THE SHROUD 
  (CAVALIER ORDER)
  Cavaliers of this order seek out and destroy undead and 
  those who harbor or create them. They scour old crypts, 
  graveyards, and battlefields to bring eternal rest. 
  Edicts: The cavalier must protect the common folk from 
  the scourge of the undead. He must seek out and destroy 
  the restless dead and give aid to those haunted by them. 
  He must protect those who cannot defend themselves, and 
  root out sources that birth the corruption of life and death.
   Challenge: Whenever an order of the shroud cavalier 
  issues a challenge to an undead creature, he receives a 
  +1 morale bonus on attack rolls against the target of his 
  challenge for 1 minute. The bonus increases by 1 for every 
  4 class levels the cavalier possesses.
  Skills: An order of the shroud cavalier adds Knowledge 
  (local) (Int) and Knowledge (religion) (Int) to his list of 
  class skills. An order of the shroud cavalier can attempt 
  Knowledge (religion) checks untrained. If he has ranks in 
  that skill, as long as a Knowledge (religion) check involves 
  undead or haunts, he receives a bonus on the check equal 
  to 1/2 his cavalier level (minimum +1).
  Order Abilities: A cavalier belonging to the order of the 
  shroud gains the following abilities as he increases in level.
  Spiritual Shield (Su): At 2nd level, the cavalier can call upon 
  the spirits of the fallen for protection. Once per day as an 
  immediate action when attacked by an undead target of his 
  challenge, the cavalier can gain a deflection bonus equal to 
  his Charisma modifier to his AC against that attack. The 
  cavalier must decide to use this ability before the attack roll. 
  Destroyer of the Undead (Su): At 8th level, the cavalier’s 
  weapons are treated as having the cavalier’s alignment 
  for the purpose of overcoming the damage reduction 
  of undead creatures. Against an undead target of his 
  challenge, the cavalier automatically overcomes all 
  damage reduction that undead possesses. 
  Stand Against Darkness (Ex or Su): At 15th level, the 
  cavalier can take revenge on undead that dare strike him 
  or those he seeks to protect. Whenever an undead creature 
  that is the subject of his challenge hits the cavalier or an 
  adjacent ally with a melee attack, the creature provokes 
  an attack of opportunity from the cavalier. The cavalier 
  gains a +2 morale bonus on attacks of opportunity 
  provoked as a result of this ability. If an undead subject of 
  the cavalier’s challenge threatens a critical hit against the 
  cavalier, the cavalier gains a deflection bonus equal to his 
  Charisma modifier against the confirmation roll. This 
  bonus functions as a supernatural ability.
  GHOST RIDER 
  (CAVALIER ARCHETYPE)
  Ghost riders are conflicted warriors who use the powers 
  of the phantasmal dead even while seeking out and 
  banishing the corruption of undeath from plagued 
  communities. Their strange abilities mark them as 
  outsiders and stoic loners, and they stay in one place only 
  long enough to help the afflicted before riding off to 
  unknown destinations.
  Ghost Mount (Su): At 1st level, a ghost rider gains 
  the ability to manifest a special mount of conjured 
  ectoplasm rather than one of f lesh and bone. This 
  spectral companion functions like a spiritualist’s 
  phantom companion, using the ghost rider’s cavalier 
  level as her effective spiritualist level. The phantom 
  takes the form of a ghostly creature analogous to one of 
  a cavalier’s normal mount options for her size and class 
  level, such as a Large horse for a Medium ghost rider or 
  a wolf for a Small ghost rider. A ghost rider must choose 
  a mount that is capable of bearing her weight, that has 
  four or more legs, and that lacks a f ly speed (although 
  the GM may allow mounts with a swim speed in certain 
  environments). The GM might approve other animals as 
  suitable mounts. 
  The ghost rider can manifest her ghost mount only 
  in ectoplasmic form, and she gains the spiritualist’s 
  etheric tether class feature, applied to her ghost mount. 
  The mount shares the cavalier’s alignment. Though the 
  mount cannot speak, it understands its master’s verbal 
  commands and gains the phantom’s link ability. The 
  ghost mount has good Fortitude and Reflex saves, and can 
  have ranks in any of the following skills: Acrobatics (Dex), 
  Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate 
  (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), 
  and Swim (Str). The ghost rider’s ghost mount does not 
  gain the share spells, deliver touch spells, or incorporeal 
  flight abilities. Ghost mounts do not gain emotional 
  focus abilities. 
  The ghost rider does not take an armor check penalty 
  on Ride checks while riding her mount. The mount is 
  always considered combat trained, and begins play with 
  Endurance as a bonus feat. 
  Ghost Mount Starting Statistics: Type animal (phantom); 
  Size one size category larger than the ghost rider; Speed 
  50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves 
  (1d6; this is a secondary natural attack); Ability Scores 
  Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
  This ability replaces mount.
  Frightful Gaze (Su): At 1st level, a ghost rider can use 
  this ability on opponents within 30 feet as a standard 
  action, which acts as a gaze attack until the ghost rider’s 
  next turn. Creatures within range that meet the ghost 
  rider’s gaze must succeed at a Will saving throw (DC 
  = 10 + 1/2 the ghost rider’s class level + the ghost rider’s 
  Charisma modifier) or stand paralyzed in fear for 1 
  round. This is a mind-affecting fear effect. Creatures 
  that successfully save against that ghost rider’s frightful 
  
  118118
  gaze are immune to it for 24 hours. At 9th level, this 
  ability can affect creatures that are mindless or immune 
  to mind-affecting effects, though it still counts as a fear 
  effect. The ghost rider can use this ability a number of 
  times each day equal to her Charisma modifier. 
  This ability replaces tactician, greater tactician, and 
  master tactician.
  Fearless (Su): At 3rd level, a ghost rider becomes 
  immune to fear. Each ally within 10 feet of the ghost 
  rider gains a +4 morale bonus on saving throws against 
  fear effects. This ability functions only while the ghost 
  rider is conscious, not if she is unconscious or dead. This 
  ability replaces cavalier’s charge.
  Spirited Mount (Su): At 5th level, the ghost rider’s 
  mount ignores difficult terrain. At 8th level, it gains 
  the ability to use water walk at will. This ability replaces 
  expert trainer and banner.
  Ghost Wind (Su): At 11th level, the ghost rider’s ghost 
  mount can use air walk (as the spell, no action required) 
  at will for up to 1 round at a time, after which it falls to 
  the ground. At 14th level, the mount can fly at its speed 
  with a bonus on Fly skill checks equal to the ghost rider’s 
  class level. This ability replaces mighty charge and 
  greater banner.
  SENSATE 
  (FIGHTER ARCHETYPE)
  A sensate perceives battle through 
  senses beyond mortal ken, anticipating 
  his opponents’ movements before they 
  even begin to act. As long as he keeps 
  his focus about him, he fights with a skill 
  rivaling that of the finest masters-at-arms.
  Skills: 
  The 
  sensate’s 
  class 
  skills 
  are 
  Acrobatics (Dex), Climb (Str), Craft (Int), 
  Perception (Wis), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Survival (Wis), 
  and Swim (Str). This replaces the fighter’s 
  class skills.
  Weapon and Armor Proficiency: Sensates 
  are proficient with all simple and martial 
  weapons, light armor, medium armor, 
  and shields (except tower shields). This 
  replaces the fighter’s weapon and 
  armor proficiency. 
  Guarded Senses (Su): At 2nd level, 
  a sensate gains a +1 bonus on saves 
  against sonic effects, figments, 
  glamers, patterns, gaze attacks, and 
  scent-based attacks. This bonus 
  increases by 1 for every 4 levels the 
  sensate possesses beyond 2nd. 
  This ability replaces bravery. 
  Uncanny Dodge (Su): At 3rd level, a sensate gains 
  uncanny dodge as the barbarian ability of the same name, 
  except supernatural in nature. This ability replaces 
  armor training 1.
  Centered Senses (Su): At 5th level, a sensate can center 
  his senses as a move action. While centered, a sensate 
  gains a +1 insight bonus on attack rolls, weapon damage 
  rolls, and Will saves. This bonus increases by 1 at 9th 
  level and every 4 levels thereafter. A sensate loses his 
  centered state if he gains the confused, dazed, fascinated, 
  staggered, or stunned condition; falls unconscious; or 
  fails a Will save. This ability replaces weapon training 2, 
  3, and 4.
  Improved Uncanny Dodge (Su): At 7th level, a sensate 
  gains improved uncanny dodge as the barbarian ability 
  of the same name, except supernatural in nature. This 
  ability replaces armor training 2.
  Evasion (Su): At 11th level, a sensate gains evasion 
  while using centered senses. This functions as the rogue 
  ability of the same name, except that it is supernatural in 
  nature and works regardless of the sensate’s armor and 
  encumbrance. This ability replaces armor training 3.
  Steady (Su): At 15th level, a sensate can center himself 
  as a swift action. This ability replaces armor training 4.
  Perfect Senses (Su): At 19th level, a sensate’s senses reach 
  perfection, and he can easily notice illusions and unseen 
  foes by combining his senses. While centered, he gains 
  the effects of true seeing as well as blindsense 60 feet. An 
  unseen creature that makes no sound and leaves 
  no scent (such as a creature under the effects 
  of invisibility, silence, and negate aroma) can still 
  avoid both the true seeing and the blindsense. 
  This ability replaces armor mastery.
  Precision (Su): At 20th level, a sensate 
  rolls twice to confirm critical hits while 
  centered, taking the more favorable 
  result. Opponents must roll twice 
  to confirm critical hits against him, 
  taking the less favorable result. The 
  latter ability does not function 
  when the sensate is denied his 
  Dexterity bonus. This ability 
  replaces weapon mastery.
  
  119119
  Archetypes
  Archetypes 2
  RELIC HUNTER 
  (INQUISITOR ARCHETYPE)
  Some inquisitors specialize in the use and recovery of 
  long-lost relics of their faiths, drawing forth divine 
  might from the recovered items in order to restore their 
  sanctity and wield these artifacts against the enemies of 
  their gods. 
  Spells: A relic hunter casts divine spells drawn from 
  the inquisitor spell list, but her chosen relic schools (see 
  Relics below) limit her to schools she knows, similar 
  in function to an occultist’s implements. Any spell or 
  orison gained by the relic hunter has a relic component 
  (see Relics below), and is not considered to be on the relic 
  hunter’s spell list until she selects its school though the 
  relics alternate class feature. Once she chooses a school, 
  all spells and orisons of that school are considered to 
  be on the relic hunter’s class spell list, allowing her to 
  use spell trigger and spell completion magic items of 
  those spells. A relic hunter’s spells per day, daily spell 
  allotment, Difficulty Class, and minimum Wisdom score 
  requirements remain unchanged from the inquisitor’s 
  normal spellcasting class feature. This ability alters the 
  inquisitor’s spellcasting. 
  Relics (Su): At 1st level, a relic hunter gains the occultist’s 
  implements class feature (see page 47) and learns to use two 
  occultist implement schools as relic schools. At 4th level 
  and every 3 levels thereafter, the relic hunter learns to use 
  one additional relic school drawn from the same source, 
  gaining access to that school’s resonant power and base 
  focus power and opening up that school’s focus powers for 
  her to select. Like an occultist, a relic hunter can select the 
  same school twice, but it is far less useful for her to do so. 
  Relics do not need to be magic items, and nonmagical 
  relics do not take up a magic item slot. Relics that are 
  not magic items are often of some religious significance 
  to the relic hunter or her church, such as the battered 
  shield of a saint, a bishop’s robe, or the finger bone of a 
  church martyr.
  This ability replaces judgment.
  Deific Focus (Su): At 1st level, a relic hunter learns 
  to invest divine power into her chosen relics. This acts 
  like the occultist’s focus powers and mental focus class 
  features (see pages 47 and 48, respectively), with the 
  following adjustments.
  Each day, a relic hunter has a number of points of deific 
  focus equal to her inquisitor level + her Wisdom modifier, 
  and she must spend 1 hour in prayer with her relics to 
  invest them with divine power. These points refresh at 
  the start of each day.
  At 1st level, the relic hunter learns the two base focus 
  powers from her chosen relic schools and can select one 
  more focus power from the list of those made available 
  by her chosen schools. Whenever she gains a new relic 
  school, she gains the base focus power of that school. 
  In addition, at 4th level and every 4 levels thereafter, 
  she learns a new focus power selected from all of the 
  powers granted by all of the relic schools she knows. 
  She can use these focus powers only by expending 
  points of deific focus. Unless otherwise noted, the DC 
  for any saving throws against a focus power is equal 
  to 10 + 1/2 the inquisitor’s class level + the inquisitor’s 
  Wisdom modifier. She cannot select a focus power more 
  than once. She uses her inquisitor level in place of an 
  occultist level to qualify for focus powers.
  This ability replaces domain, bane, greater bane, 
  second judgment, and third judgment.
  PSYCHIC DETECTIVE 
  (INVESTIGATOR ARCHETYPE)
  A psychic detective supplements her keen insight 
  with occult skill to unravel mysteries both ordinary 
  and supernatural.
  Class Skills: The psychic detective does not receive 
  Acrobatics, Climb, or Perform as class skills. This alters 
  the investigator’s class skills. 
  Spells: A psychic detective casts psychic spells drawn 
  from the psychic class spell list (see page 69) and 
  augmented by a select set of additional spells (see Psychic 
  Detective Spells on page 120). Only spells from the psychic 
  class spell list of 6th level or lower and psychic detective 
  spells are considered to be part of the psychic detective’s 
  spell list. If a spell appears on both the psychic detective 
  and psychic class spell lists, the psychic detective uses 
  the spell level from the psychic detective spell list. She 
  can cast any spell she knows without preparing it ahead 
  of time. To learn or cast a spell, a psychic detective must 
  have an Intelligence score equal to at least 10 + the spell’s 
  level. The saving throw DC against a psychic detective’s 
  spell is 10 + the spell’s level + the psychic detective’s 
  Intelligence modifier. 
  Like other spellcasters, a psychic detective can cast 
  only a certain number of spells of each spell level per 
  day. She knows the same number of spells and receives 
  the same number of spells slots per day as a bard of her 
  investigator level, and knows and uses 0-level knacks as a 
  bard uses cantrips. In addition, she receives bonus spells 
  per day if she has a high Intelligence score (see Table 1–3 
  on page 17 of the Core Rulebook).
  At 5th level and every 3 levels thereafter, a psychic 
  detective can choose to learn a new spell in place of 
  one she already knows, using the same rules as a bard. 
  In effect, the psychic detective loses the old spell in 
  exchange for the new one. The new spell’s level must be 
  the same as that of the spell being exchanged, and it must 
  be at least 1 level lower than the highest-level spell the 
  psychic detective can cast.
  
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  A psychic detective need not prepare her spells in 
  advance. She can cast any psychic detective spell she 
  knows at any time, assuming she has not yet used up her 
  allotment of spells per day for the spell’s level.
  Psychic Detective Spells: A psychic detective has the 
  following spells on her spell list, in addition to psychic 
  spells of 6th level or lower.
  1st—Detect chaos, detect evil, detect good, detect law, find traps. 
  3rd—Calm spirit*, daylight.
  4th—Modify memory.
  6th—Banishment, moment of prescience, scrying (greater).
  This ability replaces alchemy.
  Psychic Meddler (Su): At 2nd level, a psychic detective 
  receives a +1 bonus on saves against psychic spells and 
  spell-like abilities. This bonus increases by 1 at 5th level 
  and every 3 levels thereafter, to a maximum of +6 at 
  17th level. Starting at 5th level, the psychic investigator 
  adds half this bonus on caster level checks to dispel 
  psychic effects. This ability replaces poison lore, poison 
  resistance, swift alchemy, and poison immunity.
  Phrenic Dabbler (Su): At 3rd level, a psychic detective 
  gains a small pool of phrenic points equal to 1/2 
  her psychic detective level, as well as one phrenic 
  amplification, as the psychic class feature. This does 
  not allow the psychic detective to qualify for the Extra 
  Amplification feat. This ability replaces the investigator 
  talent gained at 3rd level.
  Investigator Talents: A psychic detective selects 
  investigator talents as normal, except she cannot select 
  the alchemist discovery investigator talent. She can select 
  the Expanded Phrenic Pool* feat as a discovery even though 
  she doesn’t meet that feat’s prerequisites, and she can 
  select an extra phrenic amplification once as a discovery. 
  The following investigator talents, which can be found 
  on pages 32–34 of the Pathfinder RPG Advanced Class Guide, 
  complement the psychic detective archetype: confusing 
  strike, device talent, effortless aid, hidden agendas, 
  inspired intelligence, item lore, and unconventional 
  inspiration. This ability alters investigator talents. 
  ESOTERIC (MAGUS ARCHETYPE)
  Esoterics are drawn to the mysticism of the occult 
  and spend their lives delving into forgotten texts and 
  forbidden tomes. Each esoteric learns to inscribe his 
  spells on his flesh in a complex series of occult symbols 
  and arcane equations.
  Weapon and Armor Proficiency: An esoteric is 
  proficient with simple weapons only. This alters the 
  magus’s weapon and armor proficiency.
  Diminished Spellcasting: An esoteric has one fewer 
  spell slot of each level than a regular magus. If this 
  reduces his number of spell slots of a particular level to 
  zero, he can cast spells of that level only if his Intelligence 
  allows bonus spells of that level. This ability alters the 
  magus’s spellcasting.
  Arcane Pool (Su): At 1st level, an esoteric can use his 
  arcane pool to enhance his unarmed strikes as if they 
  were manufactured weapons. At 5th level, he can use these 
  bonuses to add any of the following weapon special 
  abilities to his weapons or unarmed 
  strikes: defending, flaming, flaming 
  burst, frost, icy burst, impactUM, shock, 
  shocking burst, speed, or thundering. 
  This ability alters arcane pool.
  Unarmed Strike: At 1st level, an 
  esoteric gains Improved Unarmed Strike 
  as a bonus feat. He also treats his magus 
  levels as monk levels when determining the 
  amount of damage he deals with his unarmed strikes.
  Unarmed Spellstrike (Su): At 1st level, an esoteric 
  gains the magus spellstrike class feature. However, an 
  esoteric can deliver spells with spellstrike only with his 
  unarmed strikes. This ability alters spellstrike.
  Ki Arcana (Su): At 4th level, an esoteric’s arcane pool 
  is also considered a ki pool for the purposes of meeting 
  feat and ability requirements. Points from an esoteric’s 
  arcane pool can be used for abilities that normally require 
  ki. If an esoteric gains a ki pool, he can use points from 
  
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  his arcane pool and ki pool interchangeably (though not 
  special points such as drunken ki). This ability replaces 
  spell recall.
  Tattooed Spell (Sp): At 5th level and every 6 levels 
  thereafter, an esoteric can permanently tattoo one 
  spell from his magus spellbook onto his body; the 
  first tattooed spell must be of 2nd level or lower, the 
  second must be of 4th level or lower, and the last can 
  be of any level. The spell that is tattooed must not 
  have an expensive material component or a focus. The 
  esoteric can prepare any tattooed spell without needing 
  his spellbook. Additionally, he can cast each of his 
  tattooed spells as a spell-like ability once per day. When 
  the esoteric uses these spell-like abilities, the tattoo 
  associated with the spell-like ability glows as light for a 
  number of rounds equal to the spell’s level. This ability 
  replaces bonus feats.
  AC Bonus (Ex): At 7th level when an esoteric wears light 
  or no armor, he gains a +1 dodge bonus to AC and CMD. 
  This bonus increases by 1 at 13th level. He loses these 
  bonuses while immobilized or helpless, or while wearing 
  medium or heavy armor, using a shield, or carrying a 
  medium or heavy load. This ability replaces medium 
  armor and heavy armor.
  Improved Tattooed Spell (Sp): At 11th level, an esoteric 
  can use each of his spell-like abilities from tattooed 
  spell one additional time per day. This ability replaces 
  improved spell recall.
  MINDBLADE (MAGUS ARCHETYPE)
  A mindblade blends psychic talent and martial skill to 
  lethal effect. By forming weapons with her mind, she 
  always has the right tool for any situation.
  Spells: A mindblade casts spells from the magus spell 
  list as psychic spells. She can cast any spell she knows 
  without preparing it ahead of time. To learn or cast a 
  spell, a mindblade must have an Intelligence score equal 
  to at least 10 + the spell’s level. The saving throw DC 
  to resist a mindblade’s spell is equal to 10 + the spell’s 
  level + the mindblade’s Intelligence modifier. 
  Like other spellcasters, a mindblade can cast only a 
  certain number of spells of each spell level per day. She 
  knows the same number of spells and receives the same 
  number of spells slots per day as a bard of her magus 
  level, and knows and uses 0-level knacks as a bard uses 
  cantrips. In addition, she receives bonus spells per day if 
  she has a high Intelligence score (see Table 1–3 on page 17 
  of the Core Rulebook).
  At 5th level and every 3 levels thereafter, a mindblade 
  can learn a new spell in place of one she already knows, 
  using the same rules as a bard. In effect, the mindblade 
  loses the old spell in exchange for the new one. The new 
  spell’s level must be the same as that of the spell being 
  exchanged, and the new spell must be at least 1 level lower 
  than the highest-level spell the mindblade can cast.
  A mindblade need not prepare her spells in advance. 
  She can cast any magus spell she knows at any time, 
  assuming she has not yet used up her allotment of spells 
  per day for the spell’s level.
  This ability replaces the magus’s spellcasting.
  Psychic Pool (Su): A mindblade gains a psychic pool, 
  similar to a normal magus’s arcane pool. At 1st level, 
  a mindblade can expend 1 point from her psychic pool 
  as a standard action to manifest a light melee weapon 
  of her choice, formed from psychic energy. By spending 
  2  points, the mindblade can manifest a one-handed 
  melee weapon, and by spending 3 points, she can 
  manifest a two-handed melee weapon (but not a double 
  weapon). This psychic weapon can last indefinitely, 
  but it vanishes if it leaves the mindblade’s hand. The 
  mindblade can dismiss a held psychic weapon as a free 
  action. When a psychic weapon vanishes, the mindblade 
  regains the psychic energy used to create it. She can 
  maintain only one weapon at a time.
  At 1st level, a psychic weapon counts as a magic 
  weapon of whatever type the mindblade selected, with 
  a +1 enhancement bonus. At 3rd level and every 3 levels 
  thereafter, the weapon’s enhancement bonus increases 
  by 1, up to maximum of +5 at 12th level. Starting at 5th 
  level, the mindblade can add any of the weapon special 
  abilities listed in the arcane pool class feature in place 
  of these bonuses, although the weapon must maintain 
  at least a +1 bonus to benefit from any weapon special 
  abilities. At 15th and 18th levels, the weapon gains an 
  additional +1 enhancement bonus, which the mindblade 
  can spend only on weapon special abilities.
  This ability replaces arcane pool, and counts as arcane 
  pool for the purpose of feats, abilities, and class features.
  Psychic Access (Su): At 4th level, the mindblade gains 
  access to an expanded spell list. She adds two spells 
  from the psychic class spell list to her magus spell list 
  as magus spells of the same spell level. These must be 
  spells of levels the mindblade is able to cast. At 7th, 11th, 
  14th, and 19th levels, she adds two more psychic class 
  spells to her spell list, following the same restrictions. 
  When a mindblade takes the spell blending arcana, she 
  gains spells from the psychic class spell list instead of 
  the wizard spell list.
  This ability replaces spell recall, knowledge pool, 
  improved spell recall, greater spell combat, and greater 
  spell access.
  Dual Weapons (Su): At 7th level, a mindblade can 
  maintain two psychic weapons at a time or a psychic 
  double weapon, though each weapon (or each end of a 
  double weapon) has an enhancement bonus 1 lower than 
  normal. Starting at 12th level, each of the two psychic 
  
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  weapons (or each end of a double weapon) instead has an 
  enhancement bonus 2 lower than normal. When using 
  two-weapon fighting with two psychic weapons or a 
  psychic double weapon, the mindblade can use her spell 
  combat ability as though she had a hand free. This ability 
  replaces medium armor.
  Rapid Manifest (Su): At 8th level, a mindblade can 
  manifest a psychic weapon as a swift action. This ability 
  replaces improved spell combat.
  Dual Manifest (Su): At 13th level, a mindblade can 
  manifest two psychic weapons with the same action. She 
  must pay the cost for both weapons. Also, when wielding a 
  weapon two-handed, she can use her spell combat ability 
  as though she had a hand free. This ability replaces 
  heavy armor.
  KARMIC MONK 
  (MONK ARCHETYPE)
  A karmic monk contemplates the myriad harmonies 
  that guide existence. He learns to use the 
  disharmony in others against them, 
  and to alter his own inner harmonies 
  to exploit weaknesses in his 
  opponents’ defenses.
  Alignment: A karmic monk 
  must be true neutral or of any 
  lawful alignment. This alters the 
  monk’s alignment requirement.
  Class Skills: The karmic monk gains 
  Diplomacy (Cha) as a class skill instead 
  of  Intimidate. This alters the monk’s 
  class skills.
  Karmic Strike (Su): At 1st 
  level, a karmic monk gains 
  bonuses against creatures 
  that attack him first. If a 
  creature the karmic monk 
  has not attacked within the past 
  24 hours makes an attack roll 
  against the karmic monk or casts 
  an offensive spell that affects the 
  karmic monk, the karmic monk 
  receives a +2 bonus on attack rolls and 
  damage rolls against that creature. If 
  the karmic monk hits such a target, this 
  bonus lasts until the end of the karmic 
  monk’s turn (or until the beginning of 
  the karmic monk’s next turn, if it isn’t 
  his turn). Otherwise, the bonus against 
  a particular creature lasts for 1 minute 
  after the creature’s last attack against 
  the karmic monk. This ability replaces 
  stunning fist.
  Balanced Mind (Su): At 3rd level, a karmic monk 
  receives a +2 bonus on saving throws against effects with 
  the chaos, evil, good, or law subtype. He also receives this 
  bonus against the abilities and effects of creatures of the 
  listed subtypes. This ability replaces still mind.
  Ki Pool (Su): At 7th level, when a karmic monk makes 
  unarmed strikes, they’re treated as chaotic, evil, good, 
  and lawful. This ability replaces the 7th- and 10th-level 
  ki pool abilities.
  Harmony (Su): At 9th level, as an immediate action, 
  a karmic monk can shift his alignment by one step for 
  the purpose of all effects dependent on alignment until 
  the beginning of his next turn. This does not actually 
  alter the karmic monk’s alignment. This ability replaces 
  improved evasion.
  Karmic Disruption (Su): At 16th level, a karmic monk 
  can spend 1 point from his ki pool as a swift action to 
  add 1d6 points of damage to his unarmed strikes against 
  creatures of either chaotic, evil, good, or lawful alignment 
  for 1 round. This stacks with other abilities that 
  deal damage based on alignment. He cannot 
  alter his alignment choice until the next 
  time he uses this ability. 
  Creatures that are of the 
  appropriate 
  alignment 
  and are struck by this 
  attack must succeed at a 
  Will save (DC = 10 + 1/2 the 
  karmic monk’s class level + 
  the karmic monk’s Wisdom 
  modifier) or lose any damage 
  reduction based on alignment 
  for a number of rounds equal 
  to the karmic monk’s Wisdom modifier 
  (minimum 1 round). A creature that succeeds 
  at this save is immune to having its damage 
  reduction disrupted by that karmic monk for 
  24 hours. This attack disrupts only alignment 
  components of damage reduction, not any 
  other components; for example, DR/cold 
  iron and good becomes DR/cold iron.
  This ability replaces slow fall 80 feet, 
  and alters slow fall at 19th level to become 
  slow fall 80 feet. 
  Harmonic Self: At 20th level, 
  a karmic monk is truly in tune 
  with the harmonic balance of the 
  universe. He gains the abilities 
  of perfect self, except that 
  instead of DR 10/chaotic, he gains 
  DR 10 that is overcome only by attacks 
  that do not count as chaotic, evil, good, or 
  lawful. This ability alters perfect self.
  
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  GHOST HUNTER 
  (PALADIN ARCHETYPE)
  Ghost hunters devote their lives to eliminating 
  malevolent spirits and putting them to rest.
  Ghostly Smite (Su): A ghost hunter’s smite evil ability 
  does not automatically bypass DR (other than DR/good). 
  However, she treats her weapon as a ghost touch weapon 
  against the target of her smite. She does not deal extra 
  damage on the first attack against evil outsiders and evil 
  dragons, but she deals 3 points of damage per paladin 
  level she possesses to undead creatures on the first attack 
  (instead of 2 points). This ability alters smite evil.
  Exorcise Possession (Su): At 6th level, a ghost hunter 
  can try to end any possession spells or effects, or effects 
  that directly exercise mental control over a creature. 
  She must touch the affected creature (this requires a 
  melee touch attack if the target is neither willing nor 
  helpless) and expend a use of her lay on hands ability. 
  The target can immediately attempt a Will save against 
  the original save DC of the controlling effect. If the 
  save is successful, the effect immediately ends, as if the 
  target had succeeded at its original saving throw. This 
  ability replaces the 6th-level mercy.
  Speak to the Restless (Sp): At 9th level, a ghost hunter 
  can commune with the spirits of the restless dead once 
  per day. By holding a seance for 10 minutes, she can 
  ask questions of a destroyed undead or a neutralized 
  or destroyed haunt. To use this ability on a corporeal 
  undead, the ghost hunter must have the creature’s head 
  in her possession. For a haunt or incorporeal undead, 
  this seance must be held in the haunt’s location or 
  where the incorporeal undead was destroyed. Treat this 
  ability as speak with hauntACG or as speak with dead (but 
  affecting only undead rather than only corpses), using 
  the ghost hunter’s class level as the caster level. This 
  ability replaces the 9th-level mercy. 
  ESCAPOLOGIST 
  (ROGUE ARCHETYPE)
  The escapologist excels at escaping any confinement, 
  whether physical, magical, or mental. Few restraints can 
  hold an escapologist for long.
  Elusive: An escapologist adds 1/2 her rogue level 
  (minimum  +1) as a bonus on all Disable Device and 
  Escape Artist checks. An escapologist can use Disable 
  Device to disarm magical  traps. This ability replaces 
  trapfinding, but counts as trapfinding for the purposes 
  of prerequisites and abilities that require trapfinding.
  Unfettered Mind (Su): At 3rd level, an escapologist can 
  attempt an Escape Artist check as a full-round action to 
  remove a mind-affecting effect currently affecting her. 
  The DC of this check is equal to the effect’s original 
  save DC + 20. She cannot remove effects that do not 
  allow a saving throw. She can attempt to escape even if 
  paralyzed or restrained, as long as she can take purely 
  mental actions. She can attempt this check against a 
  particular effect once per round if the effect is measured 
  in rounds, once per minute if the effect is measured in 
  minutes, once per 10 minutes if the effect is measured 
  in 10-minute intervals, and so on. This ability replaces 
  uncanny dodge.
  Impossible Escape (Su): At 8th level, as an immediate 
  action, an escapologist can attempt an Escape Artist 
  check at a –10 penalty and apply the result in place of 
  either a failed Reflex save or her AC against an attack that 
  would have hit her. If she succeeds, her contortions let 
  her avoid the attack or effect entirely. Using this ability 
  leaves the escapologist staggered until the end of her next 
  turn. If the escapologist can’t become staggered, she can’t 
  use impossible escape. This ability replaces improved 
  uncanny dodge.
  FALSE MEDIUM 
  (ROGUE ARCHETYPE)
  The false medium is a master of pretending to have 
  occult powers in order to manipulate the emotions and 
  atmosphere of the people and places around him, often 
  reaping a healthy reward from the bereaved, who find 
  solace in his comforting lies.
  Dim the Lights (Ex): At 1st level, while in dim light 
  or darkness, a false medium adds 1/2 his rogue level as 
  a bonus on Bluff, Disguise, and Sleight of Hand checks, 
  and creatures without low-light vision or darkvision 
  take an equal penalty on skill checks to oppose the false 
  medium’s Bluff, Disguise, and Sleight of Hand checks. 
  This ability replaces trapfinding.
  False Sensitivity (Ex): At 2nd level, a charlatan can 
  convincingly fake the ability to use occult skill unlocks 
  such as automatic writing and dowsing. An untrained 
  onlooker can’t tell the difference between the false 
  medium’s scams and a true use of occult skill unlocks. 
  An onlooker capable of using the particular occult skill 
  unlock that the false medium is faking can attempt 
  the appropriate skill check for that unlock, opposed 
  by the false medium’s Bluff check, to detect the fraud. 
  In any case, any results of the false medium’s charades 
  are fabricated (for instance, the false medium might 
  ask leading questions to elicit false memories while 
  pretending to use hypnotism). This ability replaces the 
  2nd-level rogue talent.
  Haunting Presences (Ex): At 3rd level, the false medium 
  exploits his natural talent for deception to convince 
  others of the presence of false supernatural entities. As 
  long as the false medium is in conditions of dim light 
  or darkness, he can use Bluff skill checks to emulate 
  the effects of dancing lights, ghost sound, silent image, or 
  
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  ventriloquism by throwing his voice, subtly misdirecting 
  or convincing subjects, or manipulating light and 
  shadows. The range of these effects is 10 feet from the 
  false medium, plus an additional 5 feet for every 3 rogue 
  levels he possesses beyond 3rd. The effects last for 1 round, 
  though they can be maintained with additional checks. 
  Only one of these effects can be created or maintained in 
  a given round. Observers can attempt either a Perception 
  or Sense Motive check (whichever of their bonuses is 
  higher) to oppose this Bluff check; the GM should roll 
  these checks secretly. This is an extraordinary ability and 
  not an illusion, so if the false medium succeeds at the 
  opposed check, even powerful effects like true seeing don’t 
  detect the fakery.
  This ability replaces trap sense.
  Rogue Talents: The following rogue talents complement 
  the false medium rogue archetype: esoteric scholarUC, fast 
  fingersAPG, honeyed wordsAPG, major magic, minor magic, 
  and quick trapsmithAPG.
  Advanced Talents: The following advanced rogue 
  talents complement the false medium rogue archetype: 
  feat, master of disguiseAPG, and skill mastery.
  ECTOPLASM 
  (SORCERER BLOODLINE)
  Your family has a connection with the ethereal substance 
  known as ectoplasm, whether from communing with 
  the spirits or battling the spiritual undead. The power 
  of the Ethereal Plane thrums in your mind and pulls at 
  your flesh.
  Class Skill: Stealth.
  Bonus Spells: Obscuring mist (3rd), ghost whip* (5th), 
  ectoplasmic snare* (7th), spirit-bound blade* (9th), wall 
  of ectoplasm* (11th), ethereal jaunt (13th), ectoplasmic 
  eruption* (15th), create demiplane (17th), etherealness (19th).
  Bonus Feats: Blind-Fight, Dodge, Ectoplasmic SpellAPG, 
  Lingering SpellAPG, Silent Spell, Skill Focus (Fly), Skill 
  Focus (Stealth), Spell Focus.
  Bloodline Arcana: Incorporeal creatures take 75% 
  of the normal amount of damage from your damaging 
  spells, and when incorporeal creatures attempt saving 
  throws against your non-damaging spells, they roll twice 
  and must take the lower result.
  Bloodline Powers: You can control and emit ectoplasm, 
  leaving you less grounded in the physical world.
  Entangling Ectoplasm (Sp): At 1st level, you can 
  create a ball of ectoplasm and hurl it at targets 
  within 30 feet. This ectoplasm acts as a tanglefoot 
  bag that can also entangle incorporeal creatures. 
  The ectoplasm dissipates within 1d3 rounds. You 
  can use this ability a number of times per day equal 
  to 3 + your Charisma modifier.
  Ectoplasmic Reach (Su): At 3rd level, you can 
  exude small tendrils of ectoplasm that can be 
  used to make melee touch attacks as part of a spell 
  with a range of touch. You can make melee touch 
  attacks as if you had an additional 5 feet of reach. You 
  must have a free hand with which to direct the ectoplasm.
  This ability does not otherwise increase your 
  threatened area. At 11th level, this additional reach 
  increases to 10 feet. At 17th level, this additional reach 
  increases to 15 feet.
  Ectoplasmic Form (Sp): At 9th level, you can transform 
  into a cloud of ectoplasm. Treat this as gaseous form, except 
  that you can fly at a speed of 30 feet, and you can solidify 
  your form sufficiently to carry small objects, though fine 
  manipulation is impossible. You can use this ability for 
  a number of minutes per day equal to your sorcerer level. 
  These minutes need not be consecutive, but must be used 
  in 1-minute increments.
  Malevolent Ectoplasm (Sp): At 15th level, your ectoplasmic 
  tendrils can lash out at creatures around you. Treat this 
  
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  as a black tentacles effect centered on your position, but 
  the tentacles can also grapple ethereal and incorporeal 
  creatures, and they do not affect you (though they still 
  affect your allies). You can use this ability a number of 
  rounds per day equal to your sorcerer level. These rounds 
  need not be consecutive.
  Ectoplasmic Body (Ex): At 20th level, you are more 
  ectoplasm than flesh. You become immune to sneak 
  attacks and critical hits and gain DR 5/slashing.
  PSYCHIC (SORCERER BLOODLINE)
  Psychic power runs thorough your blood, whether it 
  be from a familial predisposition to psychic power or 
  exposure to a powerful psychic phenomenon. Whatever 
  the source of this power, your mind is a dangerous weapon.
  Class Skill: Sense Motive.
  Bonus Spells: Mind thrust I* (3rd), id insinuation I* (5th), 
  ego whip I* (7th), intellect fortress I* (9th), psychic crush I* 
  (11th), mental barrier V* (13th), tower of iron will III* (15th), 
  bilocation* (17th), microcosm* (19th).
  Bonus Feats: Focused SpellAPG, Heighten Spell, Intuitive 
  Spell*, Iron Will, Logical Spell*, Persuasive, Quicken 
  Spell, Skill Focus (Sense Motive), Spell Focus.
  Bloodline Arcana: Your sorcerer spells and spell-like 
  abilities count as psychic instead of arcane. You use 
  thought and emotion components instead of verbal and 
  somatic components when casting your spells.
  Bloodline Powers: Your psychic powers make you a 
  master mentalist, but your soul struggles with the urge 
  to transcend into a pure thought-form.
  Psychic Strike (Su): At 1st level, you can overwhelm the 
  minds of those nearby. You can target one creature within 
  30 feet that you can see; that creature must succeed at a 
  Will saving throw (DC = 10 + 1/2 your sorcerer level + your 
  Charisma modifier) or it takes 1d6 points of damage + 
  1 point for every 2 sorcerer levels you possess and becomes 
  shaken for 1 round. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier.
  Mental Resistance (Ex): At 3rd level, your mind blocks 
  attempts to assail it. You gain a +2 bonus on saving 
  throws against mind-affecting effects. At 9th level, this 
  bonus increases to +4.
  Undercasting Prodigy (Sp): Starting at 9th level, whenever 
  you gain a new level of spells, you automatically replace 
  any psychic bloodline spells that can be undercast with 
  the highest-level version you can cast in your list of spells 
  known. For example, at 9th level, you would replace mind 
  thrust I, id insinuation I, and ego whip I with mind thrust 
  IV, id insinuation III, and ego whip II, respectively, as 
  spells known.
  Thoughtsense (Sp): At 15th level, you can detect the 
  thoughts of others around you, as a constant thoughtsense* 
  effect with a range of 30 feet instead of 60 feet.
  True Thought-Form (Sp): At 20th level, you can shed 
  the restrictions of the flesh and become a thought-
  form—a being that exists independently of its substance. 
  Whenever a creature would kill you, you can attempt to 
  use mind swap* against that creature as an immediate 
  action just before dying. 
  WITCH PATRONS
  Some witches draw their spells from mysterious patrons 
  connected to the mind or the Ethereal Plane. Such esoteric 
  patrons grant unusual powers for their own strange and 
  inscrutable reasons.
  Ethereal: 2nd—detect undead, 4th—see invisibility, 6th—
  ectoplasmic snare*, 8th—condensed ether*, 10th—ethereal 
  envelope*, 12th—ethereal jaunt, 14th—ectoplasmic eruption*, 
  16th—ethereal envelopment*, 18th—etherealness.
  Mind: 2nd—mindlink*, 4th—mental block*, 6th—
  mindscape door*, 8th—create mindscape*, 10th—psychic 
  asylum*, 12th—create mindscape (greater)*, 14th—psychic 
  surgery*, 16th—moment of prescience, 18th—microcosm*. 
  LEY LINE GUARDIAN 
  (WITCH ARCHETYPE)
  Some witches tap into the power of their patrons not 
  through a special connection with a familiar, but rather 
  directly through the vast network of ley lines that 
  crosses the planes. These witches can harness the latent 
  powers of ley lines without even needing to be near one 
  of the points where ley lines’ powers are accessible to 
  mortal spellcasters.
  Ley Line Powered: Instead of preparing her spells, a 
  ley line guardian draws the power casting spells directly 
  from ley lines. A ley line guardian is a spontaneous 
  spellcaster. She knows the same number of spells and 
  receives the same number of spell slots per day as a 
  sorcerer of her witch level. Bonus spells granted by 
  a ley line guardian’s patron are added to the ley line 
  guardian’s total spells known at the appropriate levels. 
  This ability alters the witch’s spellcasting.
  Conduit Surge (Su): At 1st level, a ley line guardian is 
  adept at channeling energy from ley lines to enhance 
  her own spells. As a swift action, she can increase her 
  effective caster level for the next spell she casts in that 
  round by 1d4–1 levels. After performing a conduit surge, 
  the ley line guardian must succeed at a Fortitude save 
  (DC = 10 + level of spell cast + number of additional 
  caster levels granted) or become staggered for a number 
  of minutes equal to the level of the spell cast. At 8th 
  level, the caster level increase becomes 1d4. She can use 
  this ability a number of times per day equal to 3 + her 
  Charisma modifier.
  This ability replaces familiar and the hexes gained at 
  1st and 8th levels.
  
  Feats
  3
  
  N
  o more running!” 
  Oloch turned and 
  raised his sword. “They die 
  here, or we do!”
  “I’d really prefer the former,” 
  Meligaster murmured, and 
  touched his brow. “Very well.”
  Only a few yards away, the 
  cultists suddenly screamed 
  and stumbled to a halt. 
  Eyes wide with terror, they 
  scrambled backward down 
  the temple corridor, staves 
  and blades tumbling from 
  shaking hands.
  Oloch roared a laugh. “See, 
  little man? Cowards can never 
  stand before a true warrior.”
  “Yes.” Meligaster lowered 
  his hand, the magic already 
  fading. “I’m sure that’s it...”
  
  128
  128
  Feats
  Feats represent special tricks and edges that characters 
  have acquired though training, luck, or a quirk of birth. 
  TYPES OF FEATS
  Though most of the feats presented in this chapter are 
  general and have no special rules governing them, some 
  feats belong to a type or types of feats that share special 
  rules. A feat’s types appear in parentheses after the feat’s 
  name. This chapter features the following types of feats.
  Combat Feats
  Some classes can select combat feats as bonus feats. 
  Members of other classes can take combat feats provided 
  they meet the prerequisites.
  Metamagic Feats
  Metamagic feats allow spellcasters to modify and change 
  their spells, granting the spells new powers and effects. 
  Such spells generally take up a higher-level spell slot 
  than the normal spell. For complete rules on how to apply 
  metamagic feats to spells, see page 112 of the Pathfinder 
  RPG Core Rulebook.
  Stare Feats
  Stare feats allow a mesmerist to apply additional effects to his 
  painful stare ability. Characters without the Compounded 
  Pain feat can apply the effects of only one stare feat to an 
  individual attack; a mesmerist with multiple stare feats must 
  choose which to apply before the damage roll is made.
  Teamwork Feats
  Teamwork feats grant significant bonuses, but they 
  function only under specific circumstances. In most 
  cases, these feats require an ally with the same feat to 
  have a specific position on the battlefield. Teamwork 
  feats provide their benefits only if the given conditions 
  are met. Allies who are paralyzed, stunned, unconscious, 
  or otherwise unable to act don’t count for the purposes 
  of these feats. Cavaliers, hunters, and inquisitors have 
  special class abilities that allow them to use teamwork 
  feats even if their allies don’t have those feats.
  FEAT DESCRIPTIONS
  The feats in this chapter are summarized on Table 3–1: Feats 
  on pages 130–131. Note that the prerequisites and benefits 
  of the feats listed in this table are abbreviated for ease of 
  reference. See the feats’ descriptions for full details.
  The following format is used for all feat descriptions.
  Feat Name: The name entry indicates the feat’s name as 
  well as what type, if any, the feat belongs to, and is followed 
  by a basic description of what the feat does. 
  Prerequisite: This entry gives the required minimum 
  ability score, other feats, minimum base attack bonus, 
  minimum number of ranks in one or more skills, or 
  anything else required in order to take the feat. This entry is 
  absent if a feat has no prerequisites. A feat can have more than 
  one prerequisite. Many prerequisites—such as classes, class 
  abilities, and feats—can be found elsewhere in this book.
  Benefit: This entry describes what a feat enables the 
  character (“you” in the feat description) to do. If a character 
  takes the same feat more than once, its benefits don’t stack 
  unless indicated otherwise in the description.
  Normal: This entry states what a character who doesn’t 
  have this feat is limited to or restricted from doing. It 
  is typically included when a feat interacts with rules 
  systems in an unusual way.
  Special: Additional unusual facts about the feat, if 
  any, appear here.
  
  129
  129
  Feats
  Feats 3
  Alter Binary Mindscape
  You can shift and change a binary mindscape to your 
  advantage during a psychic duel.
  Prerequisites: Int 13, ability to cast instigate psychic duel.
  Benefit: When you cast instigate psychic duel and create a 
  binary mindscape (see page 235), the arena you create puts 
  your enemy at a disadvantage. Your opponent must spend 
  1 more manifestation point than normal when creating 
  any defensive manifestations.
  Bleeding Stare (Combat, Stare) 
  Your stare causes your foe to bleed out of its eyes.
  Prerequisites: Mesmerist level 5th, painful stare class 
  feature.
  Benefits: When you trigger your painful stare, the 
  target takes an amount of bleed damage equal to 1/3 your 
  mesmerist level. Bleed damage from multiple uses of 
  Bleeding Stare doesn’t stack.
  Chakra Adept
  Your body and soul have grown more accustomed to 
  kundalini energy.
  Prerequisites: Chakra Initiate, ability to awaken the 
  heart chakra.
  Benefit: Your pool of serpent-fire ki increases to 4 
  points. When you maintain your chakras as a swift action 
  without opening a new chakra, you can choose to attempt 
  either the Fortitude save or the Will save instead of both.
  In addition, after you stop spending ki to maintain your 
  chakras, the kundalini energy lingers in your body. On 
  the first round during which you spend no ki to maintain 
  your chakras, your highest chakra closes and you can 
  spend a swift action to use any one of the abilities of your 
  remaining open chakras. On the next round after that, all 
  of your chakras close, and you must spend 1 point of ki and 
  a swift action to start again from your root chakra.
  Chakra Initiate
  You have an extra wellspring of kundalini energy that 
  you can use to open your chakras.
  Prerequisite: Ability to awaken the root chakra.
  Benefit: You gain a pool that holds 3 points of serpent-
  fire ki, which you can use only to open or maintain chakras. 
  These serpent-fire ki points are replenished at the same 
  time you replenish the points in your regular ki pool.
  Chakra Master
  You have mastered all seven chakras, and use your ki to 
  pull more power from the kundalini flow.
  Prerequisites: Chakra Adept, Chakra Initiate, ability to 
  awaken the crown chakra.
  Benefit: Your pool of serpent-fire ki increases to 5 
  points. You can spend 3 ki points instead of 1 when you 
  open or maintain a chakra to gain the benefits of two 
  chakras instead of one in that round. If you are opening 
  or maintaining your crown chakra, this stacks with the 
  crown chakra’s special power, allowing you to gain the 
  benefits of three chakras in a round.
  Compounded Pain (Combat)
  Your painful stare causes two additional effects.
  Prerequisites: Mesmerist level 13th, painful stare class 
  feature.
  Benefit: You can apply the effects of two stare feats to 
  your painful stares.
  Normal: You can apply the effects of only one stare feat 
  to a given painful stare.
  Delay Blast
  You can delay your kinetic blasts.
  Prerequisites: Base attack bonus +3, kinetic blast class 
  feature.
  Benefit: When you use a kinetic blast, you can specify 
  a number of rounds between 1 and 5. When that number 
  of rounds has passed, the kinetic blast takes effect at the 
  beginning of your turn. In the interim, you can take a 
  standard action that provokes attacks of opportunity to 
  cause the blast to take effect earlier than you initially 
  selected. If you delay another blast while you already 
  have a delayed blast pending, the previous delayed blast 
  dissipates harmlessly.
  You must make any decisions you would make about 
  the delayed blast—including designating target positions, 
  choosing infusions, and determining or shaping the 
  area—when you first use the blast. The blast originates 
  from your position at the time you used the blast, not your 
  current position when the blast takes effect, and it targets 
  the position or area you had specified (which may or may 
  not include any targets). A delayed blast radiates an aura of 
  magic appropriate for its spell level even while it is delayed, 
  and during that time, it can be dispelled by dispel magic.
  Demoralizing Stare (Combat, Stare) 
  Your painful stare inspires fear in your foes.
  Prerequisites: Mesmerist level 9th, painful stare class 
  feature.
  Benefits: When you trigger your painful stare, the 
  target must succeed at a Will Save (DC = 10 + 1/2 your 
  mesmerist level + your Charisma modifier) or become 
  shaken for 1 round. This can’t cause the target to become 
  frightened, even if the target is already shaken.
  Disciplinary Devotee
  Your careful study of mental magic grants you mastery in 
  your discipline. 
  Prerequisite: Psychic discipline class feature.
  
  130
  130
  Table 3–1: Feats
  Feats	
  Prerequisites	
  Benefits
  Alter Binary Mindscape 
  Int 13, ability to cast instigate psychic duel 
  Opponent must spend 1 extra manifestation point 
   
   
  to defend itself
  Chakra Initiate 
  Ability to awaken root chakra 
  Gain 3 serpent-fire ki points for chakras
  Chakra Adept 
  Chakra Initiate, ability to awaken heart chakra 
  Gain 4 serpent-fire ki points for chakras, attempt one  
   
   
  save to maintain chakras, and gain lingering benefits
  Chakra Master 
  Chakra Adept, ability to awaken crown chakra 
  Gain 5 serpent-fire ki for chakras, can spend more ki  
   
   
  to gain two chakra benefits
  Compounded Pain 
  Mesmerist level 13th, painful stare class feature 
  Apply the effects of two stare feats to painful stares
  Delay Blast 
  Base attack bonus +3, kinetic blast class feature 
  Delay kinetic blast
  Disciplinary Devotee 
  Psychic discipline class feature 
  Gain +1 on caster level checks, concentration  
   
   
  checks, and saving throws for discipline spells
  Distant Delivery 
  Deliver touch spells class feature, phantom class feature 
  Phantom can deliver touch spells 20 feet farther
  Efficient Focus Shift 
  Occultist level 7th 
  Shift mental focus points without losing any 2/day
  Elongated Cranium 
  — 
  Gain bonuses and penalties based on head shape
  Emotional Conduit 
  Shared consciousness class feature 
  Gain new spells tied to phantom’s emotional focus
  Empath 
  Psychic Sensitivity or ability to cast psychic spells,  
  Read emotions quickly and often, but open your  
   
  Perception 1 rank or Sense Motive 1 rank  
  mind to risk
  Expanded Phrenic Pool 
  Phrenic pool class feature 
  Gain 2 additional phrenic pool points
  Extend Resonant Power 
  Caster level 7th, mental focus class feature 
  Share resonant powers with an ally
  Extended Stare 
  Hypnotic stare class feature 
  Increase hypnotic stare’s range by 10 feet
  Extra Amplification 
  Phrenic amplification class feature 
  Gain one additional phrenic amplification
  Extra Focus Power 
  Focus power class feature 
  Gain one additional focus power
  Extra Mental Focus 
  Mental focus class feature 
  Gain 2 additional points of mental focus
  Extra Mesmerist Tricks 
  Mesmerist trick class feature 
  Implant two additional tricks per day
  Extra Touch Treatment 
  Touch treatment class feature 
  Use touch treatment two additional times per day
  Extra Wild Talent 
  Kineticist level 6th 
  Gain a wild talent at least 2 spell levels lower  
   
   
  than maximum
  Focused Phantom 
  Spiritual interference class feature 
  Gain +4 on concentration checks while phantom is  
   
   
  adjacent or within your consciousness 
  Hidden Presence 
  Int or Cha 17, ability to cast possession or 
  Abjurations and divinations treat you as the  
   
  greater possession 
  possessed creature
  Manipulative Presence 
  Int or Cha 19, Hidden Presence 
  Modify a possessed creature’s memories
  Intrusive Presence 
  Int or Cha 21, Hidden Presence, Manipulative Presence 
  Read the mind of a possessed creature
  Implement Focus 
  Occultist level 3rd 
  Use generic focus efficiently with an implement
  Intimidating Glance 
  Hypnotic stare class feature 
  Demoralize hypnotic stare target as a swift action
  Kinetic Counter 
  Cold simple blast, fire simple blast, or water simple blast;  
  Use kinetic blast to counter an opposing element 
   
  kinetic blast class feature
  Kinetic Leap 
  Acrobatics 3 ranks, kinetic blast class feature 
  Use blast to add +10 on Acrobatics checks to jump  
   
   
  (+20 at 10 ranks)
  Lucid Dreamer 
  Cha 13, Knowledge (planes) 3 ranks 
  Gain greater control during dreams 
  Mesmerizing Feint† 
  Hypnotic stare class feature 
  Lower penalties for feinting against creatures of 
   
   
  other types
  Greater Mesmerizing  
  Mesmerizing Feint, Bluff 10 ranks, psychic inception 
  Feint against mindless creatures 
  Feint† 
  bold stare 
  Parting Blast 
  Kinetic blast class feature 
  Body explodes on death
  Phantom Fighter 
  Phantom class feature, phantom with magic 
  Phantom’s natural weapon attacks and delivered  
   
  attacks ability 
  spells have full effect on incorporeal creatures
  Phantom Fortification 
  Phantom class feature, phantom with incorporeal 
  Phantom has a chance to ignore critical hits and  
   
  flight ability 
  precision-based damage
  Psychic Combatant† 
  Int 13, Psychic Sensitivity or ability to cast psychic spells 
  Gain free manifestation points in psychic duels 
   
  or use psychic spell-like abilities, character level 3rd
  
  131131
  Feats
  Feats 3
  Feats	
  Prerequisites	
  Benefits
  Psychic Defender 
  Int 13, Psychic Sensitivity or ability to cast psychic spells 
  Gain free temporary hit points when starting 
   
  or use psychic spell-like abilities, character level 3rd 
  a psychic duel
  Psychic Healing 
  Cha 11, Psychic Sensitivity or ability to cast psychic spells, Use faith healing to treat deadly wounds and grant  
   
  Heal 3 ranks 
  temporary hit points
  Psychic Maestro 
  Psychic Sensitivity or ability to cast psychic spells 
  Use occult skill unlocks more often
  Psychic Sensitivity 
  — 
  Use occult skill unlocks for trained skills
  Psychic Adept 
  Int 11, Psychic Sensitivity 
  Cast a psychic knack 3/day as a spell-like ability
  Psychic Disciple 
  Int 13, Psychic Adept, Psychic Sensitivity 
  Cast a 1st-level psychic spell 2/day as a   
   
   
  spell-like ability
  Psychic Virtuoso 
  Psychic Sensitivity or ability to cast psychic spells 
  +2 on checks for occult skill unlock (+4 at 10 ranks)
  Rapid Focus Shift 
  Caster level 5th, mental focus class feature  
  Shift mental focus more quickly 1/day
  Ready for Battle 
  Mesmerist trick class feature 
  +2 on initiative rolls for allies with implanted tricks
  Ready for Pain 
  Mesmerist trick class feature 
  DR/— against nonlethal damage for allies with  
   
   
  implanted tricks
  Shared Soul 
  Shared consciousness class feature 
  Phantom protects against death effects, energy  
   
   
  drain, and possession
  Shatter Mental Mask 
  Psychic Sensitivity or ability to cast psychic spells or 
  Offensive manifestations with Will saves reveal  
   
  use psychic spell-like abilities, character level 2nd 
  opponent’s true form
  Spirit Focus 
  Spirit bonus class feature 
  Increase spirit bonus from one legend by 1
  Spirit Sense 
  Psychic Sensitivity or ability to cast psychic spells 
  +5 on checks to notice haunts, 75% chance to affect  
   
   
  incorporeal creatures
  Spiritual Balance 
  Ki pool class feature, still mind class feature 
  Still mind applies against possession, spend ki to  
   
   
  double the bonus
  Spiritualist’s Call 
  Phantom class feature 
  Phantom gets a bonus when summoned
  Strong Implement Link 
  Implement class feature 
  Cast spells away from an implement more easily
  Third Eye 
  Psychic Sensitivity or ability to cast psychic spells 
  Use third eye to read auras and see the truth
  Vigilant Phantom 
  Phantom class feature 
  +4 on Perception checks within arm’s reach of  
   
   
  active phantom
  Xenoglossy 
  Int 13, Linguistics 3 ranks 
  Use Linguistics to communicate with creatures 
   
   
  with which you don’t share a language
  Metamagic	Feats	
  Prerequisites	
  Benefits
  Fearsome Spell 
  — 
  Spell damage causes the shaken condition
  Furious Spell 
  — 
  Spell deals more damage and can be cast while in  
   
   
  a rage
  Intuitive Spell 
  — 
  Cast spell without thought components
  Logical Spell 
  — 
  Cast spell without emotion components
  Scarring Spell 
  — 
  Emotion or fear spell gives penalties against further  
   
   
  such spells
  Traumatic Spell 
  — 
  Emotion or fear spell causes nightmares 
  Stare	Feats	
  Prerequisites	
  Benefits
  Bleeding Stare† 
  Mesmerist level 5th, painful stare class feature 
  Painful stare causes bleed damage
  Demoralizing Stare† 
  Mesmerist level 9th, painful stare class feature 
  Painful stare causes the shaken condition
  Excoriating Stare† 
  Mesmerist level 11th, painful stare class feature 
  Painful stare causes the sickened condition
  Fatiguing Stare† 
  Mesmerist level 7th, painful stare class feature 
  Painful stare causes the fatigued condition
  Intense Pain† 
  Mesmerist level 7th, painful stare class feature 
  Painful stare deals more damage
  Teamwork	Feats	
  Prerequisites	
  Benefits
  Interweave Composite Blast† Kinetic blast class feature 
  Work together to unleash a composite blast
  † This is a combat feat, and can be selected as a brawler, fighter, gunslinger, swashbuckler, and warpriest bonus feat.
  
  132
  132
  Benefit: You gain a +1 bonus on caster level checks 
  and concentration checks when casting spells from your 
  psychic discipline, and you gain a +1 insight bonus on 
  saving throws against spells from your discipline.
  Distant Delivery
  Your phantom can deliver spells at a greater range than usual. 
  Prerequisites: Phantom class feature, phantom with 
  the deliver touch spells ability.
  Benefit: The distance from you at which your phantom 
  can deliver touch spells increases by 20 feet.
  Efficient Focus Shift
  You are more adept than most at shifting mental focus 
  between your implements.
  Prerequisite: Occultist level 7th.
  Benefit: Twice per day when you shift mental focus from 
  one implement to another, you can add the same number 
  of points to the latter implement that you removed from 
  the former.
  Normal: By removing points of mental focus from one 
  implement, you can add the same amount – 1 to another.
  Special: You can take this feat multiple times. Its 
  effects stack.
  Elongated Cranium
  You have undergone the painful and ancient art of cranial 
  binding, deforming your skull to unlock the hidden 
  potential of your psychic self. 
  Benefit: Your cranium has been tightly bound with 
  boards and wrappings to change its shape and attune your 
  mind to your psychic discipline. If you take this feat after 
  1st level, you must undergo a painful 6-month regimen of 
  increased tightening and head binding, during which you 
  take a –1 penalty on Intelligence, Wisdom, and Charisma 
  checks and on Intelligence-, Wisdom-, and Charisma-based 
  skill checks. Once the binding is completed, your skull takes 
  on one of three shapes of your choosing, each with a specific 
  benefit. Once chosen, this shape cannot be changed.
  Fronto-Occipital Elongation: Your head slopes severely 
  in a high conical shape, tapering from your brow to the 
  crown of your head. You take a –1 penalty on Intelligence 
  and Wisdom checks and on Intelligence- and Wisdom-
  based skill checks, but gain a +2 bonus on Charisma 
  checks and Charisma-based skill checks. In addition, 
  once per day, you can extend the duration of a psychic 
  spell you cast by 50% (minimum 0 additional rounds). 
  The increased duration doesn’t stack with the increase 
  granted by the Extend Spell feat.
  Ovoid Compression: Your head takes on a larger, more 
  bulbous appearance than normal. You take a –1 penalty 
  on Charisma and Wisdom checks and on Wisdom- and 
  Charisma-based skill checks, but gain a +2 bonus on 
  Intelligence checks and Intelligence-based skill checks. 
  In addition, once per day you can cast one psychic magic 
  spell you know with a +1 bonus to its caster level. 
  Sagittal Elongation: Your head slopes back in a gentle, 
  elongated curve. You take a –1 penalty on Intelligence and 
  Charisma checks and on Intelligence- and Charisma-
  based skill checks, but gain a +2 bonus on Wisdom checks 
  and Wisdom-based skill checks. In addition, once per day, 
  you can increase the DC of a psychic spell you cast by 1.
  Emotional Conduit
  The deep emotional resonance you share with your 
  phantom enables you to master the emotions of others. 
  Prerequisite: Shared consciousness class feature. 
  Benefit: You gain familiarity with a number of 
  additional spells based on the emotional focus of your 
  phantom. These spells are added to both your class spell 
  list (if not already on that list) and your list of spells 
  known; they are in addition to the normal number of 
  spells known for your level. The spells you gain are as 
  follows (spells marked with a dagger [†] can be found in 
  Chapter 4: Psychic Magic):
  Anger: 1st—burst of adrenaline†, 2nd—rage, 3rd—howling 
  agonyUM, 4th—telekinetic chargeUC, 5th—vengeful outrageUM, 
  6th—transformation.
  Despair: 
  1st—touch 
  of 
  gracelessnessAPG, 
  2nd—death 
  knell, 3rd—ray of exhaustion, 4th—crushing despair, 5th—
  suffocationAPG, 6th—eyebite.
  Devotion: 1st—invisibility alarmACG, 2nd—spiritual weapon, 
  3rd—cure light wounds, 4th—spell immunity, 5th—vampiric 
  shadow shieldACG, 6th—greater heroism.
  Fear: 1st—heightened awarenessACG, 2nd—scare, 3rd—fear, 
  4th—feast on fearACG, 5th—nightmare, 6th—frightful aspectUC.
  Hatred: 1st—murderous commandUM, 2nd—disfiguring 
  touchUM, 3rd—bestow curse, 4th—debilitating portentUC, 5th—
  foster hatred†, 6th—phantasmal revengeAPG.
  Jealousy: 1st—compel hostilityUC, 2nd—life pactACG, 3rd—
  ectoplasmic snare†, 4th—entrap spirit†, 5th—dominate person, 
  6th—unwilling shieldAPG.
  Zeal: 1st—delusional prideUM, 2nd—false life, 3rd—heroism, 
  4th—freedom of movement, 5th—joyful raptureUM, 6th—greater 
  heroism.
  Empath
  You have learned how to psychically sense an individual’s 
  mood or altered mental state.
  Prerequisites: Psychic Sensitivity or ability to cast 
  psychic spells, Perception 1 rank or Sense Motive 1 rank.
  Benefit: You can use either Perception or Sense Motive 
  when reading an emotion aura with the read aura occult 
  skill unlock. Reading a creature’s emotion aura takes you 
  only a full-round action instead of 10 minutes, and if you 
  succeed at your check, you also determine whether that 
  
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  Feats
  Feats 3
  creature is currently affected by a fear or mind-affecting 
  effect and the relative strength of that effect (minor, 
  moderate, strong, as defined in detect magic). You don’t 
  learn the source of the effect or the actual effect.
  You can also use the read aura occult skill unlock to read 
  emotion auras more than once per day by opening your 
  innate mental defenses. For 1 minute after you use this feat, 
  you take a –4 penalty on saving throws against fear and 
  mind-affecting effects (regardless of whether you succeeded 
  at the check). During this time, you’re also unable to attempt 
  to read emotion auras. Using this feat doesn’t use up your 
  one daily use of the read aura unlock, which you can still 
  use either to read another type of aura or to read an emotion 
  aura without taking the penalty associated with this feat.
  Excoriating Stare (Combat, Stare) 
  Your painful stare burns through your opponents.
  Prerequisites: Mesmerist level 11th, painful stare class 
  feature.
  Benefits: Whenever you trigger a painful stare, the 
  target must succeed at a Will saving throw (DC = 10 + 
  1/2 your mesmerist level + your Charisma modifier) or 
  become sickened by the pain for 1 round.
  Expanded Phrenic Pool
  Your reservoir of mental energy is greater than normal.
  Prerequisite: Phrenic pool class feature. 
  Benefit: Your phrenic pool total increases by 2 points.
  Extend Resonant Power
  You can share the benefits of your resonant focus powers 
  with nearby allies.
  Prerequisites: Caster level 7th, mental focus class feature.
  Benefit: Select an implement school. When you place 
  mental focus points into an implement of that school, 
  you can choose to gain benefits from the resonant power 
  as if you had placed only half as many points of mental 
  focus into the implement. If you do, you can extend the 
  same benefits to one additional ally within 30 feet at the 
  time you invest mental focus. If the ally moves outside 
  of the extended power’s range, the power is suppressed, 
  but it resumes functioning once the ally moves within 
  range again. You can spend 1 point of mental focus from 
  your implement to pass the effect to a new target, so long 
  as both the original target and the new one are within 
  30 feet. This feat can affect only one implement from a 
  given school at a time, even if you have selected the same 
  implement school more than once.
  Special: You can take this feat multiple times. Each time 
  you take the feat, select a different implement school.
  Extended Stare 
  Your hypnotic stare has greater reach than normal.
  Prerequisite: Hypnotic stare class feature.
  Benefit: The range of your hypnotic stare increases by 
  10 feet.
  Special: You can take this feat multiple times. Its 
  effects stack.
  Extra Amplification
  You are a master at manipulating your mental energies to 
  produce amplified effects. 
  Prerequisite: Phrenic amplification class feature.
  Benefit: You gain one additional phrenic amplification. 
  This can’t be a major amplification.
  Special: You can take this feat multiple times. Each 
  time you do, you gain another phrenic amplification.
  Extra Focus Power
  You gain an additional focus power from your implements.
  Prerequisite: Focus power class feature.
  Benefit: You gain one additional focus power from among 
  those available from your chosen implement schools. You 
  must select a power for which you normally qualify.
  Special: You can choose this feat once for every implement 
  school you know, up to a maximum of seven times at 18th 
  level. Each time you do, you must choose a different focus 
  power. If you have selected the same implement school 
  more than once, you can select a focus power from that 
  school once for each time you selected that school.
  Extra Mental Focus
  You possess increased mental focus.
  Prerequisite: Mental focus class feature.
  Benefit: You gain 2 additional points of mental focus.
  Extra Mesmerist Tricks 
  You can use your mesmerist tricks more often.
  Prerequisite: Mesmerist trick class feature.
  Benefit: You can implant two additional mesmerist 
  tricks per day.
  Special: You can gain Extra Mesmerist Tricks multiple 
  times. Its effects stack.
  Extra Touch Treatment 
  You can use your touch treatment more often.
  Prerequisite: Touch treatment class feature.
  Benefit: You can use touch treatment two additional 
  times per day.
  Extra Wild Talent
  You gain an additional wild talent.
  Prerequisite: Kineticist level 6th.
  Benefit: You gain a wild talent that’s at least 2 levels 
  lower than the highest-level wild talent you can currently 
  use. You can select an infusion or a non-infusion wild 
  
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  talent, but not a blast or defense wild talent. If you have 
  the expanded element class feature, you can select a 
  wild talent from any of your elements that’s at least 2 
  levels lower than the highest-level wild talent from your 
  primary element that you can currently use.
  Special: You can take this feat multiple times. Each 
  time, you must choose a different wild talent.
  Fatiguing Stare (Combat, Stare)
  Your painful stare fatigues your opponent.
  Prerequisites: Mesmerist level 7th, painful stare class 
  feature.
  Benefit: When a target takes damage from your painful 
  stare, it must succeed at a Fortitude saving throw (DC = 10 
  + 1/2 your mesmerist level + your Charisma modifier) or 
  become fatigued for 1 round. This can’t cause the target to 
  become exhausted, even if the target is already fatigued. 
  Fearsome Spell (Metamagic)
  Your spells inspire great fear in those harmed by them.
  Benefit: When a creature takes damage from a 
  fearsome spell, if that creature failed its save against the 
  spell, it becomes shaken for a number of rounds equal to 
  the spell’s original level. If the spell doesn’t allow a save, 
  creatures harmed by it can attempt a Will save (against 
  the same DC the spell would have if it did allow a save) 
  to negate the shaken effect. If the spell effect already 
  causes creatures to become shaken, on a failed save, add 
  the duration of this metamagic effect to the duration of 
  the shaken condition imposed by the spell. A fearsome 
  spell can’t cause a creature to become frightened, even 
  if that creature is already shaken. A fearsome spell uses 
  up a spell slot 2 levels higher than the spell’s actual level.
  Focused Phantom
  Your close bond with your phantom helps you to focus 
  your concentration .
  Prerequisite: Spiritual interference class feature.
  Benefit: While you are adjacent to your phantom or 
  your phantom is within your consciousness, you receive a 
  +4 bonus on concentration checks.
  Furious Spell (Metamagic)
  Your spells seethe with the ferocious intensity of your 
  blood-red rage. 
  Benefit: A furious spell that deals hit point damage 
  adds twice the spell’s original level to the amount of 
  damage dealt by the spell. Spells that affect multiple 
  targets deal the extra damage once to each target, 
  regardless of whether the spell deals its damage all at 
  once or in multiple hits (in the latter case, add the extra 
  damage to the first hit against each target). In addition, 
  a furious spell can be cast while the caster is enraged, 
  including during a barbarian rage or while affected by a 
  rage spell. Even a furious spell that requires an emotion 
  component can be cast while enraged. The caster gains 
  a +2 circumstance bonus on concentration checks and 
  caster level checks related to casting a furious spell if 
  she is enraged. A furious spell uses up a spell slot 1 level 
  higher than the spell’s actual level.
  Greater Mesmerizing Feint (Combat)
  You can feint against nearly any creature.
  Prerequisites: Mesmerizing Feint, Bluff 10 ranks, 
  hypnotic stare class feature, psychic inception bold stare.
  Benefit: You can feint against mindless creatures at 
  a –4 penalty. Such a creature must be a subject of your 
  hypnotic stare, and the creature has a 50% chance of 
  ignoring the effects of your feint.
  Normal: Feinting against a creature that is mindless 
  is impossible.
  
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  Feats 3
  Hidden Presence
  You are adept at hiding within your host.
  Prerequisites: Int or Cha 17, ability to cast possession or 
  greater possession.
  Benefit: While possessing another creature, you 
  can hide yourself from divinations and pass through 
  wards such as magic circle against evil or the effects of a 
  forbiddance spell. You must attempt a Will save against the 
  spell (even if it doesn’t normally allow a saving throw). If 
  you succeed, the spell treats you as if you were your host 
  (for instance, divinations would reveal only the host’s 
  alignment, and forbiddance keyed to the host’s alignment 
  wouldn’t damage you). If your saving throw fails, the spell 
  functions against you as normal; if the spell normally 
  allows a save, your previous failure doesn’t count as a 
  failed save against the spell’s normal effects.
  Implement Focus
  You are more adept at spending generic focus on focus 
  powers from your chosen school.
  Prerequisite: Occultist level 3rd.
  Benefit: Select one of your implement schools. When 
  you spend generic focus to activate focus powers with one 
  of that school’s implements, the focus powers cost their 
  listed amount of mental focus.
  Normal: Any focus power activated with generic focus 
  costs twice as much focus to use and maintain.
  Special: You can take this feat multiple times. Each 
  time, you must select a different implement school.
  Intense Pain (Combat, Stare)
  You deal additional damage when using your painful stare.
  Prerequisites: Mesmerist level 7th, painful stare class 
  feature.
  Benefit: When you use your painful stare ability 
  to increase your own damage, you deal an additional 
  1d6 points of damage. This damage increases to 2d6 at 
  mesmerist level 12th and to 3d6 at mesmerist level 18th. 
  When you use painful stare to augment an ally’s damage, 
  the target of the painful stare takes 1 additional point of 
  damage for every 4 mesmerist levels you possess.
  Interweave Composite Blast (Combat, 
  Teamwork)
  You can combine your blasts with those of another kineticist.
  Prerequisite: Kinetic blast class feature.
  Benefit: Whenever you are within 15 feet of another 
  character who has this feat, you can ready an action to activate 
  a simple blast of your choice. When that character unleashes 
  a simple blast, yours is triggered, creating a composite blast 
  for which the two simple blasts meet the prerequisites. The 
  composite blast’s caster level is equal to the average of the 
  caster levels of both participants and deals damage as the 
  appropriate composite blast created by a kineticist of that 
  level (for example, if a 10th-level pyrokineticist and a 6th-
  level hydrokineticist worked together to create a steam 
  blast, its base damage would be 4d6+4 points of fire damage 
  and 4d6+4 points of bludgeoning damage).
  One participant can provide a form infusion appropriate 
  for the composite blast, and the other can provide an 
  appropriate substance infusion. Each participant accepts 
  the burn cost for the infusion she provided. The participant 
  who didn’t take the special ready action can apply a 
  metakinesis to the blast, and she is the only one who can 
  gather power to reduce the blast’s cost (since only she has a 
  move action to take prior to the blast). However, whatever 
  metakinesis she applies affects the entire composite blast. 
  If the two participants aren’t adjacent to each other, the 
  origin point of cones, lines, and other effects that normally 
  originate from a character’s square instead originate from 
  a point in the square located halfway between the two 
  participants in a straight line (where the two simple blasts 
  meet and form the composite blast). 
  The blast uses the Constitution modifier of whoever 
  provided the substance infusion and the Dexterity 
  modifier of whoever provided the form infusion. If 
  the blast includes only one infusion, the blast uses the 
  Constitution or Dexterity modifier of the kineticist who 
  supplied that infusion, as appropriate for the infusion 
  provided. If no infusions are used, the two kineticists 
  choose one of them to provide the Dexterity modifier, 
  and the other provides the Constitution modifier.
  Intimidating Glance (Combat)
  Your gaze strikes fear into your enemies.
  Prerequisite: Hypnotic stare class feature.
  Benefit: You can attempt to demoralize the target of 
  your hypnotic stare as a swift action.
  Normal: Attempting to demoralize an opponent is a 
  standard action.
  Intrusive Presence
  You can rifle through the thoughts and memories of 
  your host.
  Prerequisites: Int or Cha 21, Hidden Presence, 
  Manipulative Presence, ability to cast possession or 
  greater possession. 
  Benefit: You can use detect thoughts at will as a spell-
  like ability against a host creature you possess. The host 
  receives no saving throw, and the effect functions as if 
  you had concentrated for 3 rounds. You can also use seek 
  thoughts on your host as a spell-like ability once during 
  the possession. The host can attempt a Will save with 
  a DC equal to the DC of the original possession effect. 
  If the host succeeds, the effect fails and the host become 
  aware of the possession if it wasn’t already.
  
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  Intuitive Spell (Metamagic)
  You can avoid the need for thought components by trusting 
  your instincts. 
  Benefit: An intuitive spell can be cast with no thought 
  components. Spells without thought components are 
  not affected. An intuitive spell uses up a spell slot 1 level 
  higher than the spell’s actual level.
  Kinetic Counter
  You can use your kinetic blast to counter your enemy’s 
  opposing elemental abilities.
  Prerequisites: Cold simple blast, fire simple blast, or 
  water simple blast; kinetic blast class feature.
  Benefit: You can ready an action to use your blast to 
  counter an opponent’s elemental abilities. If you ready a 
  fire simple blast, you can counter any spell or activated 
  extraordinary, supernatural, or spell-like ability that has 
  the water or ice descriptor, and if you ready a cold or 
  water simple blast, you can counter any spell or activated 
  extraordinary, supernatural, or spell-like ability that has 
  the fire descriptor. In order to successfully counter the 
  effect, you must succeed at a caster level check with a DC 
  equal to either 11 + the opponent’s caster level (for spells 
  and spell-like abilities) or 11 + the opponent’s Hit Dice 
  (for extraordinary and supernatural abilities). Against 
  spells and spell-like abilities, treat a success as if you 
  had counterspelled the effect using dispel magic. Against 
  activated supernatural and extraordinary abilities, a 
  successful kinetic counter negates the ability’s effect 
  entirely while still expending the ability. For example, if 
  a pyrokineticist succeeds at her caster level check against 
  a white dragon’s breath weapon, she negates the breath 
  weapon’s effect in the entire area, and the dragon must 
  wait 1d4 rounds to use its breath weapon again. 
  Kinetic Leap
  Kinetic energy propels you when you jump.
  Prerequisites: Acrobatics 3 ranks, kinetic blast class feature.
  Benefit: Once per day as a swift action, you can conjure a 
  burst of energy from your kinetic blast to help you jump a 
  long distance, adding a +10 bonus on your Acrobatics check 
  to jump; if you have at least 10 ranks in Acrobatics, the bonus 
  increases to +20. By accepting 1 point of burn, you can use 
  this ability at will until your burn is removed. 
  
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  Feats 3
  Logical Spell (Metamagic)
  You can eschew emotional components by exercising logic. 
  Benefit: A logical spell can be cast without emotion 
  components. Spells that don’t require emotion components 
  are not affected. A logical spell uses up a spell slot 1 level 
  higher than the spell’s actual level.
  Lucid Dreamer
  The Dimension of Dreams is open to those willing to risk 
  crossing the threshold.
  Prerequisites: Cha 13, Knowledge (planes) 3 ranks. 
  Benefit: You have greater control of the highly morphic 
  qualities and wild magic of the Dimension of Dreams. 
  You gain a +4 bonus on Charisma checks to determine 
  your initial condition when your lucid body (see page 242)
  enters a dream and when attempting impossible feats 
  in a dreamscape, and a +2 bonus on caster level checks 
  to prevent a spell or spell-like ability from going awry 
  because of wild magic. If someone casts a dream council 
  spell that includes you as a target while you are dreaming, 
  you can enter a shared dreamscape as described in that 
  spell without spending a casting of dream or dream council. 
  If your lucid body dies while in a dreamscape, you wake 
  up fatigued.
  Manipulative Presence
  When you discard your host, you alter or obliterate its 
  memory of your handiwork.
  Prerequisites: Int or Cha 19, Hidden Presence, ability 
  to cast possession or greater possession.
  Benefit: Upon completion of your possession, you can 
  alter up to 5 minutes of your host’s memories as you see 
  fit. This functions as the modify memory spell. Your host’s 
  awareness of the possession doesn’t impact this ability, 
  and if your control of the host lasted less than 5 minutes, 
  you can cause it to forget the possession entirely. The 
  host can attempt a Will save with a DC equal to that of the 
  original possession effect to resist this alteration. 
  Mesmerizing Feint (Combat) 
  You’re adept at feinting against even the least imaginative 
  of creatures.
  Prerequisite: Hypnotic stare class feature.
  Benefit: You take only a –2 penalty when feinting 
  against a non-humanoid and a –4 penalty when feinting 
  against creatures with animal intelligence, as long as the 
  target is a subject of your hypnotic stare. If you have at 
  least 10 ranks in Bluff, you instead take no penalty when 
  feinting against non-humanoids and creatures of animal 
  intelligence under your hypnotic stare.
  Normal: When feinting against a non-humanoid, you 
  take a –4 penalty. Against a creature of animal intelligence, 
  you take a –8 penalty.
  Parting Blast
  When you die, your body explodes in one final, destructive 
  kinetic blast.
  Prerequisite: Kinetic blast class feature.
  Benefit: You can accept 1 point of burn to prepare a 
  kinetic blast that automatically triggers upon your death. 
  If you are killed at any point before your burn is removed, 
  your body instantly erupts in an explosion that deals an 
  amount of damage equal to that of your simple blast to 
  all creatures in a 5-foot radius. A parting blast destroys 
  your body, which might prevent any magic that requires 
  an intact corpse.
  Phantom Fighter
  Your phantom is a deadly foe of incorporeal adversaries. 
  Prerequisites: Phantom class feature, phantom with 
  the magic attacks ability.
  Benefit: Your phantom’s natural weapons are treated 
  as having the ghost touch property. In addition, when you 
  cast a touch spell to be delivered by your phantom, you 
  can modify the spell as if you possessed the Ectoplasmic 
  SpellAPG metamagic feat. 
  Phantom Fortification
  Your phantom remains partly immaterial even when 
  fully manifested in ectoplasmic form. 
  Prerequisites: Phantom class feature, phantom with 
  the incorporeal flight ability.
  Benefit: Your phantom has a 50% chance of ignoring 
  critical hits and precision-based damage when fully 
  manifested in its ectoplasmic form, as if wearing armor 
  with the moderate fortification special ability. This doesn’t 
  stack with other similar effects, and doesn’t apply against 
  attacks made with ghost touch weapons or weaponlike 
  constructs made of force (such as a clenched fist, mage’s 
  sword, or spiritual weapon).
  Psychic Adept 
  You have honed your mind to harness psychic power.
  Prerequisites: Int 11, Psychic Sensitivity.
  Benefit: You gain the ability to cast a 0-level knack 
  from the psychic class’s spell list. You can cast this spell 
  three times per day as a spell-like ability. The caster level 
  for this ability is equal to your character level, and the 
  save DC is equal to 10 + your Intelligence modifier.
  Special: You can choose this feat multiple times, 
  choosing a different knack each time.
  Psychic Combatant (Combat)
  You are skilled at attacking opponents in psychic duels.
  Prerequisites: Int 13, Psychic Sensitivity or the ability 
  to cast psychic spells or use psychic spell-like abilities, 
  character level 3rd.
  
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  Benefit: You gain an extra pool of manifestation points 
  with a number of points equal to 1/2 your character level. 
  You can use these points at any time during a psychic 
  duel. When you are not participating in a psychic duel, 
  you can spend 1 of these extra manifestation points as a 
  swift action to gain a +1 bonus on saving throws against 
  psychic spells until the start of your next turn, or 3 points 
  as a swift action to gain a +2 bonus on saving throws 
  against psychic spells until the start of your next turn. 
  This pool refreshes at the start of each day.
  Psychic Defender
  You are adept at defending yourself during psychic duels.
  Prerequisites: Int 13, Psychic Sensitivity or the ability 
  to cast psychic spells or use psychic spell-like abilities, 
  character level 3rd.
  Benefit: Each time you enter a psychic duel, you gain a 
  number of temporary hit points equal to your manifesting 
  level (see Psychic Duels on page 202). These temporary hit 
  points last until the end of the psychic duel.
  Psychic Disciple 
  You have opened your mind to the more advanced 
  disciplines of basic psychic magic.
  Prerequisites: Int 13, Psychic Adept, Psychic Sensitivity.
  Benefit: You gain the ability to cast a 1st-level psychic 
  spell from the psychic class’s spell list. You can cast this 
  spell twice per day as a spell-like ability. The caster level 
  for this ability is equal to your character level, and the 
  save DC is equal to 11 + your Intelligence modifier.
  Special: You can take this feat multiple times, choosing 
  a different spell each time. 
  Psychic Healing
  The spirit finds ways to heal the body, guided by your faith.
  Prerequisites: Cha 11, Psychic Sensitivity or the ability 
  to cast psychic spells, Heal 3 ranks.
  Benefit: As an additional use of the faith healing 
  skill unlock, you can attempt to manipulate a creature’s 
  psychic form to heal damage to its physical form. This 
  works as the treat deadly wounds use of the Heal skill, 
  but also grants the creature a number of temporary hit 
  points equal to the amount of damage healed. These 
  temporary hit points last for 1 hour. Psychic healing 
  doesn’t require a healer’s kit. A creature can benefit 
  from psychic healing only once per day, and can’t benefit 
  from both this ability and treat deadly wounds in the 
  same day.
  Psychic Maestro
  You can use two occult skill unlocks more often.
  Prerequisite: Psychic Sensitivity or the ability to cast 
  psychic spells.
  Benefit: Choose two occult skill unlocks. You can use 
  each of those one additional time per day (or per week, 
  in the case of automatic writing). You must have at least 
  1  rank in the skills associated with the chosen occult 
  skill unlocks.
  Psychic Sensitivity 
  You unlock the secrets of the occult world. 
  Benefit: You gain access to occult skill unlocks (see 
  page 194) for any skills in which you have ranks. If you have 
  no ranks in the appropriate skill, you can’t use the occult 
  skill unlock, even if that skill can be used untrained. 
  Normal: You must have the ability to cast psychic spells 
  in order to use occult skill unlocks.
  Psychic Virtuoso 
  You can use all of your occult skill unlocks more often 
  and you are more talented at using them. 
  Prerequisite: Psychic Sensitivity or ability to cast 
  psychic spells. 
  Benefit: You gain a +2 bonus on checks to use occult 
  skill unlocks. If you have more than 10 ranks in the base 
  skill, this bonus increases to +4. This bonus doesn’t apply 
  on other checks using the base skills—only on checks for 
  occult skill unlocks.
  Rapid Focus Shift
  You can move mental focus from one implement to 
  another more quickly than usual.
  Prerequisites: Caster level 5th, mental focus class ability.
  Benefit: Once per day, you can take a full-round action 
  to shift mental focus from one implement to another. You 
  must be undisturbed and able to concentrate. If you take 
  any damage during the transfer, you must succeed at a 
  concentration check (DC = 10 + the number of points of 
  damage taken) to complete the transfer. If you fail this 
  check, you lose the points of mental focus instead of 
  moving them from one implement to the other.
  Normal: Shifting focus between two implements takes 
  1 minute of quiet contemplation.
  Special: You can take this feat multiple times. Each time 
  you do, you gain an additional daily use of Rapid Focus Shift.
  Ready for Battle 
  Your implanted trick spurs the body in battle.
  Prerequisite: Mesmerist trick class feature.
  Benefit: When you implant a trick, the subject gains 
  a +2 morale bonus on initiative checks until the trick is 
  triggered or its duration ends.
  Ready for Pain 
  Your implanted trick hardens the body against damage.
  Prerequisite: Mesmerist trick class feature.
  
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  Benefit: When you implant a trick, you can grant the 
  subject DR 1/— against nonlethal damage until the trick 
  is triggered or its duration ends. This DR increases by 1 
  for every 5 mesmerist levels you possess.
  Scarring Spell (Metamagic)
  Your emotion-affecting magic causes psychic trauma in 
  your opponents. 
  Benefit: When a creature fails a saving throw against 
  a scarring spell, for the next 24 hours that creature takes 
  a –2 penalty on saving throws against emotion and fear 
  effects you create, and a –1 penalty on saving throws 
  against other emotion and fear effects. Penalties from 
  multiple scarring spells don’t stack. This metamagic feat 
  can be applied only to spells with the emotion or fear 
  descriptor. A scarring spell uses up a spell slot 1 level 
  higher than the spell’s actual level.
  Shared Soul
  You and your phantom are deeply connected in heart, 
  mind, and soul. 
  Prerequisite: Shared consciousness class feature. 
  Benefit: While your phantom is confined within your 
  consciousness, you gain a +2 bonus on saving throws 
  against death effects, energy drain, and possession. 
  In addition, once per day when you fail a saving throw 
  against a death effect or possession effect or gain a 
  negative level, as an immediate action you can shunt that 
  effect into the phantom’s section of your soul instead. 
  When you do so, you are not affected by that effect, but 
  you also don’t gain any of the normal benefits of your 
  shared consciousness ability and can’t manifest your 
  phantom in any way for the normal duration of the spell 
  or effect shunted into the phantom’s consciousness. The 
  phantom suffers the full effect you transferred, and as 
  long as your phantom continues to suffer from the effect, 
  you cannot shunt a death or possession effect or negative 
  level onto your phantom. 
  Shatter Mental Mask (Combat)
  You are adept at ripping away an opponent’s mental mask, 
  exposing its true visage during a psychic duel.
  Prerequisites: Psychic Sensitivity or ability to cast psychic 
  spells or use psychic spell-like abilities, character level 2nd. 
  
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  Benefit: While in a psychic duel, when you create an 
  offensive manifestation that can be negated or halved 
  only with a successful Will saving throw, if your opponent 
  fails that Will saving throw, its mental mask is shattered, 
  revealing the opponent’s true form.
  Special: If you possess the Third Eye feat, your 
  opponent’s mental mask is shattered even on a successful 
  Will saving throw. 
  Spirit Focus 
  You have a strong connection to a particular legend, 
  which empowers the spirits you channel.
  Prerequisite: Spirit bonus class feature.
  Benefit: Select a legend of spirits. Your spirit bonus 
  from spirits of that legend increases by 1.
  Spirit Sense 
  You sense the presence of the unseen.
  Prerequisite: Psychic Sensitivity or ability to cast 
  psychic spells.
  Benefit: You gain a +5 bonus on checks to notice haunts. 
  In addition, when you target an incorporeal creature with 
  a corporeal spell or effect that doesn’t deal damage, you 
  have a 75% chance of affecting the target.
  Normal: Corporeal spells and effects that don’t 
  deal damage have only a 50% chance of affecting an 
  incorporeal creature.
  Spiritual Balance
  You focus your ki in order to quell the influence of 
  outside spirits on you. 
  Prerequisites: Ki pool class feature, still mind class 
  feature. 
  Benefit: The saving throw bonus from your still mind 
  class feature applies against possession effects, and as an 
  immediate action you can spend 1 point from your ki pool 
  to double the saving throw bonus provided by still mind.
  Normal: Your still mind class feature applies only 
  against enchantment spells and effects.
  Spiritualist’s Call
  Whenever you summon your phantom, it is more 
  powerful for a brief period of time.
  Prerequisite: Phantom class feature.
  
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  Benefit: Whenever you summon your phantom, you 
  can give it a +2 enhancement bonus to its Strength, 
  Dexterity, or Charisma. This bonus lasts for 10 minutes 
  after the summoning ritual is complete.
  Strong Implement Link
  Your connection to a particular implement allows you to 
  draw on its power more efficiently even when it’s not in 
  your possession.
  Prerequisite: Implements class feature.
  Benefit: When you are within 30 feet of your implement, 
  you don’t need to attempt a concentration check to cast 
  spells associated with that implement. When you are at 
  a greater distance, the DC for the concentration check is 
  equal to 15 + the spell’s level.
  Normal: Anytime you attempt to cast a spell using 
  an implement that’s not in your possession, you must 
  succeed at a concentration check with a DC equal to 20 + 
  the spell’s level in order to cast the spell.
  Special: You can take this feat multiple times. Its 
  effects don’t stack. Each time you take the feat, you gain 
  the benefits for a different school of implements. If you 
  have more than one implement of a single school, you can 
  select that school multiple times and apply the benefits to 
  another one of those implements each time you take this 
  feat and select that school.
  Third Eye 
  You possess and can open a third eye that permits you 
  to see things as they really are and gain greater insight 
  into auras.
  Prerequisite: Psychic Sensitivity or ability to cast 
  psychic spells.
  Benefit: Once per day as a standard action, you can open 
  a spiritual third eye positioned on your forehead between 
  and above your normal eyes. You can keep this eye open 
  for up to 1 minute per character level you possess. This 
  duration doesn’t have to be consecutive, but it must be used 
  in 1-minute increments. Once per day while your third 
  eye is open, you can use the read aura occult skill unlock 
  after 1 minute of intense concentration. This is in addition 
  to the normal daily use of read aura (which still takes 10 
  minutes). While your third eye is open, you gain a +4 bonus 
  on Perception checks to read auras, as well as a +8 bonus on 
  Perception checks to detect invisible creatures or objects or 
  see through magical disguises (both illusory ones and those 
  provided by the change shape ability or polymorph magic). 
  When you close your third eye, either voluntarily or at the 
  end of the time limit, you are fatigued for an amount of time 
  equal to the length of time you kept your third eye open.
  Normal: Without this feat, you must spend 10 minutes 
  in intense concentration to read one of a creature or 
  item’s four auras, and you can do so only once per day.
  Special: You can take this feat multiple times. Its effects 
  don’t stack. Each time you take the feat, you increase the 
  number of times per day you can open your third eye (and 
  read an aura) by one.
  Traumatic Spell (Metamagic)
  Creatures harmed by your spells relive their torments in 
  nightly terrors. 
  Benefit: A traumatic spell causes lingering memories 
  of pain and suffering in creatures harmed by it. When 
  a creature fails a saving throw against a traumatic spell, 
  the next time it sleeps it must succeed at a Will save with 
  a DC equal to the original spell’s DC or be affected as if by 
  nightmare. Each time the target fails its save, it must save 
  again the following night or be affected by another nightmare, 
  though the save DC decreases by 2 each night after the first. 
  This metamagic feat can be applied only to spells with the 
  emotion or fear descriptor. A traumatic spell uses up a spell 
  slot 2 levels higher than the spell’s actual level.
  Vigilant Phantom
  Your phantom is highly observant, and its link with you 
  increases your own watchfulness.
  Prerequisite: Phantom class feature.
  Benefit: While your phantom is within your reach, you 
  gain a +4 bonus on Perception checks. If you have 10 or 
  more ranks in Perception, this bonus increases to +8. This 
  doesn’t apply if your phantom is helpless or unconscious.
  Xenoglossy
  People everywhere share a common tongue; they just 
  don’t always remember it.
  Prerequisites: Int 13, Linguistics 3 ranks.
  Benefit: With a successful DC 25 Linguistics check, you 
  can speak with a single individual with whom you share 
  no common languages. You cannot take 10 on this check, 
  nor can anyone aid you. You believe you are speaking 
  your native language, and the listener believes you 
  are speaking its native language; however, to everyone 
  else able to hear you, you sound like you are speaking 
  gibberish. Creatures that have truespeech or that are 
  under the effects of tongues can understand Xenoglossy, 
  and other creatures who succeed at a DC 25 Linguistics 
  check can pick up the gist of what you are saying. 
  Xenoglossy lasts for the length of the conversation or 
  for 1 minute per level, whichever is shorter. You can use 
  Xenoglossy again to continue a longer conversation, and 
  you gain a +2 on Linguistics checks to use Xenoglossy to 
  communicate with someone with whom you previously 
  communicated using this feat. If you fail a Xenoglossy 
  check, you can’t use the Xenoglossy feat to attempt 
  further communication with that creature until you gain 
  additional ranks in Linguistics.
  
  Psychic Magic
  4
  
  I
  ’ll stop the ones behind 
  us.” Rivani didn’t speak 
  out loud, instead whispering 
  the words directly into Estra’s 
  mind. Without waiting 
  for an answer, she cast the 
  spell. Stones shattered in the 
  vaulted ceiling, raining down 
  on their pursuers.
  “That’s fine, dear.” Estra 
  made the sign of the evil 
  eye, and the warrior who’d 
  been raising his axe against 
  her fell to one knee. To her 
  left, her phantom shifted, 
  spectral limbs turning solid 
  long enough to send another 
  duergar flying. “You leave the 
  others to me and Honaire. 
  He was always good about 
  taking out the rubbish...”
  
  144
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  Psychic Magic
  Wizards study ancient tomes to unlock arcane secrets of 
  the universe, and clerics pray to distant deities to grant 
  them divine power. Yet there is a third, more esoteric 
  kind of magic, connected to every creature’s composite 
  being, from the conscious mind to the deepest desire, 
  from the life force to the spirit, from the very soul to the 
  cosmic self. This third type of magic is psychic magic.
  A psychic spell largely functions like any other 
  spell. It’s another type of magic, similar to arcane or 
  divine magic—in fact, those who use psychic magic are 
  easily mistaken for practitioners of arcane and divine 
  traditions. Metamagic feats and any other rules that alter 
  or trigger from spells can usually be used with psychic 
  spells (though see the Components section below for a 
  few exceptions). Psychic spellcasters aren’t affected by 
  effects that target only arcane or divine spellcasters, 
  nor can they use arcane or divine scrolls or other items 
  or feats that state they can be utilized by only arcane or 
  divine spellcasters.
  COMPONENTS
  Psychic magic originates from the distinctive qualities 
  of the caster’s composite being, rather than through 
  arcane formulae or rote supplication to divine entities. 
  Therefore, psychic spells never have verbal or somatic 
  components, 
  and 
  have 
  only 
  expensive 
  material 
  components. Psychic spells are purely mental actions, 
  and they can be cast even while the caster is pinned or 
  paralyzed. Focus components work the same way with 
  psychic spells as they do with other spells.
  When a spell calls for an expensive material component, 
  a psychic spellcaster can instead use any item with both 
  significant meaning and a value greater than or equal to 
  the spell’s component cost. For example, if a spiritualist 
  wanted to cast raise dead to bring her dead husband back 
  from the grave, she could use her 5,000 gp wedding ring 
  as the spell’s material component.
  Instead of verbal and somatic components, all psychic 
  spells have components related to the caster’s inner 
  being. The two psychic components are called emotion 
  components and thought components. If a spell’s 
  components line lists a somatic component, that spell 
  instead requires an emotion component when cast by 
  psychic spellcasters, and if it has a verbal component, 
  it instead requires a thought component when cast by 
  psychic spellcasters. Psychic spells cast by non-psychic 
  arcane and divine casters use any listed somatic and 
  verbal components as normal.
  Emotion Components: Emotion components represent 
  a particular emotional state required to cast the spell. 
  A psychic spellcaster marshals her desire in order to focus 
  and release the spell’s energy. It is impossible to cast a 
  spell with an emotion component while the spellcaster 
  is under the influence of a non-harmless effect with the 
  emotion or fear descriptors. (The emotion descriptor 
  was originally introduced in Pathfinder RPG Ultimate 
  Magic.) Even if the effect’s emotion matches the necessary 
  emotion to cast the psychic spell, the spellcaster is not in 
  control of her own desires and animal impulses, which 
  is a necessary part of providing an emotion component.
  Thought Components: Thought components represent 
  mental constructs necessary for the spell’s function, 
  such as picturing a wolf in vivid detail—down to the 
  saliva dripping from its jaws—in order to cast beast 
  shape to transform into a wolf. Thought components are 
  so mentally demanding that they make interruptions 
  and distractions extremely challenging. The DC for any 
  concentration check for a spell with a thought component 
  increases by 10. A psychic spellcaster casting a spell with 
  a thought component can take a move action before 
  beginning to cast the spell to center herself; she can then 
  use the normal DC instead of the increased DC.
  Just as spell-like abilities never require verbal, somatic, 
  or material components, these abilities also don’t require 
  thought or emotion components. A psychic spellcaster 
  can replace verbal and somatic components with thought 
  and emotion components only for the purposes of the 
  spell components themselves, not for the purposes of 
  any other rules elements that relate to verbal and somatic 
  components. She can’t use Silent Spell to ignore the 
  thought component of a spell, for example. The new feats 
  Intuitive Spell and Logical Spell serve a similar function 
  for these new components, and appear in Chapter 3.
  UNDERCASTING SPELLS
  Some psychic spells can be undercast. This means that 
  the spellcaster can cast the spell at the level that he 
  knows, or as any lower-level version of that spell, using 
  the appropriate spell slot. When a spellcaster undercasts 
  a spell, it is treated exactly like the lower-level version, 
  including when determining its effect, saving throw, and 
  other variables. For example, a psychic spellcaster who 
  adds ego whip III to his list of spells known can cast it as 
  ego whip I, II, or III. If he casts it as ego whip I, it is treated 
  in all ways as that spell; it uses the text and the saving 
  throw DC for that spell, and requires him to expend a 
  3rd-level spell slot.
  Whenever a spontaneous spellcaster adds a spell to 
  his list of spells known that can be undercast, he can 
  immediately learn a spell in place of each lower-level 
  version of that spell he knows. In essence, he loses each 
  earlier version and can replace it with another spell of the 
  same level that is on his spell list.
  
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  Psychic Magic
  Psychic Magic 4
  Spell Lists
  In addition to supporting the new occult classes, many 
  of the spells in this book appear on the spell lists of 
  preexisting classes. These spells are cast as arcane or divine 
  spells when cast by arcane or divine classes, respectively.
  The following lists summarize the new spells presented 
  in this book, arranged by class and level. A superscript 
  “F” or “M” appearing at the end of a spell’s name in the 
  spell lists denotes a focus or material component not 
  normally included in a spell component pouch.
  Order of Presentation: These lists present the spells in 
  alphabetical order by name, except when a spell’s name 
  begins with “lesser,” “greater,” or “mass,” or is otherwise 
  closely linked with a spell that has a similar name, in 
  which case it is alphabetized under the second word of 
  the spell name.
  Hit Dice: The term “Hit Dice” is used synonymously 
  with “character levels” for effects that affect a specific 
  number of Hit Dice of creatures.
  Caster Level: A spell’s power often depends on caster 
  level, which is defined as the caster’s class level for the 
  purpose of casting a particular spell. The word “level” in 
  the short spell descriptions always refers to caster level.
  Creatures and Characters: “Creature” and “character” 
  are used synonymously in the short descriptions.
  Alchemist Spells
  2nd-Level Alchemist Spells
  Catatonia: Make a willing target appear to be dead.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  3rd-Level Alchemist Spells
  Hypercognition: Rapidly recall everything you know 
  about a subject.
  Antipaladin Spells
  1st-Level Antipaladin Spells
  Demand Offering: Make a creature give you an object 
  it’s holding.
  2nd-Level Antipaladin Spells
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  4th-Level Antipaladin Spells
  Foster Hatred: Cause creatures to hate one type of creature.
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  Bard Spells
  1st-Level Bard Spells
  Decrepit Disguise: Make an object seem worthless.
  Deja Vu: Make a creature repeat its actions.
  Quintessence: Mask any flaws of or damage to a creature 
  or object.
  2nd-Level Bard Spells
  Anticipate Thoughts: Gain increasing bonuses to AC and 
  on attack rolls and damage rolls against one creature.
  Apport Object: Send or receive a small object via 
  teleportation.
  Aversion: Cause the target to avoid an object or location.
  Babble: Target becomes nauseated and nearby creatures 
  become fascinated.
  Catatonia: Make a willing target appear to be dead.
  Contagious Zeal: Grant bonuses and temporary hit points 
  that spread from creature to creature.
  Demand Offering: Make a creature give you an object 
  it’s holding.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  Mental Block: Prevent the target from using its skill ranks, 
  spells, feats, and abilities.
  Oneiric Horror: Distract and fatigue the target with a 
  creature from its nightmares.
  Paranoia: Target becomes hostile to all creatures.
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  3rd-Level Bard Spells
  Hypercognition: Rapidly recall everything you know 
  about a subject.
  4th-Level Bard Spells
  Oneiric Horror, Greater: As oneiric horror, plus Str damage.
  5th-Level Bard Spells
  Repress Memory: Remove a piece of knowledge from 
  your mind.
  Unshakable Zeal: Grant benefits on future attempts 
  after failed checks, and protect against fear and 
  emotion effects.
  6th-Level Bard Spells
  Dream Council: Communicate with multiple sleeping 
  creatures.
  Dream Scan: Read a dreaming creature’s thoughts.
  
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  146
  Cleric Spells
  2nd-Level Cleric Spells
  Calm Spirit: Postpone hostile action by a haunt or 
  incorporeal undead.
  Ghost Whip: Create a ghost touch whip that passes 
  through objects.
  3rd-Level Cleric Spells
  Catatonia: Make a willing target appear to be dead.
  Contagious Zeal: Grant bonuses and temporary hit 
  points that spread from creature to creature.
  4th-Level Cleric Spells
  Thaumaturgic Circle: As magic circle, but affecting a non-
  alignment subtype or outsider race.
  5th-Level Cleric Spells
  Call Spirit: Make the spirit of one creature manifest.
  Sessile Spirit: Cause a spirit inhabiting a creature or an 
  object to go dormant.
  Wall of Ectoplasm: Wall of spirits blocks movement on 
  the Material Plane and Ethereal Plane and causes fear.
  7th-Level Cleric Spells
  Awaken ConstructM: Grant a construct humanlike 
  sentience.
  Druid Spells
  3rd-Level Druid Spells
  Apport Animal: Send or receive a Tiny or smaller animal 
  via teleportation.
  Aversion: Cause the target to avoid an object or location.
  6th-Level Druid Spells
  Primal Regression: Make a creature become bestial 
  and unintelligent.
  Inquisitor Spells
  2nd-Level Inquisitor Spells
  Anticipate Thoughts: Gain increasing bonuses to AC and 
  on attack rolls and damage rolls against one creature.
  Demand Offering: Make a creature give you an object 
  it’s holding.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  Ghost Whip: Create a ghost touch whip that passes 
  through objects.
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  3rd-Level Inquisitor Spells
  Contagious Zeal: Grant bonuses and temporary hit 
  points that spread from creature to creature.
  4th-Level Inquisitor Spells
  Sessile Spirit: Cause a spirit inhabiting a creature or 
  an object to go dormant.
  Thaumaturgic Circle: As magic circle, but affecting a non-
  alignment subtype or outsider race.
  5th-Level Inquisitor Spells
  Foster Hatred: Cause creatures to hate one type of 
  creature.
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  6th-Level Inquisitor Spells
  Unshakable Zeal: Grant benefits on future attempts 
  after failed checks, and protect against fear and 
  emotion effects.
  Magus Spells
  2nd-Level Magus Spells
  Anticipate Thoughts: Gain increasing bonuses to AC and 
  on attack rolls and damage rolls against one creature.
  Ghost Whip: Create a ghost touch whip that passes 
  through objects.
  3rd-Level Magus Spells
  Ectoplasmic Snare: Tendril of ectoplasm grapples a 
  creature and tethers you to it.
  4th-Level Magus Spells
  Ethereal Fists: Your claws, unarmed strikes, and touch 
  spells affect ethereal creatures.
  Telekinetic Maneuver: Perform a telekinetic combat 
  maneuver.
  5th-Level Magus Spells
  Parchment SwarmM: Shredded parchment deals 1d6 
  points of damage per level, and has a spell effect if you 
  shred a scroll.
  6th-Level Magus Spells
  Explode Head: Explode the head of a creature with 20 hp 
  or fewer and deal damage in a 10-ft. radius around it.
  
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  Psychic Magic
  Psychic Magic 4
  Medium Spells
  0-Level Medium Spells
  Detect Psychic Significance: Find psychically charged items.
  Grave Words: Force a corpse to babble.
  1st-Level Medium Spells
  Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for 
  one roll, then be dazed for 1 round.
  Calm Spirit: Postpone hostile action by a haunt or 
  incorporeal undead.
  Charge Object: Infuse psychic energy and ownership 
  history into an item.
  Decrepit Disguise: Make an object seem worthless.
  Mindlink: Communicate a great deal of information in an 
  instant.
  Object Reading: Read psychic impressions left on an object.
  Oneiric Horror: Distract and fatigue the target with a 
  creature from its nightmares.
  Paranoia: Target becomes hostile to all creatures.
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  Quintessence: Mask any flaws of or damage to a creature 
  or object.
  2nd-Level Medium Spells
  Analyze Aura: Read a creature’s or an object’s alignment, 
  emotion, health, and magic auras.
  Apport Object: Send or receive a small object via 
  teleportation.
  Catatonia: Make a willing target appear to be dead.
  Cognitive Block: Add a thought component to all of the 
  target’s spells.
  Detect Mindscape: Sense the presence and attributes of 
  mindscapes.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  Hypercognition: Rapidly recall everything you know 
  about a subject.
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  Instigate Psychic Duel: Start a psychic duel between 
  yourself and another creature.
  Object Possession, Lesser: Project your soul into an object, 
  animating it.
  Oneiric Horror, Greater: As oneiric horror, plus Str damage.
  Placebo Effect: Temporarily suppress an affliction or 
  condition.
  Purge Spirit: Deal 1d6 points of damage per level to one 
  haunt or spirit creature and stagger it.
  Riding Possession: As possession, but you observe instead of 
  control the subject.
  Sealed Life: Prevent a creature from transferring life force 
  to or from others.
  Sessile Spirit: Cause a spirit inhabiting a creature or an 
  object to go dormant.
  3rd-Level Medium Spells
  Apport Animal: Send or receive a Tiny or smaller animal 
  via teleportation.
  Aura Alteration: Masks a creature’s or an object’s alignment, 
  emotion, health, and magic auras.
  Call Spirit: Make the spirit of one creature manifest.
  Erase Impressions: Erase psychic impressions from 
  an object.
  Mind Probe: Learn answers from a subject’s memories.
  Mind Swap: Switch minds with another creature for 1 hour 
  per level.
  Mindscape Door: Create a portal allowing entry to and exit 
  from a mindscape.
  Node of Blasting: Place a trap on an object to mentally 
  damage a creature that touches it.
  Possession: Project your soul into a creature’s body.
  Retrocognition: Gain psychic impressions from past 
  events in a location.
  Thaumaturgic Circle: As magic circle, but affecting a non-
  alignment subtype or outsider race.
  4th-Level Medium Spells
  Create Mindscape: Form an immersive mindscape.
  Dream Council: Communicate with multiple sleeping 
  creatures.
  Dream Scan: Read a dreaming creature’s thoughts.
  Entrap Spirit: Trap an incorporeal creature or a haunt in 
  a mirror.
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  Mindwipe: Erase a portion of the target’s mind and 
  experiences, inflicting negative levels.
  Object Possession: As lesser object possession, but with a 
  larger object.
  Remote Viewing: Gain psychic impressions from a distant 
  location.
  Spirit-Bound Blade: Give a weapon ghost touch and another 
  ability tied to an emotion.
  Telepathy: Communicate mentally with creatures within 
  100 ft.
  Thoughtsense: Automatically detect nearby conscious 
  creatures.
  Mesmerist Spells
  0-Level Mesmerist Spells
  Detect Psychic Significance: Find psychically charged items.
  
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  1st-Level Mesmerist Spells
  Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con 
  for one roll, then be fatigued for 1 round.
  Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for 
  one roll, then be dazed for 1 round.
  Charge Object: Infuse psychic energy and ownership 
  history into an item.
  Decrepit Disguise: Make an object seem worthless.
  Deja Vu: Make a creature repeat its actions.
  Demand Offering: Make a creature give you an object 
  it’s holding.
  Mental Block: Prevent the target from using its skill ranks, 
  spells, feats, and abilities.
  Mindlink: Communicate a great deal of information in an 
  instant.
  Paranoia: Target becomes hostile to all creatures.
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  Quintessence: Mask any flaws of or damage to a creature 
  or object.
  Telempathic Projection: Alter the target’s attitude or give 
  bonuses to those interacting with the target.
  Thought Echo: Replace surface thoughts with a mental echo.
  2nd-Level Mesmerist Spells
  Anticipate Thoughts: Gain increasing bonuses to AC and 
  on attack rolls and damage rolls against one creature.
  Apport Object: Send or receive a small object via 
  teleportation.
  Aversion: Cause the target to avoid an object or location.
  Babble: Target becomes nauseated and causes nearby 
  creatures to become fascinated.
  Catatonia: Make a willing target appear to be dead.
  Cognitive Block: Add a thought component to all of the 
  target’s spells.
  Detect Mindscape: Sense the presence and attributes of 
  mindscapes.
  Emotive Block: Add an emotion component to all of the 
  target’s spells.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  Implant False Reading: Instill false psychic impressions 
  into an object.
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  Instigate Psychic Duel: Start a psychic duel between 
  yourself and another creature.
  Object Reading: Read psychic impressions left on an 
  object.
  Oneiric Horror: Distract and fatigue the target with a 
  creature from its nightmares.
  Placebo Effect: Temporarily suppress an affliction or 
  condition.
  3rd-Level Mesmerist Spells
  Analyze Aura: Read a creature’s or object’s alignment, 
  emotion, health, and magic auras.
  Apport Animal: Send or receive a Tiny or smaller animal 
  via teleportation.
  Aura Alteration: Masks a creature’s or an object’s 
  alignment, emotion, health, and magic auras.
  Mindscape Door: Create a portal allowing entry to and exit 
  from a mindscape.
  Node of Blasting: Place a trap on an object to mentally 
  damage a creature that touches it.
  Object Possession, Lesser: Project your soul into an object, 
  animating it.
  Oneiric Horror, Greater: As oneiric horror, plus Str damage.
  Synaptic Pulse: Stun creatures in a 30-ft. radius.
  Synaptic Scramble: Prevent the target from communicating 
  and cause it to act randomly.
  Synesthesia: Target moves at half speed, takes penalties, 
  and has trouble casting spells. 
  4th-Level Mesmerist Spells
  Create Mindscape: Form an immersive mindscape.
  Erase Impressions: Erase psychic impressions from an 
  object.
  Mind Probe: Learn answers from a subject’s memories.
  Mindwipe: Erase a portion of the target’s mind and 
  experiences, inflicting negative levels.
  Riding Possession: As possession, but you observe instead of 
  control the subject.
  Synapse Overload: Deal 1d6 points of damage per level and 
  stagger target for 1 minute.
  Synaptic Pulse, Greater: As synaptic pulse, but for 
  1d4 rounds.
  Telepathy: Communicate mentally with creatures within 
  100 ft.
  Thoughtsense: Automatically detect nearby conscious 
  creatures.
  5th-Level Mesmerist Spells
  Dream Council: Communicate with multiple sleeping 
  creatures.
  Dream Scan: Read a dreaming creature’s thoughts.
  Foster Hatred: Cause creatures to hate one type of 
  creature.
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  Mind Swap: Switch minds with another creature for 1 hour 
  per level.
  Object Possession: As lesser object possession, but with a 
  larger object.
  Possession: Project your soul into a creature’s body.
  Primal Regression: Make a creature become bestial and 
  unintelligent.
  
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  Psychic Magic
  Psychic Magic 4
  Psychic Asylum: Perform a lengthy mental task in a private 
  mindscape.
  Psychic SurgeryM: Cure all Int, Wis, and Cha damage 
  and drain, plus remove other mental afflictions and 
  conditions.
  Repress Memory: Remove a piece of knowledge from 
  your mind.
  Synesthesia, Mass: As synesthesia, but affecting multiple 
  creatures.
  6th-Level Mesmerist Spells
  Create Mindscape, Greater: As create mindscape, but 
  affecting more creatures, having a longer duration, and 
  allowing magic alteration.
  Dream Travel: Venture into the Dimension of Dreams 
  to enter the dreams of a designated creature, then exit 
  near that creature’s body on the plane where it lies 
  sleeping.
  Occultist Spells
  0-Level Occultist Spells
  Detect Psychic Significance: Find psychically charged items.
  Grave Words: Force a corpse to babble.
  Telekinetic Projectile: Telekinetically hurl an object, 
  dealing 1d6 points of damage to the target and object.
  1st-Level Occultist Spells
  Charge Object: Infuse psychic energy and ownership 
  history into an item.
  Decrepit Disguise: Make an object seem worthless.
  Mindlink: Communicate a great deal of information in an 
  instant.
  Object Reading: Read psychic impressions left on an 
  object.
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  Quintessence: Mask any flaws of or damage to a creature 
  or object.
  2nd-Level Occultist Spells
  Analyze Aura: Read a creature’s or an object’s alignment, 
  emotion, health, and magic auras.
  Apport Object: Send or receive a small object via 
  teleportation.
  Aversion: Cause the target to avoid an object or location.
  Demand Offering: Make a creature give you an object it’s 
  holding.
  Ghost Whip: Create a ghost touch whip that passes 
  through objects.
  Implant False Reading: Instill false psychic impressions 
  into an object.
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  Instigate Psychic Duel: Start a psychic duel between 
  yourself and another creature.
  Node of Blasting: Place a trap on an object to mentally 
  damage a creature that touches it.
  Object Possession, Lesser: Project your soul into an object, 
  animating it.
  Purge Spirit: Deal 1d6 points of damage per level to one 
  haunt or spirit creature and stagger it.
  3rd-Level Occultist Spells
  Aura Alteration: Masks a creature’s or an object’s alignment, 
  emotion, health, and magic auras.
  Erase Impressions: Erase psychic impressions from an 
  object.
  Retrocognition: Gain psychic impressions from past 
  events in a location.
  Riding Possession: As possession, but you observe instead of 
  control the subject.
  Sessile Spirit: Cause a spirit inhabiting a creature or an 
  object to go dormant.
  Talismanic Implement: As contingency, but invests a spell 
  into one of your implements.
  Thaumaturgic Circle: As magic circle, but affecting a non-
  alignment subtype or outsider race.
  4th-Level Occultist Spells
  Etheric Shards: Fill an area with invisible shards that slow 
  movement and damage creatures.
  Mind Probe: Learn answers from a subject’s memories.
  Mind Swap: Switch minds with another creature for 1 hour 
  per level.
  Mindwipe: Erase a portion of the target’s mind and 
  experiences, inflicting negative levels.
  Object Possession: As lesser object possession, but with a 
  larger object.
  Parchment SwarmM: Shredded parchment deals 1d6 
  points of damage per level, and has a spell effect if you 
  shred a scroll.
  Possession: Project your soul into a creature’s body.
  Spirit-Bound Blade: Give a weapon ghost touch and another 
  ability tied to an emotion.
  5th-Level Occultist Spells
  Awaken ConstructM: Grant a construct humanlike 
  sentience.
  Entrap Spirit: Trap an incorporeal creature or a haunt in 
  a mirror.
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  Object Possession, Greater: As possess object, but the object 
  is more powerful and you can possess a construct.
  
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  Remote Viewing: Gain psychic impressions from a 
  distant location.
  6th-Level Occultist Spells
  Possession, Greater: As possession, but your body 
  vanishes.
  Psychic Spells
  0-Level Psychic Spells
  Detect Psychic Significance: Find psychically charged 
  items.
  Grave Words: Force a corpse to babble.
  Telekinetic Projectile: Telekinetically hurl an object, 
  dealing 1d6 points of damage to the target and object.
  1st-Level Psychic Spells
  Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con 
  for one roll, then be fatigued for 1 round.
  Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for 
  one roll, then be dazed for 1 round.
  Charge Object: Infuse psychic energy and ownership 
  history into an item.
  Decrepit Disguise: Make an object seem worthless.
  Deja Vu: Make a creature repeat its actions.
  Mind Thrust I: Mentally deal 1d6 points of damage per 
  level.
  Mindlink: Communicate a great deal of information in 
  an instant.
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  Quintessence: Mask any flaws of or damage to a creature 
  or object.
  Telempathic Projection: Alter the target’s attitude or give 
  bonuses to those interacting with the target.
  Thought Echo: Replace surface thoughts with a mental 
  echo.
  2nd-Level Psychic Spells
  Anticipate Thoughts: Gain increasing bonuses to AC and 
  on attack rolls and damage rolls against one creature.
  Apport Object: Send or receive a small object via 
  teleportation.
  Aversion: Cause the target to avoid an object or location.
  Demand Offering: Make a creature give you an object it’s 
  holding.
  Detect Mindscape: Sense the presence and attributes of 
  mindscapes.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  Ghost Whip: Create a ghost touch whip that passes through 
  objects.
  Hypercognition: Rapidly recall everything you know 
  about a subject.
  Id Insinuation I: Confuse one creature for the duration of 
  your concentration + 1 round.
  Implant False Reading: Instill false psychic impressions 
  into an object.
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  Instigate Psychic Duel: Start a psychic duel between 
  yourself and another creature.
  Mental Barrier I: Gain a +4 shield bonus to AC and resist 
  mind thrust for 1 round as an immediate action.
  Mental Block: Prevent the target from using its skill ranks, 
  spells, feats, and abilities.
  Mind Thrust II: As mind thrust I, but deal 1d8 points of 
  damage per level (maximum 5d8).
  Object Reading: Read psychic impressions left on an 
  object.
  Oneiric Horror: Distract and fatigue the target with a 
  creature from its nightmares.
  Paranoia: Target becomes hostile to all creatures.
  Placebo Effect: Temporarily suppress an affliction or 
  condition.
  Thought Shield I: As an immediate action, gain a +4 bonus 
  on Will saves against mind-affecting effects.
  3rd-Level Psychic Spells
  Analyze Aura: Read a creature’s or an object’s alignment, 
  emotion, health, and magic auras.
  Apport Animal: Send or receive a Tiny or smaller animal 
  via teleportation.
  Babble: Target becomes nauseated and causes nearby 
  creatures to become fascinated.
  Catatonia: Make a willing target appear to be dead.
  Cognitive Block: Add a thought component to all of the 
  target’s spells.
  Contagious Zeal: Grant bonuses and temporary hit points 
  that spread from creature to creature.
  Ectoplasmic Snare: Tendril of ectoplasm grapples a 
  creature and tethers you to it.
  Ego Whip I: Cause a creature to take a –2 penalty to Int, 
  Wis, or Cha and be staggered for 1 round.
  Emotive Block: Add an emotion component to all of the 
  target’s spells.
  Id Insinuation II: As id insinuation I, but affects two 
  creatures and has a stronger confusion effect.
  Mental Barrier II: As mental barrier I, but +6 to AC.
  Mind Thrust III: As mind thrust II, but deal a maximum of 
  10d8 points of damage.
  Mindscape Door: Create a portal allowing entry to and exit 
  from a mindscape.
  Node of Blasting: Place a trap on an object to mentally 
  damage a creature that touches it.
  
  151151
  Psychic Magic
  Psychic Magic 4
  Object Possession, Lesser: Project your soul into an object, 
  animating it.
  Purge Spirit: Deal 1d6 points of damage per level to one 
  haunt or spirit creature and stagger it.
  Synaptic Pulse: Stun creatures in a 30-ft. radius.
  Synesthesia: Creature moves at half speed, takes 
  penalties, and has trouble casting spells. 
  Telekinetic Maneuver: Perform a telekinetic combat 
  maneuver.
  Thought Shield II: As thought shield I, but +6 on Will saves.
  4th-Level Psychic Spells
  Aura Alteration: Masks a creature’s or an object’s alignment, 
  emotion, health, and magic auras.
  Condensed Ether: Creates a planar conjunction that slows 
  movement, penalizes AC and Reflex saves, and imposes 
  a miss chance on ranged attacks.
  Create Mindscape: Form an immersive mindscape.
  Ego Whip II: As ego whip I, but a –4 penalty and staggered 
  for 1d4 rounds.
  Id Insinuation III: As id insinuation I, but affects three 
  creatures and has a stronger confusion effect.
  Intellect Fortress I: Suppress emotion and fear effects in 
  a 20-ft. radius as an immediate action.
  Mental Barrier III: As mental barrier I, but +8 to AC.
  Mind Probe: Learn answers from a subject’s memories.
  Mind Thrust IV: As mind thrust II, but a maximum of 15d8 
  points of damage and target is fatigued for 1 round.
  Mindwipe: Erase a portion of the target’s mind and 
  experiences, inflicting negative levels.
  Oneiric Horror, Greater: As oneiric horror, plus Str damage.
  Riding Possession: As possession, but you observe instead 
  of control the subject.
  Synaptic 
  Scramble: 
  Prevent 
  the 
  target 
  from 
  communicating and cause it to act randomly.
  Thought Shield III: As thought shield I, but +8 on Will 
  saves and stun creatures that read your thoughts for 
  1 round.
  Thoughtsense: Automatically detect nearby conscious 
  creatures.
  5th-Level Psychic Spells
  Dream Scan: Read a dreaming creature’s thoughts.
  Ego Whip III: As ego whip I, but a –6 penalty and staggered 
  for 1d6 rounds.
  Entrap Spirit: Trap an incorporeal creature or a haunt in 
  a mirror.
  Erase Impressions: Erase psychic impressions from an 
  object.
  Ethereal Envelope: Shroud your unconscious self in a 
  cocoon on the Ethereal Plane.
  Etheric Shards: Fill an area with invisible shards that 
  slow movement and damage creatures.
  Explode Head: Explode the head of a creature with 20 hp 
  or fewer and deal damage in a 10-ft. radius around it.
  Id Insinuation IV: As id insinuation I, but affects four 
  creatures and you select the confusion effect.
  Intellect Fortress II: As intellect fortress I, plus reduce the 
  damage of mind-affecting effects.
  Mental Barrier IV: As mental barrier III, plus 25% chance to 
  prevent critical hits and sneak attacks.
  Mind Swap: Switch minds with another creature for 1 hour 
  per level.
  Mind Thrust V: As mind thrust IV, but target is exhausted or 
  fatigued for 1 round.
  Object Possession: As lesser object possession, but with a 
  larger object.
  Possession: Project your soul into a creature’s body.
  Psychic Asylum: Perform a lengthy mental task in a private 
  mindscape.
  Psychic Crush I: Sicken a target and cause it to start dying, 
  or deal 3d6 + 1 points of damage per level on a save.
  Remote Viewing: Gain psychic impressions from a distant 
  location.
  Retrocognition: Gain psychic impressions from past 
  events in a location.
  Synapse Overload: Deal 1d6 points of damage per level and 
  stagger target for 1 minute.
  Synaptic Pulse, Greater: As synaptic pulse, but for 1d4 
  rounds.
  Telepathy: Communicate mentally with creatures within 
  100 ft.
  Thought Shield IV: As thought shield III, but stun for 
  1d4 rounds and resist psychic crush spells.
  Tower of Iron Will I: As an immediate action, gives 
  creatures in a 10-ft. radius spell resistance against 
  psychic magic and mind-affecting effects.
  Wall of Ectoplasm: Wall of spirits blocks movement on 
  Material Plane and Ethereal Plane and causes fear.
  6th-Level Psychic Spells
  Awaken ConstructM: Grant a construct humanlike 
  sentience.
  Create Mindscape, Greater: As create mindscape, but 
  affecting more creatures, having a longer duration, and 
  allowing magic alteration.
  Dream Council: Communicate with multiple sleeping 
  creatures.
  Dream Travel: Venture into the Dimension of Dreams 
  to enter the dreams of a designated creature, then exit 
  near that creature’s body on the plane where it lies 
  sleeping.
  Ego Whip IV: As ego whip I, but a –8 penalty and staggered 
  for 1d8 rounds.
  Foster Hatred: Cause creatures to hate one type of 
  creature.
  
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  Incorporeal Chains: Grapple incorporeal creatures and 
  deal damage equal to 1d8 + Int.
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  Intellect Fortress III: As intellect fortress II, plus remove 
  partial effects of fear and emotion effects.
  Mental Barrier V: As mental barrier III, plus 50% chance to 
  prevent critical hits and sneak attacks.
  Mind Thrust VI: As mind thrust IV, but maximum 20d8 points 
  of damage and target is exhausted and stunned for 1 round.
  Object Possession, Greater: As possess object, but the object 
  is more powerful and you can possess a construct.
  Primal Regression: Make a creature become bestial and 
  unintelligent.
  Psychic Crush II: As psychic crush I, but deal 5d6 + 1 points 
  of damage per level on a save and harder to resist.
  Psychic SurgeryM: Cure all Int, Wis, and Cha damage 
  and drain, plus remove other mental afflictions and 
  conditions.
  Repress Memory: Remove a piece of knowledge from your 
  mind.
  Thought Shield V: As thought shield IV, but lasts 1 round 
  per level.
  Tower of Iron Will II: As tower of iron will I, but lasts 
  2 rounds.
  Withdraw Affliction: Remove an affliction and inflict it on 
  another creature.
  7th-Level Psychic Spells
  Ectoplasmic Eruption: Deal 6d6 points of damage and 
  entangle creatures in a 30-ft. radius, and push ethereal 
  and incorporeal creatures onto the Material Plane.
  Ego Whip V: As ego whip I, but a –10 penalty and staggered 
  for 1d10 rounds.
  Ethereal Envelopment: As ethereal envelope, but able to 
  affect an unwilling creature.
  Psychic Crush III: As psychic crush I, but deal 7d6 + 1 points 
  of damage per level on a save and harder to resist.
  Synesthesia, Mass: As synesthesia, but affecting multiple 
  creatures.
  Tower of Iron Will III: As tower of iron will I, but lasts 
  3 rounds.
  Unshakable Zeal: Grant benefits on future attempts after 
  failed checks, and protect against fear and emotion 
  effects.
  8th-Level Psychic Spells
  Bilocation: Exist in two places at once.
  Possession, Greater: As possession, but your body vanishes.
  Psychic Crush IV: As psychic crush I, but deal 9d6 + 1 points of 
  damage per level on a save and no Fort save at 1/2 hp or fewer.
  Tower of Iron Will IV: As tower of iron will I, but lasts 
  4 rounds.
  9th-Level Psychic Spells
  Akashic Form: Store a copy of your body in the Akashic 
  Record, and restore yourself to that form upon 
  your death.
  Divide Mind: Partition your mind, allowing you to roll 
  twice on Will saves and Int checks, and to take extra 
  mental actions.
  Dream Voyage: As dream travel, but with more flexibility 
  and able to affect more creatures.
  Microcosm: Trap creatures in a veiled mindscape 
  permanently, causing their bodies to waste away in the 
  real world.
  Mind Swap, MajorM: Swap minds with another creature 
  forever.
  Psychic Crush V: As psychic crush IV, but deal 11d6 + 1 points 
  of damage per level on a save.
  Psychic Image: Create a perfect illusion of yourself that is 
  incorporeal and capable of casting psychic spells, and 
  switch between it and your body at will.
  Telekinetic Storm: Deal 1d6 points of damage per level 
  plus daze and stun in a 40-ft. radius.
  Tower of Iron Will V: As tower of iron will I, but lasts 
  5 rounds.
  Ranger Spells
  3rd-Level Ranger Spells
  Apport Animal: Send or receive a Tiny or smaller animal 
  via teleportation.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  Shaman Spells
  1st-Level Shaman Spells
  Mindlink: Communicate a great deal of information in 
  an instant.
  2nd-Level Shaman Spells
  Calm Spirit: Postpone hostile action by a haunt or 
  incorporeal undead.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  3rd-Level Shaman Spells
  Ectoplasmic Snare: Tendril of ectoplasm grapples a 
  creature and tethers you to it.
  4th-Level Shaman Spells
  Sessile Spirit: Cause a spirit inhabiting a creature or an 
  object to go dormant.
  
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  Psychic Magic
  Psychic Magic 4
  Spirit-Bound Blade: Give a weapon ghost touch and another 
  ability tied to an emotion.
  5th-Level Shaman Spells
  Call Spirit: Make the spirit of one creature manifest.
  6th-Level Shaman Spells
  Awaken ConstructM: Grant a construct humanlike 
  sentience.
  Primal Regression: Make a creature become bestial and 
  unintelligent.
  Withdraw Affliction: Remove an affliction and inflict it 
  on another creature.
  Sorcerer/Wizard Spells
  1st-Level Sorcerer/Wizard Spells
  Decrepit Disguise: Make an object seem worthless.
  Deja Vu: Make a creature repeat its actions.
  Mindlink: Communicate a great deal of information in 
  an instant.
  Quintessence: Mask any flaws of or damage to a creature 
  or object.
  2nd-Level Sorcerer/Wizard Spells
  Anticipate Thoughts: Gain increasing bonuses to AC and 
  on attack rolls and damage rolls against one creature.
  Apport Object: Send or receive a small object via 
  teleportation.
  Demand Offering: Make a creature give you an object 
  it’s holding.
  Ghost Whip: Create a ghost touch whip that passes through 
  objects.
  Paranoia: Target becomes hostile to all creatures.
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  3rd-Level Sorcerer/Wizard Spells
  Apport Animal: Send or receive a Tiny or smaller animal 
  via teleportation.
  Aversion: Cause the target to avoid an object or location.
  Babble: Target becomes nauseated and causes nearby 
  creatures to become fascinated.
  Catatonia: Make a willing target appear to be dead.
  Contagious Zeal: Grant bonuses and temporary hit points 
  that spread from creature to creature.
  Detect Mindscape: Sense the presence and attributes of 
  mindscapes.
  Ectoplasmic Snare: Tendril of ectoplasm grapples a 
  creature and tethers you to it.
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  Oneiric Horror: Distract and fatigue the target with a 
  creature from its nightmares.
  4th-Level Sorcerer/Wizard Spells
  Hypercognition: Rapidly recall everything you know 
  about a subject.
  Mindscape Door: Create a portal allowing entry to and exit 
  from a mindscape.
  Mindwipe: Erase a portion of the target’s mind and 
  experiences, inflicting negative levels.
  Object Possession, Lesser: Project your soul into an object, 
  animating it.
  Purge Spirit: Deal 1d6 points of damage per level to one 
  haunt or spirit creature and stagger it.
  Riding Possession: As possession, but you observe instead of 
  control the subject.
  Telekinetic Maneuver: Perform a telekinetic combat 
  maneuver.
  Thaumaturgic Circle: As magic circle, but affecting a non-
  alignment subtype or outsider race.
  5th-Level Sorcerer/Wizard Spells
  Condensed Ether: Create a planar conjunction that slows 
  movement, penalizes AC and Reflex saves, and imposes 
  a miss chance on ranged attacks.
  Create Mindscape: Form an immersive mindscape.
  Mind Probe: Learn answers from a subject’s memories.
  Object Possession: As lesser object possession, but with a 
  larger object.
  Oneiric Horror, Greater: As oneiric horror, plus Str damage.
  Parchment SwarmM: Shredded parchment deals 1d6 points 
  of damage per level, and has a spell effect if you shred a 
  scroll.
  Possession: Project your soul into a creature’s body.
  Thoughtsense: Automatically detect nearby conscious 
  creatures.
  Wall of Ectoplasm: Wall of spirits blocks movement on 
  Material Plane and Ethereal Plane and causes fear.
  6th-Level Sorcerer/Wizard Spells
  Dream Scan: Read a dreaming creature’s thoughts.
  Explode Head: Explode the head of a creature with 20 hp 
  or fewer and deal damage in a 10-ft. radius around it.
  Mind Swap: Switch minds with another creature for 1 hour 
  per level.
  Psychic Asylum: Perform a lengthy mental task in a private 
  mindscape.
  Telepathy: Communicate mentally with creatures within 
  100 ft.
  7th-Level Sorcerer/Wizard Spells
  Awaken ConstructM: Grant a construct humanlike 
  sentience.
  
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  Create Mindscape, Greater: As create mindscape, but 
  affecting more creatures, having a longer duration, and 
  allowing magic alteration.
  Dream Council: Communicate with multiple sleeping 
  creatures.
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  Object Possession, Greater: As possess object, but the object 
  is more powerful and you can possess a construct.
  Retrocognition: Gain psychic impressions from past 
  events in a location.
  Shadow Body: Turn your body into a living shadow.
  8th-Level Sorcerer/Wizard Spells
  Possession, Greater: As possession, but your body vanishes.
  9th-Level Sorcerer/Wizard Spells
  Bilocation: Exist in two places at once.
  Spiritualist Spells
  0-Level Spiritualist Spells
  Detect Psychic Significance: Find psychically charged items.
  Grave Words: Force a corpse to babble.
  Telekinetic Projectile: Telekinetically hurl an object, 
  dealing 1d6 points of damage to the target and object.
  1st-Level Spiritualist Spells
  Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con 
  for one roll, then be fatigued for 1 round.
  Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for 
  one roll, then be dazed for 1 round.
  Charge Object: Infuse psychic energy and ownership 
  history into an item.
  Mindlink: Communicate a great deal of information in 
  an instant.
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  Telempathic Projection: Alter the target’s attitude or give 
  bonuses to those interacting with the target.
  2nd-Level Spiritualist Spells
  Calm Spirit: Postpone hostile action by a haunt or 
  incorporeal undead.
  Catatonia: Make a willing target appear to be dead.
  Emotive Block: Add an emotion component to all of the 
  target’s spells.
  Ghost Whip: Create a ghost touch whip that passes through 
  objects.
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  Instigate Psychic Duel: Start a psychic duel between 
  yourself and another creature.
  Object Reading: Read psychic impressions left on an object.
  Purge Spirit: Deal 1d6 points of damage per level to one 
  haunt or spirit creature and stagger it.
  3rd-Level Spiritualist Spells
  Analyze Aura: Read a creature’s or an object’s alignment, 
  emotion, health, and magic auras.
  Condensed Ether: Creates a planar conjunction that slows 
  movement, penalizes AC and Reflex saves, and imposes 
  a miss chance on ranged attacks.
  Contagious Zeal: Grant bonuses and temporary hit points 
  that spread from creature to creature.
  Ectoplasmic Snare: Tendril of ectoplasm grapples a creature 
  and tethers you to it.
  Ethereal Fists: Your claws, unarmed strikes, and touch 
  spells affect ethereal creatures.
  Object Possession, Lesser: Project your soul into an object, 
  animating it.
  Riding Possession: As possession, but you observe instead of 
  control the subject.
  Sealed Life: Prevent a creature from transferring life force 
  to or from others.
  Sessile Spirit: Cause a spirit inhabiting a creature or an 
  object to go dormant.
  Spirit-Bound Blade: Give a weapon ghost touch and another 
  ability tied to an emotion.
  4th-Level Spiritualist Spells
  Aura Alteration: Masks a creature’s or an object’s alignment, 
  emotion, health, and magic auras.
  Entrap Spirit: Trap an incorporeal creature or a haunt in 
  a mirror.
  Erase Impressions: Erase psychic impressions from an object.
  Ethereal Envelope: Shroud your unconscious self in a 
  cocoon on the Ethereal Plane.
  Etheric Shards: Fill an area with invisible shards that slow 
  movement and damage creatures.
  Mind Swap: Switch minds with another creature for 1 hour 
  per level.
  Mindwipe: Erase a portion of the target’s mind and 
  experiences, inflicting negative levels.
  Possession: Project your soul into a creature’s body.
  Telekinetic Maneuver: Perform a telekinetic combat 
  maneuver.
  Thoughtsense: Automatically detect nearby conscious 
  creatures.
  5th-Level Spiritualist Spells
  Call Spirit: Make the spirit of one creature manifest.
  Ethereal Envelopment: As ethereal envelope, but able to 
  affect an unwilling creature.
  Foster Hatred: Cause creatures to hate one type of creature.
  
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  Psychic Magic
  Psychic Magic 4
  Incorporeal Chains: Grapple incorporeal creatures and 
  deal damage equal to 1d8 + Wis modifier.
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  Object Possession: As lesser object possession, but with a 
  larger object.
  Remote Viewing: Gain psychic impressions from a distant 
  location.
  Shadow Body: Turn your body into a living shadow.
  Wall of Ectoplasm: Wall of spirits blocks movement on 
  Material Plane and Ethereal Plane and causes fear.
  Withdraw Affliction: Remove an affliction and inflict it on 
  another creature.
  6th-Level Spiritualist Spells
  Ectoplasmic Eruption: Deal 6d6 points of damage and 
  entangle creatures in a 30-ft. radius, and push ethereal 
  and incorporeal creatures onto the Material Plane.
  Object Possession, Greater: As possess object, but the object 
  is more powerful and you can possess a construct.
  Possession, Greater: As possession, but your body vanishes.
  Sealed Life, Greater: As sealed life, plus death ward and 
  immunity to soul transference.
  Telepathy: Communicate mentally with creatures within 
  100 ft.
  Unshakable Zeal: Grant benefits on future attempts after 
  failed checks, and protect against fear and emotion 
  effects.
  Summoner Spells
  3rd-Level Summoner Spells
  Apport Animal: Send or receive a Tiny or smaller animal 
  via teleportation.
  4th-Level Summoner Spells
  Riding Possession: As possession, but you observe instead of 
  control the subject.
  Thaumaturgic Circle: As magic circle, but affecting a non-
  alignment subtype or outsider race.
  5th-Level Summoner Spells
  Mind Swap: Switch minds with another creature for 1 hour 
  per level.
  Possession: Project your soul into a creature’s body.
  Witch Spells
  2nd-Level Witch Spells
  Anticipate Thoughts: Gain increasing bonuses to AC and 
  on attack rolls and damage rolls against one creature.
  Apport Object: Send or receive a small object via 
  teleportation.
  Demand Offering: Make a creature give you an object it’s 
  holding.
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  Ghost Whip: Create a ghost touch whip that passes through 
  objects.
  Paranoia: Target becomes hostile to all creatures.
  3rd-Level Witch Spells
  Apport Animal: Send or receive a Tiny or smaller animal 
  via teleportation.
  Aversion: Cause the target to avoid an object or location.
  Babble: Target becomes nauseated and causes nearby 
  creatures to become fascinated.
  Catatonia: Make a willing target appear to be dead.
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill 
  checks, and ability checks.
  4th-Level Witch Spells
  Object Possession, Lesser: Project your soul into an object, 
  animating it.
   Purge Spirit: Deal 1d6 points of damage per level to one 
  haunt or spirit creature and stagger it.
  Riding Possession: As possession, but you observe instead of 
  control the subject.
  5th-Level Witch Spells
  Object Possession: As lesser object possession, but with a 
  larger object.
  Possession: Project your soul into a creature’s body.
  Sessile Spirit: Cause a spirit inhabiting a creature or an 
  object to go dormant.
  6th-Level Witch Spells
  Mind Swap: Switch minds with another creature for 1 hour 
  per level.
  7th-Level Witch Spells
  Inflict Pain, Mass: As inflict pain, but affecting one creature 
  per level.
  Object Possession, Greater: As object possession, but 
  the object is more powerful and you can possess a 
  construct.
  Primal Regression: Make a creature become bestial and 
  unintelligent.
  Shadow Body: Turn your body into a living shadow.
  Withdraw Affliction: Remove an affliction and inflict it on 
  another creature.
  8th-Level Witch Spells
  Possession, Greater: As possession, but your body vanishes.
  
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  Spells
  AKASHIC FORM
  School necromancy; Level psychic 9
  Casting Time 1 hour
  Components V, S
  Range personal
  Target you
  Duration 24 hours
  Saving Throw no; Spell Resistance no
  You create a perfect record of your physical body in the Akashic 
  Record (see page 244) at the time the spell is cast. This record 
  includes your current hit point total, physical ability scores 
  (Strength, Dexterity, and Constitution), and any conditional 
  modifiers or conditions such as ability damage to 
  physical ability scores, disease, negative levels, 
  and poison. If at any point within the duration 
  of the spell you are reduced to fewer than 0 hit 
  points or are slain by a death effect that is not 
  mind-affecting, you can immediately let your 
  current physical body die and assume the 
  record of your physical body on your next turn. 
  When this happens, your corpse disappears, 
  and you can either resume the place of 
  your dead body (already wearing any 
  clothing still attached to the corpse) 
  or appear in any place you’ve been 
  within 500 feet of where your 
  corpse lies (but without any of 
  your gear).
  You still retain your original 
  mind, and therefore don’t regain any 
  spells. You are still under any mental 
  influences and energy drain effects 
  you were under when you recalled 
  the record of your physical body, 
  but don’t retain any physical 
  effects such as bleed damage 
  or poison (unless you suffered 
  from these conditions at the 
  time the spell was cast). Spells 
  affecting you when you store a 
  record of yourself abide by their 
  normal durations. For example, if 
  you were affected by cat’s grace 
  when you created the record and 
  you restore your body 1 hour 
  later, you won’t be under that 
  effect anymore since its duration 
  has already expired. This spell 
  doesn’t allow you to avoid dying 
  of old age. Casting this spell again replaces any previous version 
  you cast; you can’t store more than one copy of yourself in the 
  Akashic Record.
  ANALYZE AURA
  School divination; Level medium 2, mesmerist 3, occultist 2, 
  psychic 3, spiritualist 3 
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration concentration, up to 1 round/level
  Saving Throw none; Spell Resistance no
  You peer into the aura of one target creature or object, gaining 
  valuable information about its condition and nature. Each 
  round, choose one of the target’s four auras. This spell functions 
  similarly to the read aura occult skill unlock (see 
  page 197), but doesn’t require checks and returns 
  results on all the target’s auras in an instant.
  Alignment Aura: You study the target’s 
  spiritual nature to determine its alignment. You 
  also learn the type and power of its alignment 
  aura, as detect evil.
  Emotion Aura: The colors playing within 
  the target’s aura reveal its emotional 
  state, granting valuable insight into its 
  psyche. You learn a general summary of 
  the target’s current disposition, as well 
  as its attitude toward any other creatures 
  within 30 feet of it. For the duration of 
  the spell and for 1 hour afterward, you 
  gain a +2 circumstance bonus on Bluff, 
  Diplomacy, 
  Intimidate, 
  and 
  Sense 
  Motive checks you attempt against the 
  target. Objects do not have emotion 
  auras, except intelligent weapons 
  and similar sentient oddities.
  Health Aura: The flow of 
  vital force animating the target 
  becomes plainly visible, giving 
  you 
  insight 
  into 
  its 
  physical 
  condition. You know whether the 
  target is unharmed or wounded, 
  whether it is poisoned or diseased, 
  and whether it is under any of 
  the following conditions: confused, 
  disabled, dying, nauseated, panicked, 
  staggered, stunned, or unconscious. 
  Further, your insight into the overall strength 
  of the target’s vital force reveals the total 
  number of points available in its ki pool, grit 
  pool, or similar resource. Objects and most 
  undead creatures don’t have health auras.
  
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  Psychic Magic
  Psychic Magic 4
  Magic Aura: You determine the number and power of all 
  magical auras on the target (as detect magic to determine a 
  magic aura’s power), as well as the school of each aura. You 
  can attempt Knowledge (arcana) or Spellcraft skill checks to 
  determine the school or identify properties of a magic item, 
  as normal. If cast on an item, analyze aura cuts through the 
  obfuscation of the magic aura spell.
  ANTICIPATE THOUGHTS
  School divination [mind-affecting]; Level bard 2, inquisitor 2, 
  magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance yes
  This spell taps into the target’s mind so you get an impression of 
  the actions it will take. You gain a +2 insight bonus to AC against 
  the target’s attacks. If the target fails its Will save, you also see 
  how the target will react to your attacks, and the bonus applies 
  on your attack rolls and damage rolls against the target. These 
  bonuses apply only while the target is within range of the spell, 
  though if it goes out of range, the bonuses return once it’s back in 
  range. Whenever the target misses you with an attack, the spell’s 
  bonuses increase by 1 until the spell ends (to a maximum of +5).
  APPORT ANIMAL
  School conjuration (teleportation); Level druid 3, medium 3, 
  mesmerist 3, psychic 3, ranger 3, sorcerer/wizard 3, 
  summoner 3, witch 3
  Target one touched animal of Tiny or smaller size
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like apport object except the target is an 
  animal. Only normal, nonmagical creatures of the animal type 
  can be teleported.
  APPORT OBJECT
  School conjuration (teleportation); Level bard 2, medium 2, 
  mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V
  Range touch
  Target one touched object of up to 1 lb. and 1 cu. ft.
  Duration instantaneous or 1 hour/level
  Saving Throw Will negates (object); Spell Resistance 
  yes (object)
  This spell allows you to instantaneously transport a small 
  nonliving object from one location to another. There are two 
  ways to use the spell: sending allows you to immediately send 
  an object held in your hands to a nearby location, while receiving 
  permits you to cast the spell ahead of time on an object and 
  summon it to your location at a later time.
  Sending: If you choose to send the object elsewhere, the 
  spell functions like teleport object, except the size of the object 
  is limited and the distance it can travel is equal to only 25 feet + 
  5 feet per 2 levels. You can’t transport an object to the Ethereal 
  Plane. You can send the held object to any square within range, 
  and you don’t need line of sight to the target location. You can 
  place the object in the open or inside a container, a pocket, 
  or even someone’s hand. If there isn’t room in the space you 
  select (either because the space chosen is too small or because 
  there is already something else there), or if the person doesn’t 
  want or isn’t expecting the object in his hands, it appears on the 
  ground within the target’s square instead. You can transport the 
  object to an elevation above the floor as long as the destination 
  is within the spell’s total distance limit. 
  Receiving: You can prepare an object ahead of time to apport 
  it to yourself by casting the spell upon it and assigning a mental 
  trigger to complete the spell. You don’t need line of sight to 
  the object to apport it to you, but the object must be within a 
  distance equal to 25 feet + 5 feet per 2 levels. Completing the 
  spell is a swift action that has the same restrictions as a thought 
  spell component. You can apport an object in this way even if 
  someone holding the object is unwilling to let you take it. Once 
  you apport the object, the spell ends.
  You can’t send or receive an object into a space that is 
  protected by an antimagic field, globe of invulnerability, or 
  similar effect that keeps magical effects out; if you attempt to 
  do so, the spell is lost.
  AURA ALTERATION
  School illusion; Level medium 3, mesmerist 3, occultist 3, 
  psychic 4, spiritualist 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one object or willing creature 
  Duration 1 day/level (D)
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes
  You mask and manipulate the target creature’s or object’s 
  aura, confounding those who would attempt to discern helpful 
  information from it using the read aura occult skill unlock (see 
  page 197) or the analyze aura spell. You can change each of the 
  following four auras with one casting of aura alteration.
  Alignment Aura: You can change the target’s apparent 
  alignment to thwart spells that detect alignment, such as 
  detect evil. You can alter the alignment by up to one step on 
  each alignment axis, but can’t make the creature appear to 
  have a diametrically opposed alignment. For instance, you 
  couldn’t make a lawful evil character appear to be chaotic or 
  good. You can also adjust the power of the alignment aura up 
  or down in level by a number of steps equal to 1/2 your level 
  or fewer.
  Emotion Aura: Your manipulations mask the true emotions 
  
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  of the target, instead depicting any combination of colors on 
  the emotional spectrum that you wish. Creatures attempting 
  Bluff, Diplomacy, Intimidate, or Sense Motive checks against the 
  target receive no bonuses on their checks based on information 
  gleaned from the target’s aura.
  Health Aura: You adulterate the target’s aura to mask the 
  condition of its physical body, revealing instead a wounded 
  status, poison or disease status, and conditions of your choice. You 
  likewise mask the target’s available ki points or similar resources, 
  manipulating its aura to suggest any number within the range 
  normally available to the target.
  Magic Aura: You alter a creature or item’s magic aura so that it 
  registers to detect magic (and spells with similar capabilities, like 
  analyze aura) as though it were nonmagical, a magic item of a kind 
  you specify, or the subject of a spell you specify. A single casting 
  of aura alteration is sufficient to mask all of the magic auras on 
  the target. If an object bearing aura alteration has identify cast 
  on it or is similarly examined, the examiner recognizes the aura 
  is false and detects the object’s actual qualities if he succeeds at 
  a Will save. If a targeted item’s own aura is overwhelming, aura 
  alteration can’t alter it.
  AVERSION
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 2, druid 3, mesmerist 2, occultist 2, psychic 2, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 day/level
  Saving Throw Will partial; Spell Resistance yes
  You plant a revulsion in the mind of the subject, causing her to 
  avoid an object or location. You must choose a specific object 
  or place. A location chosen in this way can be no larger than 
  a cube measuring 50 feet on a side. The aversion is entirely in 
  the target’s mind, so the chosen object or location itself isn’t 
  subject to any magical effect. If the target fails her saving throw, 
  she can’t come within 60 feet of the chosen object or place. 
  She makes every reasonable effort to avoid the object of the 
  aversion, but will not put herself in danger in order to maintain 
  the aversion. For example, if the object of the aversion is a 
  bridge but a forest fire is closing in and will likely kill the target, 
  she ignores the aversion and crosses the bridge to save herself. 
  If the target must ignore the conditions of the aversion, she is 
  nauseated until she is no longer violating the aversion.
  If the target succeeds at her saving throw, she is instead 
  sickened while within 60 feet of the object or place, but isn’t 
  compelled to stay away from it.
  AWAKEN CONSTRUCT
  School transmutation; Level cleric 7, occultist 5, psychic 6, 
  shaman 6, sorcerer/wizard 7
  Casting Time 24 hours
  Components V, S, M (herbs and oils worth 2,000 gp per HD of 
  target), DF
  Range touch
  Target mindless construct touched
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance no
  You amplify the animating force of a construct to more closely 
  resemble a true soul, granting the construct humanlike 
  sentience. To do so, you must succeed at a Spellcraft check 
  (DC = 15 + the construct’s current Hit Dice). If the construct’s 
  master (if any) is present, this is an opposed Spellcraft check. 
  You have no special empathy or connection with a creature you 
  awaken—it is a free-willed creature. Golems previously under 
  another creature’s control, either as shield guardians or a golem 
  crafter’s creations, break all connections with that creature.
  Roll 3d6 to determine the Intelligence score of the awakened 
  construct, and increase its Charisma score by 2d6. It gains feats 
  and skill points according to its new Intelligence score, and 
  the skill points are assigned appropriately for its function, as 
  determined by the GM.
  An awakened construct speaks one language that its creator 
  spoke, plus one additional language that its creator knew per 
  point of the construct’s Intelligence bonus (if any). Its alignment 
  is determined by the GM, but is usually within one step of its 
  creator’s alignment. This spell doesn’t function on a construct 
  with an Intelligence score.
  BABBLE
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell causes the target to break into a fit of bizarre, 
  uncontrollable babbling. The target also becomes nauseated. If 
  the target succeeds at its save, the effects end. If not, the creature 
  continues babbling and is nauseated for the entire duration.
  Creatures within 30 feet of the subject that can hear the 
  target’s babbling must succeed at a Will save or become 
  fascinated for as long as the babbling persists. Once a 
  creature’s fascination ends, it can’t become fascinated by the 
  same instance of babble again.
  Creatures with an Intelligence score of 2 or lower aren’t 
  affected by this spell. 
  BILOCATION
  School conjuration (creation); Level psychic 8, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V
  
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  Psychic Magic
  Psychic Magic 4
  Range close (25 ft. + 5 ft./2 levels)
  Effect one duplicate
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  The spell creates an identical copy of you, along with everything 
  you wear and carry, anywhere you choose within range; you 
  exist in two places at once until the spell ends. You and the 
  duplicate use the same statistics and share the same resources. 
  If the duplicate takes damage, for example, you deduct the 
  damage from your hit point total. Similarly, if your duplicate 
  expends a charge or daily use from a magic item you both 
  wield, the charge or daily use is expended from the item you 
  carry. If you or the duplicate drops or gives away something 
  you’re carrying, the item disappears from the other body as 
  well. This spell doesn’t duplicate artifacts; any you possess 
  remain on you.
  You perceive sensory information from your body and that of 
  your duplicate simultaneously. The spell enables you to process 
  the sensations so you don’t find them disorienting.
  When you take any action, you choose which of your bodies 
  performs the action, but both bodies share the same pool of 
  actions. For instance, if you take a standard action to cast a spell, 
  you can use either body as the point of origin, but the other body 
  can’t also take a standard action that round. Likewise, if your 
  duplicate takes a full-round action, you couldn’t take a standard 
  or move action. Both bodies can take any number of free actions 
  as usual; for example, both bodies could say different things or 
  each drop a different item. If either body doesn’t move during the 
  round, that body can either take a 5-foot step or move your speed 
  once as a free action.
  The two bodies are affected by attacks, spells, and effects 
  as though they were one person, taking the worse effect when 
  applicable (for example, if the bodies would be subject to differing 
  effects due to being at different ranges). If both bodies are in the 
  area of the same fireball, you would attempt the saving throw 
  only once and take the damage only once. If one body is targeted 
  by hold person, both would become paralyzed on a failed save. 
  Both bodies count as a single creature for effects that target a 
  specific number of creatures, and they can’t be chosen more than 
  once for such effects. You do count your other body as another 
  creature for most combat effects, such as flanking or determining 
  cover. However, you don’t count as two unique creatures for the 
  purposes of teamwork feats or effects you use that can target only 
  creatures other than yourself.
  
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  Any magical effect with a duration affecting you has its 
  duration halved while you’re bilocating. For example, the 
  hold person spell mentioned above would lose 2 rounds’ 
  worth of duration per round until your duplicate disappeared. 
  If you were under an eagle’s splendor effect that had 1 
  minute remaining when you cast bilocation, the effect would 
  end after 5 rounds instead of 10. An effect shortened in this 
  way lasts a minimum of 1 round total, and if an effect that 
  lasts an odd number of rounds has 1 round remaining, it has 
  its full effect on both of your bodies for that round.
  When the spell ends, you decide whether you or your 
  duplicate disappears. If you disappear, you become your 
  duplicate. If you are carrying artifacts when you do this, they 
  transfer with your consciousness.
  BURST OF ADRENALINE
  School transmutation; Level mesmerist 1, psychic 1, spiritualist 1
  Casting Time 1 immediate action
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You draw upon your body’s inner reserves of strength, leaving 
  you winded. When you are about to make a d20 roll based on 
  Strength, Dexterity, or Constitution, you can cast this spell to gain 
  a +8 enhancement bonus to Strength, Dexterity, or Constitution 
  for that roll, but you are fatigued for 1 round afterward. 
  BURST OF INSIGHT
  School transmutation; Level medium 1, mesmerist 1, psychic 1, 
  spiritualist 1
  Casting Time 1 immediate action
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You plumb the depths of your mind for insight, leaving you 
  momentarily frazzled. When you are about to make a d20 roll 
  based on Intelligence, Wisdom, or Charisma, you can cast this 
  spell to gain a +8 enhancement bonus to Intelligence, Wisdom, 
  or Charisma for that roll, but you are dazed for 1 round afterward. 
  CALL SPIRIT
  School conjuration (calling); Level cleric 5, medium 3, 
  shaman 5, spiritualist 5 
  Casting Time 10 minutes
  Components V, S
  Range 10 ft.
  Effect call the spirit of a single deceased humanoid creature 
  Duration concentration
  Saving Throw Will negates; see text; Spell Resistance no 
  You attempt to cause the spirit of a specific individual to manifest 
  from its final resting place. You must request the spirit’s presence 
  by speaking its name.
  Unwilling spirits can resist the summons by succeeding at 
  a Will save. If the chosen spirit resists your call, another spirit 
  with malevolent intent almost always takes its place, intent on 
  deceiving you. The difficulty of the save depends on how well 
  you know the subject and what sort of physical connection (if 
  any) you have to the creature whose spirit you wish to call.
  Knowledge  
  Will Save Modifier
  Name only† 
  +15
  Secondhand (you have heard of the subject)  
  +10 
  Firsthand (you met the subject in life)  
  +5 
  Familiar (you knew the subject well)  
  +0
  † You must have at least a name the creature was called in life.
  Connection 
  Will Save Modifier
  Likeness or picture 
  –2
  Possession or garment 
  –4
  Body part, lock of hair, nail clipping, etc.  
  –10
  Different alignment 
  +4
  A successfully called spirit manifests as a wispy, vaporous 
  form that vaguely resembles the form the deceased creature 
  had in life. The spirit has the physical attributes of an unseen 
  servant and is capable of minor physical manipulations, with 
  the ability to speak in quiet, ghostly whispers in whatever 
  languages the creature knew while it was alive. The spirit 
  isn’t an undead creature, and isn’t beholden to its caller. 
  Whether you summoned the chosen spirit or a deceitful 
  replacement, the spirit can refuse to answer your questions 
  or attempt to deceive you using Bluff, though in either case 
  these spirits can speak about only what they knew in life and 
  have no knowledge of events that occurred after their deaths. 
  Malevolent spirits might take advantage of their limited 
  physical abilities to cause terrifying spectacles designed to 
  scare the caster.
  You must concentrate on maintaining the spell (as a 
  standard action) in order to ask questions at the rate of one 
  per round. You can ask a total of one question per caster level; 
  the spirit answers each during the same round. When the spell 
  ends, the spirit’s ectoplasmic form fades and the soul returns 
  to its rest. This spell can’t call the spirits of creatures that are 
  currently undead.
  CALM SPIRIT 
  School necromancy; Level cleric 2, medium 1, shaman 2, 
  spiritualist 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one incorporeal undead creature or haunt 
  
  161161
  Psychic Magic
  Psychic Magic 4
  Duration 1 minute or 1 round/level; see text 
  Saving Throw Will negates or none; see text; 
  Spell Resistance yes
  This spell temporarily calms agitated haunts and incorporeal 
  undead such as ghosts. You have no control over the affected 
  creatures, but calm spirit postpones hostile action by the 
  affected spirits for the duration of the spell. Entities so affected 
  cannot take violent actions or do anything destructive, including 
  triggering persistent haunt abilities, though they can defend 
  themselves. Any aggressive action against or damage dealt to a 
  calmed spirit or haunt immediately ends the effect.
  Haunts do not receive a saving throw against the spell, but the 
  caster must succeed at a caster level check whose difficulty is 
  equal to at least 10 + the haunt’s CR in order to temporarily calm 
  the angry entity. The spell’s duration changes to concentration 
  (up to 1 round/level) when affecting a haunt.
  CATATONIA
  School necromancy; Level alchemist 2, bard 2, cleric 3, 
  medium 2, mesmerist 2, psychic 3, sorcerer/wizard 3, 
  spiritualist 2, witch 3
  Casting Time 1 standard action
  Components S
  Range touch
  Target willing creature touched
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance yes
  You touch the target and place it into a deathlike state that persists 
  for the duration. The target appears to be dead, and any creature 
  that interacts with the target must succeed at a DC 20 Heal check 
  to recognize it is actually alive.
  Until the spell ends, the target counts as if it were dead 
  for the purpose of resolving any effects that target or affect 
  only living creatures, but it doesn’t count as undead. The 
  subject is helpless, and can still be killed normally. 
  Any effect that would bring the creature back to life 
  or animate it as an undead fails, but ends the catatonia. 
  The target can be affected by spells that affect only objects, 
  including animate objects (if the creature is Small) and teleport 
  object. However, anything that would cause the body to change 
  form (such as shrink item) fails and ends the catatonia. This 
  doesn’t prevent the effects of spells that simply deal damage or 
  otherwise destroy objects.
  CHARGE OBJECT
  School transmutation; Level medium 1, mesmerist 1, 
  occultist 1, psychic 1, spiritualist 1
  Casting Time 10 minutes
  Components V, S
  Range touch
  Target object touched
  Duration permanent
  Saving Throw none; see text; Spell Resistance no
  You charge an item with minor psychic energy. The item can be 
  detected by the detect psychic significance spell. If you wish, 
  you can imprint the item with your ownership history. Spells 
  such as object reading and uses of the psychometry occult 
  skill unlock (see page 196) can reveal any information about 
  yourself you impart into the object, including your name, 
  alignment, profession, and a summary of your experiences with 
  the item. You can’t impart false information into the object, 
  but you can omit any details you’d prefer not to divulge. If the 
  target object is already psychically charged, you can add more 
  information to it, but you can’t use charge object to erase 
  existing psychic information.
  COGNITIVE BLOCK 
  School enchantment (compulsion) [mind-affecting]; 
  Level medium 2, mesmerist 2, psychic 3
  Casting Time 1 standard action
  Components V
  
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  Range close (25 ft. + 5 ft./2 levels)
  Target one creature 
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You create a mental block in the target’s mind, impeding the 
  flow of his mental spellcasting process and forcing him to 
  incorporate a thought component into any spell or spell-like 
  ability he uses. This is in addition to any other components 
  the spell already requires, and doesn’t replace the verbal 
  component. Spell-like abilities require this thought component, 
  even though they normally don’t need spell components.
  As usual with thought components, this addition increases 
  the DC of any concentration checks the target attempts by 10 
  unless the target takes a move action to center his mind and 
  satisfy the spell’s thought component.
  CONDENSED ETHER
  School transmutation; Level psychic 4, sorcerer/wizard 5, 
  spiritualist 3
  Casting Time 1 standard action
  Components V, S, M (crushed amber)
  Range medium (100 ft. + 10 ft./level)
  Target 20-ft.-radius spread
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You condense the substance of the Ethereal Plane as it 
  interpenetrates the Material Plane. This thickened planar 
  conjunction slows movement through the area to a crawl. 
  Creatures moving through condensed ether (even incorporeal 
  creatures), move at only half their normal speed and can’t take 
  5-foot steps. This slowing of movement doesn’t stack with solid 
  fog or similar effects. Creatures within condensed ether take a 
  –2 penalty to Armor Class and on Reflex saves, and condensed 
  ether prevents effective ranged weapon attacks. Even magic 
  rays and similar ranged attacks suffer a 20% miss chance on 
  attacks into or passing through condensed ether. This miss 
  chance is not based on concealment, and Blind-Fight, true 
  seeing, and similar effects do not reduce it. 
  CONTAGIOUS ZEAL
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level bard 2, cleric 3, inquisitor 3, psychic 3, sorcerer/
  wizard 3, spiritualist 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  The target gains a +2 morale bonus on attack rolls and weapon 
  damage rolls, 1d6 temporary hit points, and a +4 morale 
  bonus on saving throws against fear effects and to the DC of 
  Intimidate checks attempted against her. Once per round, the 
  target can select one other creature to gain this bonus as well. 
  The chosen creature can be no farther from the target than 
  25 feet + 5 feet for every 2 caster levels you possess, and a 
  creature can’t be selected more than once in this way. Such 
  allies gain only the bonuses and temporary hit points; they 
  don’t continue to spread it to other creatures. The additional 
  creatures’ bonuses and temporary hit points share the original 
  spell’s duration, so when that duration ends, all affected 
  creatures lose their bonuses and any remaining temporary hit 
  points from this spell.
  CREATE MINDSCAPE
  School illusion (phantasm) [mind-affecting]; Level medium 4, 
  mesmerist 4, psychic 4, sorcerer/wizard 5
  Casting Time 1 round
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Target one creature
  Duration 10 minutes/level
  Saving Throw Will disbelief; see text; Spell Resistance yes
  You create an immersive mindscape (see page 235) that 
  the minds of both you and another creature enter together. 
  You choose whether the mindscape is overt or veiled, and 
  whether it’s harmless or harmful. You can choose any shape 
  and size trait, as well as any gravity trait (though you can’t 
  make it so the gravity is so strong it harms creatures within). 
  The mindscape has normal time, no alignment traits, and 
  normal magic.
  You designate where both you and your subject appear. 
  You don’t need line of sight to draw the subject creature into 
  the mindscape, but you must be aware of its presence within 
  range. If you target an area with more than one sentient 
  creature and you have never seen any of the creatures before 
  (for example, if you know a group of soldiers is inside a 
  barracks but you can’t see them through the door), the subject 
  of this spell is selected at random. If you have seen firsthand 
  the creature you wish to target (continuing the example, if 
  you spied the sergeant entering the room moments before), 
  you can select it unerringly from among all the creatures. 
  You must appear somewhere in your mindscape, though it’s 
  relatively easy to shield yourself from the view of any other 
  creatures inside if they don’t realize they’re in a mindscape. 
  You must also create a method of exit from the mindscape 
  when you cast this spell, and that method must be possible 
  to achieve based on the traits of the mindscape, even if it 
  is obscure or difficult. The GM decides whether a method of 
  escape is reasonable. Anything that would be a reasonable 
  method of waking from a dream during deep sleep could 
  allow one to leave a mindscape.
  More creatures than the initial two can enter an existing 
  mindscape, typically through the use of the mindscape door 
  spell. You can create illusory creatures within the mindscape, 
  
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  but you’re able to direct or concentrate on only one at a time. 
  Only this creature is believable; any others largely remain 
  silent or speak generic, repetitive phrases.
  As is normal with mindscapes, you and any other creatures 
  within the mindscape are unable to take actions within the 
  real world, and your bodies lose their Dexterity bonuses to AC.
  If you choose to create a veiled mindscape, the first time 
  another creature interacts with the environment, it can attempt 
  a Will save to disbelieve the effect. Disbelieving a mindscape 
  reveals to that creature that it’s within a mindscape and 
  gives it the knowledge needed to leave the mindscape, but 
  doesn’t free it from the mindscape. For example, if you create 
  a mindscape that takes the form of a parlor inside a stately 
  mansion, and your target creature succeeds at its Will save, 
  it gains the understanding that walking out the front door of 
  the mansion allows it to return to its physical body, but it must 
  actually move through the mental landscape of the mansion to 
  reach the front door and exit in order to flee the mindscape. If 
  the mindscape is overt, the creature automatically knows how 
  to exit if it so chooses.
  This spell ends at any time that you choose to depart the 
  mindscape, freeing the target as well. Any creature that drops 
  below 0 hit points while inside the mindscape returns to 
  its body. If this happens to you, the spell also ends, freeing 
  anyone still inside.
  Create mindscape can be made permanent with a 
  permanency spell by a caster of 12th level or higher at a cost 
  of 10,000 gp. You and other creatures aware of a 
  permanent mindscape can come and go 
  using the mindscape door spell.
  CREATE MINDSCAPE, GREATER
  School illusion (phantasm) [mind-affecting]; Level mesmerist 6, 
  psychic 6, sorcerer/wizard 7
  Target one creature/level
  Duration 1 day/level
  This spell functions like create mindscape, except it can affect 
  more creatures, the mindscape lasts longer, and you can choose 
  the mindscape’s magic trait. You can also direct a number of 
  believable creatures at a time equal to your caster level.
  Greater create mindscape can be made permanent with a 
  permanency spell by a caster of 15th level or higher at a cost 
  of 17,500 gp. You and other creatures aware of a permanent 
  mindscape can come and go using the mindscape door spell.
  DECREPIT DISGUISE
  School illusion (glamer); Level bard 1, medium 1, mesmerist 1, 
  occultist 1, psychic 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./level)
  Target one object of no more than 10 cu. ft./level
  Duration 1 day/level
  Saving Throw none (object) or Will disbelief (if interacted with); 
  Spell Resistance no
  You make an object seem like a worthless version of itself. A 
  masterwork or magic sword could seem to be a useless, rusting, 
  discarded blade, and a luxurious throne could appear to be a 
  decrepit wooden chair. If used against an attended object, the 
  wielder can immediately attempt a Will save to disbelieve the 
  effect. Decrepit disguise counters and dispels quintessence.
  Decrepit disguise can be made permanent with a permanency 
  spell by a caster of 9th level or higher for the cost of 500 gp.
  DEJA VU
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  
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  Duration 2 rounds
  Saving Throw none; Spell Resistance yes
  You reach into the target’s mind and put its thought processes 
  into a temporary loop. Whatever full-round, standard, or 
  move actions the creature takes on its first turn after you 
  cast this spell, it must repeat on the turn after that. The 
  creature must take the same type of actions in the same 
  order (for example, making a full attack, casting a specific 
  spell, withdrawing, attempting a bull rush combat maneuver, 
  or activating a magic item) and must act against the same 
  target or targets, but doesn’t have to make exactly the same 
  choices (such as using Power Attack when attacking, moving 
  exactly 15 feet, or choosing “drop” for the command spell). If 
  the circumstances would prevent the target from repeating an 
  action, such as if the target of its attack is dead or the target 
  cannot cast the same spell again, the target instead becomes 
  confused until the spell ends. A creature currently affected 
  by deja vu can’t be targeted with another deja vu spell. A 
  creature affected by deja vu can’t delay, and if it readies an 
  action on its first turn, it must ready the same action on its 
  second turn.
  DEMAND OFFERING
  School enchantment (compulsion) [mind-affecting]; Level 
  antipaladin 1, bard 2, inquisitor 2, mesmerist 1, occultist 2, 
  psychic 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range 5 ft.
  Target one creature 
  Duration instantaneous or 1 round
  Saving Throw Will negates; Spell Resistance yes
  A creature that fails its save uses an immediate action to hand 
  you whatever object it’s currently wielding or holding. If the 
  target doesn’t have an immediate action available, it uses 
  a move action at the beginning of its next turn to hand you 
  the object. If it’s currently holding or wielding more than one 
  item, determine randomly which item it gives you. If you’re 
  no longer adjacent to the creature when it has to give you the 
  item, the spell ends with no effect. A creature that isn’t holding 
  an item when you cast this spell is unaffected.
  DETECT MINDSCAPE
  School divination; Level medium 2, mesmerist 2, psychic 2, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 minute/level (D)
  Saving Throw Will negates; see text; Spell Resistance no
  This spell functions similarly to detect thoughts, allowing you 
  to sense when one or more creatures’ consciousnesses are 
  inside a mindscape (see page 234). The amount of information 
  revealed depends on how long you study a particular subject.
  First Round: You sense the presence or absence of a mindscape. 
  At least one of the creatures inside the mindscape must be 
  within the cone-shaped area for you to detect the mindscape.
  Second Round: You sense the number of consciousnesses 
  inside the mindscape. Not all of the creatures within the 
  mindscape must be standing inside the cone-shaped area of 
  the spell for you to count them; only one is required to get 
  this reading. However, you can’t determine the location of the 
  creatures if you can’t see the creatures themselves. You sense 
  their presence only in an abstract way.
  Third Round: You sense an image of what’s taking place 
  inside the mindscape. The creature controlling the mindscape 
  can sense your efforts, and if it does not wish you to view 
  the mindscape, it can prevent this viewing with a successful 
  Will save. Otherwise, you perceive the visuals remotely, as if 
  watching through a window. If a creature has disguised itself, 
  you see only the creature’s mental mask (not its true form).
  Each round, you can turn to detect mindscapes in a new area. 
  The spell can penetrate many barriers, but 1 foot of stone, 1 inch 
  of common metal, a thin sheet of lead, or 3 feet of wood or dirt 
  blocks it.
  If you are within a mindscape when you cast this spell, you 
  become aware you’re in a mindscape. On the second round, you 
  can still detect how many consciousnesses are inside, but you 
  don’t get the image of the mindscape in the third round.
  DETECT PSYCHIC SIGNIFICANCE
  School divination; Level medium 0, mesmerist 0, occultist 0, 
  psychic 0, spiritualist 0
  Casting Time 1 standard action
  Components V, S
  Range 40 ft.
  Area 40-ft.-radius burst, centered on you
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You detect the presence of psychically significant items in your 
  vicinity. Such items are those that might have significant psychic 
  imprints or histories that can be read by the psychometry 
  occult skill unlock (see page 196), or items under the effects 
  of the charge object or implant false reading spells. Items 
  within range that contain significant psychic energy spark a 
  recognition in your mind’s eye, but no other information is 
  imparted. This spell doesn’t automatically detect magic items 
  or strongly aligned items, though such items often have storied 
  histories and might have had previous owners who possessed 
  psychic abilities.
  DIVIDE MIND
  School enchantment [mind-affecting]; Level psychic 9
  Casting Time 1 standard action
  Components V
  
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  Range personal
  Target you
  Duration 1 minute
  Saving Throw none; Spell Resistance no
  You partition your mind to maximize your mental power. Until 
  the spell ends, you roll twice and use the higher result for all 
  Will saves, Intelligence checks, and Intelligence-based skill 
  checks. In addition, as a swift action you can have your second 
  mind perform any purely mental action that normally requires a 
  standard action or a move action. This includes casting psychic 
  spells, using spell-like abilities, and concentrating on spells. 
  Spells and spell-like abilities cast or used by your secondary 
  mind this way can’t exceed 5th level.
  DREAM COUNCIL
  School illusion (phantasm) [mind-affecting]; Level bard 6, 
  medium 4, mesmerist 5, psychic 6, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range unlimited
  Target one or more living creatures
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
  This spell functions as dream, but you and the target of your 
  dream can converse in a limited fashion as long as the recipient 
  is also asleep. You can send or receive a number of dream 
  messages equal to your caster level. Each message can be up 
  to 25 words long or a single vague image that can’t convey fine 
  details such as words. You can send and receive these dream 
  messages with a single target or multiple targets, but each 
  message you send or receive counts against the total number 
  of messages allowed. Sending a message takes 1 round. The 
  spell ends and you wake up when you run out of messages. 
  If you use dream council to send a message to a sleeping 
  creature that has dream or dream council prepared (or is able 
  to cast it spontaneously or as a spell-like ability), the recipient 
  can expend one of your allotted messages to cast that spell 
  while remaining asleep. This uses up that creature’s prepared 
  spell, spell per day, or spell-like ability use as normal. Instead 
  of replying to your message, that character is able to enter your 
  dreamscape. If the sleeping recipient has the Lucid Dreamer 
  feat, it can enter your dreamscape without casting either of 
  those spells. While in the original caster’s dreamscape, those 
  involved in the council can interact with one another and that 
  dreamscape for 10 minutes for each message remaining. When 
  that time elapses, the spell ends. 
  DREAM SCAN
  School divination [mind-affecting]; Level bard 6, medium 4, 
  mesmerist 5, psychic 5, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range unlimited
  Target one living creature
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
  This spell functions as dream, but rather than sending a 
  message to a sleeping target, you can instead read the target’s 
  thoughts. The target must be asleep for you to perform a 
  dream scan, though if the target isn’t asleep, you can wait in a 
  trance until your target falls asleep. Once the target is asleep, 
  you can concentrate in order to read its surface thoughts as if 
  using detect thoughts. You can continue concentrating for up to 
  1 minute per caster level.
  Instead of reading surface thoughts, you can choose to scan 
  the target’s dreams and subconscious mind for the answers to 
  questions. For every minute you spend concentrating, 
  you can obtain the answer to one question, 
  
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  though the answers might be brief, cryptic, or repetitive. The 
  target is entitled to a new Will save to end the dream scan each 
  time you ask it a question. Otherwise, the creature can attempt 
  a Bluff check with a DC equal to 11 + your Sense Motive modifier. 
  If it fails its Bluff check, you gain the information you desire. If 
  it succeeds at its check, you gain no information. If it succeeds 
  at its check by 5 or more, you misinterpret the target’s dreams—
  you draw a false conclusion of the target’s choice and believe 
  that wrong answer to be true. 
  Unlike with dream, you can’t cast this spell on another 
  creature to have it serve as your messenger.
  DREAM TRAVEL
  School conjuration (teleportation) [mind-affecting]; 
  Level mesmerist 6, psychic 6
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target you and one creature/level
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You and the other targets of the spell are physically drawn from 
  the Material Plane into the Dimension of Dreams on a voyage 
  into the dreams of a creature you designate. In the Dimension of 
  Dreams, you move through a swirling sea of thoughts, desires, 
  and emotions created by the minds of dreamers everywhere to 
  reach your destination dreamscape. Reaching the destination 
  dreamscape takes 1 hour. At any point before the spell’s duration 
  ends, you can dismiss the spell to return to where you started on 
  the Material Plane. The connection between dreams and reality is 
  inherently tenuous, and your ability to arrive precisely where you 
  mean to is dependent on your familiarity with the dreamer you’re 
  trying to find. To determine how accurate your arrival is at the end 
  of your dream travel, roll d% on the following table.
   
  On 
  Off 
   
  Dreamscape 
  Familiarity 
  Target 
  Target 
  Other 
  Mishap
  Very familiar 
  1–97 
  98–99 
  100 
  —
  Somewhat familiar 
  1–94 
  95–97 
  98–99 
  100
  Known creature 
  1–88 
  89–94 
  95–98 
  99–100
  Not well known 
  1–76 
  77–88 
  89–96 
  97–100
  False identity 
  — 
  — 
  81–92 
  93–100 
  Familiarity: “Very familiar” means that you have had contact 
  using dream, dream council, dream scan, or a similar spell within 
  the past 24 hours with the creature whose dreamscape you are 
  trying to locate. “Somewhat familiar” means that you have had 
  contact with the dreaming character using one of those spells at 
  least once in the past. “Known creature” means that while you 
  know the creature whose dreamscape you’re trying to locate, you 
  have not connected to its dreams with those spells. “Not well 
  known” is a creature you have heard of, know by name and true 
  identity, but have never met. 
  “False identity” means that whether or not you have met the 
  creature, you know it only through a false identity. When trying 
  to locate the dreamscape of a creature known to you through a 
  false identity, roll 1d20 + 80 on the table to obtain your results 
  (instead of rolling d%), since there is no way for you to pinpoint 
  the correct dreamscape.
  On Target: You travel to the correct creature’s current 
  dreamscape. 
  Off Target: You travel to an area near the target dreamscape 
  on the Ethereal Plane.
  Other Dreamscape: You travel to a similar creature’s 
  dreamscape on the Dimension of Dreams.
  Mishap: You and anyone else traveling with you experience a 
  mishap during travel; each character takes 1d10 points of damage 
  and must reroll on the table to see where it ends up. For these 
  rerolls, roll 1d20 + 80. Each time “Mishap” comes up, the travelers 
  take more damage and must reroll to see where they end up. 
  Regardless of the accuracy of your dream travel, you and your 
  companions all arrive at the same location (except in the case 
  of a mishap). Mindless creatures can’t use dream travel, nor can 
  creatures that can’t dream.
  You might be able to exit the dream near the creature on its 
  home plane. If you and the other creatures are still in a dream 
  when the dreamer wakes up, the dreamer can decide to bring 
  you out onto its plane within 1d10 miles of itself. If it chooses 
  not to, you and the other travelers are pushed into another 
  dreamscape or onto the Ethereal Plane. The spell ends when the 
  creature wakes up, so you no longer have the option to dismiss 
  the spell and return home. However, you do get enough warning 
  that a spell is about to end that you can dismiss it before the 
  dreamer awakens and decides whether to allow you to arrive at 
  its location.
  You can use dream travel to travel to the dream of a creature 
  on another plane, but this requires trekking through the dreams 
  of outsiders. It takes 1d4+1 hours of uninterrupted travel to 
  reach the destination dream, and each traveler must succeed at 
  a Will save each hour spent traveling in this fashion. The DC of 
  this save is 10 for the first hour, and increases by 5 for each hour 
  thereafter. If a creature fails this saving throw, it becomes shaken 
  for the remainder of the dream travel and for a number of hours 
  thereafter equal to the amount of time spent using dream travel 
  to reach the destination plane. After the first time a creature fails 
  the saving throw, one of the following effects occurs (determined 
  randomly by the GM). These effects are considered emotion 
  effects, in addition to any other descriptors that apply.
  d6 
  Result
  1 
  Creature contracts cackle fever or mindfire (equal chance of 
  either; see page 557 of the Pathfinder RPG Core Rulebook).
  2 
  Creature is cursed, as bestow curse; if the creature is a 
  spellcaster, it instead acquires a random minor spellblight 
  (Pathfinder RPG Ultimate Magic 94).
  3 
  Creature is attacked by a phantasmal killer, and is treated 
  
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  as having failed the initial saving throw to disbelieve it. 
  The Fortitude save DC is equal to the Will save DC that the 
  creature failed. 
  4 
  Creature is possessed as possession (see page 181) by an 
  outsider (50% chance to be a creature from the destination 
  plane; otherwise, it is a random hostile outsider).
  5 
  Creature is affected as feeblemind.
  6 
  Creature is affected as insanity.
  Traveling to a different planar destination decreases the 
  accuracy of your dream transit. If you exit a creature’s dream 
  onto a plane different from the plane you started on, you end up 
  in a random location on the destination plane.
  If the target of your dream travel isn’t dreaming, you and the 
  other travelers can wait on the Dimension of Dreams until that 
  creature begins sleeping. For each hour that passes during this 
  wait, each dream traveler must attempt a Will save as if it were 
  traveling to reach another plane.
  DREAM VOYAGE
  School conjuration (teleportation) [mind-affecting]; 
  Level psychic 9
  This spell functions as dream travel, but you and your 
  companions travel through the Dimension of Dreams in a 
  fantastical vehicle of your own devising that halves the travel 
  time. Only you can pilot the vessel, and you can do so even if 
  you aren’t inside it. Your psychic vehicle buffers minds from the 
  intense emotional tides of the Dimension of Dreams, rendering 
  everyone inside immune to harmful emotion and fear effects. 
  Unlike with dream travel, there is no chance the vessel arrives 
  off target. In addition, you need not have met the target 
  creature, but in that case you must have at least a reliable 
  description of it. However, if you attempt to travel there with 
  insufficient or incorrect information, you do need to roll, using 
  the false identity entry from dream travel.
  Creatures that disembark from your vehicle can either enter 
  the dreamscape or exit to the plane where the dreamer’s body 
  lies, arriving within 1 mile of the dreamer’s body. All creatures 
  that disembark from the vehicle onto a plane at the same time 
  arrive in the same place. The dreamer can’t prevent the dream 
  voyagers from entering its dream, but can attempt a Will save 
  to prevent a group of creatures from exiting to the plane where 
  its body resides.
  
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  The psychic vehicle remains in the dream for the remainder of 
  the spell’s duration, even if it’s unoccupied. A creature adjacent 
  to the dreamer can reenter the dream vessel as a full-round 
  action through an illusory portal only subjects of the spell can 
  see. You can return the vessel to the point where you cast dream 
  voyage to allow any number of passengers to return to that 
  plane, and can return it to the dream again. Either of these trips 
  takes the same amount of time as the initial travel, and can 
  be done any number of times within the spell’s duration. If the 
  vessel moves out of a dreamscape, companions left behind can’t 
  return to the vessel by being near the dreamer. If a companion 
  is killed, its body doesn’t return to the dream voyage unless you 
  carry it with you, just like any other object.
  If the dreamer awakens while the dream vessel is still in its 
  dream, it can allow the dream travelers to exit or not (as with 
  dream travel). The dream vessel remains intact in the Dimension 
  of Dreams for the spell’s duration even if it’s untethered from a 
  dream. It drifts through dreams when this happens, and you can’t 
  pilot it to another dream (even a dream of the initial dreamer if 
  that creature begins dreaming again). If you dismiss the spell at 
  any time, you and all subjects within the dream vessel return to 
  where you started on the Material Plane.
  You can increase the number of companions you can bring 
  on a dream voyage to 10 creatures per caster level, though to 
  do so you must increase the casting time, maintaining your 
  concentration and touching up to 6 creatures per round as a full-
  round action. If your concentration is disrupted before you touch 
  all of the targets, the spell is wasted and has no effect. Once you 
  have touched all of your companions, the dream voyage begins; 
  however, its duration is reduced to 1 hour.
  ECTOPLASMIC ERUPTION
  School evocation; Level psychic 7, spiritualist 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft.-radius burst 
  Duration 1 round/level
  Saving Throw Reflex half and Will partial; see text; Spell 
  Resistance yes
  A cascading avalanche of pale, swirling ectoplasmic matter 
  erupts from a point you select. All creatures in the area when 
  the spell is cast take 6d6 points of bludgeoning damage and 
  are entangled for a number of rounds equal to your caster level. 
  This spell passes between planes, so it affects ethereal and 
  incorporeal creatures normally.
  In addition, each ethereal or incorporeal creature in the area must 
  succeed at a Will save or be pushed partially onto the Material 
  Plane for a number of rounds equal to your caster level. It must 
  attempt this Will save regardless of whether it succeeded at the 
  Reflex save. An incorporeal creature pushed partially onto the 
  Material Plane can’t enter or pass through solid objects, takes half 
  damage from nonmagical attack forms, and takes full damage from 
  magic weapons, spells, spell-like effects, and supernatural effects. 
  Corporeal spells and effects that don’t cause damage affect the 
  creature normally instead of having a 50% chance of affecting it. The 
  creature still gains the other benefits of being incorporeal, and retains 
  its attack bonuses and Armor Class.
  ECTOPLASMIC SNARE
  School evocation; Level magus 3, psychic 3, shaman 3, 
  sorcerer/wizard 3, spiritualist 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2   
   
   
  levels)
  Effect entangling web of ectoplasm
  Duration concentration, up to 1 round/level (D)
  Saving Throw Reflex partial; see text; Spell Resistance yes
  You unleash a writhing tendril of ectoplasm to grapple 
  
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  or entangle a target creature. You must make a ranged touch 
  attack to strike a target. If you hit, the target can attempt a 
  Reflex save. On a successful save, the target is entangled for the 
  duration of the spell and suffers no other effects. If the target 
  fails this saving throw, the tendril is more restrictive, making 
  the target grappled and dealing it 1d6+4 points of bludgeoning 
  damage. Each round when you concentrate to maintain the 
  spell, the snare attempts a grapple combat maneuver check 
  to maintain the grapple. As normal when grappling, the snare 
  gains a +5 bonus on grapple combat maneuver checks against 
  opponents it is already grappling. The snare’s CMB is equal to 
  6 + your caster level, and its CMD is equal to 16 + your caster 
  level. Since the ectoplasm passes between planes, this spell 
  affects incorporeal and ethereal creatures normally.
  You remain tethered to the target for the duration of the 
  spell. You can shrink or extend the snare, but if the distance 
  between you and the target exceeds the spell’s range, the snare 
  disappears. The ectoplasmic tether has hardness 10 and a number 
  of hit points equal to 10 + your caster level + your Constitution 
  modifier, and the tether can be damaged or sundered anywhere 
  along its length. You are not considered to have the grappled 
  condition while tethered to the target. You can perform the move 
  or damage action on a successfully grappled target, moving 
  it up to half your speed or dealing an additional 1d6+4 points 
  of bludgeoning damage to it on a successful grapple combat 
  maneuver check. You can’t pin your target.
  EGO WHIP I
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level psychic 3
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance yes
  You can use your psychic power to overwhelm the target’s ego, 
  leaving the target feeling hopeless and unsure of itself. Choose 
  Intelligence, Wisdom, or Charisma. The target takes a –2 penalty 
  to that ability score, and is also staggered for the first round it’s 
  affected. A successful Will save negates the staggered effect and 
  reduces the duration of the penalty to 1 round. 
  EGO WHIP II
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level psychic 4
  This functions as ego whip I, but the target takes a –4 penalty 
  to the chosen ability score and is staggered for 1d4 rounds on a 
  failed Will save. This spell can be undercast.
  EGO WHIP III
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level psychic 5
  This functions as ego whip I, but the target takes a –6 penalty 
  to the chosen ability score and is staggered for 1d6 rounds on a 
  failed Will save. This spell can be undercast.
  EGO WHIP IV
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level psychic 6
  This functions as ego whip I, but the target takes –8 penalty to 
  the chosen ability score and is staggered for 1d8 rounds on a 
  failed Will save. This spell can be undercast.
  EGO WHIP V
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level psychic 7
  This functions as ego whip I, but the target takes –10 penalty to 
  the chosen ability score and is staggered for 1d10 rounds on a 
  failed Will save. This spell can be undercast.
  EMOTIVE BLOCK  
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level mesmerist 2, psychic 3, spiritualist 2
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature 
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You create an emotional block in the target’s mind, adding an 
  emotion component to each spell or spell-like ability he uses. This 
  is in addition to any other components the spell already requires, 
  and doesn’t replace the somatic component. The target’s spell-
  like abilities require this emotion component, even though they 
  normally don’t need spell components.
  As usual with emotion components, the target can’t cast 
  spells (or use spell-like abilities, in this case) while affected by a 
  non-harmless emotion or fear effect.
  ENSHROUD THOUGHTS
  School abjuration [mind-affecting]; Level alchemist 2, bard 2, 
  inquisitor 2, medium 2, mesmerist 2, psychic 2, ranger 3, 
  shaman 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you 
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  You become warded against the mental prying of others, 
  including the effects of divination spells such as detect 
  thoughts and seek thoughtsAPG, as well as enchantment spells 
  such as modify memory and memory lapseAPG. If another 
  creature attempts to target you with a mind-affecting spell that 
  
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  detects or alters your thoughts or memories, the caster must 
  succeed at a caster level check against a DC equal to 11 + your 
  caster level or the spell fails. Only spells that detect or alter 
  your thoughts or memories are blocked by this spell; effects 
  such as clairaudience/clairvoyance, detect evil, and locate 
  creature continue to affect you as normal.
  ENTRAP SPIRIT
  School necromancy; Level medium 4, occultist 5, psychic 5, 
  spiritualist 4
  Casting Time 1 standard action
  Components V, S, F (a small silver mirror)
  Range close (25 ft. + 5 ft./2 levels)
  Target incorporeal creature or haunt 
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You trap the target in the mirror used as the spell’s focus. The 
  target cannot be affected by any means while inside the mirror. 
  If the mirror is destroyed, any incorporeal creature within is 
  immediately freed and any haunt within returns to its original 
  location. Creatures that assumed incorporeal form through a 
  spell or other means remain incorporeal while trapped, even 
  if the duration of the effect that rendered them incorporeal 
  expires. If your focus mirror belonged to the target, the target 
  takes a –2 penalty on its saving throw.
  ERASE IMPRESSIONS
  School abjuration; Level medium 3, mesmerist 4, occultist 3, 
  psychic 5, spiritualist 4
  Casting Time 1 round
  Components V, S
  Range touch
  Target object touched
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  You banish psychic impressions from the object touched, 
  rendering it devoid of recent history. You choose how much 
  time to erase, up to a maximum of 1 day per caster level. 
  You must erase impressions from the present time back; you 
  cannot choose to leave recent events untouched. Impressions 
  erased in this manner cannot be recovered via object reading, 
  legend lore, or similar measures.
  Casting erase impressions on a corpse removes recent 
  psychic impressions from when the creature was alive as well, 
  making those memories unavailable to speak with dead. For 
  example, a 5th-level caster casting the spell on a 2-day-old 
  corpse could erase the past 2 days of psychic impressions 
  from the corpse and 3 additional days of information from just 
  before the creature died.
  ETHEREAL ENVELOPE
  School conjuration (teleportation); Level psychic 5, spiritualist 4
  Casting Time 1 standard action
  Components S, M (empty crystal box)
  Range personal
  Target you
  Duration 1 hour/level (D)
  You place yourself into a cataleptic meditative state and shunt 
  yourself to the Ethereal Plane, where your body is cocooned 
  within a folded ripple of misty space, with total cover from 
  creatures on the Ethereal Plane. While inside your ethereal 
  envelope, you are treated as being asleep for most purposes. 
  You can choose an amount of time within the duration when 
  casting this spell, and you automatically dismiss the spell 
  when that time elapses. Your ethereal envelope counts as 
  an object of your size with AC 10, hardness 5, and hit points 
  equal to twice your level, and it is immune to bludgeoning 
  damage. An attacker must be on the Ethereal Plane or have a 
  way to see ethereal objects in order to detect your ethereal 
  envelope. The envelope can also be broken open with a 
  successful Strength check with a DC equal to 15 + your caster 
  level (to a maximum DC of 30). If the ethereal envelope is 
  destroyed, the spell ends immediately. 
  When the spell ends, you remain asleep without the 
  protection of the envelope for 1 round. At the end of that 
  round, you are shunted back to the Material Plane at the 
  location where you cast the spell, and you are staggered for 
  1 round as you reorient yourself to the Material Plane. You can’t 
  use this spell to travel from your location on the Ethereal Plane. 
  If the space you formerly occupied is now occupied by another 
  creature or object, you are shunted to the nearest open space 
  and take 1d10 points of damage. 
  ETHEREAL ENVELOPMENT
  School conjuration (teleportation); Level psychic 7, spiritualist 5
  Casting Time 1 standard action
  Components S, M (empty crystal box)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 hour/level (D)
  Saving Throw Will negates, see text; Spell Resistance yes
  This spell is similar to ethereal envelope, but it allows you to 
  shunt an unwilling creature to the Ethereal Plane and seal it 
  there within a cocoon of misty ethereal fibers. If the target 
  fails its save, it’s forced into a cataleptic meditative state as 
  if unconscious. However, each round at the end of its turn, it 
  can attempt a Will save to awaken itself from this meditation. 
  Once the target awakens, it is considered pinned, treating 
  your caster level as your CMB and your CMD as 10 + your caster 
  level + your ability modifier for your primary spellcasting 
  ability score. A successful grapple combat maneuver check or 
  Escape Artist check leaves the creature grappled rather than 
  pinned but doesn’t allow it to escape. However, a trapped 
  creature can attack the cocoon as described in the ethereal 
  envelope spell description.
  If the creature breaks free of the ethereal envelopment or 
  
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  you dismiss the spell, the target is returned to its prior location 
  on the Material Plane, as described for ethereal envelope, but 
  if the target is conscious at the time, it doesn’t spend a round 
  asleep or staggered.
  ETHEREAL FISTS
  School transmutation; Level magus 4, spiritualist 3
  Casting Time 1 standard action
  Components S
  Range personal
  Target you
  Duration 1 minute/level (D)
  Your hands reach simultaneously into the Ethereal and Material 
  planes, allowing you to deal normal damage with claws, 
  unarmed strikes, and touch spells or effects to ethereal creatures. 
  Miss chance due to etherealness (such as from the blink spell) 
  doesn’t apply, though miss chance based on concealment does.
  ETHERIC SHARDS 
  School evocation [force]; Level occultist 4, psychic 5, 
  spiritualist 4
  Casting Time 1 standard action
  Components S, M (broken glass)
  Range medium (100 ft. + 10 ft./level)
  Area one 10-ft. cube/level
  Duration 1 hour/level (D)
  Saving Throw Reflex partial or Reflex negates (see text); 
  Spell Resistance no
  You harden interpenetrated ethereal substance into deadly 
  transdimensional razors that are invisible to normal sight. 
  Movement through an area of etheric shards is halved, even 
  for incorporeal creatures, and creatures entering a 5-foot 
  cube filled with etheric shards take 1d8 points of piercing 
  and slashing damage and must succeed at a Reflex 
  save or take 1 point of bleed damage. This bleed 
  damage stacks with itself and other sources of bleed 
  damage. A creature standing within an area of etheric 
  shards takes no damage as long as it remains completely 
  motionless, but even the minor movements involved in 
  attacking or defending in combat force a stationary creature 
  to attempt a Reflex save. If a stationary creature succeeds at 
  this save, it avoids damage completely for that round, but if it 
  fails, it takes hit point damage and bleed damage as though 
  it had moved through the square.
  A creature forcibly moved through an area of etheric 
  shards, such as by a bull rush or drag combat maneuver, takes 
  a –4 penalty on its saving throw, but a creature able to see 
  invisible or ethereal objects gains a +4 bonus, and damage to 
  it is completely negated on a successful Reflex save. 
  Etheric shards are considered a magical trap, and a creature 
  with trapfinding can use Perception to find them. The DC of 
  this check is equal to 25 + the spell’s level. Etheric shards 
  can’t be disabled with the Disable Device skill. 
  EXPLODE HEAD
  School evocation; Level magus 6, psychic 5, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels)
  Target one living corporeal creature
  Duration instantaneous
  Saving Throw special; see text; Spell Resistance yes
  You cause incredible pressure to build in the target’s head; this spell 
  works only on a creature that has a head and would die from the 
  loss of a head. The spell kills any such target that has 20 hit points or 
  fewer, exploding its head and spreading debris in a 10-foot radius. 
  Each creature in the area must succeed at a Reflex saving throw or 
  take 2d6 points of slashing damage from the flying debris.
  
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  A target with more than 20 hit points takes 1d6 points of 
  damage per caster level (maximum 20d6), but can attempt a 
  Fortitude save to take only half damage. If this damage would 
  cause the target to become disabled or dying, the target dies 
  and its head explodes as described above.
  FOSTER HATRED
  School enchantment (compulsion) [emotion]; 
  Level antipaladin 4, inquisitor 5, mesmerist 5, psychic 6, 
  spiritualist 5
  Casting Time 1 standard action
  Components S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target any number of living creatures, no two of which can be 
  more than 30 ft. apart
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You build upon your targets’ innate prejudice, stoking it from a 
  simmer to the full flame of hatred. Choose a creature type (if you 
  choose humanoid or outsider, you must also choose a subtype). 
  Targets who hold no ill will toward and have a completely 
  positive opinion of the chosen creatures automatically succeed 
  at their saving throws, while targets with a particular hatred 
  toward the chosen creature (such as the dwarf’s hatred racial 
  ability) take a –4 penalty on their saving throws. Targets that 
  fail their saving throws become hostile toward all creatures of 
  the chosen type and never treat them as allies for the spell’s 
  duration. Affected creatures take everything creatures of the 
  chosen type do in the worst possible light.  
  Since most creatures don’t hold ill-will toward their own 
  race, you can use foster hatred toward a smaller subset of 
  creatures of your chosen type, such as worshipers of Shelyn, in 
  order to focus the hatred onto your chosen targets. 
  GHOST WHIP
  School evocation; Level cleric 2, inquisitor 2, magus 2, occultist 
  2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Effect whip of flexible ectoplasm
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  A white, 15-foot-long lash of ghostly evanescence appears 
  from your hand. This weapon is treated as a ghost touch whip 
  with no enhancement bonus. You can wield it as a whip as if 
  you were proficient. Attacks with a ghost whip are resolved 
  as incorporeal touch attacks. The whip affects only creatures 
  you attack with it, passing through objects and other creatures 
  in its path and thereby allowing you to ignore cover between 
  you and your target. When a ghost whip attack passes through 
  total cover, the target is treated as having total concealment 
  (50% miss chance). Against incorporeal and undead creatures, 
  a ghost whip deals lethal damage and can be used to perform 
  drag or reposition combat maneuvers (in addition to a whip’s 
  normal disarm and trip maneuvers). A ghost whip cannot be 
  disarmed or sundered.
  GRAVE WORDS
  School necromancy [language-dependent]; Level medium 0, 
  occultist 0, psychic 0, spiritualist 0
  Casting Time 1 minute
  Components S
  Range touch
  Target one dead creature
  Duration 1 round
  With this spell and a touch, you can force a corpse talk to 
  you, but you can’t ask it specific questions or communicate 
  with it at all. The corpse will start babbling for 1 round, 
  spitting out random sentences. There is a 10% chance this 
  information is of some use to the caster, but it is difficult to 
  distinguish whether the information is useful (the GM makes 
  the percentile roll in secret). 
  Useful information may include warnings about dangers 
  deeper in a dungeon, the command word to a magic item, or 
  even vague and spectral warnings of your or your companions’ 
  future. The GM decides what information, useful or not, the 
  corpse spews out in its babbling.
  Once a corpse has been subject to grave words by any 
  caster, any new attempt to cast grave words on that corpse 
  fails. You can cast this spell on a corpse that has been 
  deceased for any amount of time, but the head of the corpse 
  must have a mouth in order to speak at all. This spell doesn’t 
  affect a corpse that has been turned into an undead creature. 
  HYPERCOGNITION
  School divination; Level alchemist 3, bard 3, medium 2, 
  psychic 2, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V
  Range personal
  Target you
  Duration see text
  You rapidly catalog and collate all available data on a person, 
  place, thing, or event, calling to mind scraps of memory 
  and assembling clues in a logical and systematic order. 
  Immediately after casting the spell, you can begin spending 
  the necessary time to perform an Intelligence check, a 
  Linguistics check to detect a forgery or decipher a hidden 
  message, or a Knowledge check. If the check requires at least 
  3 rounds, you can perform it five times as quickly (minimum 
  1 round). If the check required fewer than 3 rounds, you can 
  perform it instantly. Either way, you gain an insight bonus on 
  the check equal to your caster level (maximum bonus +10), 
  but this bonus can’t raise your result above what you could 
  have achieved on a natural 20. 
  
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  ID INSINUATION I
  School enchantment (compulsion) [mind-affecting]; Level 
  psychic 2
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration concentration + 1 round
  Saving Throw Will negates; Spell Resistance yes
  By invading the mind of a creature with your psychic presence, 
  you can isolate parts of its mind, preventing the target from 
  functioning in a coherent manner. The target is confused 
  as long as you concentrate on it plus 1 additional round. A 
  successful Will save negates this effect. 
  ID INSINUATION II
  School enchantment (compulsion) [mind-affecting]; 
  Level psychic 3
  Targets two creatures
  This functions as id insinuation I, except as noted above. In 
  addition, on the first round of the effect, the targets of this spell 
  must roll twice to determine the result of their confused condition. 
  You select which roll is used. This spell can be undercast.
  ID INSINUATION III
  School enchantment (compulsion) [mind-affecting]; 
  Level psychic 4
  Targets three creatures
  This functions as id insinuation I, except as noted above. 
  In addition, on the first 2 rounds of the effect, the targets 
  of this spell must roll twice to determine the result of their 
  confused conditions. You select which roll is used. This spell 
  can be undercast.
  ID INSINUATION IV
  School enchantment (compulsion) [mind-affecting]; 
  Level psychic 5
  Targets four creatures
  This functions as id insinuation I, except as noted above. 
  In addition, on the first round of the effect, you can 
  select the result of each creature’s confused condition 
  without having to roll, but this doesn’t allow you to make 
  any decisions about how that result is applied. On the 
  following rounds of the effect, the targets of this 
  spell must roll twice to determine their confused 
  effect. You select which roll is used. This spell can be 
  undercast.
  IMPLANT FALSE READING
  School illusion (glamer); Level mesmerist 2, occultist 2, 
  psychic 2
  Casting Time 1 minute
  Components V, S
  Range touch
  Target object touched
  Duration 1 day/level
  Saving Throw none; see text; Spell Resistance no
  You implant a false psychometric reading into an object, 
  imbuing the item with misleading information that might 
  be learned from the object reading spell or through the 
  psychometry occult skill unlock (see page 196). This 
  information might fool enemies, create a false history, or pass 
  on secret messages through objects to psychically attuned 
  allies. You can implant any information you wish that could 
  be implanted by the charge object spell, as well as up to 
  one piece of information per 3 levels that could be attained 
  using psychometry or the object reading spell. You can detail 
  this information in any way you see fit, either making up 
  a previous owner and circumstances involving the object 
  
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  from whole cloth, or attempting to emulate the biographical 
  information and fictional accounts of a specific individual’s 
  experience with the object.
  During the spell’s duration, creatures reading the object 
  through the object reading spell or the psychometry occult skill 
  unlock receive this false information in place of an item’s true 
  history if they fail a Will saving throw. Creatures that succeed 
  at their saves still detect and receive the false information, but 
  recognize it for what is and are able to discern the fictitious 
  information from the item’s true history without difficulty.
  This spell masks its own magical aura, causing the target 
  to not register as magical to detect spells and similar effects. 
  This masking doesn’t conceal any other magical auras on the 
  object, and can be overcome in the same ways as magic aura.
  INCORPOREAL CHAINS
  School evocation [force]; Level psychic 6, spiritualist 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one incorporeal creature/level, no two of which can be 
  more than 30 ft. apart
  Duration concentration
  Saving Throw none; Spell Resistance yes
  You summon ghostly chains to bind incorporeal creatures. The 
  chains’ CMB is equal to your caster level + your Intelligence 
  modifier. Roll only once for the entire spell effect and apply the 
  result to all targeted incorporeal creatures.
  If the chains succeed in grappling an incorporeal creature, 
  the creature takes an amount of damage equal to 1d8 + your 
  key spellcasting ability score modifier and gains the grappled 
  condition. Grappled opponents can’t move without first 
  breaking the grapple. The spell prohibits all other movement 
  unless the creature breaks the grapple first (although 
  dimensional magic and the like still work as normal). Each 
  round you concentrate, the chains continue grappling their 
  current targets (though they don’t seek out targets they aren’t 
  currently grappling). The incorporeal chains receive a +5 bonus 
  on grapple combat maneuver checks against opponents the 
  chains are already grappling, but can’t move foes or pin foes. 
  Each round the incorporeal chains succeed at a grapple combat 
  maneuver check, they deal an additional amount of damage 
  equal to 1d8 + your key spellcasting ability score modifier. The 
  CMD of incorporeal chains, for the purposes of escaping the 
  grapple, is equal to 10 + its CMB. If you move out of range of 
  any of the grappled creatures, the chains cease grappling those 
  creatures. 
  INFLICT PAIN
  School enchantment [mind-affecting, painUM]; Level 
  antipaladin 2, inquisitor 2, medium 2, mesmerist 2, occultist 2, 
  psychic 2, sorcerer/wizard 3, spiritualist 2, witch 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will partial; see text; Spell Resistance yes
  You telepathically wrack the target’s mind and body with 
  agonizing pain that imposes a –4 penalty on attack rolls, skill 
  checks, and ability checks. A successful Will save reduces the 
  duration to 1 round.
  INFLICT PAIN, MASS
  School enchantment [mind-affecting, painUM]; Level 
  antipaladin 4, inquisitor 5, medium 4, mesmerist 5, occultist 5, 
  psychic 6, sorcerer/wizard 7, spiritualist 5, witch 7
  Target one creature/level, no two of which can be more than 
  30 ft. apart.
  This spell functions like inflict pain except as noted above. 
  INSTIGATE PSYCHIC DUEL
  School illusion (phantasm) [mind-affecting]; Level medium 2, 
  mesmerist 2, occultist 2, psychic 2, spiritualist 2
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Targets one creature
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  You begin a psychic duel (see page 202) with a creature. This 
  psychic duel takes place on a binary mindscape (see page 235) 
  that includes only two minds: yours and the target’s. This spell 
  ends and both minds return to their respective bodies if one of 
  you drops below 0 hit points or if both of you agree to end the 
  psychic duel (a free action that you can perform even if it isn’t 
  your turn).
  Even if you cast the spell, you must succeed at a Will save to 
  escape your own psychic duel if your opponent doesn’t want 
  to allow you to leave. Spells like mindscape door can also free 
  you from the mindscape (and mindscape door is one of the few 
  spells you can cast in a binary mindscape). A binary mindscape 
  is clearly illusory, and disbelieving the illusion doesn’t alter 
  how the mindscape works.
  INTELLECT FORTRESS I
  School abjuration; Level psychic 4
  Casting Time 1 immediate action
  Components V
  Range 20 ft.
  Area 20-ft.-radius emanation centered on you
  Duration 1 round
  Saving Throw none; Spell Resistance yes (harmless)
  Using the power of pure logic, you disrupt mental attacks. 
  Intellect fortress I suppresses all effects with the emotion and 
  fear descriptors for its duration. 
  
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  INTELLECT FORTRESS II
  School abjuration; Level psychic 5
  This spell functions as intellect fortress I, but in addition, any 
  mind-affecting effects that deal damage have their damage 
  reduced by half (before any reduction due to a successful save 
  or other effect). This applies to both hit point damage and ability 
  score damage. This spell can be undercast.
  INTELLECT FORTRESS III
  School abjuration; Level psychic 6
  This spell functions as intellect fortress II, but creatures 
  within the area who succeed at a saving throw against a fear 
  or emotion effect suffer no effects, even if there is usually 
  a partial effect on a successful saving throw. This spell can 
  be undercast.
  MENTAL BARRIER I
  School abjuration; Level psychic 2
  Casting Time 1 immediate action
  Components V
  Range personal
  Target you
  Duration 1 round
  You put a barrier of mental energy that protects you from harm. 
  This barrier grants you a +4 shield bonus to AC. In addition, you 
  take half damage from mind thrust I and II (reduced to one-
  quarter on a successful Will save).
  MENTAL BARRIER II
  School abjuration; Level psychic 3
  This spell functions as mental barrier I, but the shield bonus 
  to AC increases to +6. In addition, you take half damage from 
  mind thrust I, II, and III (reduced to one-quarter on a successful 
  Will save). This spell can be undercast.
  MENTAL BARRIER III
  School abjuration; Level psychic 4
  This spell functions as mental barrier I, but the shield bonus to 
  AC increases to +8. In addition, you are immune to mine thrust 
  I, and you take half damage from mind thrust II, III, and IV 
  (reduced to one-quarter on a successful Will save). This spell can 
  be undercast.
  
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  MENTAL BARRIER IV
  School abjuration; Level psychic 5
  This spell functions as mental barrier III, but if you are struck 
  by a critical hit or sneak attack, there is a 25% chance that 
  the additional damage is negated (as light fortification). This 
  does not stack with similar effects that negate the additional 
  damage from a critical hit or sneak attack. In addition, you 
  are immune to mind thrust I and II, and you take half damage 
  from mind thrust III, IV, and V (reduced to one-quarter on a 
  successful Will save). This spell can be undercast.
  MENTAL BARRIER V
  School abjuration; Level psychic 6
  This functions as mental barrier III, but if you are struck by 
  a critical hit or sneak attack, there is a 50% chance that the 
  additional damage is negated (as moderate fortification). This 
  does not stack with similar effects that negate the additional 
  damage from a critical hit or sneak attack. In addition, you are 
  immune to mind thrust I, II, and III, and you take half damage 
  from mind thrust IV, V, and VI (reduced to one-quarter on a 
  successful Will save). This spell can be undercast.
  MENTAL BLOCK
  School divination [mind-affecting]; Level bard 2, mesmerist 1, 
  psychic 2 
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You lock access to the target’s procedural memories, preventing 
  it from drawing upon its experience and expertise. The target 
  loses all skill ranks, spells known, spells prepared, and activated 
  feats, as well as its extraordinary, supernatural, and spell-like 
  abilities. Each round at the end of the target’s turn, the target 
  can attempt another Will save to end this effect. 
  MICROCOSM
  School illusion (phantasm) [mind-affecting]; Level psychic 9
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one or more creatures
  Duration permanent
  Saving Throw Will partial (see text); Spell Resistance yes
  You plunge the targets’ minds into a veiled immersive mindscape 
  (see page 235) of your own design. You can affect any number 
  of creatures whose combined total Hit Dice do not exceed 30. 
  A creature of 10 HD or fewer gets no saving throw, one of 
  11–15 HD escapes after 10 minutes per level you possess on a 
  successful save, and a creature of 16 HD or more negates the 
  effect on a successful save. Given time, the bodies of creatures 
  whose minds are trapped in a microcosm can die of starvation 
  and thirst without care. Creatures can neither escape from nor 
  enter a microcosm, even via a mindscape door. Microcosm can 
  be ended only by miracle or wish.
  Creatures inside a microcosm can be affected by mind-
  affecting effects targeted against their real bodies. However, 
  they perceive them as natural events within their inner 
  mindscape. Multiple creatures affected by the same microcosm 
  can interact with one another within the mindscape.
  MIND PROBE
  School divination [mind-affecting]; Level medium 3, 
  mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 5
  Casting Time 1 minute
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You gain access to the subject’s memories and knowledge. You 
  can attempt to learn the answer to one question per round. 
  A successful Will save ends the spell. Otherwise, the creature 
  can attempt a Bluff check with a DC equal to 11 + your Sense 
  Motive modifier. If it fails its Bluff check, you gain the answer 
  you desire. If it succeeds at its check, you gain no information. 
  If it succeeds by 5 or more, it answers whatever it chooses, and 
  you believe that wrong answer to be true. Your questions are 
  purely telepathic inquiries, and the answers to those questions 
  are imparted directly to your mind. You and the target don’t 
  need to speak the same language, though less intelligent 
  creatures may yield up only appropriate sensory images in 
  answer to your questions.
  MIND SWAP
  School enchantment (compulsion) [mind-affecting]; Level 
  medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/
  wizard 6, spiritualist 4, summoner 5, witch 6
  Casting Time 1 round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  This spell is similar to possession, except you switch minds with 
  the target, so instead of the target’s soul sharing its body with 
  yours and being unable to act, the target’s mind moves to your 
  body and can control it as if you each had cast possession on 
  the other. 
  MIND SWAP, MAJOR
  School enchantment (compulsion) [mind-affecting]; Level 
  psychic 9
  Casting Time 1 minute
  
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  Psychic Magic
  Psychic Magic 4
  Components V, S, M (diamonds worth 10,000 gp)
  Target one creature of your same race
  Duration instantaneous
  The spell functions as mind swap, except as noted above. In 
  addition, after 24 hours, instead of using each other’s hit points, 
  you each revert to your original hit points, modified by your 
  new Constitution modifiers. This spell can be reversed only with 
  miracle, wish, or another major mind swap. 
  MIND THRUST I
  School divination [mind-affecting]; Level psychic 1
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will half; Spell Resistance yes
  You divine the most vulnerable portions of your opponent’s 
  mind and overload it with a glut of psychic information. 
  This attack deals 1d6 points of damage per caster level 
  (maximum 5d6). The target receives a Will save for half 
  damage. This attack has no effect on creatures without an 
  Intelligence score.
  MIND THRUST II
  School divination; Level psychic 2
  This functions as mind thrust I, but the target takes 1d8 points 
  of damage per caster level (maximum 5d8). This spell can 
  be undercast.
  MIND THRUST III
  School divination; Level psychic 3
  This functions as mind thrust I, but the target takes 1d8 points 
  of damage per caster level (maximum 10d8). This spell can 
  be undercast.
  MIND THRUST IV
  School divination; Level psychic 4
  This functions as mind thrust I, but the target takes 1d8 points of 
  damage per caster level (maximum 15d8) and is fatigued for 1 
  round if it fails its save. This spell can be undercast.
  MIND THRUST V
  School divination; Level psychic 5
  This functions as mind thrust IV, but the target is also exhausted 
  for 1 round if it fails its save and fatigued for 1 round if it succeeds 
  at its save. This spell can be undercast.
  MIND THRUST VI
  School divination; Level psychic 6
  This functions as mind thrust IV, but the target takes 1d8 points of 
  damage per caster level (maximum 20d8) and is exhausted and 
  stunned for 1 round if it fails its save. This spell can be undercast.
  MINDLINK
  School divination [mind-affecting]; Level medium 1, 
  mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/
  wizard 1, spiritualist 1
  Casting Time 1 standard action
  Components V
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes
  You link your mind to that of a touched creature to swiftly 
  communicate a large amount of complex information in an 
  instant. You decide what the target learns, limited to any amount 
  of information that otherwise could be communicated in 10 
  minutes. This information comes in a series of visual images and 
  emotional sensations, and isn’t language-dependent.
  MINDSCAPE DOOR
  School illusion (phantasm) [mind-affecting]; Level medium 3, 
  mesmerist 3, psychic 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect one illusory portal
  Duration 10 minutes/level
  Saving Throw Will negates (see text); Spell Resistance no
  You or other creatures enter into or escape from a mindscape 
  (see page 234) through an imaginary doorway. This doorway 
  takes on any form of your choosing, but can be no larger than 
  a 5-foot cube. This spell has different effects depending on 
  whether you are inside a mindscape when you cast it. 
  When you cast this spell outside a mindscape, the doorway 
  connects to one mindscape inhabited by a creature of your 
  choice within close range (25 feet + 5 feet per 2 levels) of 
  the door. That creature becomes the door’s conduit, but can 
  attempt a Will save to deny access to the mindscape. You must 
  be aware of the mindscape to connect a mindscape door to it. 
  If you connect to the mindscape, you designate any number of 
  creatures to be able to see and pass through the door as though 
  it were a normal doorway. You can name specific creatures or 
  categories of creatures, or allow all creatures access. Creatures 
  other than those you designate can’t perceive or use the door, 
  nor can mindless creatures or those immune to mind-affecting 
  effects. Once anyone enters the mindscape through the door, 
  a duplicate of the door appears inside the mindscape next to 
  the creature you used as a conduit. Anyone inside a mindscape 
  is able to perceive and use a mindscape door within that 
  mindscape. Anyone who enters is subject to all rules of the 
  mindscape, but is aware she is in a mindscape if you informed 
  her where the portal leads.
  When you cast this spell inside a mindscape, a duplicate of the 
  door appears next to your body in the real world. The creator of 
  the mindscape can attempt a Will saving throw to prevent you 
  
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  from creating the door if she is within the mindscape. The two 
  doors operate as if you’d cast the spell outside a mindscape. 
  You still designate who can use the door from the real world to 
  get into the mindscape, but you can’t prevent creatures within 
  the mindscape from exiting to the real world.
  Typically, a mindscape door operates in both directions, but 
  you can create it as a one-way door if you so choose. Unlike 
  with other spells, you can cast this spell as a full-round action 
  while engaged in a psychic duel. This spell can be used to exit 
  a binary mindscape, but not to enter one. If you successfully 
  cast mindscape door within a veiled mindscape, you learn that 
  you are in a mindscape, but other creatures observing the door 
  don’t automatically realize they are.
  MINDWIPE
  School enchantment (compulsion) [mind-affecting];  
  Level medium 4, mesmerist 4, occultist 4, psychic 4, 
  sorcerer/wizard 4, spiritualist 4
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous; see text
  Saving Throw Will negates; Spell Resistance yes
  You erase a portion of the target’s mind and experiences, 
  inflicting 2 temporary negative levels on the target for 1 day 
  per caster level. If the target is a spellcaster who must choose 
  and prepare spells in advance, each negative level imposed by 
  mindwipe also causes the target to lose one prepared spell from 
  her highest level of spells known for each of her spellcasting 
  classes for which she must prepare spells. These lost spells are no 
  longer considered known by the target until the corresponding 
  negative levels are removed.
  If the target is a spontaneous spellcaster, each negative level 
  inflicted by mindwipe causes her to lose one spell slot of her 
  highest level of spells for each spontaneous spellcasting class 
  in which she has levels and to lose knowledge of one random 
  spell known of that level (or the next lowest level if she has 
  already lost knowledge of all spells known of that 
  level, and so on). The target cannot use the lost spell 
  slots and spells known as long as the corresponding 
  negative levels last. When the target loses a spell 
  known, the spell remains on her class list but she 
  cannot prepare or cast the spell.
  If the negative levels from mindwipe cause 
  the target’s total number of negative levels to 
  equal or exceed her character level, instead of 
  dying, she enters a catatonic state as long as 
  the negative levels from mindwipe continue 
  to cause her total number of negative levels to 
  equal or exceed her character level.
  NODE OF BLASTING
  School abjuration [mind-affecting]; Level medium 3, 
  mesmerist 3, occultist 2, psychic 3
  Casting Time 1 standard action
  Components V
  Range touch
  Target one touched object weighing no more than 10 lbs.
  Duration permanent until discharged (D)
  Saving Throw Will partial; see text; Spell Resistance no
  You imbue an object with psychic energy. The node of blasting 
  unleashes a mental blast when a creature with a mind touches 
  the object, dealing 6d6 points of damage to the creature 
  touching the object and causing the creature to be staggered 
  for 1 minute. A successful saving throw halves the damage and 
  negates the staggered condition.
  Magic traps such as node of blasting are hard to detect and 
  disable. A character with the trapfinding class feature can use 
  Disable Device to thwart node of blasting. The DCs to find a 
  node of blasting using Perception and to disable it using Disable 
  
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  Device are both equal to 25 + the spell’s level. Additionally, a 
  creature with the read aura occult skill unlock (see page 197) can 
  attempt the same Perception check to notice a node of blasting. 
  OBJECT POSSESSION
  School necromancy; Level medium 4, mesmerist 5, occultist 4, 
  psychic 5, sorcerer/wizard 5, spiritualist 5, witch 5
  Range close (25 ft. + 5 ft./2 levels)
  Target unattended Large or smaller object (minimum Tiny)
  Duration 10 minutes/level (D)
  This spell functions as lesser object possession, except as noted 
  above. The possessed animated object has a number of Construction 
  Points appropriate for its size (up to 3 CP for Large objects).
  You can return your consciousness to your body as a standard 
  action. On your next turn, you can attempt to possess a different 
  object as a standard action instead of ending the spell.
  OBJECT POSSESSION, GREATER
  School necromancy; Level occultist 5, psychic 6, sorcerer/
  wizard 7, spiritualist 6, witch 7
  Range medium (100 ft. + 10 ft./level)
  Target unattended Gargantuan or smaller object (minimum 
  Tiny) or construct
  Duration 10 minutes/level (D)
  This spell functions as object possession, except as noted 
  above. The possessed animated object has a number of 
  Construction Points appropriate for its size (up to 5 CP for 
  Gargantuan objects). Your silver cord extends to medium range 
  (100 ft. + 10 ft./level).
  You can attempt to possess a construct instead of an 
  unattended object as your first possession with this spell. If you 
  do, this spell acts as control constructUM, except as noted above. 
  OBJECT POSSESSION, LESSER
  School necromancy; Level medium 2, mesmerist 3, occultist 2, 
  psychic 3, sorcerer/wizard 4, spiritualist 3, witch 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target unattended Tiny or Small object
  Duration 1 minute/level (D)
  Saving Throw None; Spell Resistance No
  This spell functions as possession, except you possess an object 
  instead of a creature.
  A possessed object becomes capable of animation, gaining 
  the statistics of an animated object of its size (including 1 CP 
  worth of abilities; Pathfinder RPG Bestiary 14). You can’t use 
  any spells or other abilities while possessing an object.
  A spiritual tether connects your body to the possessed 
  object, in a manner similar to a silver cord (see page 244). If 
  the possessed object and your body are ever farther than close 
  range (25 ft. + 5 ft./2 levels) from one another, this tether 
  breaks, returning your consciousness to your body. 
  OBJECT READING
  School divination; Level medium 1, mesmerist 2, occultist 1, 
  psychic 2, spiritualist 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one touched object
  Duration concentration, up to 1 round per level (D)
  Saving Throw none; Spell Resistance no
  You read the psychic impressions left upon an object by 
  emotionally or psychically charged events in the item’s history, or 
  the information imprinted by the charge object or implant false 
  reading spells. This spell returns the same information as the 
  psychometry occult skill unlock (see page 196), but gives 1 piece 
  of information when cast and requires 1 round of concentration 
  per additional piece of information instead of 1 minute. You must 
  still attempt an Appraise check to see how much information you 
  gain. You gain a +10 competence bonus on the check.
  ONEIRIC HORROR
  School illusion (phantasm) [mind-affecting]; Level bard 2, 
  medium 1, mesmerist 2, psychic 2, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You cause the subject to believe it is being attacked by a creature 
  out of its nightmares. Each round, the subject makes a full-attack 
  action against the creature. A flying creature can still attempt 
  a Fly check to hover. Each round on its turn after making a full 
  attack against the imaginary creature, the subject can attempt a 
  new saving throw to end the effect. The subject is fatigued for 1 
  minute after the spell ends.
  ONEIRIC HORROR, GREATER
  School illusion (phantasm) [mind-affecting]; Level bard 4, 
  medium 2, mesmerist 3, psychic 4, sorcerer/wizard 5
  Saving Throw Will negates, Fortitude negates; see text; 
  Spell Resistance yes
  This spell functions as oneiric horror except each round the 
  subject fails its Will save, it takes 1 point of Strength damage, 
  and after the spell ends, the subject must succeed at a Fortitude 
  save or be fatigued for a number of minutes equal to the number 
  of rounds spent under the spell’s effect.
  PARANOIA 
  School illusion (phantasm) [mind-affecting]; Level bard 2, 
  medium 1, mesmerist 1, psychic 2, sorcerer/wizard 2, 
  witch 2 
  Casting Time 1 standard action
  Components V, S
  
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  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The target believes everyone it sees is an enemy. The target becomes 
  hostile to all creatures, treating all creatures as enemies and only 
  itself as an ally. The target must attempt attacks of opportunity 
  whenever any creature provokes them. Finally, whenever the target 
  is adjacent to two or more creatures, its paranoia overwhelms it, 
  and it takes a –2 penalty on attack rolls, weapon damage rolls, 
  ability checks, skill checks, and saving throws.
  PARCHMENT SWARM
  School transmutation; Level magus 5, occultist 4, sorcerer/
  wizard 5
  Casting Time 1 standard action
  Components S, M (blank parchment or magic scroll; see text)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Reflex half; see text; Spell Resistance yes 
  When you cast this spell, you quickly tear a parchment into 
  shreds, releasing the flying fragments to swarm around a 
  target creature and deliver thousands of tiny paper cuts. 
  Using normal parchment, the spell deals 1d6 points of magical 
  slashing damage per caster level (maximum 15d6). 
  If you use a magic scroll as the material component, choose 
  one of the spells stored in the scroll. If the spell is 1st level, you 
  can choose to apply the effect of that spell to the parchment 
  swarm’s target on a failed Reflex save (if the spell on the scroll 
  has its own saving throw, the target then attempts that save 
  as normal). If the spell on the scroll is at least 2nd level, you 
  can choose to instead change parchment swarm to affect a 
  20-foot-radius spread instead of a single target.
  PLACEBO EFFECT
  School illusion (phantasm) [mind-affecting]; Level medium 2, 
  mesmerist 2, psychic 2
  Casting Time 1 standard action
  Components V, M (a sugar cube)
  Range touch
  Target creature touched
  Duration 1 minute/level
  Saving Throw Will disbelief (harmless); Spell Resistance 
  Yes (harmless)
  The subject temporarily ceases to feel the ill effects of a single 
  ongoing affliction or condition from the following list: blinded, 
  cursed, dazed, deafened, diseased, fatigued, frightened, 
  nauseated, panicked, paralyzed, poisoned, shaken, 
  sickened, staggered, or stunned. If that affliction or condition 
  has a duration, it is suspended until this spell expires. If 
  the subject has multiple instances of the same type of 
  affliction (such as multiple diseases), a single casting 
  of this spell can suspend only one of them. Placebo effect 
  doesn’t remove or temporarily negate any damage that the 
  affliction may have already caused, nor does it provide protection 
  against receiving such conditions again.
  POSSESSION
  School necromancy; Level medium 3, mesmerist 5, occultist 4, 
  psychic 5, sorcerer/wizard 5, spiritualist 4, summoner 5, witch 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You attempt to possess a creature by projecting your soul into its 
  
  181181
  Psychic Magic
  Psychic Magic 4
  Possession and magic jar
  The old magic jar spell is unwieldy, particularly with respect 
  to creatures like ghosts and shadow demons that don’t 
  really use a jar at all. Consider replacing magic jar with the 
  new possession spells for both spellcasters and monsters. 
  Likewise, consider using spells based on possession rather 
  than magic jar.
  body. The target creature must be within spell range and you must 
  know where it is, though you do not need line of sight or line of 
  effect to it. When you transfer your soul upon casting, your body 
  appears to be dead. Failure to take over a host ends the spell.
  If you are successful, your life force occupies the host body. The 
  host’s soul is imprisoned with you, but can still use its own senses 
  (though it can’t assert any influence or use even purely mental 
  abilities). You can communicate telepathically with the host as if you 
  shared a common language, but only with your consent. You keep 
  your Intelligence, Wisdom, Charisma, level, class, base attack bonus, 
  base save bonuses, alignment, and mental abilities. The body retains 
  its Strength, Dexterity, Constitution, hit points, natural abilities, and 
  automatic abilities. A body with extra limbs doesn’t allow you to make 
  more attacks (or more advantageous two-weapon attacks) than 
  normal. You can’t activate the body’s extraordinary or supernatural 
  abilities, nor can you cast any of its spells or spell-like abilities.
  As a standard action, you can shift freely back to your own body 
  regardless of range, so long as it remains on the same plane. If the 
  host’s body is killed, you return to your own body and the life force 
  of the host departs (it is dead). If your body is slain, when the spell 
  expires or the host’s body is killed, you are slain. It is possible 
  to cast this spell on a new target from within another creature’s 
  body; this resets the duration. You still return to your original body 
  (not any intermediate body) when you take a standard action 
  to do so or the spell’s duration expires. Returning to your body 
  ends the spell. Creatures whose souls are their bodies, such as 
  incorporeal undead and non-native outsiders, use the effects of 
  greater possession instead.
  POSSESSION, GREATER
  School necromancy; Level occultist 6, psychic 8, sorcerer/
  wizard 8, spiritualist 6, witch 8
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  This spell functions as possession, but when you possess a host, 
  you enter the host’s body and your physical body vanishes. You 
  are ejected to the closest empty square upon expiration of the 
  spell or upon the host’s death.
  PRIMAL REGRESSION
  School enchantment (compulsion) [mind-affecting]; 
  Level druid 6, mesmerist 5, psychic 6, shaman 6, witch 7
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/2 levels, no two of which can be more 
  than 30 feet apart
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  This spell sequesters the targets’ ability for higher reasoning, 
  allowing their darker impulses to come to the fore. An affected 
  target becomes a ravening monster—savage, bloodthirsty, 
  and brutish. Until the spell ends, the targets have all of the 
  following benefits and drawbacks.
  • 
  Targets’ Intelligence and Charisma scores drop to 3 (if the 
  scores were higher), and they are unable to use Intelligence- 
  or Charisma-based skills, cast spells, understand language, 
  or communicate coherently. 
  • 
  Targets take a –4 penalty on Will saves. 
  • 
  Targets gain a +6 enhancement bonus to Strength, a +2 
  natural armor bonus to AC, and 2d8 temporary hit points. 
  These temporary hit points disappear at the end of the 
  spell’s duration.
  When the spell ends, each affected creature must succeed 
  at a Will saving throw or take 1d4 points of Intelligence drain 
  and 1d4 points of Charisma damage.
  PSYCHIC ASYLUM
  School illusion (phantasm) [mind-affecting]; 
  Level mesmerist 5, psychic 5, sorcerer/wizard 6
  Casting Time 1 swift action
  Components V, S
  Range personal
  Target you
  Duration instantaneous; see text
  Saving Throw none; Spell Resistance no
  You retreat into a mindscape (see page 234) of your own making 
  that allows you to perform a lengthy mental task in an instant. 
  You create a mental landscape that provides succor and calm for 
  you, such as a library, sitting room, garden, or childhood tree 
  house. You can spend up to 15 minutes in your psychic asylum. 
  While you are within, no time passes for your body, and when 
  you emerge you can continue with your turn. The mindscape is 
  overt, finite, and has a rapid passage of time.
  While within the mindscape, you can consult any text, recall 
  any conversation, or remember any image that you have been 
  exposed to with perfect clarity and recollection, as if you had an 
  eidetic memory. You must have seen or heard the material within 
  a time frame of 1 week per level. For example, you might wish 
  to reexamine a passage of text from an ancient manuscript you 
  rapidly scanned in a library 2 weeks prior. While in the psychic 
  asylum, you can perfectly recall the precise layout of the text 
  
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  within the ancient manuscript and read it word for word. Once 
  you emerge from the psychic asylum, you can recall the details 
  of what you had just studied as clearly as if you had just looked 
  at it, but you no longer have total recall of the material.
  If you’re able to prepare spells, you can use the time to prepare 
  a single spell. For example, if you were poisoned, you could use 
  your swift action to cast psychic asylum, pray and meditate for 
  the full 15 minutes to gain neutralize poison, then emerge from 
  the mindscape and immediately cast the spell upon yourself as 
  your standard action.
  Any mind-affecting spell that was affecting you before you 
  cast the spell continues to expend its duration on you while you 
  are within the psychic asylum, so you can use this spell to wait 
  out the effects of such a condition. Effects that are currently 
  affecting your body do not expend additional duration while you 
  are in the psychic asylum, but you also don’t experience their 
  effects during the time spent there.
  PSYCHIC CRUSH I
  School necromancy [mind-affecting]; Level psychic 5
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will partial and Fortitude partial; see text; Spell 
  Resistance yes
  Using your psychic power, you invade the mind of the target 
  and tear it asunder, causing massive internal damage to both 
  its mind and body. If the target succeeds at the initial Will save, 
  it is sickened for 1 round. If the target fails its Will save, it must 
  attempt a Fortitude save (with a +4 circumstance bonus on this 
  save if it has more than half its total hit points remaining). If 
  it also fails the Fortitude save, the target is reduced to –1 hit 
  points and is dying. If the target succeeds at its Fortitude save, 
  it instead takes 3d6 points of damage + 1 point of damage per 
  caster level, which cannot reduce the target below –1 hit point, 
  and the target is sickened for 1 round. This attack has no effect 
  on creatures without an Intelligence score.
  PSYCHIC CRUSH II
  School necromancy [mind-affecting]; Level psychic 6
  This functions as psychic crush I, but on a successful Fortitude 
  save, the target takes 5d6 points of damage + 1 point of 
  
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  Psychic Magic 4
  damage per caster level. In addition, the target receives a +4 
  circumstance bonus on the Fortitude save only if it is at full hit 
  points; otherwise, it gains a +2 bonus if it has more than half its 
  total hit points remaining. This spell can be undercast.
  PSYCHIC CRUSH III
  School necromancy [mind-affecting]; Level psychic 7
  This functions as psychic crush I, but the target takes 7d6 points 
  of damage + 1 point of damage per caster level on a successful 
  Fortitude save and 1 point of damage per caster level on a 
  successful Will save. The target receives a +2 circumstance bonus 
  on the Fortitude save if it is at full hit points, and no bonus if it 
  has taken any damage. This spell can be undercast.
  PSYCHIC CRUSH IV
  School necromancy [mind-affecting]; Level psychic 8
  This functions as psychic crush I, but the target takes 9d6 points 
  of damage + 1 point of damage per caster level on a successful 
  Fortitude or Will save. The target does not receive any saving 
  throw bonus because of its hit points. If it is at fewer than half its 
  total hit points, it doesn’t gain a Fortitude save to resist this spell 
  but instead proceeds as if it had automatically failed its Fortitude 
  save. This spell can be undercast.
  PSYCHIC CRUSH V
  School necromancy [mind-affecting]; Level psychic 9
  This functions as psychic crush IV, but on a successful Fortitude 
  or Will save, the target takes 11d6 points of damage + 1 point 
  of damage per caster level. If it is at fewer than half its total hit 
  points, the target takes a –2 penalty on the Will save to resist this 
  spell. This spell can be undercast.
  PSYCHIC IMAGE
  School illusion (shadow); Level psychic 9
  Casting Time 1 standard action
  Components V
  Range long (400 ft. + 40 ft./level)
  Effect one shadow duplicate
  Duration 1 round/level (D)
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance yes
  You envelop your consciousness in a quasi-real image of yourself. 
  Your psychic image looks, sounds, and smells like you, but is 
  intangible. While your mind occupies the image, you control it 
  as though it were your own body, but you cannot directly affect 
  physical objects. Your image moves with a fly speed of 60 feet 
  and perfect maneuverability. Your senses perceive only what the 
  image can see and hear while occupying it, and your own body is 
  considered blind, deaf, and helpless. You can switch between the 
  image and your body as a swift action. While your mind is in your 
  body, the image is similarly helpless.
  Your image can pass through solid objects as though you 
  are incorporeal. It cannot go farther into a solid object than 
  your space (5 feet for a Small or Medium creature). It can’t be 
  damaged by most attacks or effects, whether or not they affect 
  incorporeal creatures. However, mind-affecting effects targeted 
  against or affecting your psychic image have their full effect on 
  you whenever your mind occupies it.
  If you desire, you can cast any psychic spell or spell-like ability 
  with a range of touch or greater while your mind occupies your 
  image. You can’t cast non-psychic spells through the image, even 
  if you possess them. The psychic image can cast only psychic 
  illusion spells on itself. The spells affect other targets normally, 
  despite originating from the psychic image.
  Objects are affected by the psychic image as if they had 
  succeeded at their Will saves. You need not maintain line of 
  effect to your psychic image, but if you cross into another plane 
  even for an instant, such as via blink, dimension door, or similar 
  spells, the spell ends. 
  PSYCHIC READING
  School divination; Level bard 2, inquisitor 2, medium 1, 
  mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 2, 
  spiritualist 1
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  Duration 1 round
  Saving Throw none; Spell Resistance yes
  You are able to read a person’s surface thoughts and take 
  cues from the person’s appearance, body language, and 
  manner of speech to infer a great deal of information about 
  the person, even if that person is in disguise (including 
  polymorph effects). When casting the spell, attempt a DC 20 
  Sense Motive check with a bonus equal to your caster level. 
  A successful skill check reveals to you one of the following 
  pieces of information of your choice, plus one additional piece 
  of information for every 5 points by which your check result 
  exceeds 20: age, alignment, class†, feats†, gender, native 
  language, place of origin, race or ethnicity, racial traits†, 
  religion, sexual orientation, or training in a Craft, Perform, 
  or Profession skill. For items marked with a cross (†), if the 
  target has more than one of these features, each one you 
  discover counts as a piece of information. 
  There’s a 70% chance that all information you receive is 
  correct. This roll is made secretly. Otherwise, on a roll of 71–80, 
  you receive one false piece of information, on a roll of 81–90 you 
  receive two, and on a roll of 91–100 you receive three. You can’t 
  get more false information than the total number of pieces of 
  information you discover.
  PSYCHIC SURGERY 
  School enchantment [mind-affecting]; Level mesmerist 5, 
  psychic 6 
  Casting Time 10 minutes
  
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  Components V, M (diamond dust worth 250 gp)
  Range touch
  Target one willing and living creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Psychic surgery cures the target of all Intelligence, Wisdom, 
  and Charisma damage and restores all points permanently 
  drained from the target’s Intelligence, Wisdom, and Charisma 
  scores. It also eliminates all ongoing insanity, confusion, and 
  fear effects. Psychic surgery can also remove other mental 
  afflictions, including enchantment spells and abilities, and 
  even instantaneous effects, but in this case, if dispel magic 
  couldn’t remove the effect, psychic surgery works only if the 
  spell level or equivalent spell level of the effect was 6th level 
  or lower. Psychic surgery removes all effects magically altering 
  the target’s memory, even instantaneous effects, and it can 
  restore a memory to perfect clarity like the second use of 
  modify memory. 
  PURGE SPIRIT 
  School necromancy; Level medium 2, occultist 2, psychic 3, 
  sorcerer/wizard 4, spiritualist 2, witch 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature or haunt
  Duration instantaneous
  Saving Throw Will partial; Spell Resistance yes
  Purge spirit rips away at the target’s spiritual substance, 
  scattering it over a wide area and hampering the target’s 
  ability to reform. The target takes 1d6 points of damage per 
  caster level (maximum 10d6) and is staggered for 1 round. On 
  a successful saving throw, the target takes half damage and is 
  not staggered. This spell affects astrally projected creatures, 
  ethereal creatures, haunts, incorporeal creatures, mediums 
  channeling a spirit, and phantoms, and at the GM’s discretion 
  can affect other spirits or creatures made of ectoplasm. 
  Incorporeal creatures take full damage from purge spirit.
  QUINTESSENCE
  School illusion (glamer); Level bard 1, medium 1, mesmerist 1, 
  occultist 1, psychic 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or object touched
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless) and Will disbelief; see 
  text; Spell Resistance see text
  You draw forth the idealized image of the target creature 
  or object, masking any flaws or damage. An injured or ill 
  creature appears healthy, and a damaged object or one 
  with the broken condition appears intact. However, a corpse 
  masked by quintessence remains obviously dead, and a 
  completely destroyed object can’t be made to seem whole. 
  This illusion has visual and tactile components. Careful 
  examination of or handling the target grants a saving throw 
  to disbelieve, but casual observation does not. Using a broken 
  object for its intended purpose automatically reveals the 
  deception. Appraise checks to assess the value of an object 
  affected by quintessence estimate the value as an item of 
  its type in perfect condition, unless the appraiser disbelieves 
  the illusion.
  Unwilling targets can negate the spell’s effect on them 
  with successful Will saves or with spell resistance. Those who 
  interact with the target can attempt Will saves to see through 
  the glamer, but spell resistance doesn’t apply. Quintessence 
  counters and dispels decrepit disguise.
  REMOTE VIEWING
  School divination (scrying); Level medium 4, occultist 5, 
  psychic 5, spiritualist 5
  Casting Time 1 hour
  Components V, S, M (incense)
  Range see text
  Target you
  Duration instantaneous
  Your body enters a trance as you send your psychic senses to a 
  distant location and gain psychic impressions of that location. You 
  must specify the distance and direction to the location you desire 
  to view remotely. This spell doesn’t allow you to see the visual 
  appearance of the location’s surface, so it isn’t useful for casting 
  spells like teleport, but it grants you a psychic impression of the 
  location, which could give you deeper information. For example, a 
  forest that is home to a tight-knit community of fey might appear 
  as a city in the trees, or a beautiful palace ruled by an evil king and 
  warded by forbiddance might appear as a dark fortress encased 
  in insubstantial chains.
  During the 1 hour casting time of remote viewing, your real 
  body is unconscious and helpless, and you are unaware of 
  its surroundings. 
  REPRESS MEMORY
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 5, mesmerist 5, psychic 6
  Casting Time 1 round
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  This spell allows you to safeguard important knowledge, even 
  from yourself. When casting this spell, you recount one piece 
  of knowledge you possess (up to a maximum of 50 words). 
  This knowledge disappears utterly from your mind, and you 
  might not realize you forgot something. The magic of the 
  spell patches omissions in your memory with indistinct haze. 
  
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  Repress memory protects against detect thoughts, discern lies, 
  zone of truth, and similar spells, though careful questioning 
  may reveal the gaps in your memory, or that your memory has 
  been affected by the spell.
  A repressed memory can be restored only by break 
  enchantment, psychic surgery, limited wish, miracle, or 
  wish. If you use this spell to negate the memory of a magical 
  compulsion, it doesn’t remove the compulsion, nor does it 
  remove procedural memories that might affect your skills or 
  class abilities. 
  At the GM’s discretion, multiple castings of this spell might 
  erase memories of a lengthier event or all memory of a place or 
  individual from your memory. 
  RETROCOGNITION
  School divination; Level medium 3, occultist 3, psychic 5, 
  sorcerer/wizard 7
  Casting Time 1 minute
  Components V, S
  Range personal
  Target you
  Duration concentration, up to 1 minute/level
  This spell allows you to gain psychic impressions from past 
  events that occurred in your current location. Retrocognition 
  reveals psychic impressions from events that occurred over 
  the course of the last hour throughout the first minute of the 
  duration, followed by impressions from the next hour back 
  the next minute you concentrate, and so on. If a psychically 
  traumatic or turbulent event happened during that time period, 
  you must succeed at a concentration check (DC = 20, 30, or 40, 
  depending on the severity of the psychic disturbance) or lose 
  concentration on the spell.
  At caster level 13th and higher, you can choose to collect 
  impressions from over the course of a longer interval of 
  time than an hour, beginning at 1 week per minute of 
  concentration (as listed on the table below). The amount of 
  detail you receive diminishes, so this eventually makes it 
  harder to distinguish impressions left by anything but the 
  most major events.
  Caster Level 
  Time Period 
  13th–15th 
  1 week per minute
  16th–18th 
  1 year per minute
  19th+ 
  1 century per minute
  RIDING POSSESSION
  School necromancy; Level medium 2, mesmerist 4, occultist 3, 
  psychic 4, sorcerer/wizard 4, spiritualist 3, summoner 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 hour/level (D); see text
  Saving Throw Will negates; Spell Resistance yes
  You stealthily project your soul into the host’s body as an 
  observer, with limited ability to influence the target. This 
  functions as possession, except the host is still in full control 
  of its body and is unaware you are possessing it. You can’t 
  communicate with the host directly, but you can cast mind-
  affecting spells or riding possession on the host as long as 
  you can cast these spells as purely mental actions. Even if the 
  spell you cast would normally affect more than one target 
  or an area, it can affect only the host. If the host succeeds 
  at a saving throw against a spell that you cast in this way, 
  it immediately becomes aware that it is possessed, and if it 
  was already aware, it receives another saving throw against 
  riding possession. Protection from evil and similar effects 
  don’t expel you from the host, but they do prevent you 
  from casting further spells from within your host until their 
  durations expire. 
  SEALED LIFE
  School abjuration; Level medium 2, spiritualist 3
  Casting Time 1 standard action
  Components S
  Range close (25 ft. +5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  You seal the life force within the target, preventing it from 
  sharing its vitality with others. Affected creatures can’t transfer 
  damage to or from another, such as through shield other, a 
  spiritualist’s life bond, or a summoner’s life link. Effects such 
  as vampiric touch that steal vitality from others deal damage 
  normally, but provide no benefits.
  SEALED LIFE, GREATER
  School abjuration; Level spiritualist 6
  Duration 1 minute/level
  This spell functions as sealed life, except it additionally 
  provides the benefits of death ward and renders its targets 
  immune to effects that extract or transfer its soul, such as 
  possession and trap the soul. This spell prevents a soul from 
  returning to its body if it has already departed, until the spell’s 
  duration expires.
  SESSILE SPIRIT
  School necromancy; Level cleric 5, inquisitor 4, medium 2, 
  occultist 3, shaman 4, spiritualist 3, witch 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature or object (see text)
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  
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  You reach into the target creature and cause that spirits within 
  to become dormant and inactive. If the target is a medium 
  with a spirit inhabiting its body or a spiritualist with a phantom 
  inhabiting its consciousness (or a member of another class 
  using the spirit or phantom class features), a failed save 
  renders that spirit or phantom powerless, suppressing any 
  benefits the spirit or phantom normally provides 
  to its host, including bonus feats and 
  spells known. 
  If a spirit within the target is a 
  creature using a possession 
  effect, including possess 
  object, possession, or a 
  ghost’s malevolence, the 
  spell targets the possessing 
  creature rather than the creature 
  it inhabits. On a failed save, the 
  possessing spirit isn’t exorcised from 
  the target but is dazed for the duration 
  of the spell.
  SHADOW BODY
  School transmutation (polymorph); Level sorcerer/wizard 7, 
  spiritualist 5, witch 7
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level (D)
  You exchange the crude matter of your 
  material body with the insubstantial 
  essence of the Plane of Shadow, 
  becoming 
  a 
  living 
  shadow 
  yourself. You are visible as 
  an unattached shadow in 
  bright light or normal light, but 
  you gain total concealment in 
  dim light or darkness. Against 
  creatures with darkvision, you 
  gain concealment rather than 
  total concealment. Your shadow 
  body is incorporeal for most 
  purposes, though you can’t fly 
  or pass through solid objects 
  or creatures. However, you 
  can move at your normal speed along 
  any surface, including horizontal and 
  vertical surfaces and liquids, and you are 
  never slowed by difficult terrain. Your size 
  doesn’t change. 
  You can speak and cast spells and perform 
  mental actions, but you have no physical 
  substance and cannot manipulate objects or 
  attack physically. You can deliver touch spells 
  and effects as if making an incorporeal touch attack. Your 
  equipment merges with your shadow body, so you can’t cast 
  spells with a material component unless those spells are 
  prepared with Eschew Materials. 
  SPIRIT-BOUND BLADE
  School evocation; Level medium 4, occultist 4, shaman 4, 
  spiritualist 3
  Casting Time 1 standard action
  Components S
  Range touch
  Target weapon touched
  Duration 1 minute/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance no
  You focus emotional energy and weave it into a shroud of 
  hardened ectoplasm around the weapon you touch, infusing 
  it with a ghostly glow and great power. The weapon becomes 
  a ghost touch weapon, and gains one of the following 
  additional benefits, depending on the type of emotion you 
  
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  infuse into the weapon. If a special ability wouldn’t apply to 
  the chosen weapon (such as vicious on a ranged weapon), the 
  weapon doesn’t gain that benefit.
  Anger: The weapon also gains the vicious special ability.
  Dedication: The weapon also gains the returning special ability.
  Despair: The weapon also gains the cruelUE special ability.
  Fear: The weapon also gains the menacingUE special ability.
  Hatred: The weapon also gains the cunningUE special ability. 
  Jealousy: The weapon also gains the mimeticUE special ability.
  Zeal: The weapon also gains the keen special ability.
  If you are a spiritualist and the type of emotional energy 
  you choose matches the emotional focus of your phantom, 
  the weapon grants its wielder a +2 bonus on skill checks 
  with both skills you gain Skill Focus in from your phantom’s 
  emotional focus.
  SYNAPSE OVERLOAD
  School divination [mind-affecting]; Level mesmerist 4, psychic 5
  Casting Time 1 standard action
  Components V
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw Fortitude partial (see text); Spell Resistance yes
  You cause the target’s mind to unleash a vast overflowing 
  torrent of information throughout the target’s body, causing 
  the target’s synapses to violently trigger. The target takes 1d6 
  points of electrical damage per caster level (maximum 15d6) 
  and is staggered for 1 minute. A successful Fortitude saving 
  throw doesn’t reduce the damage, but it negates the 
  staggered effect.
  SYNAPTIC PULSE
  School enchantment (compulsion) [mind-affecting]; Level 
  mesmerist 3, psychic 3
  Casting Time 1 standard action
  Components V
  Range 30 ft.
  Area 30-ft.-radius spread centered on you
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  You emit a pulsating mental blast that stuns all creatures in 
  range of your psychic shriek for 1 round. 
  SYNAPTIC PULSE, GREATER
  School enchantment (compulsion) [mind-affecting]; 
  Level mesmerist 4, psychic 5
  Casting Time 1 standard action
  Components V
  Range 30 ft.
  Area 30-ft.-radius spread centered on you
  Duration 1d4 rounds; see text
  Saving Throw Will negates; Spell Resistance yes
  You emit a pulsating mental blast that stuns all creatures in 
  range of your psychic shriek for 1d4 rounds. On a successful save, 
  a creature is instead sickened for 1 round. 
  SYNAPTIC SCRAMBLE
  School enchantment (compulsion) [mind-affecting]; Level 
  mesmerist 3, psychic 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You scramble the synaptic connections of your target, 
  causing it to lose the ability to coherently communicate 
  and to take unintended actions when it meant to perform 
  others. The target cannot effectively communicate while 
  under the spell’s influence, and thus cannot engage in 
  acts like speaking, attempting Bluff checks to pass secret 
  messages, writing, or using telepathy, although the spell 
  doesn’t prevent verbalizations made for purposes other 
  than communication, such as command words or the verbal 
  component of spellcasting.
  The target’s mind is too scrambled to take full-round actions 
  or longer actions, as the target’s attention inevitably wanders 
  before the action completes. Whenever the target attempts to 
  take a move action or a standard action, roll on the following 
  table instead. If the result on the table is an action that the 
  target cannot take, the target takes no action instead.
  d% 
  Action
  1–20 
  Move action (must use move action to move)
  21–40 
  Other move action (perform a move action other 
  than moving)
  41–60 
  Attack action (spend a standard action on the attack 
  action, attacking once with a weapon)
  61–80 
  Other standard action (perform a standard action that 
  isn’t the attack action)
  81–100 
  Desired action (perform whatever standard or move 
  action the creature desires to perform)
  SYNESTHESIA
  School illusion (phantasm) [mind-affecting]; Level mesmerist 3, 
  psychic 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one living creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You overstimulate the senses of the affected creature, causing 
  its senses to interfere with another. While a creature is under 
  the effects of this spell, sensory input is processed by the wrong 
  
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  senses, such that noise triggers bursts of colors, smells create 
  sounds, and so on. The affected creature moves at half speed, 
  has a 20% miss chance on attacks, and takes a –4 penalty to 
  AC and on skill checks and Reflex saves. Successful spellcasting 
  while affected requires a concentration check with a DC equal 
  to this spell’s save DC plus the level of spell being cast.
  In addition, the affected creature is considered distracted 
  for the purpose of attempting Perception checks. Effects that 
  negate or reduce concealment do not affect the miss chance 
  from synesthesia. 
  SYNESTHESIA, MASS
  School illusion (phantasm) [mind-affecting]; Level mesmerist 5, 
  psychic 7
  Range medium (100 ft. + 10 ft./level)
  Targets one or more living creatures, no two of which can be 
  more than 30 ft. apart
  This spell functions like synesthesia, except as noted above. 
  TALISMANIC IMPLEMENT
  School evocation; Level occultist 3
  Casting Time 10 minutes
  Components V
  Range personal
  Target you
  Duration 1 hour/level (D) or until discharged
  This spell functions as contingency, but you invest a spell whose 
  level doesn’t exceed one-quarter of your level (rounded down, 
  maximum spell level 3rd) into one of your implements that holds 
  2 or more points of mental focus. The spell’s school must match 
  that of the implement, and the spell must be one that affects only 
  your person. Casting talismanic implement reduces the selected 
  implement’s mental focus by 2, including for the purposes of 
  determining the effects of resonant powers. When you refresh 
  your mental focus, talismanic implement ends automatically, 
  even if the duration hasn’t elapsed. Unlike contingency, you may 
  have multiple talismanic implements simultaneously, though a 
  single implement can hold only one talismanic implement spell, 
  and if you have any talismanic implements, you can’t have any 
  other kind of contingency in effect.
  TELEKINETIC MANEUVER
  School transmutation; Level magus 4, psychic 3, sorcerer/
  wizard 4, spiritualist 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration concentration (up to 1 round/level)
  Saving Throw none; Spell Resistance yes
  This spell functions as telekinesis, but it can be used only to 
  perform a bull rush, disarm, drag, grapple (including pin), 
  reposition, steal, or trip combat maneuver. 
  TELEKINETIC PROJECTILE
  School evocation; Level occultist 0, psychic 0, spiritualist 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Duration instantaneous
  Saving Throw no; Spell Resistance no
  You fling an object weighing up to 5 pounds at the target. You 
  must succeed at a ranged attack (not a ranged touch attack) to hit 
  your target; if you hit, you deal 1d6 points of bludgeoning damage 
  to both the target and the object. The type of object thrown 
  doesn’t change the damage type or any other properties of the 
  attack, even if you throw a weapon or magic item in this way.
  TELEKINETIC STORM
  School evocation [force]; Level psychic 9
  Casting Time 1 standard action
  Components V, S
  Area 40-ft.-radius burst centered on you
  Duration instantaneous
  Saving Throw Fortitude partial (see text); Spell Resistance yes
  You generate a storm of telekinetic energy that emanates from 
  you, ripping through the spell’s area of effect with devastating 
  force. Any creature caught in the spell’s radius takes 1d6 points 
  of damage per caster level (maximum 20d6) and is dazed and 
  stunned for 1 round. A successful Fortitude save reduces the 
  damage by half and negates the dazed and stunned effects.
  The telekinetic storm damages objects in the area. If the 
  damage caused to an interposing barrier shatters or breaks 
  through it, the telekinetic storm continues beyond the barrier if 
  the spell’s area permits; otherwise, it stops at the barrier just as 
  any other spell effect does.
  You can designate any number of creatures to be immune 
  to the spell’s effect, though you must be capable of targeting 
  those creatures.
  TELEMPATHIC PROJECTION
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level mesmerist 1, psychic 1, spiritualist 1
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 minute/level
  Saving Throw Will negates (see text); Spell Resistance yes
  You alter the target’s mood, adjusting its attitude toward you or 
  another creature you designate by one step either positively or 
  negatively (see the Diplomacy skill on page 94 of the Pathfinder RPG 
  Core Rulebook). You can instead use this spell to assist your own or an 
  ally’s Bluff, Diplomacy, Intimidate, Perform, or Sense Motive check, 
  granting that check a +5 insight bonus against the target of your 
  telempathic projection with no save. In this case, the spell’s duration 
  expires immediately when the skill check is complete. 
  
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  TELEPATHY
  School divination [mind-affecting]; Level medium 4, 
  mesmerist 4, psychic 5, sorcerer/wizard 6, spiritualist 6
  Casting Time 1 standard action
  Components V
  Range personal
  Target you
  Duration 1 minute/level
  You can mentally communicate with any other creature 
  within 100 feet that has a language. It is possible to address 
  multiple creatures at once telepathically, although maintaining 
  a telepathic conversation with more than one creature at a 
  time is just as difficult as speaking and listening to multiple 
  people simultaneously. 
  THAUMATURGIC CIRCLE
  School abjuration; Level cleric 4, inquisitor 4, medium 3, 
  occultist 3, sorcerer/wizard 4, summoner 4
  Components V, S, M (a 3-ft.-diameter circle of powdered 
  silver), DF
  This spell functions as magic circle against chaos, evil, good, 
  or law, but rather than stipulating an alignment descriptor, 
  you can designate any one non-alignment subtype of outsider, 
  including air, earth, fire, and water, as well as outsider races 
  such as angels and devils. 
  THOUGHT ECHO
  School illusion (glamer); Level mesmerist 1, psychic 1
  Casting Time 1 round
  Components V
  Range touch
  Target living creature touched
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  When you cast this spell, you establish a mental echo of up to 25 
  words. Any attempt to read the surface thoughts of the target 
  creature reads only this mental echo unless the caster succeeds at 
  a caster level check (DC = 11 + your caster level). If you cast thought 
  echo on yourself, the DC is instead equal to 15 + your caster level. In 
  addition, when casting this spell upon yourself, you can change the 
  echoed thoughts by taking a standard action and concentrating. 
  Each time you change the words echoed by the spell in this 
  way, you reduce the spell’s remaining duration by 1 minute. 
  Thought echo does not interfere with telepathy or mind 
  reading effects that are capable of reaching thoughts deeper 
  than surface thoughts.
  THOUGHT SHIELD I
  School abjuration; Level psychic 2
  Casting Time 1 immediate action
  Components V
  Range personal
  Target you
  Duration 1 round
  Sensing an intrusion, you throw up a defense to protect your 
  mind from attack or analysis. This grants you a +4 circumstance 
  bonus on Will saving throws against mind-affecting effects. As 
  long as this spell lasts, spells and effects that allow a creature 
  to read your thoughts receive no information from you.
  THOUGHT SHIELD II
  School abjuration; Level psychic 3
  This functions as thought shield I, but the circumstance bonus on 
  Will saves to resist mind-affecting effects increases to +6. This 
  spell can be undercast.
  
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  THOUGHT SHIELD III
  School abjuration; Level psychic 4
  This functions as thought shield I, but the circumstance bonus 
  on Will saves to resist mind-affecting effects increases to +8. In 
  addition, any creature that tries to read your thoughts while this 
  spell lasts must succeed at a Will save or be stunned for 1 round. 
  This spell can be undercast.
  THOUGHT SHIELD IV
  School abjuration; Level psychic 5
  This functions as thought shield III, but any creature that tries 
  to read your thoughts while this spell lasts must succeed at 
  a Will save or be stunned for 1d4 rounds. Additionally, if you 
  succeed at your save against a psychic crush spell, you take no 
  damage. This spell can be undercast.
  THOUGHT SHIELD V
  School abjuration; Level psychic 6
  Duration 1 round/level; see text
  This functions as thought shield IV, except as noted above. This 
  spell immediately ends if you fail a Will saving throw against a 
  mind-affecting effect. This spell can be undercast.
  THOUGHTSENSE
  School divination [mind-affecting]; Level medium 4, 
  mesmerist 4, psychic 4, sorcerer/wizard 5, spiritualist 4
  Casting Time 1 standard action
  Components V, M (a bit of dried brain tissue)
  Range personal
  Target you
  Duration 1 minute/level
  You automatically detect and locate conscious creatures 
  within 60 feet, as if you possessed the blindsight ability. 
  Nondetection, mind blank, and similar effects can block 
  this effect. Thoughtsense can distinguish between sentient 
  (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) 
  creatures, but otherwise provides no information about the 
  creatures it detects.
  TOWER OF IRON WILL I
  School abjuration; Level psychic 5
  Casting Time 1 immediate action
  Components V
  Range 10 ft.
  Area 10-ft.-radius emanation centered on you
  Duration 1 round
  Saving Throw none; Spell Resistance yes (harmless)
  You project a fortress of mental power that blocks out the psychic 
  energy of others, granting mental strength and resiliency to all 
  inside the area. All creatures inside the area gain spell resistance 
  equal to 10 + double this spell’s level against psychic magic 
  and any mind-affecting effects. Creatures inside the area don’t 
  receive this protection against your spells or special abilities.
  TOWER OF IRON WILL II
  School abjuration; Level psychic 6
  Duration 2 rounds
  Saving Throw none; Spell Resistance yes (harmless)
  This functions as tower of iron will I, except as noted above. This 
  spell can be undercast.
  TOWER OF IRON WILL III
  School abjuration; Level psychic 7
  Duration 3 rounds
  Saving Throw none; Spell Resistance yes (harmless)
  This functions as tower of iron will I, except as noted above. This 
  spell can be undercast.
  TOWER OF IRON WILL IV
  School abjuration; Level psychic 8
  Duration 4 rounds
  Saving Throw none; Spell Resistance yes (harmless)
  This functions as tower of iron will I, except as noted above. This 
  spell can be undercast.
  TOWER OF IRON WILL V
  School abjuration; Level psychic 9
  Duration 5 rounds
  Saving Throw none; Spell Resistance yes (harmless)
  This functions as tower of iron will I, except as noted above. 
  This spell can be undercast.
  UNSHAKABLE ZEAL
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level bard 5, inquisitor 6, psychic 7, spiritualist 6
  Casting Time 1 standard action
  Components S, F (a silver circlet)
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  You fill the target with boundless enthusiasm and faith in its 
  ultimate triumph. Whenever the target fails an attack roll, a 
  save, a skill check, a concentration check, or an ability check, 
  the target receives a +4 morale bonus on its next attempt 
  at the failed check within 1 round (this includes attack rolls 
  against the same foe, saving throws against the same ability 
  from the same foe, and so on). In addition, when the target 
  would be affected by a fear or emotion effect, it can instead 
  dismiss unshakable zeal without spending an action to negate 
  the effect on itself.  
  WALL OF ECTOPLASM
  School evocation; Level cleric 5, psychic 5, sorcerer/wizard 5, 
  spiritualist 5
  Casting Time 1 standard action
  
  191191
  Psychic Magic
  Psychic Magic 4
  Components V, S, M (small bit of gauze)
  Range close (25 ft. + 5 ft./2 levels)
  Effect opaque sheet of ectoplasm up to 10 ft. square/level or a 
  sphere or hemisphere with a radius of up to 1 ft./level
  Duration 1 minute/level
  Saving Throw none, and Will negates; see text; Spell 
  Resistance yes
  You draw forth a massive veil of ectoplasm that roils with 
  restless spirits. Immovable once formed, the wall of ectoplasm 
  is 1 inch thick per caster level and covers up to a 10-foot-square 
  area per caster level (so a 10th-level wizard can create a wall 
  of ectoplasm 100 feet long and 10 feet high, a wall 25 feet 
  long and 40 feet high, or any other combination of length and 
  height that does not exceed 1,000 square feet). The plane can 
  be oriented in any fashion and need not be anchored, but must 
  be created continuous and unbroken. The wall can’t include 
  squares that have creatures within them, even if the 
  creatures are on the Ethereal Plane. The wall exists on both 
  the Material Plane and Ethereal Plane, and blocks 
  ethereal and incorporeal creatures from passing 
  through it.
  One side of the wall, selected by 
  you, radiates a deeply foreboding 
  and menacing aura from the 
  writhing spirits within. The range 
  of this mind-affecting fear effect 
  is 10 feet from the wall’s surface, 
  and creatures that are in range 
  when the wall is created or that 
  later approach to within 10 feet 
  must succeed at a Will save or 
  become shaken (or panicked if they 
  have 4 Hit Dice or fewer) for 1 round 
  per your caster level.
  Each 10-foot square of the wall 
  has 2 hit points per inch of thickness. 
  A section of the wall whose hit 
  points drop to 0 is breached, but if a 
  section is destroyed, the remaining 
  ectoplasm in the wall immediately 
  fills in any such hole created, 
  reducing the wall’s overall size by 
  one 10-foot square but remaining a 
  contiguous barrier. The wall can also 
  take the form of a sphere or hemisphere 
  whose maximum radius is 1 foot per caster 
  level, and that is as hard to break through as the 
  ectoplasmic plane form.
  WITHDRAW AFFLICTION
  School necromancy; Level psychic 6, shaman 6, spiritualist 5, 
  witch 7
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one afflicted creature
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You push your hand into the subject, then withdraw an 
  affliction from the body of the sufferer as a tangible object. 
  This extraction appears as a slimy mass of flesh. The target 
  creature is cured as if affected by remove disease, remove 
  curse, or neutralize poison.
  In addition, this slimy mass allows you to deliver the affliction 
  to another as a touch attack, as if holding the charge for a touch 
  spell. It has the same effect as the original affliction, with the 
  same saving throw and DC.
  
  Occult Rules
  5
  
  D
  on’t hurt her!” 
  Erasmus yelled. “She 
  owes me money!”
  Sajan barely parried Jirelle’s 
  thrust, her eyes eerie blue 
  flames. Before he could even 
  attempt to grab her, she was 
  back out of reach, sword up 
  and balance perfect. “It’s not 
  her I’m worried about.”
  “Just hold on another 
  minute, Saj.” Erasmus raised 
  hands encased in glowing 
  purple runes. “I know a 
  thing or two about spirits in 
  people’s heads.”
  Sajan ducked another swing. 
  “And the skeletons?”
  “Oh, they’re just skeletons—
  nothing in their heads but mud. 
  You’re on your own for those.”
  
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  One of the most fundamental elements of an occult game 
  is the idea that those versed in the supernatural can use 
  strange, hidden powers that are inaccessible to others. 
  This chapter contains a variety of occult powers and 
  abilities for characters to use in your game. 
  OCCULT SKILL UNLOCKS
  Characters with psychic magic or the Psychic Sensitivity 
  feat can unlock unusual uses of skills in which they’re 
  trained. With new uses ranging from the ability to read 
  psychic impressions from an object using Appraise to the 
  power to dowse for water and more using Survival, skills 
  will never seem mundane again.
  AURAS
  This section expands auras to include not 
  just magic and alignment auras but also 
  health and emotion auras. A master aura reader 
  can tell what conditions afflict a creature, as 
  well as the state of that creature’s emotions.
  CHAKRAS
  Ki users with psychic abilities can use 
  kundalini serpent-fire energy to unlock 
  their chakras for strange and powerful 
  effects, starting with the humble root chakra 
  and moving up to the mighty crown chakra. 
  PSYCHIC DUELS
  Practitioners of the occult can pit their 
  minds against each other in a terrifying 
  psychic duel. Such psychic combatants 
  enter a mindscape where they can create 
  whatever they can imagine to form attacks, 
  defenses, and even manifested allies called 
  thought-form creatures.
  POSSESSION
  This section explains rules for possession 
  magic, both new and old, including corner 
  cases like what happens when you try to 
  possess someone who’s already possessed.
  OCCULT RITUALS
  Occult rituals are rare and powerful 
  rites that anyone who knows the 
  right secrets can perform. Rituals 
  are long and difficult to 
  perform, and they always 
  come at a price.
  Occult Skill Unlocks
  Characters capable of casting psychic spells or who have the 
  Psychic Sensitivity feat gain access to skill unlocks—a host 
  of esoteric skill uses not available to other PCs. These are not 
  entirely new skills, but rather new uses of existing skills for 
  those trained in the occult arts. A character must be trained 
  in the appropriate skill to use that skill’s unlock, even if the 
  skill can normally be used untrained. It’s impossible to take 
  10 for an occult skill unlock. Occult skill unlocks require 
  intense concentration and strenuous effort, so the amount a 
  character can use each skill unlock is limited to once per 
  day or per week. This limit is for all uses of the skill unlock; 
  if a character uses hypnotism to implant a suggestion, he 
  can’t also use it to recall memories on the same day. 
  This section describes each new skill unlock and the 
  typical DCs and modifiers for associated checks. Some 
  new types of gear in this book (starting on page 248) 
  grant bonuses on specific occult skill unlocks.
  AUTOMATIC WRITING 
  (LINGUISTICS)
  You can produce mysterious writing that pertains 
  to the immediate future, either under the influence 
  of enigmatic guiding spirits or by unleashing 
  your subconscious intuition.
  Check: Once per week, you can spend 1 hour 
  posing questions while your hand unconsciously 
  scribbles messages of varying legibility and 
  accuracy. At the end of this hour, 
  you attempt a Linguistics check 
  to decipher the meanings of these 
  messages. If successful, you gain 
  information as though you had used 
  augury. If you have 10 or more ranks in 
  Linguistics, you can attempt a higher 
  DC check to instead gain information 
  as though you had used divination. The 
  chance of successfully producing coherent 
  or meaningful writing from any of these 
  effects equals 60% plus 5% for every 1 by 
  which your check result exceeds the DC 
  (to a maximum of 90%). You must choose 
  which DC you’ll try to meet before 
  attempting the check. The GM rolls 
  the check and d% roll secretly, 
  so that you can’t tell 
  whether the messages 
  are accurate.
  
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  Writing Results 
  Ranks Required 
  DC
  As augury spell 
  1 
  20
  As divination spell 
  10 
  30
  Action: Automatic writing takes 1 hour.
  Try Again: Yes. You can attempt to learn more about 
  a subject, but can still attempt only one check per week. 
  DOWSING (SURVIVAL)
  You channel mysterious forces in the nearby environment 
  to locate hidden resources.
  Check: Once per day, you can follow a dowsing rod’s 
  movements to locate a particular type of location. Each 
  attempt requires 10 minutes of intense concentration, after 
  which you attempt the Survival check with the DC listed on 
  the table below. The maximum range at which you can detect 
  anything using dowsing is 400 feet + 40 feet per rank in 
  Survival you possess. The rod’s directions persist for up to 10 
  minutes. You choose a particular target each time you dowse, 
  and get the following information on a successful check.
  Find Water: The dowsing rod points toward the largest 
  source of fresh water within range, including aquifers, 
  lakes, ponds, and springs. 
  Grave Dowsing: The dowsing rod points in the direction 
  of the largest burial site, cairn, or tomb within range. 
  Locate Metal and Gems: You concentrate on a specific metal 
  or mineral. On a successful check, the dowsing rod points 
  to the largest quantity of the selected mineral within range. 
  Dowsing Target 
  DC
  Water 
  15
  Grave 
  20
  Mineral 
  25
  Action: Dowsing attempts take 10 minutes to initiate. 
  The results of the check persist for 10 minutes afterward.
  Try Again: Yes. You can try to dowse from the same 
  location more than once, but still only once per day.
  FAITH HEALING (HEAL) 
  You apply esoteric principles to temporarily suspend or 
  remove curses, diseases, and ability damage.
  Check: You can use faith healing once per day. The 
  DC and effect of the Heal check depend on the task you 
  attempt. You can’t use faith healing on yourself.
  Restore Vitality: You suppress ability damage. You perform 
  a 1-hour ceremony, after which you attempt a Heal check 
  against the DC of the effect that caused the ability damage. 
  If you succeed at the check, you temporarily suppress 1 
  point of ability damage for 1 hour, plus 1 additional point 
  and hour for every 5 by which the check result exceeds the 
  DC. A creature can benefit from this treatment no more 
  than once per day.
  Suspend Affliction: You treat one curse, disease, or poison 
  affecting a creature. You enter into a deep trance for 1 hour 
  while you treat the subject, after which you attempt your 
  Heal check. If the check is successful, you suspend the 
  effects of the affliction by 1 hour, plus 1 hour for every 5 by 
  which you exceed the DC. This time doesn’t count against 
  the effect’s duration (if any). The affliction can still be cured 
  by other means while it’s suspended. 
  Remove Affliction: You can attempt to permanently 
  remove an affliction in an 8-hour ceremony, after which 
  you attempt a Heal check. If the result of the check is at 
  least double the DC of the original affliction, the sufferer 
  can attempt another saving throw using the original DC to 
  permanently cast off the effect.
  Task 
  DC
  Restore vitality 
  Effect’s save DC
  Suspend affliction 
  Affliction’s save DC
  Remove affliction 
  Double the affliction’s save DC
  Action: Restoring vitality and suspending afflictions 
  each require 1 hour in a quiet environment. Permanent 
  removal of afflictions requires 8 hours of heavy activity.
  Try Again: Varies. A creature can’t be the subject of faith 
  healing more than once per day. You can’t try to permanently 
  remove an affliction again.
  HYPNOTISM (DIPLOMACY)
  You use the power of suggestion and subtle psychic influence 
  to alter a subject’s mind and dredge up repressed memories.
  Check: You can use hypnotism once per day. The DC 
  of a Diplomacy check to hypnotize is 20 + the subject’s 
  Will save modifier against mind-affecting enchantment 
  (compulsion) effects. All uses of hypnotism are mind-
  affecting enchantment (compulsion) effects.
  Implant Suggestion: You can implant a suggested course of 
  reasonable action in the mind of a willing creature, along 
  with a defined trigger. To implant a suggestion, you spend 1 
  minute inducing a trance-like state in the subject, after which 
  you attempt a Diplomacy check. If the check is successful, 
  you implant the course of action, as a suggestion spell with a 
  duration of 10 minutes plus 10 additional minutes for every 
  1 by which your check result exceeds the DC. If the subject 
  ceases to be willing, it can attempt a Will save once each 
  round to shake off the effects. The save DC is equal to 10 + 
  1/2 your character level + your Charisma modifier. You can 
  attempt to subtly implant a suggestion in the mind of an 
  unwilling creature with an attitude of indifferent or better 
  after 1 minute of continuous, calm interaction with that 
  creature, but the DC is 10 higher.
  Recall Memory: You can draw out forgotten memories from 
  a willing subject. You spend 1 minute inducing a calming, 
  trance-like state in the subject, after which you attempt a 
  
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  Diplomacy check. If you succeed at the check, the hypnotized 
  creature can reroll any previously failed Intelligence or 
  Knowledge check to recall the forgotten information with 
  a +4 bonus. The information must be something the subject 
  once knew or was exposed to.
  Action: Hypnotism takes 1 minute of calm interaction.
  Try Again: Yes. You can try to hypnotize the same 
  creature more than once, but only once per day.
  PHRENOLOGY (KNOWLEDGE 
  [ARCANA])
  You examine the skulls of intelligent creatures to analyze 
  the subjects’ psychological attributes, since the shape of the 
  brain influences the shape of the skull.
  Check: Once per day, you can use your fingertips to 
  examine the shape of a creature’s skull. Reading a creature’s 
  skull requires 1 minute of concentration and scrutiny while 
  you physically manipulate the skull. This technique can 
  be used on a willing, helpless, or paralyzed creature, or on 
  decomposed remains (as long as the skull is intact or can 
  be pieced together). This skill can’t be used on creatures 
  without discernible skulls, such as constructs, elementals, 
  oozes, or plants. After the minute is up, the GM attempts 
  a secret Knowledge (arcana) check. The DC is typically 
  modified by the subject’s Hit Dice. With a single check, 
  you determine all the information whose DC you meet. 
  For instance, if you had a result of 22 when examining a 
  creature with 2 HD, you would learn that creature’s race and 
  age, gender, alignment, and class, but not its level or HD.
  Task 
  DC
  Determine race and age 
  10
  Determine gender 
  15
  Determine alignment 
  15 + creature’s HD†
  Determine class 
  20 + creature’s HD†
  Determine level or HD 
  25 + creature’s HD†
  † A dead creature’s skull uses the HD the creature had when alive.
  Action: Reading a creature’s cranium requires 1 minute 
  of uninterrupted study.
  Try Again: Yes. Reexamining a skull may provide new 
  insights. You can attempt only one such check per day.
  PROGNOSTICATION (SENSE MOTIVE)
  You are skilled in means of folk divination. The most 
  common methods are cartomancy (reading cards), 
  cheiromancy (reading a creature’s palms), crystallomancy 
  (crystal-gazing), extispicy (reading animal entrails), 
  horoscopy (reading a creature’s birth stars), oneiromancy 
  (interpreting dreams), osteomancy (reading cast bones), 
  and pyromancy (reading flames).
  Check: Once per day, you can predict a creature’s fortune 
  for the near future. You spend 10 minutes interpreting the 
  divination means at your disposal. The GM then attempts 
  a secret Sense Motive check with a DC modified by the 
  subject’s Hit Dice (see the table below). The result of the 
  check can give you basic insight into the subject’s nature, 
  including its alignment, class, and levels or Hit Dice, and 
  might reveal clues to the creature’s immediate future. 
  Determining the immediate future as an augury spell has 
  a chance of successfully interpreting meaningful readings 
  equal to 60% plus 5% for every point by which the check 
  result exceeds the DC (to a maximum of 90%). With a single 
  check, you determine all the information whose DC you meet. 
  For instance, if you had a result of 22 when telling the fortune 
  of a creature with 2 HD, you would learn that creature’s 
  alignment and class, but not its level, HD, or fortune.
  Task 
  DC
  Determine alignment 
  15 + creature’s HD
  Determine class 
  20 + creature’s HD
  Determine level or HD 
  25 + creature’s HD
  Determine fortune as augury spell 
  25 + creature’s HD
  Action: Reading a creature’s fortune requires 10 minutes 
  of uninterrupted contemplation, and the subject creature 
  must be present.
  Try Again: Yes. You can attempt to read a particular 
  creature’s fortune repeatedly, but only once per 24 hours.
  Special: Specially crafted items purchased for the 
  exclusive use of this skill grant a +2 circumstance bonus 
  on Sense Motive checks to prognosticate.
  PSYCHOMETRY (APPRAISE)
  You can read the psychic impressions left on objects or in 
  places by previous owners and events.
  Check: Once per day, you can concentrate for 1 minute 
  while in physical contact with an item or location, during 
  which you receive flashes of insight regarding the subject’s 
  nature and ownership. After 1 minute, you attempt a DC 15 
  Appraise check to decipher the visions. You gain one piece 
  of information about the historical significance or the 
  last previous owner—such as a glimpse of the last owner’s 
  appearance or its emotional state when it last used the 
  item—determined by the GM. You learn one more piece of 
  information for every 10 by which your check result exceeds 
  the DC, as long as you concentrate for 1 additional minute 
  for each piece of information. If you fail the check by less 
  than 5 or the item has no significant psychic imprint, you 
  don’t learn any information. If you fail this check by 5 or 
  more, the item appears to be psychically significant even if 
  it’s not, and the information you gain is wildly inaccurate. 
  If you attempt to use psychometry on an item affected by 
  charge object or implant false reading, you automatically learn all 
  information imprinted by the spell. You must also attempt 
  a Will save. If the item is affected by an implant false reading 
  
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  spell, on a success, you realize the information was false, and 
  can determine the true information as well. On a failure, or 
  if the item is affected by a charge object spell, you believe the 
  information is true.
  Action: Reading an object requires at least 1 minute of 
  uninterrupted concentration.
  Try Again: Yes. Multiple readings on an object or place 
  always give the same results unless its circumstances or 
  ownership have changed, but additional checks might 
  reach further back into an object’s history. You don’t reroll 
  the saving throw to determine if a psychic imprint is false. 
  You can still use psychometry only once per day.
  READ AURA (PERCEPTION)
  Your psychic sensitivity allows you to read the psychic and 
  magical auras of creatures and objects.
  Check: Once per day, you can examine the natural aura 
  of a creature or object to discern the subject’s alignment, 
  emotions, health, or magic. This requires 10 minutes 
  of concentration, after which you attempt a Perception 
  check. Each time, you must pick one of four auras to read: 
  alignment, emotion, health, or magic. The result of the 
  check applies only to the selected aura. You must be within 
  30 feet of the subject at all times during the reading. 
  Objects typically have only magic auras, though some also 
  have alignment auras (and intelligent items have emotion 
  auras). You can still attempt to detect a type of aura an 
  object doesn’t have, but you get no results. The DC varies 
  depending on the aura, as shown on the table.
  Read Alignment 
  Aura: You attempt 
  to read the alignment 
  aura, learning the alignment 
  and its strength. An alignment 
  aura’s strength depends on the 
  creature’s Hit Dice or item’s caster 
  level, as noted in the description of 
  the detect evil spell.
  Read Emotion Aura: The colors within the 
  target’s aura reveal its emotional state. If successful, you 
  learn the target’s disposition and its attitude toward any 
  creatures within 30 feet of it. For a number of rounds equal 
  to the amount by which you exceeded the skill check’s DC, 
  you gain a +2 circumstance bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive checks against the target. 
  Read Health Aura: Viewing the flow of vital force, you 
  assess a creature’s physical condition. You learn if the 
  creature is unharmed or wounded, if it is poisoned or 
  diseased, and whether it is affected by any of the following 
  conditions: confused, disabled, dying, nauseated, panicked, 
  staggered, stunned, and unconscious. You also learn the 
  total number of points available in its ki pool, grit pool, or 
  similar resource.
  Read Magic Aura: You attempt to determine the number 
  and power of all magical auras on a target creature or object 
  (see detect magic to determine a magic aura’s power). If the 
  check is successful, you can attempt Knowledge (arcana) 
  or Spellcraft checks to determine the school or identify 
  properties of a magic item, as normal. If the item is affected 
  by magic aura or a similar spell, you can realize this and 
  determine the actual properties of the item if your check 
  result exceeds the DC by 5 or more. If the spell is of a higher 
  level (such as aura alteration), increase this threshold DC by 
  2 for every spell level beyond 1st.
  Task 
  DC
  Read alignment aura 
  15 + creature’s HD or item’s caster level
  Read emotion aura 
  20 + creature’s HD or item’s caster level†
  Read health aura 
  15 + creature’s HD
  Read magic aura 
  20 + creature’s HD or item’s caster level
  † Intelligent items only.
  Action: Reading an aura requires 10 minutes of study.
  Try Again: Yes. You can read a 
  creature or object’s aura more 
  than once, whether you read 
  the same aura or a different 
  one. You can still attempt 
  only one skill check 
  to read an aura 
  per day.
  
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  Auras
  All living creatures are imbued with a spark of the cosmic 
  fire that burns at the heart of the multiverse. This vital 
  principle grants beings animate force, carrying directions 
  from their greater intellects to their gross physical forms. 
  With practice, an initiate in the occult arts can manipulate 
  this force to create fantastic manifestations of psychic 
  phenomena. Different traditions have different names for 
  this vital force—prana, odic force, orgone energy—but it 
  is most commonly known as ki, the source of inner power 
  that grants the monk his incredible powers. 
  Practiced initiates can learn to pierce the veil between 
  the Material Plane and the Ethereal Plane to gaze upon 
  the interplay of ki within a creature’s body. The energy 
  concentrates in seven swirling circular pools positioned 
  throughout the body, known as chakras. From there it flows 
  through the creature’s form, and even emanates 2–3 feet out, 
  creating an ovoid nimbus around the creature—its aura.
  The energy of the aura permeates the body and spirit of 
  a living creature, influencing its health and vitality while 
  in turn being influenced by the creature’s disposition, 
  conception of self, and general emotional state. A creature’s 
  aura thus comprises many different auras intermixed with 
  one another to form a singular whole. Emanations of the 
  creature’s ki form its health aura. Radiations of thought 
  and belief issuing from the creature’s soul suffuse the 
  health aura with patterns that can be interpreted as its 
  alignment aura. The flashes of color flowing through the 
  whole reveal the creature’s attitude and disposition, and 
  are known as its emotion aura. Finally, an aura might 
  contain emanations of a magical origin, which is usually 
  a consequence of outside forces at work on the creature.
  Various spells can detect aspects of a creature’s or object’s 
  aura. The analyze aura spell and the read aura occult skill 
  unlock (see page 197) are the most comprehensive ways to 
  assess a creature’s entire aura.
  ALIGNMENT AURA
  A creature’s alignment aura reflects the true nature of its 
  beliefs and inner soul. This aura resembles a churning 
  mist that suffuses the health aura. Close observation of 
  the strange currents in this mist can identify the creature’s 
  alignment. Objects or locations infused with powerful 
  magic attuned to a particular alignment (such as the 
  blood-splattered altar at which a debased cult holds its 
  unspeakable rituals or a gilded cup holding the tears of a 
  long-dead saint) sometimes also have alignment auras.
  The strength of an alignment aura is based on the 
  creature’s Hit Dice or the magic item’s caster level, 
  as referenced in certain detect spells (see page 266 
  of the Pathfinder RPG Core Rulebook). 
  EMOTION AURA
  A creature’s emotion aura reveals its current 
  disposition and attitudes. These factors color 
  the emanations of the aura with a coruscation 
  of hues known as the emotional spectrum. 
  Any combination of colors from the list in the 
  sidebar can define a creature’s emotional state. 
  Typically, methods of perceiving the emotion 
  aura reveal the emotions themselves, as well 
  as the associated colors. The secrets of the 
  emotional spectrum are laid bare to the initiate, 
  and should not remain mysterious to the player.
  Since emotion auras are a function of the health 
  aura, they are not often associated with objects or undead 
  creatures, which are not technically alive. Intelligent magic 
  items sometimes have an emotion aura, while undead—
  particularly those on the Ethereal Plane barred from 
  the afterlife because of emotional distress or unfinished 
  business—may bear a tattered remnant of their auratic 
  
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  energy clinging to their haunted forms, even though the 
  life energy that created them ceased long ago.
  HEALTH AURA
  A creature’s health aura is a direct representation of the 
  vital force flowing within its body. Ki comes from various 
  sources in the outside world and flows into and throughout 
  the nervous system via a series of swirling pools known as 
  chakras. Within the body, vital force has a faint rosy hue 
  that fades outward into a vaporous white cloud. This aura is 
  streaked by lines extending like bristles. When a creature is 
  in normal health, these bristles stand out stiffly; when the 
  creature is ill, they droop like the whiskers of a weary animal. 
  Interpretation of the vital force’s flow between chakras and 
  the fine lines emanating through the greater aura can allow 
  the observer to note whether the creature is unharmed or 
  The Emotional Spectrum
  A character trained in auratic techniques sees an interplay of 
  colors within a creature’s aura. Understanding the colors of 
  this emotional spectrum can reveal a great deal about the 
  observed creature. The colors constantly blend and shift as 
  the creature’s thoughts, emotions, and surroundings change. 
  An observation of a creature’s aura is a snapshot of its feelings 
  and general character in a given moment, and might not be 
  accurate days or even minutes later. 
  Anger (Bright Red): Bright red flashes, usually on a field 
  of black, denote anger. The more selfish the anger, the more 
  the red is tinged with brown. Righteous indignation, or anger 
  for what the creature considers a just cause, manifests as 
  lightning-shaped flashes of brilliant vermillion.
  Deceit (Oily Green): An oily green aura denotes deceit 
  and cunning, making spells like analyze aura very useful 
  during interrogations.
  Faith (Blue): A blue aura signifies religious thought, 
  emotion, and feeling. The hue varies based on the nature 
  of the sentiment, its basis in tolerance or prejudice, 
  and its degree of self-interest. The lighter the tone, the 
  more altruistic and beneficent the feeling. Deep, dark 
  violet denotes religious belief twisted toward selfish or 
  malevolent ends.
  Fear (Livid Gray): The colors of the aura of a creature 
  experiencing fright and terror fade away, leaving a livid gray 
  cloud in their place. Some overwhelmingly evil creatures—
  particularly undead—exude a fear aura whose tendrils extend 
  out several feet, reaching toward nearby creatures and 
  bringing an oppressive malaise to their surroundings.
  Flexibility (Emerald Green): A creature possessed of 
  versatility, adaptability, and a willingness to please gives off 
  an emerald green aura. Though green is usually associated 
  with deception, it here represents compromise and low 
  deceit—going along for the greater good despite personal 
  misgivings or other preferences.
  Greed (Brown-Red): A dull, brown-red aura—nearly 
  the color of rust—suggests avarice and greed, and usually 
  manifests in parallel bars across a creature’s body. Greenish-
  brown tinged with red flashes represents jealousy.
  Hatred (Black): Thick black clouds within the aura denote 
  hatred and malice. When a person is overcome with passionate 
  anger, dark images twist and turn within the cloudy aura like 
  ghostly snakes swimming through smoke. 
  Intellect (Golden): Gold denotes a person’s intellect. When 
  aimed at lower, personal ambitions, the hue tends toward 
  deep, dull shades. The hue assumes a glowing brilliance as 
  the creature mixes spiritual illumination with intelligence.
  Love (Scarlet): Among the loveliest auratic hues are the 
  crimsons of a creature in love. The associated shades range 
  from the gorgeous rose shade of selfless love for another to the 
  dull, heavy scarlet tinged with the brown of greed for selfish 
  love concerned with how much it receives in kind. A brilliant 
  rose tinged with lilac denotes spiritual love for all creatures.
  Melancholy (Gray Lines): A gloomy series of dark gray, 
  parallel vertical lines conveys depression or deep melancholy. 
  Like the brown lines of greed, the gray bars of melancholy 
  suggest an emotional prison.
  Passion (Blood Red): Sanguinary red suggests animal 
  passions and unconscious instinct. As a creature sleeps, its 
  aura tends to be overtaken by this hue as its visceral nature 
  takes over while the mind wanders the Dimension of Dreams 
  in the sheath of its lucid body (see page 241).
  Pride (Orange): Orange indicates pride and ambition, 
  and ranges in hue as these emotions are flavored by jealous 
  competition (green), fear of falling behind (pale gray), or 
  even self-love (dull crimson).
  wounded, if it is poisoned or diseased, and whether it is under 
  any of the following conditions: confused, disabled, dying, 
  nauseated, panicked, staggered, stunned, or unconscious.
  MAGIC AURA
  Magic auras are usually the result of external forces working 
  on an object, creature, or location. Each magical effect swirls 
  together in the greater aura, but remains discrete. It’s possible 
  to target specific effects within the aura to, for example, 
  dispel a single magical effect while leaving the others intact. 
  Other magic auras are the result of a creature’s inherent 
  supernatural abilities, and can have game effects on those 
  who approach too closely. Such auras (such as a dragon’s 
  frightful presence) often force creatures to attempt saving 
  throws to resist their effects. For more information on 
  magic auras, see detect magic (Core Rulebook 267).
  
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  Chakras
  According to esoteric traditions, the vital force of ki derives 
  from the Positive Energy Plane and flows to initiates via the 
  emanations of the sun. To students of the occult, every star 
  holds a gate to the realm of positive energy, and through these 
  gates flows the force of life itself in the form of ki. Ki collects 
  in seven mystical vortices within the body called chakras. 
  When observing a living creature’s etheric double—its 
  manifestation on the Ethereal Plane—its chakras appear 
  as small disks whirling with brilliant, colorful energy. The 
  chakras distribute this energy throughout the creature’s 
  physical body, granting it animate force and giving order 
  to its constituent molecules. 
  Enlightened initiates versed in the mysteries of ki can 
  awaken their chakras to unlock fabulous mystical powers, 
  but doing so means channeling an even more dangerous 
  and esoteric life force than ki—the potent and ancient 
  kundalini, also known as the serpent-fire.
  Unlike ki, kundalini flows not from the heavens 
  above but from the ground below. Some mystics claim 
  its colorful name derives from the fact that its mastery 
  was first pioneered by the ancient serpentfolk who ruled 
  the world millennia ago, but another explanation is that 
  kundalini energy flows through the seven chakras in a 
  coiling, ophidian manner. The kundalini flow awakens 
  each chakra in turn. As it progresses from the root chakra 
  at the base of the spine to the crown chakra at the top of the 
  head, the serpent-fire opens new vistas of personal power 
  to the initiate, granting her unique supernatural abilities.
  ACTIVATING CHAKRAS
  Awakening the chakras requires a basic mastery of ki 
  energy techniques, and is possible only for an initiate with 
  the ki pool class feature or some other means of utilizing 
  ki (such as the rogue’s ki pool rogue talent from page 69 
  of Pathfinder RPG Ultimate Combat). The initiate must also 
  possess the Psychic Sensitivity feat (see page 138) or have 
  levels in one of the occult classes presented in this book.
  Awakening chakras or maintaining awakened chakras is 
  a swift action that costs 1 ki point. On the first round, this 
  opens the root chakra. Each round after the first, it opens 
  the next chakra in the sequence, up to the crown chakra on 
  the seventh round. Once the initiate has begun awakening 
  his chakras, each round he must continue opening chakras 
  or maintain his awakened chakras, or all of his chakras 
  close and he must begin again from the root chakra. If he 
  pauses in the progression, he can resume it at any time, 
  provided he has spent 1 ki point per round in the meanwhile 
  to maintain his open chakras. Each round, when expending 
  the ki for that round, the initiate can select the benefit from 
  one chakra awakened up to that point. For example, if after 
  4 rounds the initiate has awakened three chakras, he can 
  gain the ability of any of those three. To open a chakra, the 
  initiate’s character level (or total HD) must equal at least 
  double the chakra’s rank. For example, an initiate must be 
  14th level to open his crown chakra. 
  Manipulation of the serpent-fire involves considerable 
  risk. Every round in which a character has one or more 
  awakened chakras, he must succeed at Fortitude and Will 
  saving throws, adding his Charisma modifier to each save, 
  to resist the inherent dangers of the kundalini flow as it 
  suffuses his body with spiritual fire. The save DCs are equal 
  to 10 + the sum of the ranks of the awakened chakras. For 
  example, awakening the root, sacral, and navel chakras 
  would result in a DC of 16. Opening all seven chakras at 
  once results in DC 38 saves. The save DC totals are listed 
  after each chakra’s rank and title. If the initiate fails the 
  Fortitude save, he takes 1d6 points of damage per awakened 
  chakra. If the initiate fails the Will save, he is overcome with 
  visions related to the emotions and concepts associated with 
  the awakened chakras, causing him to be dazed for 1 round 
  and causing all of his chakras to close.
  1. Root Chakra (DC 11): The root chakra is associated 
  with instinct, security, survival, and potential for greater 
  development. It energizes the desires of the flesh and 
  distributes ki throughout the blood to circulate heat to the 
  body. Kundalini energy is sometimes depicted as a serpent 
  coiled around the root chakra, ready to ascend on a path 
  from the body’s lower, basic urges and instincts to the 
  heights of a disciplined and enlightened mind.
  By awakening his root chakra, the initiate opens himself 
  to an inflow of serpent-fire energy. The bloom of occult 
  power strengthens his aura, granting him DR/— equal to 
  the number of chakras opened for 1 round. The initiate 
  must be at least 2nd level before he can open this chakra.
  2. Sacral Chakra (DC 13): The sacral chakra is closely 
  associated with the generative power of the reproductive 
  cycle, as well as pleasure, addiction, creativity, emotional 
  needs, and relationships. When the sacral chakra is 
  awakened, the adept recalls moments of sensual or creative 
  ecstasy, when consciousness slips from the physical body 
  into astral realms of weightless bliss. When opened, the 
  sacral chakra gleams with sunlike radiance.
  By awakening his sacral chakra, the initiate gains a 
  fly speed equal to his base movement for 1 round with 
  average maneuverability. The movement must begin and 
  end on a solid surface. The initiate must be at least 4th 
  level before he can open this chakra.
  3. Navel Chakra (DC 16): The navel chakra is sometimes 
  called the power chakra, for it is associated with fire, 
  combustion, digestion, anger, joy, fear, anxiety, and 
  laughter. Here the serpent-fire swirls and swells with heat 
  and vital energy, the source of the so-called “fire in the 
  belly” of common parlance.
  
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  Upon awakening his navel chakra, the initiate can 
  channel the serpent-fire as a breath attack that deals 2d8 
  points of damage in a 30-foot cone. This radiant gout of 
  orange-red liquid flame somewhat resembles fire, but 
  bypasses all forms of energy resistance, protection, and 
  immunity. The amount of damage increases by 1d8 for each 
  open chakra beyond the 3rd, to a maximum of 6d8 if all of 
  the chakras are awakened. The initiate must be at least 6th 
  level before he can open this chakra.
  4. Heart Chakra (DC 20): The heart chakra is the 
  seat of higher feelings and emotions, an inner realm of 
  compassion, tenderness, love, and rejection. When infused 
  with the substance of a creature’s aura, the energies of the 
  heart chakra can take on powerful healing capabilities.
  Once the heart chakra has been awakened, the initiate 
  can channel his serpent-fire into a torrent of healing 
  energy. He can use this ability on himself or touch any 
  adjacent living creature with this fire to heal an amount 
  of damage equal to 1d8 + double the number of chakras 
  he has awakened. In addition, he can remove one of the 
  following conditions from the creature healed: confused, 
  nauseated, sickened, staggered, or stunned. This fire has 
  no effect on constructs, undead, or other creatures that 
  are not alive. The initiate must be at least 8th level before 
  he can open this chakra.
  5. Throat Chakra (DC 25): Speech and hearing 
  are nothing more than vibrations, and the throat 
  chakra thrums with the occult vibrations that 
  govern existence. Here the urges and emotions 
  of the lower chakras give way to more refined, 
  cerebral vistas, making the throat chakra the 
  bridge between feeling and thinking.
  By awakening the throat chakra, the initiate 
  can tap into the primordial mystical language 
  underlying all things—the raw tongue of 
  the multiverse that gives motion to atoms, 
  keeps planets rotating in infinite space, 
  and orders the coruscations of the stars. 
  When using this chakra, the initiate slips 
  into a kind of trance. He can take actions 
  as normal, but he constantly mutters 
  incoherent, often disturbing utterances 
  of a vastly primal nature. Each round, he 
  can select one enemy within 30 feet. That 
  foe must succeed at a Will save to resist 
  becoming staggered for 1 round. The DC 
  of this save is 10 + 1/2 the initiate’s total Hit 
  Dice + his Charisma modifier. This is a sonic 
  mind-affecting effect. The initiate must be at 
  least 10th level before he can open this chakra.
  6. Brow Chakra (DC 31): Also called the 
  intuitive chakra, this force center governs occult 
  vision, both literal and metaphorical. Once 
  the brow chakra has been opened, the initiate gains the 
  benefits of true seeing for 1 round. Engaging this force 
  center literally opens a shining third eye of psychic energy 
  upon the initiate’s forehead. The mystical eye is easily 
  perceived by anyone looking at the initiate, and persists so 
  long as he maintains the brow chakra. The initiate must be 
  at least 12th level before he can open this chakra.
  7. Crown Chakra (DC 38): Channeling serpent-fire 
  through all seven chakras at the same time aligns the 
  initiate’s life energy to its utmost potential, bathing his 
  aura in glimmering golden hues that illuminate his 
  head like a gleaming halo. For the briefest of moments, 
  he transcends mortality to become a being of temporary 
  divinity. This alignment with the cosmic harmony of the 
  multiverse grants him enormous sway over probability.
  Once the crown chakra is opened, the initiate becomes 
  fully in tune with the powers of the multiverse, allowing 
  him to gain the benefit of any two distinct chakras each 
  round. He gains this benefit even if he doesn’t select the 
  crown chakra. If he selects the crown chakra, every time he 
  would roll a d20 during that turn (such as when attempting 
  an attack roll, a saving throw, or a skill check), he can roll 
  twice and take the higher result. The initiate must be at 
  least 14th level before he can open this chakra.
  
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  Psychic Duels
  Psychic duels are battles in which combatants’ minds 
  become intertwined within a binary mindscape (see page 
  235). Though psychic spellcasters wield tremendous power 
  in such battles, other creatures can also wield mental might 
  with surprising potency.
  INSTIGATING A PSYCHIC DUEL
  A psychic spellcaster creates a binary mindscape when a 
  target fails its save against instigate psychic duel (see page 174). 
  The caster’s and target’s minds are then merged in a psychic 
  duel within that mindscape until either the spell’s duration 
  ends or the psychic duel reaches its conclusion. If the duel 
  begins during combat, each of the dueling characters 
  retains its initiative order and the psychic duel goes on in 
  conjunction with the initial combat. 
  If the duel begins outside combat, the initiator can 
  take a swift action to create a supernatural effect called a 
  psychic manifestation (see below) upon entering the binary 
  mindscape, before her opponent’s first turn. 
  While locked in a psychic duel, the combatants’ physical 
  bodies become unresponsive. They retain their positions, 
  but they can take no actions and lose their Dexterity 
  bonuses to Armor Class for the duration of the duel.
  RUNNING PSYCHIC DUELS
  Each combatant in a psychic duel attacks her opponent and 
  defends herself with the power of her imagination and force 
  of her personality. Such combatants appear in the binary 
  mindscape much as they appear in reality (unless using a 
  mental mask; see page 236), but their abilities and attacks 
  are enhanced in some ways and limited in others by the 
  strange laws of the binary mindscape.
  While the illusion of physical movement exists in the 
  mindscape’s reality, such things as speed and position 
  have little bearing on a psychic duel. Combatants are 
  limited to purely mental actions, speech, and the creation 
  of psychic manifestations (see below). With very few 
  exceptions, spells and spell-like abilities can’t be used 
  (see Concluding a Psychic Duel on page 205).
  When a character enters a binary mindscape, she uses the 
  following statistics as they were prior to entering: her current 
  hit points; ability scores; AC and touch AC; Reflex, Fortitude, 
  and Will saving throws; highest melee attack bonus; and 
  highest ranged attack bonus. These attack bonuses apply 
  on melee and ranged offensive manifestations, respectively 
  (see page 203). Regeneration and fast healing are the only 
  special abilities that apply in a psychic duel; uncanny dodge 
  and damage reduction, for example, do not.
  Bonuses and penalties granted by items, as well as 
  spells and effects active before entering the mindscape, 
  apply to these statistics, as such items and effects gain 
  psychic equivalents when a creature enters a mindscape. 
  However, while the mind is engaged in a psychic duel, only 
  damaging and healing spells and effects cast on the body 
  of a combatant have an effect on the battle.
  Manifestations retain many of the manifestor’s combat 
  capabilities. The nature of the binary mindscape translates 
  martial prowess into psychic parallels; after all, such 
  prowess comes from training, muscle memory, and other 
  subconscious components of the mind. This means that 
  while martially inclined characters have fewer resources 
  in a psychic duel, they can still make powerful attacks 
  against their foes with great accuracy. 
  Conditions gained during a psychic duel rarely carry 
  over into the real world, but damage is dealt to the physical 
  body of the duelist, so it’s possible for combatants to die. 
  Similarly, unlike all other effects that occur in the real 
  world after a psychic duel begins, damaging and healing 
  a duelist’s physical body carry over to the psychic duel.
  PSYCHIC MANIFESTATIONS
  While engaged in a psychic duel, the combatants don’t 
  attack or cast spells normally. Instead, the combatants 
  create psychic manifestations, abilities that can be used 
  only within a binary mindscape; these represent changes 
  to the mindscape’s fabric (see Mindscapes on page 234).
  Generating Manifestation Points
  Psychic manifestations are fueled by psychic energy, 
  represented by manifestation points (MP). Each combatant 
  has a manifesting level equal either to its highest caster level 
  or half its number of Hit Dice, whichever is higher. The 
  maximum number of manifestation points a combatant 
  can spend when creating a manifestation is equal either to 
  the highest-level spell the combatant can cast or 1/4 its HD 
  (minimum 1 and maximum 5), whichever is higher. 
  In order to create a psychic manifestation, a combatant 
  must generate MP in any of four ways: from ability scores, 
  from class features, by sacrificing spells, or by sacrificing 
  spell-like abilities. She can use each of these methods only 
  once per manifestation. For example, a character who is 
  a gunslinger 1/wizard 8 could generate 1 MP from ability 
  scores, 1 MP from grit, and 2 MP by sacrificing a 2nd-level 
  spell, thus reaching her per-manifestation limit of 4 MP, 
  but she couldn’t do so by sacrificing four different 1st-level 
  spells. If a combatant doesn’t use all of the manifestation 
  points it generates immediately, the extra points are lost. 
  Generating MP from ability scores doesn’t deplete the 
  ability score, but it has other consequences for a combatant 
  once the duel is concluded (see below). All other sources of 
  MP deplete the spent resources in the real world as well.
  Generating MP from Ability Scores: Every combatant 
  begins a psychic duel with a pool of MP equal to the 
  
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  combatant’s HD + the average of her Intelligence, Wisdom, 
  and Charisma scores. As a free action, a combatant can draw 
  from this pool to generate MP. A combatant who draws any 
  number of points from this pool is fatigued upon leaving the 
  binary mindscape. A combatant who draws half or more of 
  these points is exhausted upon leaving the mindscape, and 
  takes a –4 penalty to Intelligence, Wisdom, and Charisma for 
  24 hours thereafter. If a combatant expends the entire pool, 
  she becomes unconscious after leaving the mindscape. The 
  fatigued, exhausted, and unconscious conditions and the 
  –4 penalty ignore all immunities and last for 24 hours; they 
  can’t be removed before that time except by a wish or a miracle.
  Generating MP from Select Class Features: As a free 
  action, a combatant with an arcane, grit, ki, panache, or 
  phrenic pool (or any other similar class feature the GM 
  chooses) can spend points from these pools to generate MP 
  at a rate of 1 MP per point spent.
  Sacrificing Spells to Generate MP: As a free action, 
  a combatant can sacrifice a single spell slot (if he’s a 
  spontaneous caster) or prepared spell (if he’s a prepared 
  caster) to generate a number of MP equal to the level of 
  the spell slot or prepared spell sacrificed. Alchemists and 
  investigators can sacrifice an extract slot as if it were a spell 
  slot, but only if that extract slot is currently open and not 
  already invested in a physical extract.
  Sacrificing Spell-Like Abilities to Generate MP: A 
  combatant can sacrifice a use of a spell-like ability in a way 
  similar to sacrificing spells to generate MP. However, each 
  at-will spell-like ability can be sacrificed only once during 
  a single psychic duel; it is not a source of infinite MP. 
  Creating Psychic Manifestations
  Psychic manifestations have three main types: offensive 
  manifestations, defensive manifestations, and thought-form 
  creatures. For the purpose of concentration checks, creating 
  a manifestation is considered casting a spell with a spell level 
  equal to the number of MP spent to create the manifestation. 
  The combatant creating the manifestation treats her 
  manifesting level as her caster level for such checks.
  Offensive Manifestation (Full-Round Action)
  This type of manifestation is a direct attack on an 
  opponent, a thought-form creature, or both. An offensive 
  manifestation can attack a variety of defenses, depending 
  
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  on the number of MP spent and the desires of its creator. 
  Creating an offensive manifestation requires three steps. 
  Step 1—Create Sensory Effects: Combatants creating 
  psychic 
  manifestations 
  are 
  limited 
  only 
  by 
  their 
  imaginations as to the look, sound, feel, and smell of each 
  manifestation; these sensory effects guide combatants in 
  their later choices. For example, if a combatant envisions 
  an offensive manifestation as a giant ball of lava he throws 
  at his opponent, that might suggest that the attack should 
  force a Reflex saving throw rather than targeting the 
  opponent’s AC. Regardless of the effect’s form, damage 
  dealt by a manifestation is always untyped damage, and can 
  be mitigated only by defensive manifestations.
  Step 2—Determine Attack Type: By default, an offensive 
  manifestation acts as either a melee or ranged attack 
  (creator’s choice) that resolves against a single target’s AC. 
  The creator can have the manifestation resolve against 
  touch AC instead by increasing the cost by 2 MP. 
  Alternatively, the creator can instead force both his 
  opponent and any thought-form creature it controls to 
  attempt a saving throw to avoid the effect; this increases the 
  cost by 1 MP. The DC is equal to 10 + the total number of 
  MP spent + the Intelligence, Wisdom, or Charisma bonus of 
  the creator (whichever is highest). The creator chooses which 
  kind of saving throw—Fortitude, Reflex, or Will—the 
  target must attempt. By default, a successful save negates 
  the manifestation’s damage, but the creator can increase 
  the cost by an additional 1 MP to cause the manifestation 
  to deal half damage on a successful save.
  If an offensive manifestation’s effects can be negated or 
  reduced with a saving throw, the creator can increase the 
  cost to have the manifestation apply a condition (see Step 3). 
  Step 3—Determine Damage and Conditions: After 
  determining the manifestation’s attack type, the creator 
  determines its number of damage dice. The creator 
  must spend at least 1 MP on damage, which grants the 
  manifestation 1 damage die, but she can spend more to 
  increase the number of dice, as shown on the table below. 
  MP Spent on Damage 
  Number of Damage Dice
  1 MP 
  1 die
  2 MP 
  4 dice 
  3 MP 
  6 dice 
  4 MP 
  8 dice
  5 MP 
  10 dice
  6 MP 
  12 dice
  7 MP 
  14 dice
  8 MP 
  16 dice
  9 MP 
  1 die per creator’s manifesting 
   
  level (maximum 20 dice)
  The manifestation’s damage die type depends on the 
  source of the manifestation’s MP. Psychic spells and 
  spell-like abilities sacrificed grant d8s. Arcane spells and 
  other spell-like abilities grant d6s. All other methods of 
  generating MP (including mixed methods) grant d4s. If 
  the manifestation’s attack resolves against AC or touch AC, 
  a natural 20 on the attack roll threatens a critical hit for 
  double damage. 
  If the manifestation allows a saving throw, the creator can 
  spend additional MP to add one condition from the list below 
  (she must still spend at least 1 MP on damage). A successful 
  saving throw always negates the condition. Conditions 
  gained in a psychic duel end if the duel ends before the 
  condition’s normal duration expires. The conditions below 
  otherwise follow the normal rules for those conditions, 
  with the following exceptions and additions.
  Blinded (3 MP): Affected creatures are blinded for 1 round; 
  they can’t use offensive manifestations that require saves.
  Confused (3 MP): The affected creatures are confused for 
  1 round, breaking concentration automatically. If an affected 
  creature is forced to attack the nearest creature, it attacks 
  its opponent’s thought-form creature if one exists, or the 
  opponent if not. A confused combatant never attacks her own 
  thought-form creature, or vice versa. This condition can be 
  applied only to manifestations that require Will saves. 
  Dazed (4 MP): The affected creatures are dazed for 1 round. 
  A dazed combatant can continue to concentrate on thought-
  form creatures and create defensive manifestations, but can’t 
  create thought-form creatures or offensive manifestations. 
  This condition can be applied only to manifestations that 
  require Will saves. 
  Entangled (2 MP): The affected creatures are entangled 
  until they take a full-round action to end this condition. 
  This condition can be applied only to manifestations that 
  require Reflex saves. 
  Nauseated (4 MP): The affected creatures are nauseated 
  for 1 round. A nauseated creature can create only defensive 
  manifestations. This condition can be applied only to 
  manifestations that require Fortitude saves.
  Shaken (1 MP): The affected creatures are shaken 
  for 1d4 rounds. This condition can be applied only to 
  manifestations that require Will saves.
  Defensive Manifestation (Action Type Varies)
  Defensive manifestations protect a combatant from her 
  opponent’s manifestations. A combatant in a psychic duel 
  can manifest the following defensive abilities. 
  Evasive Mind (1 or more MP; swift action): The combatant 
  gains a +2 bonus on all saving throws and gains evasion 
  for a number of rounds equal to the number of MP she 
  spent to create this manifestation. 
  Hardened Mind (1 to 4 MP; swift action): For 1 round, the 
  combatant’s Armor Class increases by an amount equal to 
  the number of MP she spent to create this manifestation, 
  and her touch AC increases by half that (minimum +0).
  
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  Thought Barrier (1 or more MP; swift action): A thought 
  barrier reduces the damage dealt to the combatant by 
  offensive manifestations and thought-form creatures by 
  5 points. This manifestation lasts for a number of rounds 
  equal to the number of MP the combatant spent to create it.
  Disruptive Counter (variable MP; immediate action): When 
  the combatant’s opponent creates a manifestation, the 
  combatant can spend a number of MP equal to that 
  manifestation’s cost + 2 to counter that manifestation. 
  When she does, any currently active thought-form creatures 
  or defensive manifestations she has are dismissed. 
  Nimble Mind (2 MP; immediate action): When the combatant 
  is attacked with an offensive manifestation that targets her 
  touch AC, this ability changes it to target her full AC. 
  Psychic Redirect (1 MP; immediate action): When the 
  combatant would take damage while she has a thought-
  form creature active, she can use this ability to apply the 
  damage to her thought-form creature instead. If the attack 
  targets both the combatant and the thought-form creature, 
  the thought-form creature takes the damage for both itself 
  and the combatant and suffers any condition conferred by 
  the attack, but the combatant suffers no effects. 
  Thought-Form Creature (1-Round Action)
  A thought-form creature is a mentally constructed thrall 
  that takes any form its creator desires. Creating a thought-
  form creature takes 1 full round (as if the creator were casting 
  a spell with a 1-round casting time) and lasts as long as its 
  creator concentrates on the creature’s existence as a full-
  round action; a combatant can manifest only one thought-
  form creature at a time. A thought-form creature must make 
  its attacks against another thought-form creature if one is 
  manifested; if not, it can attack its creator’s opponent. The 
  creature makes its attacks when its creator uses a full-round 
  action to concentrate on the thought-form creature. When 
  a thought-from creature is reduced to 0 or fewer hit points, 
  it disappears and its creator takes an amount of damage 
  equal to the thought-form creature’s psychic backlash (see 
  Thought-Form Creature Statistics below). A thought-form 
  creature can be dismissed as a free action.
  A basic thought-form creature costs 1 MP to create, and 
  has the following base statistics. 
  Thought-Form Creature Statistics: AC creator’s AC; 
  touch AC creator’s touch AC; hp 1/2 creator’s current hit 
  points; Attack Bonus creator’s manifesting level + creator’s 
  Intelligence, Wisdom, or Charisma modifier (whichever 
  is highest); Damage 1d6 + creator’s Intelligence, Wisdom, 
  or Charisma modifier (whichever is highest); Saves 
  creator’s save bonuses; Psychic Backlash 1d10 + the MP 
  cost of the thought-form creature.
  Thought-Form Creature Augmentations: When creating 
  a thought-form creature, the creator can apply any of the 
  following augmentations, up to her maximum MP limit. 
  Increase Attack Bonus: Increase the cost by up to 4 MP to 
  increase the thought-form creature’s attack bonus on all 
  its attacks by the same amount. 
  Extra Attacks: Increase the cost by 2 MP to grant the 
  thought-form creature a second attack each round. 
  Increasing the cost by an additional 2 MP grants it a 
  third attack, but the creature makes the third attack at 
  a –5 penalty. 
  Increase Armor Class: Increase the cost by up to 4 MP 
  to increase the thought-form creature’s AC by the same 
  amount and its touch AC by half that amount. 
  Increase Saving Throws: Increase the cost by 2 or 4 MP to 
  increase the bonus on all of the thought-form creature’s 
  saving throws by half that amount. 
  Increase Hit Points: Increase the cost by up to 4 MP 
  to increase the thought-form creature’s hit points by 
  10 × that amount. 
  Increase Damage: Increase the cost by 1 MP to increase 
  the thought-form creature’s damage die type for all its 
  attacks to d8, or by 2 MP to increase the damage die type 
  to d10. If the thought-form creature has only one attack, 
  its damage bonus with that attack increases to 1-1/2 × the 
  creator’s Intelligence, Wisdom, or Charisma bonus 
  (whichever is highest). 
  Protective Ability: Increase the cost by 1 MP to grant 
  the creator a +4 bonus to AC (both normal and touch), a 
  +2 bonus on Reflex saving throws, and evasion for as long 
  as this thought-form creature exists. Increasing the cost 
  by an additional 2 MP also grants the creator immunity 
  to attacks against AC or touch AC for as long as this 
  thought-form creature exists.
  CONCLUDING A PSYCHIC DUEL
  There are a number of ways a psychic duel can conclude 
  and the combatants’ minds can return to their bodies 
  (aside from the end of the instigate psychic duel spell that 
  started the combat). The duel ends immediately if one 
  of the combatants reaches 0 or fewer hit points or both 
  combatants agree to end the psychic duel. Each combatant 
  can make this agreement as a free action that can be taken 
  even when it isn’t that combatant’s turn. Rarely, a spell or 
  ability can allow combatants to leave a psychic duel. For 
  instance, unlike most spells, mindscape door can be cast 
  while in a psychic duel, allowing the caster to leave the 
  mindscape and end the duel. Lastly, a creature adjacent 
  to the body of a combatant can attempt to shake that 
  creature out of its torpor as a standard action. Doing so is 
  a melee touch attack that deals no damage but allows the 
  combatant to attempt a new saving throw against the  effect 
  that started the psychic duel. If the check is successful, the 
  mind of the roused creature returns to its body and the 
  duel ends. A creature in a psychic duel can attempt no more 
  than one additional save per round in this way.
  
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  Possession
  Rather than introducing new rules, this section explains 
  the nuances of possession magic, as used in the new 
  possession spell (see page 181), as well as monster abilities 
  and other spells.
  WHAT IS POSSESSION?
  True possession is when a creature displaces or overrides 
  the target’s consciousness with its own, establishing 
  direct control over the target’s body. The Pathfinder 
  RPG features several effects that are often conflated 
  with possession. The section below describes several 
  possession and possession-like effects and the differences 
  between them.
  Domination: Dominate spells are often confused 
  with possession, as they produce superficially similar 
  outcomes. However, domination and possession are 
  not the same. Domination is mind-control, enslaving 
  the target’s mind and forcing it to carry out the caster’s 
  will; thus, the caster doesn’t directly control the target’s 
  body. The target’s dominated mind merely carries out a 
  mandate given by the caster with the means, knowledge, 
  and experience it has available. 
  Spell Possession: Prior to Occult Adventures, the 
  primary source for possession mechanics in the 
  Pathfinder RPG was the magic jar spell. Magic jar allows 
  the caster to detach her soul from her body and place it in 
  the body of another creature, displacing the host’s soul 
  and leaving the caster’s own body essentially “empty.” 
  Like possession, these effects belong to the necromancy 
  school of magic, as befits magic that manipulates life 
  force and souls. This is true possession, as the end result 
  is control of the host’s body rather than the mind. The 
  marionette possession spell (Pathfinder RPG Ultimate Magic 
  228) operates under an identical principle, but does not 
  displace the host’s soul because the target cedes control 
  to the caster willingly.
  These forms of possession carry great risk for the 
  caster. The caster has no means of survival without a 
  body to inhabit, so if her soul is ejected from the host’s 
  body while her own body is out of the spell’s range, the 
  caster dies instantly.
  The possession spell presented in this book follows 
  similar rules to magic jar and marionette possession, but 
  with a few key differences. Possession does not displace 
  the host soul when the possessor seizes control of a 
  creature’s body. Additionally, the caster does not perish 
  instantly if her body is outside the spell’s range when 
  she is ejected; the range on the possession spell pertains 
  only to the distance the caster can be from her intended 
  target at the time of casting. Once ejected, the caster’s 
  soul snaps back to her body from any distance, so long as 
  it remains on the same plane.
  Incorporeal Possession: Ghosts, shadow demons, 
  and similar creatures do not possess physical bodies—
  they are simply disembodied souls. They use the rules 
  below to govern the interaction between their mental 
  characteristics and their hosts’ physical forms. Such a  
  creature merges with the host’s body and is unharmed 
  when ejected. Creatures that use magic jar can often use 
  the new possession spell instead.
  CORE MECHANIC AND 
  CLARIFICATION
  The possession spell contains the core mechanics for 
  possession. The description of the magic jar spell states 
  the possessing creature can use her “mental abilities,” 
  and the possession spell works similarly. This term wasn’t 
  previously defined, and has been a source of confusion 
  in many games. The term “mental abilities” as used here 
  refers to the following.
  • The possessor uses her skill ranks, along with any 
  feats the possessor has for which she still qualifies in 
  the host’s body. The possessor doesn’t gain any of the 
  host’s feats or skill ranks, but does apply bonuses and 
  penalties associated with the host’s body. For example, 
  when attempting Fly checks, a character who possessed 
  a bird would use her own ranks in the Fly skill, but 
  the bird’s Dexterity modifier and racial, size, and 
  maneuverability bonuses.
  • The possessor can use spells and spell-like abilities. 
  Appropriate spell components and foci are still required 
  for spells that call for them. Some spell-like abilities 
  are racial in nature, but the soul’s essence temporarily 
  instills the possessing creature’s quintessential nature 
  into the host’s body. For instance, a shadow demon 
  possessing a paladin can still use its racial spell-like 
  abilities during that time.
  • The possessor can use nonmagical and magical class 
  abilities such as domain, hex, rage, and school powers.
  Supernatural abilities (with the exception of class 
  abilities) are not considered mental abilities, as they 
  generally rely upon a creature’s physical form. For 
  example, a red dragon possessing a cleric of Iomedae 
  could not use its breath weapon ability to breathe fire 
  while inhabiting the cleric’s form. The GM can choose 
  to make a specific exception if she believes an ability is 
  solely mental in nature.
  RULE INTERACTIONS
  Several different mechanics allow a creature to 
  inf luence or control another creature, and sometimes 
  it isn’t clear how these competing effects should play 
  out, whether it be possession versus compulsion or even 
  
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  possession versus possession. These systems interact in 
  the following ways. 
  Possession versus Charm and Compulsion: Possession 
  overrides charms and compulsions that are in control of 
  another creature. Neither type of effect prevents the other 
  from functioning, but possession bypasses the mind 
  and takes direct physical control of the body—which 
  may result in a possessor enslaving an intelligence that 
  is essentially helpless already because of a compulsion. 
  Compulsion and charm effects move with the mind or 
  soul of the creature originally targeted. For example, if 
  you cast mind swap (see page 177) on a dominated creature, 
  the domination effect remains active but transfers with 
  the originally dominated mind to its new host body, and 
  a dominated creature capable of possession could possess 
  another creature while still remaining dominated. 
  If the host’s mind or soul is not displaced from the body, 
  a dominating creature can still telepathically interact 
  with its now-possessed target, even though the target is 
  helpless within its own hijacked body. The dominating 
  creature can even command the target to explain what 
  the host body is doing, if the host has access to its senses.
  Conversely, a caster can target a possessing creature 
  with a compulsion or charm effect. If the possessing 
  creature is the only mind or soul in the host body, the 
  compulsion or charm effect works on the possessing 
  creature normally. If the possessing creature is later 
  evicted from the body, the compulsion or charm effect 
  remains active on the possessing creature 
  when  it returns  to its   original body. For 
  instance, if a mesmerist is using mind swap 
  on a bard, and a succubus uses her dominate 
  monster spell-like ability when she meets the 
  possessed bard, the mesmerist must attempt 
  a saving throw against the spell. If he fails, the 
  mesmerist becomes dominated by the succubus, and 
  when his possession ends and he returns to his body, 
  he remains at the mercy of his new mistress.
  When both the host creature and a 
  possessing creature occupy a body at the 
  same time, a charm or compulsion 
  effect 
  can 
  target 
  either 
  one. 
  However, the caster must be 
  aware of the possessing creature’s 
  presence in the host body in order to 
  target it. Otherwise, the effect targets 
  the host by default, generally with 
  limited effect.
  Possession versus Divination Effects: 
  Possession does nothing to obfuscate or 
  block most divination spells. For example, if 
  an evil mesmerist is possessing a paladin, detect evil will 
  sense the presence of an evil creature when the paladin’s 
  body enters the area of effect. The Hidden Presence feat 
  can assist a possessing creature in foiling divinations. If 
  a creature’s body and soul are in two different locations, 
  as in the case of a caster of magic jar, divination spells 
  that depend on location, such as locate creature or scrying, 
  fail to produce results. The exception is discern location; 
  this powerful spell provides both locations unless the 
  body and soul are protected by mind blank or a deity.
  Possession versus Possession: If you attempt to possess 
  a creature that is already possessed, the possessing 
  creature must succeed at the possession spell’s save or be 
  ejected, allowing you to enter the host. If the possessing 
  creature voluntarily fails its save, first that creature is 
  automatically ejected and then the host attempts the 
  Will save instead. A possession effect that doesn’t allow 
  a saving throw automatically causes the possessing 
  creature to be ejected.
  
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  Occult Rituals 
  It’s a common belief that only those initiated in the rites 
  and practices of arcane, divine, or psychic magic can 
  cast spells, but this is not strictly true. Hidden within 
  dusty libraries and amid the ramblings of lunatics lie 
  the mysteries of another form of spellcasting—occult 
  ritual magic. These spells are rare, coveted by both those 
  eager to gain their power and those wishing to hide their 
  existence. Most traditional spellcasters consider these 
  rituals dangerous and uncontrollable, something to 
  be avoided or used as a last resort. They fear the power 
  these ceremonies grant to the uninitiated, as the rituals 
  allow those with only a glimmering of understanding the 
  ability to interact with the underlying fabric of magic. 
  While anyone can attempt to cast occult rituals, the 
  process is fraught with peril. The strange and intricate 
  incantations are often challenging to perform with 
  precision, and failure can weaken the casters or even 
  unleash horrors upon the world. Even when successfully 
  performed, each occult ritual has a price—a backlash 
  that affects at least the caster leading the ritual, and often 
  those assisting in its performance.
  CASTING OCCULT RITUALS
  Before performing an occult ritual, the primary caster 
  must assemble and ready all the components needed as 
  well as any secondary casters. Some occult rituals require 
  the casting to occur at a specific time or place; attempting 
  to cast such rituals at a different time or a substandard 
  location is nearly impossible. 
  Casting an occult ritual requires at least 10 minutes 
  per ritual level and sometimes as long as 1 hour per ritual 
  level. One of the casters—either the primary caster or 
  a secondary caster who the primary caster specifies—
  attempts one of the skill checks required by the ritual every 
  10 minutes of the casting, unless the ritual takes 1 hour 
  per caster level, in which case the caster attempts the check 
  every hour of the ritual. These checks cannot benefit from 
  the aid another action, and the caster attempting the check 
  can’t take 10 or take 20, even if she has an ability that would 
  normally allow her to do so when threatened or distracted. 
  Furthermore, because of the specific procedures of ritual 
  casting, mundane equipment that grants bonuses on 
  skill checks can’t usually increase the caster’s bonus on 
  the checks required by the ritual, unless the GM allows 
  it. Bonuses on the skill checks required for the ritual that 
  are granted by feats, spells (with enough duration to last 
  throughout the casting), traits, and magic items usually 
  apply, at the GM’s discretion. The primary caster decides 
  the order in which the various skill checks are attempted, 
  but the GM rolls for the checks and tracks the progress of 
  the ritual casting in secret. Once a ritual casting begins, it 
  must be performed to its completion unless it’s disrupted 
  by outside influences or fails.
  The primary caster leads a ritual’s casting, often with 
  the aid of a number of secondary casters. Secondary 
  casters can be indispensable to the ritual’s casting even 
  when they’re not taking an active role in ensuring its 
  success. Unless stated otherwise in the ritual description, 
  secondary casters must be within 100 feet and line of effect 
  of the primary caster and each other during the entirety of 
  a ritual’s casting. 
  If a ritual allows the participation of secondary casters, 
  in such cases, the ritual’s Components line includes “SC” 
  (“secondary casters”) as an entry, immediately followed by 
  a parenthetical that details any maximum or minimum 
  number of secondary casters required to cast the ritual. 
  If a ritual description has no secondary caster entry, that 
  ritual does not permit the assistance of secondary casters. 
  While secondary casters can help by attempting the 
  skill checks the primary caster assigns them, their chief 
  purpose is to aid in the ritual’s casting. If a ritual’s casting 
  is aided by at least four secondary casters, all casters gain 
  a +1 bonus on all skill checks attempted as part of casting 
  the occult ritual. This bonus increases by 1 for every four 
  secondary casters beyond four (up to a maximum bonus of 
  +5 for 20 or more secondary casters). 
  To cast an occult ritual, the primary caster must learn 
  the ritual’s secrets (see Discovering Occult Rituals on 
  page 209). Secondary casters can assist in the casting 
  without fully understanding the intricacies of the ritual. 
  Since it is possible for those lacking the ability to cast 
  arcane, divine, or psychic spells to cast rituals, variables 
  that would normally rely on caster level (such as range and 
  spell resistance) use the character level or total Hit Dice 
  of the primary caster instead. This is the case even for a 
  ritual caster who has the ability to cast spells. Characters 
  with a caster level gain a +1 bonus on skill checks to cast a 
  ritual, and this bonus increases by 1 for every 5 caster levels 
  they possess (to a maximum of +5 at caster level 20th) as 
  their understanding of the fundamentals of magic grows. 
  It’s difficult to disrupt a ritual. Casting a ritual does 
  not provoke attacks of opportunity, and the casters 
  can pause the ritual to engage in combat or take other 
  actions—though not without consequences. For each 
  round an occult ritual is paused in this way, the DC of 
  all the ritual’s subsequent skill checks increases by 1. For 
  practical purposes, a ritual is successfully disrupted when 
  its casting is paused for more than 1 minute or any of 
  the casters are incapacitated, killed, or moved more than 
  100 feet from (or out of line of effect of) all other casters.
  If more than half the skill checks for an occult ritual are 
  successful, the ritual succeeds, and the primary caster (and 
  the secondary casters if specified) experiences the ritual’s 
  
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  backlash before the ritual’s effect occurs. The DC for a 
  saving throw against a ritual’s effects (if applicable) is equal 
  to 10 + the ritual level + the primary caster’s Intelligence, 
  Wisdom, or Charisma bonus (whichever is highest).
  If the casters fail half of the skill checks required for an 
  occult ritual (rounded down), the ritual ends, the casters 
  also experience the ritual’s backlash, and the failure 
  consequences occur. The consequences of failure are 
  detailed in each ritual’s description. 
  DISCOVERING OCCULT RITUALS
  The mysteries of occult rituals are jealously guarded secrets, 
  often painstakingly obscured by a ritual’s originators or 
  those who stumbled upon the obscure formulae detailing it. 
  The particulars of casting occult rituals are hidden within 
  coded tomes, concealed in puzzles, or referenced only 
  through allusions woven into esoteric tales. Recovering 
  the casting method of an occult ritual can be an adventure 
  within itself, something revealed by hallucinatory visions, 
  coerced from an occult practitioner, or passed on by a true 
  initiate hovering at death’s door and wishing for his genius 
  to live beyond his mortal existence.
  If an occult ritual is taught or its secrets are explained 
  directly, it takes at least 1 day per ritual level to learn the 
  method of its casting. Learning a ritual from hidden clues 
  or from scratch takes a week or a month per ritual level 
  (GM’s discretion). At the end of this period of study and 
  contemplation, the person attempting to learn the ritual 
  must succeed at an Intelligence check (DC = 15 + the ritual 
  level if learning from clues or a coerced teacher, or DC = 
  10 + the ritual level if learning from an instructor eager 
  to teach). Failing the check means the secrets of the ritual 
  elude the learner’s understanding, though she can start 
  the process anew at the same rate of potential discovery. 
  SAMPLE OCCULT RITUALS
  The following are a selection of occult rituals. Occult 
  rituals are formatted in a similar manner as spells, but 
  also feature a backlash and failure entry. 
  AVOIDANCE WARD
  School enchantment (compulsion); Level 4
  Casting Time 40 minutes
  Components V, M (a piece of rowan wood charcoal), F (a small 
  silver mirror worth 50 gp)
  Skill Checks Knowledge (dungeoneering) DC 30, 3 successes; 
  Spellcraft DC 30, 1 success
  Range touch
  Target one dungeon door
  Duration 8 hours
  Saving Throw Will negates (harmless, object); SR yes 
  (harmless, object)
  Backlash The caster takes 4d6 points of damage.
  Failure The target door swings open and cannot be closed by 
  the caster by any means short of a limited wish for 24 hours.
  EFFECT
  The caster begins by placing a mirror on one side of the door and 
  writing occult symbols on the other side of the door that conform 
  to one type or subtype of creature on the ranger’s favored enemy 
  list (Pathfinder RPG Core Rulebook 64). Upon completion of the 
  ritual, creatures of the chosen type or subtype cannot open, 
  touch, or even magically manipulate the door by any means 
  (with no save or spell resistance applicable). A dungeon door can 
  have only one avoidance ward at a time. 
  BREACH THE VEIL OF DREAMS
  School conjuration (creation); Level 6
  Casting Time 60 minutes
  Components V, S, M (incenses burned in a bowl filled with 
  grave earth, a bottle of wormwood wine for each caster), F 
  (an ornate silver and mithral key worth 5,000 gp), SC (up to 
  the Intelligence modifier of the primary caster)
  Skill Checks Knowledge (arcana) DC 32, 3 successes; 
  Knowledge (planes) DC 32, 3 successes
  Range touch
  Duration instantaneous; see text 
  Saving Throw none; SR no
  Backlash The primary caster takes 2d6 points of damage and 
  becomes exhausted. 
  Failure An animate dream (Pathfinder RPG Bestiary 2 29)
  appears at the site of the ritual and attacks the casters. At the 
  GM’s discretion, the animate dream may have the advanced 
  template, be accompanied by fellow animate dreams, or both.
  EFFECT
  This ritual must be cast at night on the Material Plane. The casters 
  drink the wormwood wine and begin chanting the incantation as 
  the incense burns. The casters mix the ashes with the grave earth 
  and use the mixture to draw a threshold with a keyhole. They then 
  Tapping into Ley Lines
  A primary ritual caster with the ability to cast spells 
  or use spell-like abilities can tap into a ley line (see 
  page 232) within 30 feet by performing a simple ritual 
  that takes 1 hour per 2 caster levels of the ley line. At 
  the end of the ritual, the primary caster must succeed at 
  a Spellcraft check (DC = 15 + the ley line’s caster level) to 
  attune herself with the ley line. If she fails, she can try 
  the attunement ritual anew. On a successful check, the 
  primary caster and any secondary casters gain a +1 bonus 
  on skill checks to cast an occult ritual using the ley line, 
  provided they remain within 30 feet of the ley line. This 
  bonus increases by 1 for every 5 caster levels of the ley 
  line, to a maximum of +5. 
  This form of attunement can be broken in the standard 
  ways described in Using Ley Lines (see page 233).
  
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  insert the key into this door as the incantation is completed. 
  Success indicates the casters pass through the portal and enter a 
  random location on the Dimension of Dreams.
  If the casters wish to return to the Material Plane from the 
  Dimension of Dreams, each must succeed at a DC 35 concentration 
  check to do so. This is a full-round action that doesn’t provoke 
  attacks of opportunity. The DC of this check is reduced by 1 for every 
  2d6 points of damage the traveler willingly takes from psychic and 
  physical trauma as part of the full-round action (this damage can’t 
  be reduced in any way). If successful, the caster is transported 
  back to the site of the ritual’s casting of the Material Plane. The 
  casters can try again if they fail their concentration checks. A caster 
  can use her character level + her Charisma modifier as her bonus 
  on the concentration check if she isn’t a spellcaster or if that value 
  is higher than her usual concentration bonus.
  CALL BEYOND THE VEIL
  School conjuration (calling); Level 6
  Casting Time 60 minutes
  Components V, S, F (either an object once possessed by the 
  spirit or entity called, or the name of the spirit or entity 
  called), SC (up to 8)
  Skill Checks Diplomacy DC 31, 2 successes; Knowledge (religion) 
  DC 33, 3 successes; Knowledge (planes) DC 33, 1 success
  Range primary caster
  Effect call on the spirit of a single deceased creature or a 
  psychic entity
  Duration concentration of the primary caster
  Saving Throw Will negates; SR no
  Backlash All casters become exhausted and gain 1 temporary 
  negative level (DC = 16 + primary caster’s Charisma bonus to 
  remove after the first day).
  Failure All casters gain 1 permanent negative level and are 
  exhausted until that negative level is removed.
  EFFECT
  The primary caster attempts to compel the spirit of a specific 
  individual or a psychic entity to manifest from its final rest 
  or extraplanar location. Unwilling spirits or entities can resist 
  the summons by succeeding at a Will save. If a spirit or entity 
  succeeds at the saving throw, it doesn’t manifest, but the ritual 
  is still considered a success. Spirits or entities that fail or forgo 
  this save are summoned into the primary caster’s body, where 
  they speak by way of the caster’s voice, which takes on an 
  otherworldly timbre. Though the spirit or entity speaks through 
  
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  the primary caster, it has no further control of that caster’s mind 
  or body, and can’t use any spells, spell-like abilities, or even 
  purely mental supernatural abilities it may have. It must leave 
  the primary caster when that caster ends his concentration. While 
  the spirit is speaking through the primary caster, the secondary 
  casters can ask it questions at a maximum rate of 1 question per 
  round (regardless of the number of secondary casters). The spirit 
  or entity speaks in a language it knows or knew while it was 
  alive, and can refuse to answer questions or attempt to deceive its 
  questioners and the primary caster using Bluff. It is not otherwise 
  beholden to the ritual casters.
  ENSNARING CIRCLE
  School abjuration [variable; see text]; Level 4
  Casting Time 40 minutes
  Components V, S, M (powdered silver), F (a stylus made of 
  mithral and diamond worth 5,000 gp), SC (up to 8)
  Skill Checks Knowledge (planes) DC 30, 2 successes; Knowledge 
  (religion) DC 30, 1 success; Linguistics DC 30, 1 success
  Range 10 ft.
  Effect a 20-foot-radius magic circle 
  Duration 1 day/character level of the primary caster
  Saving Throw Will negates (harmless); SR no, see text
  Backlash The primary caster takes 2d6 points of damage.
  Failure The casters believe their work was successful, though 
  when they attempt to use the circle, nothing occurs.
  EFFECT
  This ritual requires the casters to create a large magic circle 
  outlined with the silver powder and shaped with the focus 
  stylus. The circle must be painstakingly molded to attune it to the 
  alignment targeted (chaos, evil, good, or law), which is chosen 
  during the time of creation. The ritual gains the descriptor of 
  the alignment selected. Once the circle is complete, it becomes 
  invisible to all but the casters of the ritual or to creatures with 
  see invisibility, true seeing, or some other method of seeing 
  invisible objects. 
  Once the circle is complete, it can be used to trap an outsider 
  whose subtype matches the chosen alignment, as if it were an 
  inward-focused magic circle spell of the appropriate type (thus, 
  an ensnaring circle attuned to evil acts like an inward-focused 
  magic circle against evil). For an outsider to be trapped in this 
  manner, the entire space of the outsider must be within the 
  circle, at which point the primary caster can activate the circle 
  as an immediate action. The primary caster must be within 
  100 feet of the circle and be able to see it and the outsider he 
  wishes to trap in order to activate the circle. It is possible to 
  trap multiple outsiders of the appropriate subtype in the circle 
  if more than one are in the circle when it is activated. However, 
  if any such outsider is not completely within the circle, it is not 
  caught within the circle’s confines and is free to disrupt the circle 
  as described in the magic circle against evil spell description.
  As with a magic circle, the trapped outsider cannot cross the 
  circle’s boundaries or reach over or beyond the boundaries, nor can 
  it disrupt the circle either directly or indirectly, though it can make 
  ranged attacks beyond the circle’s boundaries. If the outsider has 
  spell resistance, it can test the trap once per day. If the primary 
  caster fails to overcome the outsider’s spell resistance, the circle 
  is disrupted and the outsider is freed from the circle’s restraints. 
  An outsider capable of any form of dimensional travel can simply 
  leave the circle using such an ability. 
  Unlike with a magic circle, you cannot create a special diagram 
  when creating the circle to make the ensnaring circle more secure. 
  ETHEREAL RIP
  School evocation; Level 5
  Casting Time 50 minutes
  Components V, S, M (a dollop of ectoplasm and paste extracted 
  from ground lotus root worth 500 gp), F (an obsidian dagger 
  with at least a +2 enhancement bonus and the ghost touch 
  special weapon ability, worth at least 18,301 gp)
  Skill Checks Knowledge (planes) DC 29, 3 successes; 
  Knowledge (geography) DC 29, 2 successes
  Range touch
  Effect a rip between the Material Plane and the Ethereal Plane 
  Duration 1 hour/primary caster’s character level and 
  instantaneous; see text
  Saving Throw Reflex negates; SR no
  Backlash The caster takes 4d6 points of damage.
  Failure The caster gains the incorporeal subtype and is confused 
  for 24 hours.
  EFFECT
  Upon this ritual’s completion, the focus dagger is imbued with 
  the power to cut a momentary rift between the Material Plane 
  and the Ethereal Plane, though only if the caster adheres to the 
  restrictions of the ritual. 
  At the ritual’s start, the caster must find the perfect spot for 
  such an incision: a place where the features of the Material 
  Plane and the Ethereal Plane are closely aligned (the exact spot 
  is determined by the GM). Then, after mumbling an incantation 
  that weakens the borders of those two planes at that location, 
  the caster must evenly coat the entire focus blade with a mixture 
  of the material components. When that is compete, the ritual is 
  successful and the backlash occurs, but the ritual’s true effect 
  can be delayed. As long as the caster does not move from her 
  space, and does not stop holding the focus dagger, she can use 
  the dagger to cut into the weakened border between the two 
  planes as a standard action that does not provoke attacks of 
  opportunity, but she must do so within 1 hour per character level 
  after successfully completing the ritual and taking the backlash. 
  Doing so has an immediate and dramatic effect—the rip attempts 
  to suck all creatures and unattended objects within 30 feet of the 
  caster’s space that weigh less than 200 pounds into either the 
  Ethereal Plane (if the rip is made on the Material Plane) or the 
  Material Plane (if the rip is made on the Ethereal Plane). With a 
  successful Reflex save, a creature avoids the rip’s pull. Creatures 
  and objects pulled into the rift land in a corresponding space on 
  
  212212
  the other plane. The ritual caster can choose whether she wants 
  to be sucked through the rift or stay on the plane where she cast 
  the ritual.
  HAUNTED COMMUNION
  School necromancy; Level 7
  Casting Time 70 minutes
  Components V, S, M (special paints and a small, salted pastry), 
  F (silver bell worth 500 gp), SC (up to 18)
  Skill Checks Knowledge (arcana) DC 31, 3 successes; Knowledge 
  (religion) DC 31, 3 successes, Linguistics DC 31, 1 success
  Range touch
  Target one haunt within 60 feet
  Duration 1 hour and 10 rounds (D); see text
  Saving Throw Will negates; SR yes
  Backlash The primary caster is exhausted.
  Failure The casters take 1 permanent negative level and a 
  –4 penalty on all skill and ability checks for as long as the 
  negative level persists.
  EFFECT
  This ritual must be performed within 60 feet of a haunt. The 
  primary caster rings the silver bell using an object associated 
  with the haunt’s origin or source of power. Once this is done, 
  the primary caster draws an intricate circle adorned with occult 
  symbols around a plate bearing the small, salted pastry. 
  If the incantation is successful, the haunt’s spirit enters into the 
  pastry (making the haunt inert for the duration of the ritual) and 
  one of the casters must eat the pastry before the next hour or 
  the ritual ends. Failure to do so allows the haunt to go free and 
  increases any DCs of the haunt’s effects by 4 and grants a +4 bonus 
  on attack rolls made by the haunt for 24 hours. Once a caster eats 
  the pastry, the spirit of the haunt speaks through the individual who 
  ate the pastry, and is required to truthfully answer 10 questions 
  (1 question per round) before departing, though since the haunt is 
  an emotional echo, the answers may be brief, cryptic, or repetitive, 
  as with speak with dead. Once the 10 questions are answered or 
  the spell is dismissed, the haunt can manifest as normal.
  OPENING THE THIRD EYE
  School transmutation; Level 5
  Casting Time 50 minutes
  Components V, S, M (incense), SC (up to 12)
  Skill Checks Knowledge (arcana) DC 34, 3 successes; Knowledge 
  (planes) DC 34, 1 success; Perception DC 34, 1 success
  Range touch
  Target primary and secondary casters
  Duration 1 day (D)
  Saving Throw Fortitude negates (harmless); SR yes (harmless)
  Backlash All casters take 2d6 points of damage.
  Failure All casters gain a temporary negative level (DC = 16 + 
  primary caster’s Charisma bonus to remove after the first day), 
  and the primary caster is afflicted with a more potent version 
  of the mindfire disease (DC 17; 2 saves; 1d4 Int; 1/day).
  EFFECT
  Through a ceremony of meditation and recitation, the casters of 
  this ritual become psychically attuned. Casters who don’t have 
  levels in an occult class gain the following benefits.
  • Each caster can choose one knack from the psychic class’s 
  spell list and an additional knack for every 5 character levels 
  that caster possesses (to a maximum of 5 knacks at 20th 
  level). The casters can cast these knacks at will. 
  • If a caster is trained in a skill with an occult skill unlock, she 
  can use that skill’s occult unlock. 
  Casters who do have levels in an occult base class gain the 
  following benefits. 
  • If a caster is trained in a skill with an occult skill unlock, she 
  gains a +4 insight bonus on checks with that skill when using 
  its occult skill unlock. 
  • If a caster is untrained in a skill with an occult skill unlock, she 
  can still use that skill’s occult unlock. 
  Each of the ritual’s casters can choose to dismiss this ritual’s 
  effects for themselves individually. 
  PSYCHIC SHIELDING
  School abjuration; Level 6
  Casting Time 60 minutes
  Components V, S, M (diamond dust worth 500 gp), F (mithral 
  mirrors worth a total of 10,000 gp and a lit lantern)
  Skill Checks Knowledge (arcana) DC 33, 3 successes; Spellcraft 
  DC 33, 3 successes
  Range touch
  Target one creature 
  Duration 1 day/character level of the caster
  Saving Throw Will negates (harmless); SR yes (harmless)
  Backlash The caster takes 2d6 points of damage and is exhausted.
  Failure The caster takes 1 permanent negative level.
  EFFECT
  The caster must begin this incantation at dusk or dawn, in 
  a windowless room with the intended target (if it is not the 
  caster), surrounded by mithral mirrors pointed inward. As 
  the ritual concludes, the caster blows out a lantern using the 
  diamond dust, leaving her and the target in the darkened room. 
  While in the darkness, the caster must touch the ritual’s target 
  before exiting the room. Then, for a number of days equal to the 
  caster’s character level, the target gains a +4 bonus on saving 
  throws against psychic spells and abilities, but can’t use any 
  psychic magic abilities, can’t cast psychic spells or use psychic 
  magic, and can’t be engaged or engage in a psychic duel. 
  RITUAL EXORCISM
  School abjuration; Level 4
  Casting Time 40 minutes
  Components V, S, M (vial of holy water), F (silver holy symbol), 
  SC (up to 12)
  Skill Checks Knowledge (religion) DC 28, 2 successes; Spellcraft 
  DC 28, 2 successes
  
  213
  213
  Occult Rules
  Occult Rules 5
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Target one helpless possessed creature or a restrained 
  possessed object
  Duration instantaneous
  Saving Throw Will negates; SR yes
  Backlash All casters become exhausted.
  Failure All casters gain 1 temporary negative level 
  (DC = 16 + primary caster’s Charisma bonus to remove after the 
  first day), and the primary caster takes 4d6 points of damage.
  EFFECT
  You force the life force of a possessing creature to leave its 
  host. Upon the completion of this ritual, the possessing creature 
  attempts a Will saving throw. If it fails the save, the possessor is 
  expelled, as if the duration of the spell or effect it used to possess 
  the target had expired. If the possessing creature succeeds at 
  the save, it continues to stay within the host creature or object, 
  though the ritual can be attempted anew as long as the possessed 
  creature is helpless or the object restrained.
  SEEK ASTRAL INSIGHTS
  School divination; Level 6
  Casting Time 60 minutes
  Components V, S, M (a number of candles made of pure 
  beeswax equal to the number of wandering stars in 
  conjunction when the ritual is attempted), F (a mithral chain 
  worth 5,000 gp), SC (up to 8)
  Skill Checks Knowledge (arcana) DC 31, 3 successes; 
  Knowledge (planes) DC 31, 3 successes
  Range primary caster
  Duration 1 hour/character level of the primary caster
  Backlash The primary caster is rendered speechless for 1 week 
  (if the ritual fails, this duration begins after the end of the 
  feeblemind effect).
  Failure The primary caster’s Intelligence and Charisma scores 
  drop to 1 and she gains the other effects of a feeblemind 
  spell for 24 hours.
  EFFECT
  This ritual can be cast only at midnight on a night when no 
  fewer than three wandering stars (planets) are in conjunction 
  and within view of the casters. The ritual must be performed 
  at the top of a hill, mountain, or other natural vantage point. 
  The primary caster is first wrapped in the focus chains, and the 
  candles are lit in the pattern of the stars in conjunction. The 
  primary caster must sit in complete silence, concentrating on the 
  
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  light of the candles, while the secondary casters circle, chanting 
  the occult incantation. If the ritual is successfully completed, 
  the primary caster’s mind is allowed to wander the Astral 
  Plane unhindered, and she can ask one question each hour her 
  mind wanders. The spirits of the Astral Plane answer the caster 
  truthfully, though there is usually only a 60% chance that they 
  will have the answer the primary caster seeks (the chance may 
  be higher or lower at the GM’s discretion, depending on the 
  nature of the information sought). If they don’t have the answer, 
  the spirits admit that they lack the knowledge the caster seeks 
  rather than trying to deceive her.
  VEIL STRUCTURE
  School illusion (glamer); Level 8
  Casting Time 80 minutes
  Components V, S, M (a half-gallon of water from a fresh spring 
  and a potion of invisibility), F (a pair of mithral pitchers and 
  two golden aspergillums, worth 25,000 gp total), SC (at least 
  4 and up to 12)
  Skill Checks Knowledge (nature or local; see below) DC 32, 
  4 successes; Spellcraft DC 32, 2 successes; Sleight of Hand 
  DC 32, 2 successes
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Area one 20-ft. cube/character level of primary caster
  Duration permanent (D)
  Saving Throw Will disbelief (if interacted with); SR no
  Backlash The primary caster takes 1 permanent negative level.
  Failure All casters cannot be targeted by any beneficial glamer 
  effects (such as invisibility) for 1 year (this is a curse effect, 
  and can be removed with remove curse and similar effects).
  EFFECT
  The primary caster starts this ritual by placing the fresh spring 
  water in one of the mithral pitchers and the potion of invisibility 
  within the other. The caster then mixes the components of the 
  two pitchers by pouring the water into the pitcher that holds 
  the potion and then transferring the mixed contents back into 
  the pitcher that initially held the water. She then repeats this 
  transference between pitchers six more times, before handing 
  one of the pitchers to one of the secondary casters. In complete 
  silence, the primary caster and the chosen secondary caster use 
  the aspergillums to splash the mixture on a building or structure 
  they wish to veil, which must be no larger than the ritual’s area. 
  If the building or structure is in a natural environment, the 
  casters must attempt Knowledge (nature) checks for the ritual. If 
  the building or structure is in an urban environment, they must 
  attempt Knowledge (local) checks.
  Upon the successful completion of the ritual, the building is 
  veiled, and it appears as if the area were devoid of anything 
  but its natural or urban setting. All of the ritual casters are still 
  able to see the faintest outline of the building and interact with 
  it normally. The primary caster also gains the ability to grant up 
  to 10 creatures per day that she touches the ability to see the 
  faintest outline of the building for a 24-hour period. 
  CREATING OCCULT RITUALS
  While the occult rituals provided in this book give you 
  numerous options with which to dabble, eventually you 
  may want to create your own rituals. Creating a new occult 
  ritual has five main steps. 
  Step 1—Concept: As when creating any rules component, 
  you should begin by deciding what you want the ritual 
  to do. Rituals are often an interesting way to introduce 
  unusually powerful magical effects into your game in a 
  limited or controlled way. They can also introduce these 
  effects in a manner that is more specific than similar 
  higher-level spell effects. The ritual’s purpose should 
  influence subsequent design decisions. 
  Step 2—Determine School: Once you have the concept 
  for the ritual, next determine which school best suits the 
  ritual’s effect, just as if it were any other type of spell. If 
  you’re unsure which school is most appropriate, compare 
  the effects with existing spells. If a ritual could have one 
  or more possible schools, determine which is the most 
  relevant school and use that one.
  Step 3—Determine Ritual Level: This step involves 
  setting the level of the occult ritual. Occult rituals are 
  always equivalent to at least 4th-level spells. Often the 
  best way to determine a ritual level is to compare it to 
  other spells in the game, or to use the guidelines for 
  designing new spells found on pages 128–139 of Pathfinder 
  RPG Ultimate Magic. The ritual level determines how 
  many total successes are required to cast the ritual, the 
  DCs for the skill checks needed to complete the ritual, 
  the save DC for the ritual’s effect (if applicable), and 
  indirectly determines the ritual’s range and duration. 
  The number of skill checks the ritual requires is equal 
  to the level of the ritual, and the base DC of the skill 
  checks needed to complete a ritual is 28 + the ritual level. 
   Any saving throw DCs of the ritual (including any 
  DC to remove a temporary negative level gained by the 
  backlash or by failing the ritual) are equal to 10 + the 
  ritual level + the primary caster’s Intelligence, Wisdom, 
  or Charisma bonus (whichever is highest). 
  In general, the spell a ritual is based on will give 
  guidelines on the range, targets, area, effect, duration, 
  and any saving throw or spell resistance that applies. If 
  you are unsure or are creating a new effect for your ritual, 
  you can use the suggestions in the Ritual Benchmarks 
  Based on School sidebar on page 215.
  While the ritual’s school or the spell it’s based on gives 
  you a starting point for the ritual’s details, you may want 
  to deviate from those examples when determining the 
  particulars. Doing so to a greater or lesser degree can 
  and should affect the skill check DCs for casting a ritual, 
  and can also affect the casting time of a ritual. Table 5–1: 
  Modifying Occult Rituals gives some examples of how to 
  modify DCs and casting times. 
  
  215
  215
  Occult Rules
  Occult Rules 5
  Table 5–1: Modifying Occult Rituals
   
  Check DC Modifier  
  Casting Time 
  or Modification
  Casting time is restricted  
  –4 
  (such as “only during a full moon”)
  Casting time is severely restricted  
  –8 
  (such as “only during a lunar eclipse”)
  Focus and Material Components
  Expensive material component (500 gp)  
  –1
  Expensive material component (5,000 gp) 
  –2
  Expensive material component (25,000 gp) 
  –4
  Expensive focus (5,000 gp)  
  –1
  Expensive focus (25,000 gp)  
  –2
  Range
  Greater range than normal 
  +1 to +6
  Shorter range than normal 
  –1 to –4
  Area
  Larger area than normal 
  +1 to +6
  Smaller area than normal 
  –1 to –4
  Target
  Unwilling target must be helpless  
  –2
  Limited targets (by HD, creature type, 
  and so on) 
  –3
  Single target to multiple targets  
  +4
  Duration
  Greater duration than normal 
  +1 to +6
  Shorter duration than normal 
  –1 to –4
  One year or more 
  casting time in  
   
  increments of  
   
  1 hour/level 
   
  instead of  
   
  10 minutes/level
  Backlash
  Per 2d6 points of damage  
  –1
  Caster is exhausted  
  –2
  Per temporary negative level caster gains  
  –2
  Per permanent negative level caster gains  
  –4
  Caster reduced to –1 hp  
  –3
  Caster infected with disease  
  –4
  Caster suffers curse effects 
  –4
  Backlash affects secondary casters too 
  –1
  Step 4—Determine Ritual’s Skills: This step involves 
  determining the skills required to cast the ritual. The 
  chosen skills should have a connection to the concept 
  or the effect of the ritual. While a number of Knowledge 
  skills are obvious choices (especially Knowledge [arcana] 
  and Knowledge [religion]), more interesting rituals 
  may feature other skills. Often these other skills allow 
  secondary casters to play a more active role in the casting 
  or make the ritual more interesting and challenging. 
  In all cases, you should require checks from two or 
  more skills. 
  Step 5—Create Backlash and Failure Effects: The last 
  step is to figure out the effects of the ritual’s backlash 
  and what happens to the casters if the ritual fails. Like 
  modifying the base spell or deviating from the baselines of 
  the ritual’s school, the backlash and its severity can affect 
  the DCs of the skill checks made to cast the ritual (see 
  Table 5–1: Modifying Occult Rituals). Backlashes should be 
  minor debilitations rather than severe punishments, and 
  you need to decide whether they affect just the primary 
  caster or all the casters. 
  Failure effects should be much more severe and 
  should not invalidate or overlap with the effects of the 
  backlash (since the backlash occurs whether or not the 
  ritual succeeds). They should always represent the cost 
  associated with the casting of uncontrolled magic, and 
  they can be very debilitating to the casters, and could even 
  harm those not associated with the ritual (especially for 
  high-level rituals). 
  Occult Ritual Benchmarks by School
  Each summary below specifies the range, target, duration, 
  and other aspects of an occult ritual associated with a 
  particular school.
  Abjuration: Range close; Target one or more creatures, 
  no two of which can be more than 30 ft. apart; Duration 
  minutes; Saving Throw Will negates; SR yes.
  Conjuration: Range close; Target one creature; 
  Duration 
  hours 
  (instantaneous 
  for 
  teleportation 
  subschool); Saving Throw Will negates (harmless); SR yes 
  (harmless).
  Divination: Range long; Target personal; Duration 
  minutes; Saving Throw none; SR no.
  Enchantment: Range close; Target one living creature; 
  Duration minutes; Saving Throw Will negates; SR yes.
  Evocation: Range medium; Area 5-ft.-wide bolt or 
  20-ft.-radius burst; Duration instantaneous; Saving Throw 
  Reflex half; SR yes.
  Illusion: Range touch; Target one living creature or 
  20 cu. ft. of matter; Duration minutes; Saving Throw Will 
  disbelief; SR no.
  Necromancy: Range close; Target one or more 
  creatures or corpses; Duration instantaneous; Saving 
  Throw none; SR no.
  Transmutation: Range medium; Target one creature 
  or 20 cu. ft. of matter; Duration rounds; Saving Throw 
  Fortitude half (or harmless); SR yes.
  
  Running an  
  Occult Game
  6
  
  W
  hy can’t wizards ever 
  keep their libraries 
  simple?” Quinn batted several 
  floating scrolls out of the way. 
  They fluttered aside with soft 
  squeals. “It’s never just ‘third 
  shelf on your left,’ always ‘in 
  a pocket dimension full of 
  skeletons, and beware the books 
  that bite.’ Seriously, how do they 
  research anything?”
  “Hush, dear.” From atop a 
  floating pillar, Estra reached 
  out and tapped the massive 
  dragon skull on its snout. 
  “Be happy that it’s only books 
  trying to bite you this time.”
  But Quinn was already 
  reading the parchment on the 
  desk, expression grim. “Damn,” 
  he whispered. “We’re too late...”
  
  218
  218
  Running an Occult Game
  The word “occult” refers to that which is hidden or 
  occluded, and it encompasses a wide range of strange 
  disciplines known to only a few. Ancient though they may 
  be, the mysteries of the occult remain obscure, protected 
  by hermetic orders or locked within esoteric repositories 
  of knowledge. 
  In an occult adventure, the characters uncover clues as 
  they search for the meaning behind perplexing events and 
  supernatural phenomena. The tone is usually ominous 
  and laden with secrecy and veiled threats as the characters 
  untangle each portentous thread of occult mystery. 
  Ordinary folk seldom recognize the patterns beneath 
  events; only the truly initiated, undaunted by the risks to 
  mind, body, and soul, dare plumb the depths of the occult 
  in order to protect their world from unseen dangers.
  INCORPORATING THE OCCULT
  Incorporating occult themes into games where magic 
  is commonplace requires careful consideration. 
  Think of the occult like layers of an onion. By 
  peeling back these layers one at a time, PCs can be 
  at first perplexed by, then increasingly familiar 
  with, the strange rules that govern this parallel 
  world. But once PCs become comfortable with 
  one occult reality, they discover a new 
  deeper, darker layer. 
  In occult adventures, each new 
  piece of the puzzle opens up more 
  questions than it answers, and 
  the mysteries of the story and 
  plot are carefully nested like so 
  many matryoshka dolls. In such 
  games, haunts do not hesitate to 
  reveal the causes for their spiritual 
  contamination, and ritually marked 
  corpses are far more than atmospheric 
  window dressing. The very locations 
  adventurers investigate may themselves 
  be intrinsically linked by mysterious ley 
  lines to other locations with similarly 
  disturbing histories.
  OCCULT ELEMENTS
  As characters in an occult campaign 
  start to discover the hidden strands 
  that connect seemingly unrelated 
  events, they begin to interact with 
  the bizarre, esoteric trappings 
  of occult stories, including the 
  following elements.
  Mysteries within Mysteries
  Standard adventures present a problem, obstacles in 
  the form of monsters and traps, and a resolution. By 
  comparison, occult adventures are subtler. The key to 
  the adventurers’ success often lies in investigating the 
  unknown and the inexplicable, or following a trail of clues 
  to its source. Strange phenomena, bizarre murders, and 
  eerie occurrences are regular hooks in occult adventures, 
  and the characters must peel away layer after layer to find 
  the truth. The Mysteries and Investigations section on 
  pages 246–247 of the Pathfinder RPG GameMastery Guide 
  provides advice for structuring a mystery adventure; 
  occult adventures use a similar structure, intermingled 
  with the atmospheric clues and story trappings of the 
  occult elements detailed in this chapter. 
  This is not to say that an occult adventure can’t 
  also include heroic battles, dungeon exploration, or 
  swashbuckling. It’s a good idea to vary the tone and 
  pacing of the campaign from time to time, and 
  sometimes seemingly ominous portents can turn 
  out to be red herrings, which have their own value 
  in occult adventures. 
  The occult elements in your story might 
  also fade in and out of a campaign with 
  an altogether different main theme, 
  recurring 
  every 
  few 
  adventures 
  as 
  side treks that at first have little to do with one 
  another—or so it would seem. The further the PCs 
  progress in the campaign story, the more clearly 
  they begin to distinguish the patterns 
  underlying all of their adventures. For 
  example, the PCs might discover that 
  all of the unearthed graves they 
  encountered throughout 
  several adventures were 
  the resting places of an 
  order of scribes who penned a tome 
  foretelling the apocalypse. When it’s 
  time to reintroduce the occult storyline, the 
  GM need only present a fresh clue that ties back 
  to earlier adventures to draw the characters 
  once again into the world of the occult.
  Piecemeal Mysteries: Mystery adventures 
  can be tricky to write, as the GM cannot 
  always foresee when clues are too obvious 
  or too obscure, and either case may 
  be frustrating for the players. 
  Bringing the occult into the 
  campaign one small piece at 
  a time creates the illusion 
  of unseen forces moving in 
  secret, even if neither the GM nor 
  the players know the nature 
  
  219
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  Running an Occult Game
  Running an Occult Game 6
  of the mystery at the beginning of the campaign. As the 
  campaign progresses and more pieces fall into place, the 
  mystery reveals itself and takes a definite shape.
  Clues Only for the Initiated: Game Masters often 
  try to conceal vital information in games to preserve 
  mysteries for fateful, well-timed reveals. And all too 
  often, canny PCs find a way to acquire the information 
  early, disrupting the GM’s carefully planned adventure 
  and spoiling its momentum through overreliance on a 
  few choice clues. While such reticence may sometimes 
  be necessary to preserve intrigue and guide PCs, occult 
  games dole out information more readily and more 
  frequently, but in a slightly different manner. Because 
  the most significant clues in an occult mystery 
  may be hard to even recognize as 
  clues, such methods can not only 
  more easily screen the key bits of 
  information that do propel the 
  plot forward, but also create a 
  more mysterious atmosphere.
  Red Herrings That Aren’t: 
  Red herrings should not 
  always be dead ends. 
  Instead, they may 
  serve to set up 
  further adventures 
  for the PCs, leaving them 
  with the uneasy sense that strange events 
  driven by bizarre, eldritch motivations are hidden in 
  the world all around them. For example, while the PCs are 
  on the trail of a murderous demon cult, misinformation 
  might lead them to a secret society involved in unusual 
  initiation rites. While the lead may be a dead end in terms 
  of their original investigation, perhaps the PCs discover 
  the group’s seemingly innocuous initiations actually 
  involve dangerous necromancy.
  Building PC Involvement: Sometimes the best way to 
  involve the PCs in a campaign is to ask them what they 
  want. At the beginning of your occult campaign, ask 
  each player to come up with a personal mystery for his 
  or her character, such as having witnessed an unusual 
  phenomenon or having experienced an inexplicable 
  event as a teenager. A PC may have brief flashbacks to 
  her childhood of visits by men in blood-red robes and 
  disturbing animal masks, for example. The character’s 
  search to discover the meaning of this memory may lead 
  her down dark paths, particularly when she spots a street 
  preacher wearing the tattered remains of one of the robes 
  in a nearby city, and discovers from him that as a child, the 
  PC was a candidate for an apocalyptic cult. Other hooks 
  might include the unknown fate of a friend or relative, 
  or the significance of a city monument’s unconventional 
  design. It may center on a certain location, like a place 
  seen in recurring dreams or the ghost-haunted gardens 
  of some overgrown manor. It could have to do with a 
  mysterious object, such as a locket that throbs painfully 
  in the hands of a psychometrist or an ancient tome 
  containing twisting, backwards writing in which a new 
  word is scribbled each day. 
  Some hooks may play major roles in the campaign, 
  while others turn out to be minor anecdotes. Regardless, 
  an adventure hook based on a character’s curiosity, 
  need, or longing is an invaluable tool for building player 
  investment in the story. 
  Unseen Realms
  When running an occult game, consider replacing 
  some of the NPCs who broker information 
  with spirits, daemons, otherworldly 
  entities, and mortals who traffic 
  in the occult, such as a medium 
  who channels spirits from a 
  ramshackle wooden hut at the 
  edge of a misty bog. Occult 
  adventures 
  emphasize 
  the 
  search for obscure, hidden 
  knowledge beyond the 
  ken of mortal minds. 
  Such information is the 
  province of spirits and lost souls who 
  wander those rarely trod paths. 
  Some buildings may have mysterious symbols hidden 
  in their architecture, or were designed to attract or 
  channel occult power. For instance, adventurers who 
  disturb the cairn of a powerful sorcerer might soon 
  discover that the occult nature of the structure itself kept 
  his soul in check. And, of course, GMs should design 
  interconnected webs of intrigue that subtly display these 
  patterns, daring PCs to pull the loose threads of reality 
  and unravel all that they know, exposing the terrible 
  secrets that lie beneath. 
  In a campaign steeped in occult lore and practice, 
  spirits and demons might be the major quest-
  givers, regular allies, foils, or adversaries, and their 
  machinations pull the PCs in multiple directions. They 
  might all seem virtuous, or may all seem reprehensible, 
  but they all want something, and they are willing to use 
  the PCs as pawns to achieve it. An uncooperative angel 
  may give the characters information only grudgingly, 
  whereas a devil who wants something might be 
  more forthcoming. 
  The Power and Price of Knowledge
  The quest for knowledge features prominently in occult 
  adventures. Knowledge and power invariably come at a 
  price, however, even if the cost isn’t immediately evident. 
  
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  Calamity strikes when mortals rush blindly in, throwing 
  open the doors to powers that they do not yet comprehend. 
  As the characters begin to perceive the occult world 
  that surrounds them, consider the dreadful fates and 
  terrible sacrifices that they might face as they immerse 
  themselves ever deeper into the occult. The price of 
  knowledge or power may seem cheap at first—the memory 
  of a PC’s first kiss or the smell of a spring rain—but in 
  the end, these snippets of humanity are a terrible price to 
  pay, and the characters’ own desires or desperation may 
  prove their undoing. 
  In the depths of the occult underworld, initiates barter 
  for the true names of demon princes, exchange rare 
  formulae for the creation of artificial life, and broker 
  in corpses that conceal terrible secrets. Such mystical 
  bargains are rarely fair trades of power, and hermetic 
  orders and cults manipulate these exchanges to devalue 
  the knowledge traded away and inflate the value of the 
  knowledge earned.
  Strange Rules and Peculiar Patterns
  The behavior of occult denizens often falls into unusual 
  patterns. As discussed above, these patterns often manifest 
  in architecture, but they also show up as odd coincidences 
  that have significance for occult investigators, such as 
  corpses discovered in symbolic patterns. Occult creatures 
  themselves are beings of eccentric habits, and PCs may 
  exploit their patterns of behavior to expose or confront 
  them, perhaps discovering the celestial alignments that 
  must happen in order for some diabolical plan to finally 
  come to fruition. 
  Knowledge of these strange rules and peculiar patterns 
  often holds the key to an antagonist’s defeat. In a typical 
  mystery adventure, the GM might keep secret the means 
  of causing a monster’s demise. But occult knowledge 
  could give investigating player characters unusual 
  opportunities to learn more about their foes. Perhaps 
  divinations or phrenological readings reveal multiple 
  weaknesses characters could exploit, though not all 
  of them are real, and some may even empower the 
  antagonist. Ultimately, the only way to find out may be 
  to encounter the antagonist directly, but putting the 
  acquired knowledge to the test may be a more dangerous 
  affair than the PCs initially realized.
  Fates Worse Than Death 
  When death is final and unknown, it is as mysterious to 
  living beings as it is terrifying. Characters accustomed to 
  communicating with spirits, however, know that death is 
  not the end. In fact, characters skilled in the occult might 
  willingly wander the Ethereal Plane to quest, converse, 
  and mingle among the bodiless spirits that reside there. 
  In these games, characters usually have a pretty good idea 
  of what fate awaits them, and what the final reward—or 
  punishment—will be for their actions in life. 
  In occult adventures where characters can leave their 
  bodies, travel in dreams, and project their forms onto the 
  Astral Plane, the death of the physical body could come to 
  hold less significance. Therefore, present the characters 
  with fates worse than death. This might amount to a 
  torturous “living” death, such as the eternal enslavement 
  and torture of the soul or a debilitating madness that 
  gradually renders a psychic creature mindless and 
  insane. Since death in fantasy roleplaying games is 
  typically either the end of a character’s story or a small 
  inconvenience before resurrection, look for ways to offer 
  an escape from death using occult characters’ knowledge 
  of the spirit world—but at significant cost to their bodies, 
  minds, or souls.
  Esoteric Atmosphere 
  Setting the scene is important in occult adventures, which 
  rely upon creating an eerie atmosphere of tension, dread, 
  and wonder in the presence of the supernatural. GMs 
  can use props and tools to create a physical atmosphere 
  around their players that draws them in to the 
  emotional realm of the adventure. A room illuminated 
  by f lickering candles suggests darkened seance 
  chambers or occult rituals, and a prepared library of 
  sounds and voices brings settings and characters to life. 
  If the characters are occult initiates or psychics, or they 
  consult a fortune-teller or a medium, consider using 
  cards, crystals, talismans, talking boards, and other such 
  items as props in those scenes (as described on pages 30–
  31 of the GameMastery Guide). Challenge yourself to give 
  the players goose bumps a few times over the course of 
  your campaign.
  OCCULT THEMES
  The following campaign themes combine the elements 
  of occult adventures in different ways, and are meant to 
  serve as packages to help GMs open the door of the occult 
  in their campaign worlds.  
  The Occult Underworld
  The Unseen Realms and Strange Rules and Peculiar 
  Patterns elements introduce an occult underworld that 
  operates beneath the veneer of everyday life. Members of 
  the occult underworld masquerade as the ordinary folk 
  who occupy every stratum of society. In adventures that 
  use this theme, an air of paranoia and dread looms as the 
  characters investigate dark mysteries. No one is safe. No 
  one can be trusted. 
  Not every secret society holds a dark agenda, however, 
  and indeed some secret orders exist to oppose the 
  machinations of evil cults. In time, the characters in 
  
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  an occult adventure might join such an order, or the 
  party itself may come to be recognized as its own faction 
  amongst the occult underworld. 
  Moving the antagonists’ goals forward creates tension 
  and a sense of urgency, and helps to motivate the 
  characters. Even if the characters manage to anticipate 
  the villains’ every move, you can heighten the feeling 
  of dark agendas running beneath the surface of your 
  campaign by creating a list of minor, unrelated victories 
  for the secret factions the characters oppose. Perhaps 
  while the characters are distracted stopping a cult 
  from transforming the city gates into a portal to Hell, 
  elsewhere a smaller branch of the cult summons a 
  powerful devil as the first step in another part of the cult 
  leader’s overarching plan. 
  Another way to impress the theme of a ubiquitous 
  occult underworld upon the characters is to hit them close 
  to home. Choose an important NPC dear to one of the 
  characters to be a member of a secret society or a cult that 
  the characters oppose. Consider the scenes in which your 
  NPC has appeared and create an ulterior motive for the 
  character within those scenes that advances the agenda of 
  the secret society or cult to which the NPC belongs. 
  Handled well, this character’s motivations will seem 
  clear to the PCs in hindsight, as if you had planned 
  the betrayal from the beginning. 
  Spiritual Warfare
  Occult elements such as Mysteries 
  within Mysteries, The Price and 
  Power of Knowledge, and Fates 
  Worse Than Death can combine 
  to create a powerful overriding 
  campaign theme highlighting the 
  struggle for dominance between 
  the worlds of the living and the dead. 
  The veils between the worlds are 
  worn thin. Haunts, ghosts, and lost 
  souls are commonplace, though they 
  are not the true antagonists; in 
  such campaigns, the real villains 
  are often powerful outsiders 
  with legions of minions who 
  specialize in the harvesting 
  of souls for a profitable black 
  market in the nether realms. 
  Spirits who seek rest are 
  a  common occurrence, 
  and PCs are tasked 
  with discovering the 
  means to help the 
  dead move on one 
  way or another, 
  either through completing tasks a soul left incomplete in 
  life, or by laying the spirit to rest permanently through 
  force of might. Stakes are high in such games, and death 
  is never the end. 
  Into the Great Beyond
  GMs who explore the Power and Price of Knowledge 
  and Unseen Realms elements will eventually reveal 
  the presence of parallel realities to this Material Plane. 
  Rather than venturing outward to distant lands, your 
  occult adventurers might turn their focus inward to the 
  strange realms of thoughts, dreams, spirits, and the soul. 
  When planning adventures along this theme, think 
  about ways the characters can probe the realities 
  before their eyes on a deeper level. For instance, as they 
  investigate mysteries, you may want to occasionally 
  provide ways for them to explore the Transitive Planes, 
  and even the Outer Planes, to discover clues. 
  A mindscape (see page 234) is typically a surreal puzzle 
  environment where the characters accomplish their tasks 
  by navigating the mindscape and deceiving or satisfying 
  the controlling mind, overcoming its defenses, unlocking 
  its doors, and learning the secrets buried deep within. 
  GMs should be prepared to adjudicate scenes where the 
  characters project themselves into nonphysical realms. 
  Adventures along this theme might 
  find the characters entering the 
  twisted mindscape of an insane 
  or possessed victim, or they might 
  enter the mindscape of an enemy 
  to steal hidden knowledge or implant 
  subconscious suggestions.
  Fear and Reverence of the 
  Unknown 
  The Mysteries within Mysteries and 
  Unseen Realms elements emphasize the 
  feeling of otherworldly awe that the occult 
  inspires by showing how the everyday world 
  reacts to eerie phenomena. In occult 
  adventures, ordinary people tend to 
  fear unknown circumstances over 
  which they have little control. Rumor 
  and superstition only exacerbate 
  their distress, and a frightened 
  populace 
  can 
  swiftly 
  resort 
  to 
  extreme measures, including holy 
  inquisitions 
  and 
  witch 
  hunts, in order to regain 
  some 
  assurance 
  of 
  security, no matter 
  how short-lived it be. 
  As a result of societal 
  
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  paranoia, the occult might be a forbidden art for the 
  characters, and one that they must keep secret. Adventures 
  might involve finding and communicating with other 
  occult initiates by signals, tokens, or a specialized cant, 
  while the adventurers bravely fight a shadow war on 
  behalf of a world that shuns them. 
  As another take on this theme, the common crowd 
  could develop a worshipful fascination toward people 
  or entities skilled in the occult arts, consulting them 
  for knowledge of the future or employing their psychic 
  talents to quickly learn what ordinary folk cannot 
  normally see or know. On the other hand, twisted 
  individuals who wield occult power often attract lackeys 
  and slaves willing to serve the dark arts, and the ranks 
  of wicked cults teem with dangerous, unscrupulous 
  predators enraptured by their charismatic cult leaders. 
  Ultimate Occult
  GMs who wish to fully immerse PCs in an exclusively 
  occult campaign will likely incorporate most or all of 
  the occult elements, and brew multiple, overlapping 
  themes to propel their campaigns toward darker realms. 
  Without  changing any game mechanics, arcane and 
  divine classes can share in a game in which the characters 
  are exceptional beings who dare to use powers beyond 
  mortal ken.
  NPCs with supernatural powers should be rare, or 
  should conceal themselves from the world at large. Large 
  and powerful churches may exist, exerting significant 
  economic and political power, but only a few individuals 
  ever perform miracles, and even these persons of 
  extraordinary faith may fall out of favor with church 
  doctrine. Perhaps in such campaigns there are no true 
  gods, or their status as divine entities cannot be proven. 
  It may be that the so-called gods are actually various 
  spirits and other inscrutable forces that occupy the space 
  between dimensions. The Outer Planes and the gods 
  who dwell there may be just a shared manifestation of 
  the collective consciousness, which appears to exist only 
  because people believe that it does. 
  OCCULT ADVENTURE SEEDS 
  The following adventure seeds play on the elements and 
  themes integral to occult adventures.
  
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  A Brace of Imps
  Rumors of the corpses of strange creatures appearing for 
  sale in the city are confirmed with the display of a brace 
  of dead imps in a local market. Where are they from, and 
  why are they here?
  Discovery: The characters overhear the rush of fear 
  and excitement when the corpses of two imps appear for 
  sale in a local bazaar. It is soon revealed that the source 
  of the corpses is a local ragpicker with some knowledge 
  of the occult, who discovered the imps discarded behind 
  an old lodge building of a defunct fraternal society. Soon, 
  another pair is discovered, and more pairs follow on its 
  heels. What could be causing their appearance, and who 
  is killing them two at a time?
  Adversary: The imps are actually the messengers of 
  a powerful devil once in league with the defunct secret 
  society. A sorcerer recently took up residence in the old 
  lodge, and the imps began appearing with tempting 
  offerings from their diabolical master. The sorcerer slew 
  the daily emissaries and disposed of their bodies. Their 
  master is angered by the spellcaster’s violent response to 
  his daily demands, and soon more powerful forces well 
  out of the sorcerer’s league may appear to exact revenge. 
  Can the PCs come to the sorcerer’s aid, or are they already 
  too late?
  Further Adventures: The PCs may gain a new ally in 
  the form of the sorcerer, or a powerful antagonist if she 
  takes the devil’s bargain. Does the ragpicker know more 
  than he is willing to admit? What dark secrets does the 
  lodge hold that the devil may seek for himself?
  Feast of Souls
  With alarming frequency, the rising of the morning 
  sun reveals multiple brutal murders from the night 
  before, and the victims’ souls, now separated from their 
  mortal vessels, have failed to answer their bereaved 
  relatives’ calls during seances. Someone, or something, 
  is harvesting the souls of the deceased before they can 
  reach their ultimate reward.
  Discovery: The PCs encounter two competing seance 
  circles that seek to uncover the murderer and the fate of 
  the victims’ souls. But both groups’ ambitions are murky, 
  and their combativeness threatens to rip the community 
  apart. The PCs enter this chaotic scene as desperation sets 
  in among the victims’ families, who only want the comfort 
  of knowing their relatives’ souls have found final rest. 
  Adversary: The seance circles began with good 
  intentions, but one of them is unwittingly the pawn of a 
  night hag, unknowingly concealing her dread ambitions. 
  The night hag has extorted the local thieves’ guild to gain 
  its services by holding its leader hostage with her dream 
  haunting ability. The guild is now murdering innocent 
  victims so that she can bind their souls to her heartstone. 
  She has also extorted a talented spiritualist in service to 
  one seance circle to use his phantom in place of the rival 
  circle’s summoned spirits, sabotaging the group closest 
  to discovering the terrible secret behind the murders 
  by spreading disinformation and deceit. The PCs must 
  reveal the truth behind these proceedings by exposing 
  the fraudulent spiritualist or infiltrating the thieves’ 
  guild to discover the identity of the true mastermind 
  behind the murders, before they can finally shatter the 
  hag’s heartstone and bring rest to the souls of the dead. 
  Further Adventures: Destroying the hag’s heartstone 
  frees the bound souls within, but did the hag have a deeper, 
  more insidious motivation than the mere collection of 
  souls for profit in the evil planes? Perhaps she had captured 
  the spirit of a powerful, corrupt entity that now threatens 
  the city with darker strife after gaining its freedom. The 
  PCs have brought peace to the community for a time, but at 
  what price, and what deadly machinations await? 
  Golem’s Revenge
  Years ago, a vicious purge sought to wipe the poor and 
  wretched from their homes in the city’s slums, until a 
  mysterious creature came to their salvation. Now, a 
  generation later, the bodies of city authorities are left 
  broken on the slum’s streets for all to see.
  Discovery: The PCs are called on to investigate the 
  murders and find the corpses brutally smashed and 
  savagely disfigured in ways hardly possible for mortal 
  man. Locals suspect a dimwitted strongman from a 
  traveling freak show, but the true culprit is a deadly clay 
  golem once built for protection. 
  Adversary: The secret society responsible for the 
  original purge is planning another. They decided it 
  would be truly poetic if the same protector that stopped 
  the previous purge became the spark for the new one. 
  Using the awaken construct* spell, the son of the purge’s 
  original architect awakened the old protector, whose 
  creator had since died of old age, and convinced it that he 
  was its father. After sending it out to commit murders of 
  authorities and build anger against the slums, the young 
  aristocrat plans to betray the golem and come out of that 
  betrayal as the hero who stopped the murders, as he leads 
  a second retributive purge of the slums. 
  Further Adventures: The PCs may defeat the golem, but 
  unless they uncover the true plans of the secret society, 
  they haven’t thwarted the new purge. Will the PCs come 
  to the rescue of those who cannot protect themselves? 
  Convincing the golem of the truth might net the PCs a 
  powerful ally, but if they destroyed it, they might need 
  to find the old golem crafter’s notes and try to teach 
  themselves the occult rituals he used so they can fashion 
  a new golem, if they are to have any hope of defeating the 
  cult’s foul undertaking.
  
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  Lost Souls
  When a wise and benevolent ruler mysteriously falls 
  unconscious and begins to waste away, turmoil erupts 
  throughout the land as various factions vie for power.
  Discovery: The ruler’s regent, a skilled spiritualist, 
  desperately seeks the PCs. The PCs must take a dangerous 
  psychic journey to the Ethereal Plane, the Dimension of 
  Dreams, or both, in order to find the monarch’s errant 
  mind or soul and bring it back before the body dies and 
  the land is divided by strife. If the PCs perish while on 
  this journey, their bodies suffer the same fate as the ruler.
  Adversary: The ruler has no desire to return to the 
  sorrows of life on the Material Plane, and opposes the 
  PCs at every turn. On the Ethereal Plane, the ruler’s spirit 
  makes a procession toward Heaven accompanied by the 
  spirits of loyal knights. The procession visits the ethereal 
  versions of three places significant to the ruler in life. If 
  the characters travel to the Dimension of Dreams, these 
  places are idealized memories rather than ethereal haunts. 
  Regardless of the reality the PCs visit, the ruler resists 
  them. The characters must learn the true reasons 
  for the ruler’s sorrow and convince the mind or 
  soul to return to the body. Along the way, they 
  may clash with the ruler’s champions as 
  they seek to accomplish their goals. 
  Further Adventures: If the ruler’s 
  coma was result of the dark arts 
  or an attempted assassination, 
  the true culprits may lurk in 
  ambush for the characters as 
  they voyage through these 
  strange realms. And as the 
  characters explore, they find 
  the processions of other rulers heading 
  toward Heaven or Hell. Are these events all 
  somehow connected?
  The Menhir
  Every generation, the people of a village on 
  a windswept moor venture out to a solitary 
  menhir, where they join hands and say old 
  words in a language that’s been passed 
  down from generation to generation. 
  Farther from this place, in a hidden 
  hillside glen, is a smaller circle of 
  stones—one for every generation—
  with human bones buried below, 
  the remains of offerings.
  Discovery: The PCs stop at the 
  village during the course of their 
  adventures. During their stay, 
  the 
  villagers 
  welcome 
  them and throw a feast, 
  declaring one PC to be the “monarch” of the harvest and 
  a villager the PC’s symbolic “consort.” During the night, 
  the villagers make a clumsy attempt to abduct the honored 
  PC and bring him to the menhir (if they fail to abduct the 
  PC, they snatch a second villager instead). The villagers 
  abandon their homes and gather around the menhir, 
  chanting words in a forgotten language. The chosen 
  monarchs are within the circle, seemingly unharmed. If 
  the PCs don’t interfere, the next day the king and queen 
  are simply gone, and the villagers claim ignorance of their 
  whereabouts and seem reluctant to investigate. 
  Adversary: A psychic ghost or aberrant horror bound 
  to the menhir manifests every generation to feed on the 
  offerings provided by the villagers. When the being feeds, 
  the menhir glows with a soft golden radiance, and the 
  land for miles around becomes rich and fertile for a whole 
  generation. If the PCs stake out the menhir during the night 
  of the sacrifice, they have a chance to fight the creature, and 
  if they rescue the sacrifices, the creature comes after them.
  Further Adventures: Creatures of 
  psychic power are attracted to a 
  ley line passing through the 
  menhir. Following the ley 
  line leads to other villages 
  with 
  their 
  own 
  menhirs; 
  those 
  that were denied 
  their sacrifices are 
  now surrounded by dry and desolate land 
  where nothing lives. Ley lines lead from these 
  menhirs as well, on and on throughout the world. 
  Generation after generation, the beings bound to 
  these menhirs feed and grow more powerful. 
  How can the PCs release the common folk 
  from these mysterious horrors?
  Mind Trap
  The PCs find a remarkable amount of 
  success during their exploits, but all 
  is not as it seems.
  Discovery: After concluding a 
  previous adventure, the PCs celebrate 
  a job well done. During their revelry, they meet a 
  woman who is excited for their success and invites 
  them to her villa. She offers comfortable beds, fine 
  foods and drinks, and the run of her abode. She 
  tells them they are welcome to stay as long as they 
  like, if they help her with a simple task.
  Adversary: The woman is actually the consciousness 
  of an ancient being imprisoned within an immersive 
  mindscape. It long ago stopped trying to escape its mental 
  prison, and now all it wants is some companionship. 
  The PCs were unknowingly drawn into the consciousness’s 
  
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  mindscape at some point during their previous adventure, 
  and are now trapped there with it. The consciousness creates 
  whatever the characters desire, weaving a compelling 
  tapestry of experience at first indistinguishable from the 
  material world. Eventually, the characters figure out that 
  wealth, fame, and fortune are falling into their laps just 
  a little too easily and realize they must find a way out of 
  the mindscape.
  Further Adventures: The PCs might decide to destroy 
  the mindscape—perhaps by traveling to the Dimension 
  of Dreams, and possibly even freeing the ancient 
  consciousness in the process. Other trapped creatures 
  might exist inside the mindscape, and freeing them might 
  provide the characters with future contacts or adversaries. 
  The Order
  Following a series of disasters or a 
  virulent plague, the desperate populace 
  places its faith in a fanatical faction 
  of an otherwise reputable church. 
  With great resources now at their 
  disposal, the zealots promise to 
  undo the curse by appeasing the 
  gods through punishment of 
  evildoers and heretics. 
  Discovery: “Witch hunters” 
  begin an inquisition and arrest 
  anyone who dabbles in magic 
  or the supernatural, including 
  clerics of other faiths. The PCs 
  enter the scene when the witch 
  hunters attempt to arrest them 
  or their allies, or when family 
  members and close associates are 
  captured by the order. 
  Adversary: Outwardly, the leader of 
  the order, the Truthseeker, appears to be 
  its most rational and penitent member. 
  In truth, this person is a psychic tyrant who uses 
  his abilities to read minds and expose enemies 
  of the order. In short time, the splinter faction 
  becomes a powerful cult as the Truthseeker trains 
  the witch hunters to read minds and tell the future. 
  The PCs might simply rescue their allies from the 
  order, or they might expose the Truthseeker. 
  Further Adventures: As the Truthseeker’s cult 
  gathers power, how does the original church 
  respond? How many cities and towns has it 
  infiltrated, and how readily does it swell its 
  numbers? Did the cultists cause the tragic events 
  that led to their rise to power? Even if the 
  PCs stop the Truthseeker, is another cult 
  member ready to take up the mantle?
  Portrait of Evil
  The PCs are tasked with looking into a series of 
  disappearances in a major city. During their investigation, 
  they accidentally come across evidence that implicates a 
  local noble. While the evidence is conclusive in their eyes, 
  it’s inadmissible to the local courts, and they soon find 
  themselves at odds with the accused. The PCs are unaware 
  that their suspect is the owner of a soul portrait (see page 268).
  Discovery: As the PCs delve into the background of the 
  accused, they learn that despite her youthful appearance, 
  she is well into her seventies. Further research reveals 
  that a series of her acquaintances, competitors, and family 
  members disappeared in the years following her thirtieth 
  birthday. Detailed investigation discovers the accused’s 
  obsession with a portrait commissioned in her late 
  twenties, a portrait that some visitors describe as a vision 
  of a rare and radiant beauty, and others speak of only in 
  haunted whispers.
  Adversary: The accused noble is defended by a legion of 
  mercenaries who are too powerful for the PCs to assault 
  directly. The soul portrait prevents divinations that 
  would reveal her true nature, projecting the 
  image of her innocent younger self. While 
  the PCs are sure she is the cause of the 
  disappearances and other crimes, the noble 
  deflects any blame by means of her sizable 
  wealth and perceived charitable nature.
  When the PCs truly become a threat to 
  her, the noble attacks those closest to them 
  using various forms of harassment and 
  torture. The PCs have to contend with a 
  foe empowered by the (mistaken) belief 
  that she can suffer no consequences 
  from her actions. Eventually, unless the 
  PCs find a way to catch the accused in a situation 
  where her portrait can’t protect her, they are 
  forced to take the law into their own hands.
  Further Adventures: When the accused 
  is defeated, her image moves to the 
  background of the soul portrait, and the 
  PCs are left with the unsavory task of 
  deciding what to do with the artifact. 
  Less scrupulous PCs may decide to take 
  it for themselves, commissioning an 
  artist to add their likenesses to the 
  canvas, having learned of the powers 
  bequeathed by the portrait. PCs 
  with stronger morals might seek to 
  destroy the artifact, but will soon 
  learn that only the owner of a 
  soul portrait can destroy it—
  and at the high cost of 
  another’s life.
  
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  Occult Locations
  When it comes to occult adventures, locations themselves 
  can be living things, serving as active participants in 
  paranormal stories.
  LOCI SPIRITS
  Loci spirits form when excess psychic energy becomes 
  saturated with powerful positive emotional resonances. 
  Loci spirits typically arise in places with connections 
  to previous miracles, benevolent guardian spirits, or 
  good-aligned deities. Loci spirits infuse a specific area; 
  their psychic energy heightens the positive emotions 
  experienced there to create a feeling of peace 
  and protection. A loci spirit also 
  manifests a unique ceremonial 
  power linked specifically to the 
  emotional energy that birthed 
  the spirit. Except in rare 
  circumstances, a given area 
  can house at most one 
  loci spirit.
  Loci Spirit Rules 
  The emanating feelings 
  of peace and protective 
  warmth make a loci 
  spirit obvious to those 
  within its area. A loci 
  spirit is always LG, NG, or 
  CG in alignment and has 
  the aura of a good outsider 
  for the purposes of detect good 
  and similar magic. 
  A loci spirit can infuse an area with a 
  maximum radius of 5 feet × the spirit’s 
  CR, but the actual area is usually 
  limited by the size and shape of the 
  area tied to the spirit’s origin.
  Permanent Effects: A loci spirit 
  generates at least one of the three 
  following 
  permanent 
  effects 
  within the area it inhabits. 
  A loci spirit may possess 
  an additional ongoing 
  permanent effect, and 
  each effect beyond 
  the first increases 
  the loci spirit’s CR 
  by 1.
  Energized: The DC to resist 
  positive channeled energy within 
  the loci spirit’s area gains a +4 sacred bonus, and the DC 
  to resist negative energy is reduced by 4. Spell resistance 
  does not apply to this effect.
  Protective: The loci spirit’s area is warded by a magic 
  circle against evil effect.
  Sacred: Every undead creature entering the area of a loci 
  spirit takes a –1 penalty on attack rolls, damage rolls, and 
  saving throws. 
  In addition to the permanent effect, each loci spirit 
  has a ceremonial effect that another creature can activate 
  by performing a specific ceremonial activity. Knowledge 
  of the appropriate ceremony to activate a loci spirit’s 
  ceremonial effect is rare and can be a reward in its 
  own right, but the GM can allow a creature to attempt 
  a Knowledge (planes) or 
  Knowledge 
  (religion) 
  check, as appropriate, 
  with a DC equal to 20 + 
  the loci spirit’s CR to 
  gain clues about or even 
  fully determine the details of 
  the ceremony. 
  The ceremony to manifest a loci spirit’s 
  ceremonial effect requires the celebrant to 
  perform each of the requisite skill checks 
  detailed in the loci spirit’s stat block. When 
  the celebrant successfully completes the 
  ceremony, the loci spirit immediately 
  manifests its effect. 
  Manifestation Type: Each loci 
  spirit’s ceremonial effect has one 
  of the following manifestation 
  types.
  Singular: The effect targets 
  or affects only the celebrant. 
  Coterie: 
  The 
  effect 
  targets all creatures in 
  the loci spirit’s area or 
  is potentially useful to 
  creatures other than the 
  celebrant 
  (for 
  instance, 
  creating 
  something 
  that 
  anyone could use would be a 
  coterie manifestation).
  Boon: The effect targets all 
  creatures in the loci spirit’s area 
  with a boon allowing affected 
  characters to use the effect within the 
  next 24 hours as an immediate action. A 
  creature can benefit from only one boon 
  from a loci spirit at a time. 
   After a loci spirit manifests its 
  ceremonial effect, or after a failed 
  
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  ceremony, the spirit can’t manifest the effect again for 
  another 24 hours.
  Corruption
  Loci spirits can’t be damaged conventionally, but are 
  susceptible to corruption if certain actions occur within 
  their areas. Each loci spirit has a number of hit points 
  equal to twice its CR, which it uses to resist corruption. 
  Certain particularly vile acts reduce a loci spirit’s hit 
  points and bring it closer to corruption, while certain 
  acts of good can restore hit points and protect the loci 
  spirit from corruption.
  Act	
  Effect
  Committing a violent act 
  Reduces hit points by 1
  Committing murder 
  Reduces hit points by 1 for every  
   
  3 Hit Dice of the victim  
   
  (minimum 1 hit point)
  Casting animate dead 
  Reduces hit points by 1 per  
   
  undead created
  Casting create undead or 
  Reduces hit points by 1 per level of 
  create greater undead 
  spell cast
  Summoning an evil outsider Reduces hit points by 1 per evil 
   
  outsider summoned
  Calling an evil outsider 
  Reduces hit points by 1 per level of 
   
  spell cast
  Casting desecrate  
  Reduces hit points by 2
  Casting unhallow 
  Reduces hit points by 4
  Successfully performing 
  Restores 2 hit points  
  the loci spirit’s ceremony
  Casting consecrate 
  Restores 2 hit points 
   
  (maximum once per day)
  Casting hallow 
  Restores 4 hit points
  If a loci spirit is reduced to 0 hit points, it becomes 
  corrupted; thereafter, it acts as a haunt (GameMastery 
  Guide 242) of the same CR and loses any loci spirit 
  permanent effects. Once a loci spirit has been corrupted, 
  its effects instead manifest as mind-affecting fear effects. 
  These new effects should have a similar power level to 
  that of the ceremonial effect the loci spirit previously 
  manifested. A corrupted loci spirit has the aura of an 
  evil outsider for the purposes of detect evil and similar 
  effects. Unlike a haunt, a corrupted loci spirit can’t take 
  the tricked by hide from undead weakness, but it can take 
  most other haunt modifiers as long as its CR remains the 
  same. The haunt has the same number of hit points as the 
  loci spirit originally did; these are separate from its loci 
  spirit hit points, which remain at 0 until the loci spirit 
  is purified.
  Corrupted loci spirits can be neutralized or destroyed 
  in the same fashion as haunts. While a corrupted loci 
  spirit is inactive because of being neutralized, characters 
  can use effects that restore a loci spirit’s hit points to 
  attempt to purify it (see the table in the previous column). 
  For the purpose of purification, increasing the loci 
  spirit’s hit points does not restore the haunt’s hit points. 
  If a character manages to restore the full hit points of 
  the uncorrupted loci spirit, the character has purged 
  the corruption entirely, and the loci spirit returns to its 
  former benevolence. This could potentially occur over 
  the course of multiple encounters with the corrupted 
  spirit. Until then, the haunt continues to reset.
  Elements of a Loci Spirit
  Loci spirits are presented in the following format.
  Loci Spirit Name: The loci spirit’s name is followed by 
  its CR.
  XP: This is the amount of XP to award the PCs for 
  surviving the loci spirit’s corrupted form, as determined 
  by the spirit’s CR. At the GM’s discretion, characters who 
  intentionally corrupt a loci spirit in pursuit of their goals 
  may receive this amount of XP for doing so.
  Alignment, Permanent Effects, Manifestation Type, 
  and Area: This line gives the loci spirit’s alignment, 
  its permanent effects and manifestation type, and 
  the  dimensions of the area it infuses (up to 5 feet per 
  caster level).
  Caster Level: This is the loci spirit’s effective caster 
  level for the purposes of dispelling any ongoing effects 
  with dispel magic, and for determining the results of spell 
  effects it creates.
  Table 6–1: CR Modifiers for Loci Spirits
  Feature	Type	
  CR	Modifier
  Ceremony requires more than 1 skill check 
  +1 for each additional skill check
  Permanent effects 
  +1 for each additional permanent effect beyond the first
  Singular 
  –1
  Coterie 
  0
  Boon 
  +1
  Hard to heal1 
  –1
  Susceptible to corruption2 
  –1 
  1 Loci spirits that are hard to heal gain only half the normal amount of hit points from effects that restore hit points.
  2 Loci spirits that are susceptible to corruption lose twice the amount of hit points from corrupting actions.
  
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  Corruption	Effect	Create food and water becomes contagion 
  (DC 14).
  GHOSTLY	WARRIORS	
  CR	5
  XP	1,600
  LG sacred boon loci spirit (5-ft. radius centered on the shrine)
  Caster	Level	5th
  hp	10; Ceremony	Diplomacy DC 25, Perform (oratory) DC 25
  Effect	Invoking the ceremony with pomp and vigor rouses a 
  cadre of ghostly figures in ancient armor that kneel before 
  all creatures in the loci spirit’s area of effect and present 
  their weapons, granting a boon of align weapon (each 
  recipient’s choice of lawful or good only).
  Corruption	Effect	Align weapon becomes shatter (DC 13).
  HERO’S	CALL	
  CR	4
  XP	1,200
  CG energized singular loci spirit (15-ft. radius centered on the 
  hero’s statue)
  Caster	Level	4th
  hp	8; Ceremony	Knowledge (history) DC 24, Perform (oratory) 
  DC 24
  Effect	The celebrant entreats the brave hero from the ancient 
  past, recalling the hero’s great deeds and requesting some 
  of the hero’s strength for the celebrant’s own quest. If the 
  ceremony is successful, the hero’s statue seems to raise its 
  sword in a salute, and the celebrant gains the benefit of a 
  heroism spell.
  Corruption	Effect	Heroism becomes scare (DC 13).
  NEW HAUNT RULES
  The GameMastery Guide introduced rules for creating 
  haunts. While haunts can be complex antagonists, they are 
  versatile tools that are well suited to portray the drama and 
  atmosphere of occult games. This section presents new 
  haunt rules and clarifications on previous rules. 
  Holy Water
  While haunts are typically damaged only by applied 
  positive energy, holy water is another potential weapon 
  against them. A flask (1 pint) of holy water that successfully 
  hits a haunt as a splash weapon deals 2d4 points of damage 
  to the haunt on a direct hit, and deals 1 point of damage to 
  haunts within 5 feet of the splash radius. 
  Item-Bound and Possessing Haunts
  Some haunts are tied to special objects or creatures. Such 
  haunts take normal damage from positive energy, and 
  follow the normal reset rules for haunts of their type. 
  Dispel evil can eject a haunting presence if the spell is cast 
  quickly; the caster must succeed at a caster level check 
  with a DC equal to 10 + the haunt’s CR + 1 for each month 
  that the creature or object has been possessed.
  hp: This lists the loci spirit’s effective hit points for the 
  purposes of resolving corruption. A loci spirit’s number 
  of hit points is equal to twice the spirit’s CR.
  Weakness: Any weaknesses the loci spirit has, such 
  as being susceptible to corruption or hard to heal, are 
  listed here.
  Ceremony: These are the skill checks that must be 
  performed in order for the loci spirit to manifest its 
  ceremonial effect. 
  Effect: This entry details the ceremonial effect of the 
  loci spirit, and includes a description of how the loci 
  spirit manifests.
  Corruption Effect: This entry gives a brief description 
  of what the loci spirit’s effects become if it is corrupted.
  Creating a Loci Spirit 
  To make your own loci spirit like the examples below, 
  follow these steps.
  Step 1—Determine Base CR: A loci spirit’s base CR is 
  equal to 1 + the level of the spell it duplicates.
  Step 2—Determine Actual CR: Select the elements you 
  want the loci spirit to have and add up the adjustments to 
  its CR to arrive at the loci spirit’s final CR (see Table 6–1: 
  CR Modifiers for Loci Spirits).
  Step 3—Determine Caster Level: A loci spirit’s caster 
  level is equal to its CR.
  Step 4—Determine Hit Points: A loci spirit’s hit points 
  are equal to twice its CR.
  Step 5—Determine Ceremony DC: The ceremony 
  check DC is equal to 20 + the loci spirit’s CR.
  Step 6—Save DCs: If a loci spirit’s ceremonial effect 
  allows a saving throw to resist or negate the effect, the 
  save DC is equal to 10 + the level of the spell + the ability 
  modifier of the minimum ability score needed to cast 
  that level of spell. Normally, the ceremonial effect is 
  harmless and thus applies only if a creature voluntarily 
  wishes to resist or negate the effect.
  Step 7—Determine Corruption Effect, Attack, and 
  Save DCs: A corrupted loci spirit manifests a mind-
  affecting fear effect with the same spell level as its unique 
  effect. A corrupted loci spirit’s attack bonus (if needed) is 
  usually equal to its CR.
  BENEVOLENT	PRIEST	
  CR	5
  XP	1,600
  NG protective coterie loci spirit (10-ft.-by-10-ft. room)
  Caster	Level	5th
  hp 10; Ceremony	Knowledge (religion) DC 25, Survival DC 25
  Effect When the celebrant performs the appropriate offering 
  of twigs and berries, the loci spirit manifests as a ghostly, 
  rotund man in clerical garb bearing trays of food, which he 
  offers to the celebrant and its allies, as the create food and 
  water spell.
  
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  Bound haunts possess items when created, and gain 
  mobility at the cost of having their tragic fates tied to 
  physical objects that are more easily destroyed. These 
  haunts spontaneously manifest at scenes of great terror, as 
  the psychic residue of tragic events seeps into items tied to 
  the events. Once bound to an item, an item-bound haunt 
  uses all of the normal rules for haunts, with the radius of its 
  effects centered on the haunted object. Some effects may have 
  special triggers based on the item’s nature, such as haunted 
  instruments being played or weapons being used. The 
  haunting presence adds 5 to the break DC for its possessed 
  item, and doubles the item’s hardness and hit points. 
  Malevolent spirits may similarly haunt creatures rather 
  than items, following the subjects wherever they go and 
  causing strange occurrences and poltergeist-like activity 
  around the subject in revenge for a perceived trespass or 
  involvement in the tragic events that created the haunt. 
  While they sometimes seem beneficial to their hosts at 
  first, such haunts inevitably seek their hosts’ destruction. 
  Individuals possessed by such haunts must always take a 
  standard action to retrieve stored items, unless it would 
  normally take longer. In addition, any item the host drops 
  lands 10 feet away in a random direction. A possessing haunt 
  uses all normal rules for haunts, with the radius of its effects 
  centered on the haunted subject, who takes a –2 penalty on 
  all saving throws against the haunt’s effects. Subject to the 
  GM’s discretion, haunted creatures may suffer tormenting 
  dreams that cause 1 point of drain each day to an ability 
  score appropriate for the haunt. 
  Chained Haunts
  Some haunts are intrinsically connected with incorporeal 
  undead entities (most commonly ghosts) and manifest as 
  displays of the associated creatures’ fractured psyches. 
  Chained haunts can be destroyed only by bringing final rest 
  to their connected entities. Chained haunts can be used to 
  illustrate and emphasize a ghost’s tragic story. For example, 
  a series of chained haunts could be spread across the site 
  of a ruined mansion: while the linked creature—a ghost—
  dwells in the attic where it was murdered, a downstairs 
  bedroom might manifest a bleeding walls haunt to 
  emphasize the scene of a tragic loss pertinent to the ghost’s 
  history; a demanding dead haunt (see page 230) might cause 
  a trespasser to dig up a shallow grave in the garden where 
  
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  the ghost’s corpse is buried; and the murder weapon might 
  roam the halls of the mansion, manifesting as a malignant 
  weapon haunt (see page 231).
  Seances and Spirit Communication
  Some PCs may wish to establish communication with 
  haunts that have been neutralized (reduced to 0 hit 
  points) but not yet destroyed. Regardless of the haunts’ 
  original powers or CRs, GMs may elect to have neutralized 
  haunts revert to rapping spirits or possessing dead haunts 
  during their reset periods. Likewise, GMs may elect for 
  rejuvenating undead such as ghosts and poltergeists to 
  assume one of these states during rejuvenation periods. 
  While still potentially frightening or even malevolent, 
  these haunts can potentially communicate by using a code 
  (such as one rap for “yes” and two for “no”) in response to 
  called out words, numbers, and letters. Those in contact 
  with a demanding dead haunt, on the other hand, typically 
  whisper messages in darkened seance chambers, or 
  scribble writing at the haunt’s suggestion. In either case, 
  such spirits are often unreliable, always cryptic, and never 
  able to convey knowledge beyond what they knew in life.
  Diplomacy, spells such as calm spirit*, and comforting 
  environments such as darkened seance cabinets can all 
  improve a spirit’s attitude. Some characters attempting 
  to communicate with haunts carry flat, lettered boards 
  known as talking boards, cone-shaped spirit trumpets, 
  or writing planchettes—small, wheeled boards that write 
  with chalk or charcoal pencils. While these are mundane 
  items with no inherent magic of their own, in the hands 
  of those with properly established rapports, these tools 
  increase the efficiency of messages received from haunts, 
  doubling the rate of communication from two signals 
  (raps, letters, etc.) per round to four signals per round.
  NEW HAUNTS
  The following haunts use many of the new haunt rules 
  and psychic magic effects from this book.
  Rapping Spirit (CR 1)
  The most common haunts are rapping spirits: unquiet 
  dead with just enough substance to produce disembodied 
  knocking and bumps in the night. Characters can attempt 
  communication with these intelligent spirits by working 
  out codes the spirits can use to convey cryptic messages, 
  or by using tools like spirit planchettes to increase the 
  efficiency of communication with the spirit.
  RAPPING	SPIRIT	
  CR	1
  XP	400
  Alignment varies persistent haunt (5-ft. radius)
  Caster	Level 1st
  Notice Perception DC 10 (to hear faint knocking on the walls, 
  floor, and furniture)
  hp 4; Weakness tricked by hide from undead; Trigger proximity; 
  Reset 1 day
  Effect A chorus of agitated raps and blows rings out from nearby 
  hard surfaces (limited to those capable of being physically 
  manipulated by mage hand) as unquiet spirits convey their 
  unrest to the living. All who hear the supernatural knocks are 
  affected by a cause fear effect (Will DC 11 negates).
  Destruction Depending on its alignment, a rapping spirit 
  typically asks for its mortal remains to be laid to rest or for 
  the PCs to seek revenge for its death. Fulfilling the request 
  dismisses the haunt.
  Demanding Dead (CR 3)
  Some haunts influence the thoughts and actions of 
  those in the mortal realms to communicate their 
  anger, desires, or goals, which can lead to instances of 
  direct-voice channeling and automatic writing. While 
  the demanding dead are sometimes malevolent, more 
  often there is a method to their requests, which could 
  potentially reveal shocking secrets or the key to putting 
  them to rest forever.
  DEMANDING	DEAD	
  CR	3
  XP	800
  Alignment varies persistent haunt (15-ft. radius)
  Caster	Level 1st
  Clarifying Haunts
  Adjudicating the mind-affecting, fear-based effects of a 
  haunt’s primary attack can be problematic for characters 
  outside the haunt’s range or those immune to such effects. 
  This can deprive some PCs of the ability to witness the 
  haunt’s story elements and thus assist allies plagued by 
  a haunting presence. Fortunately, a haunt’s secondary 
  effects are less absolute. A haunt’s secondary effect should 
  reflect its primary effect in some manner, in ways all PCs 
  can witness. For example, a spectral vermin haunt (see 
  page 231) should still manifest a visible, ghostly phantom 
  of a scurrying, skeletal rat swarm to those immune to the 
  effect or beyond its range, even though the haunt’s primary 
  effect does not affect those PCs. This enables PCs to not 
  only witness the haunt’s secondary effect so as to better 
  interpret a haunt’s clues, but also to more easily recognize 
  when fellow PCs are afflicted and need assistance. 
  Haunts created using spells with non-instantaneous 
  durations can also create problems. If the haunts do not 
  have the persistent quality, it is unclear whether these 
  spells continue with their normal durations after the haunt’s 
  surprise-round attack. To resolve this matter, consider 
  creating haunts with durations as persistent haunts. 
  
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  Notice Perception DC 15 (to hear faint mutterings and feel a 
  cool breeze)
  hp 13; Weakness tricked by hide from undead; Trigger 
  proximity; Reset 1 day
  Effect This haunt seeks to influence the actions of the living, 
  targeting a victim with a suggestion effect or a heightened 
  command (save DC 14 for either). Depending on the 
  haunt’s alignment and goals, the suggested actions may 
  be malicious (such as subtly putting its victims in harm’s 
  way or sowing antagonistic interactions) or benign (such as 
  prompting mysterious automatic writings or unconscious 
  utterances in hopes of communicating its ambitions to the 
  world of the living).
  Destruction A demanding dead typically asks for rest for its 
  mortal remains or the resolution of desires unfulfilled in life. 
  Fulfilling the request dismisses the haunt.
  Spectral Vermin (CR 5)
  Overwhelming, unresolved guilt—or horrific death by 
  thousands of tiny teeth—can lead to the manifestation of 
  ghostly vermin swarms. The haunted area often displays 
  signs of ancient rodent infestation. 
  SPECTRAL	VERMIN	
  CR	5
  XP	1,600
  CE free-roaming persistent vaporous haunt (30-ft.-by-30-ft. room) 
  Caster	Level 5th
  Notice Perception DC 15 (to hear scratching in walls)
  hp	22; Weakness tricked by hide from undead; Trigger 
  proximity; Reset 1 day
  Effect This free-roaming haunt wanders the vacant halls 
  of old manors and dank dungeons. When the haunt is 
  triggered, the skeletal remains of spectral rats burst forth 
  from every crack and crevice of the room, scurrying over 
  the area and voraciously consuming trespassers, as the 
  summon swarm spell. 	
  Destruction A character must ritually kill a common cat in 
  the area. The cat’s ghost manifests and consumes the 
  ectoplasmic swarm over the course of 1 week, earning both 
  the cat and the rats permanent rest.
  Malignant Weapon (CR 7)
  Sometimes a weapon that slays a powerful witch or 
  hag becomes tainted by the victim’s malignant hatred. 
  Although haunted weapons often still bear holy marks 
  from the original owners or relics like bones from a 
  revered saint, these are never sufficient to contain the 
  malevolence that dwells within the weapon.
  MALIGNANT	WEAPON	
  CR	7
  XP	4,800
  LE persistent item-bound haunt (haunted object affecting up to 
  a 35-ft. radius)
  Caster	Level 7th
  Notice Perception DC 25 (to hear distant cackling when touching 
  the weapon)
  hp	36; Weakness tricked by invisibility; Trigger special (see 
  below); Reset 1 day
  Effect Whenever the wielder of the haunted weapon threatens 
  a critical hit with the weapon, the area immediately 
  resonates with a cacophonous cackling. All creatures within 
  a 35-foot radius centered on the weapon suffer the effects 
  of a song of discord spell (Will DC 17 negates) for the next 
  8 rounds. If the weapon’s wielder is affected, she gains a 
  +2 bonus on the critical confirmation roll.  
  Destruction The weapon must be boiled in the cauldron of a 
  willing hag’s coven, which destroys both the weapon and 
  the cauldron at the same time.
  Insidious Presence (CR 9)
  This haunt hides within a host’s body, at first offering 
  tempting boons to make the host comfortable with their 
  presence before ultimately seeking the host’s destruction.
  INSIDIOUS	PRESENCE	
  CR	9
  XP	4,800
  NE possessing persistent spiteful haunt (45-ft. radius when not 
  possessing a creature)
  Caster	Level 10th
  Notice Perception DC 20 (to feel a malignant presence and hear 
  faint mutterings)
  hp 40; Trigger proximity; Reset 1 day
  Effect This haunt subtly possesses a living host as possession* 
  (Will DC 20 negates) in order to sow fear and injury in 
  the wider world. When it first possesses a host creature, 
  the insidious presence may offer enticing boons for 
  several months using its shadow conjuration effect (such 
  as summoning allies to assist the host). But soon, the 
  haunt’s inner malignancy takes over as it uses its shadow 
  conjuration (DC 18 where applicable) to produce harmful or 
  even deadly effects against its host. 
  An insidious presence that has slain a number of different 
  hosts equal to its CR undergoes a startling transformation. 
  This powerful entity has CR of 12, learns to utilize greater 
  Table 6–2: Additional Haunt Elements
  Type	
  CR	Modifier
  Belligerent (hit points equal to CR × 6 ) 
  +3
  Item-bound (bound to item; see page 228) 
  –1 
  Chained (bound to ghost; see page 229) 
  –1
  Fast (manifests on initiative rank 20) 
  +2
  Free-roaming (gains movement speed: fly 10 ft. [good]) 
  +1
  Increased area (double radius to 10 ft. per CR) 
  +1
  Possessing (bound to creature; see page 228) 
  +1 
  Spiteful (caster level and save DCs increase by 2) 
  +1
  Vaporous (AC = 10 + CR and gains incorporeal quality) 
  +1
  
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  shadow conjuration (DC 22 where applicable), has a caster 
  level of 14, has a radius of 60 feet when not possessing a 
  creature, and has 54 hit points. 
  Destruction An insidious presence can be destroyed only if an 
  innocent creature willingly accepts it into its body and then 
  intentionally sacrifices its life to destroy the haunt forever. 
  LEY LINES
  Researchers into the occult theorize that all the worlds of 
  the Material Plane and the planes beyond are alive. While 
  the exact measure of life and consciousness the universe 
  exhibits is debated, attempts to quantify this cosmic 
  biology point toward the phenomenon of ley lines as proof. 
  Ley lines are conduits of magical energy that traverse all 
  known corners of creation, serving the same function as 
  the veins and arteries of living creatures. These conduits, 
  connecting geographical and cosmological features both 
  great and small, grant knowledge and power to those who 
  tap into them.
  Qualities of Ley Lines
  A ley line carries raw magical energy along with psychic 
  impressions and other ambient energy its absorbs from 
  its surroundings. This causes ley lines to seed magical 
  effects, subconscious thoughts, and other supernatural 
  phenomena along their paths, and sometimes creates 
  unusual supernatural effects.
  Psychic impressions carried down ley lines can impact 
  the cultural and psychological growth of peoples living 
  along the path of a ley line. Such alignments can cause two 
  civilizations separated by thousands of miles—or even 
  separated by planar boundaries—to evolve along similar 
  developmental paths. Towns built on opposite ends of a 
  ley line may have identical (or sometimes mirrored) street 
  plans and similar histories. Artists living near a ley line 
  may unconsciously convey their ideas to other artists 
  on other planes, creating instances of parallel design. 
  When a ley line penetrates planes, it can carry influences 
  from one plane into another, making ley lines partially 
  responsible for the appearance of tieflings and aasimars 
  in bloodlines that had no prior history of contact with 
  outsiders. This effect is also responsible for some of the 
  propagation of sorcerous power, psychic powers, and 
  other unusual magical phenomena such as haunts and 
  loci spirits (see page 226).
  Like the arteries of a circulatory system, ley lines come 
  in many different sizes. The larger a ley line, the more 
  capacity it has to carry magical energy. The size of a given 
  ley line can change over time, however, and may vary at 
  different points along its length. The size of a ley line 
  generally impacts the strength and kinds of power that 
  can be drawn from it by spellcasters. Ley lines have an 
  effective caster level ranging from 1 to 20 that represents 
  the overall strength of the ley line and determines the 
  power of effects associated with it. 
  Finding Ley Lines
  A ley line’s natural state is as an imperceptible current 
  of energy. Finding a ley line requires the use of a skill or 
  spell that can detect the magical energy a ley line radiates. 
  Detect magic can locate the presence of an accessible 
  portion of a ley line within its area of effect and uses 
  the ley line’s effective caster level to determine its aura’s 
  strength as if the ley line were a magic item. True seeing 
  reveals all accessible ley lines within its area of effect—
  they appear as ghostly bundles of tightly packed streams 
  of energy. The color of a ley line is representative of its 
  overall power level. Ley lines with a caster level of 1 are a 
  dark violet color, while ley lines with a caster level of 20 
  are deep red. Ley lines with caster levels between 1 and 20 
  range across the color spectrum as appropriate (starting 
  with violet and continuing to blue, green, yellow, orange, 
  and finally red). Divination magic such as contact other 
  plane, divination, and commune can help narrow down the 
  location of a ley line. Additionally, legend lore can help 
  reveal information about a known ley line. Occult skill 
  unlocks such as dowsing (see page 195) can also help 
  detect the presence of ley lines over long distances, which 
  can be quite useful in locating an accessible portion of a 
  ley line.
  Because of ley lines’ ability to pick up ambient energy, 
  some local effects can cause portions of a ley line to 
  become visible. For example, in areas of wild magic, 
  an extant ley line may manifest as a shimmering river 
  of rainbow-hued light constantly shifting through the 
  color spectrum, while locations with a powerful presence 
  of negative energy might cause a ley line to appear as a 
  tendril of darkness that bleeds an ephemeral black smoke 
  tinged with red light.
  Ley lines do not generally move from location to 
  location. While the exact paths they take may drift over 
  the course of millennia or eons, these changes are largely 
  unnoticed by all but the longest-lived races. As such, the 
  discovery of a ley line can impact a region for millennia 
  and draw attention from those seeking to exploit the 
  ley line’s power. Civilizations that discover ley lines 
  sometimes mark the locations in which their power 
  is most easily accessible by erecting monuments such 
  as menhir circles or obelisks. These sites are typically 
  used to perform rituals or other functions that tap into 
  the latent power of a ley line to enhance spellcasting. A 
  powerful wizard might build his tower atop a particularly 
  strong ley line, a druidic sect might construct a menhir 
  circle nearest to where a ley line touches the ground, or 
  an ancient dragon might build its mountaintop lair as 
  close to a ley line in the sky as possible. Accurate maps 
  
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  and charts depicting the paths and intersections of ley 
  lines are reliable for centuries or more and can reveal 
  nodes of power across worlds and planes.
  Using Ley Lines
  While a ley line can range from hundreds to thousands 
  of miles long or more, most portions of a ley line are 
  only faintly visible to powerful magic, and their power 
  is inaccessible. However, spellcasters can tap into rare 
  sites where the power of ley lines is concentrated, or 
  where ley lines cross, to increase their power. These 
  sites can be of any size, ranging from a tiny cave under a 
  great mountain to an entire mountain range.
  Most of the effects generated by a ley line’s accessible 
  portions are passive and easy to miss. Planar energy, 
  psychic impressions, and other collected powers bleed 
  out into the land and inf luence the development of 
  local life. A creature capable of casting spells or using 
  spell-like abilities can attempt to tap into an accessible 
  segment of a ley line within 100 feet. Doing so takes 
  1 hour per 2 caster levels of the ley line and requires a 
  Spellcraft check with a DC equal to 20 + the ley line’s 
  caster level. Success indicates the creature is attuned 
  to the ley line and gains a +1 bonus to its effective 
  caster level for all spells and spell-like abilities. This 
  bonus increases by 1 for every 5 caster levels of the ley 
  line, to a maximum of +5. Depending on the nature of 
  the ley line convergence, this bonus may apply only to 
  certain spells and spell-like abilities. For instance, a 
  ley line convergence atop a great volcano might apply 
  its bonus only to spells and spell-like abilities with the 
  fire descriptor. Hags or other creatures with the coven 
  ability benefit from the bonus of ley line attunement so 
  long as at least one member of the coven is attuned to 
  the ley line and all coven members are within 10 feet of 
  an attuned creature. Some ley lines also grant creatures 
  attuned to them special abilities such as bonus spells, 
  spell-like abilities, or other supernatural effects. Once a 
  creature is attuned to a ley line, the bond is permanent 
  unless dispelled. Dispel magic and similar effects can 
  break a creature’s attunement to a ley line; the caster 
  attempting to break the attunement must succeed at 
  a caster level check with a DC equal to 11 + the caster 
  level of the ley line. When an attuned creature is more 
  
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  than 100 feet from the ley line, it gains no benefit from 
  the attunement, but the benefits return when it is once 
  again in proximity.
  Ley lines can become damaged over the course of time, 
  whether by extreme magical forces or other monumental 
  events. Damage in this manner can cause a supernatural 
  bruise that bleeds out into the location surrounding a ley 
  line. Harming or destroying ley lines is difficult, given 
  their monumental size and power. Even the weakest of 
  ley lines are impervious to most physical and magical 
  attacks, though great forces can exert influence over 
  them. Mage’s disjunction can potentially destroy a ley line, 
  though this task requires the caster to succeed at a caster 
  level check with a DC equal to 20 + the ley line’s caster 
  level. Doing so immediately deals 2d6 points of damage 
  per caster level of the ley line (no saving throw) to the 
  caster. Additionally, all creatures attuned to the ley line 
  and able to benefit from attunement take 1d6 points of 
  nonlethal damage per caster level of the ley line when 
  it is destroyed. There is a 1% chance per caster level of 
  the ley line that its destruction creates a permanent 
  antimagic field with a radius of 100 feet per caster level of 
  the destroyed ley line. Furthermore, the caster of mage’s 
  disjunction who creates an antimagic field in this way must 
  succeed at a DC 25 Will save or permanently lose all 
  spellcasting abilities. These abilities cannot be recovered 
  by mortal magic, not even via miracle or wish.
  MINDSCAPES
  Mindscapes are temporary constructs of the mind that 
  come into being on the Astral Plane and fade away again, 
  in much the same way a sleeping person’s imagined 
  landscape forms and dissolves while he is dreaming. The 
  primary difference between a mindscape and a dream is 
  one of intent; a creature often deliberately and precisely 
  constructs a mindscape, while a dreamer typically does 
  not. A mindscape can come into existence as a result of 
  creatures engaging in a psychic duel (see page 202), as 
  well as through certain spells, magic items, rituals, and 
  other occult phenomena.
  In theory, a mindscape can take on any form or 
  appearance—and can possess any conceivable trait—in 
  much the same way the various planes do. In practice, 
  mindscapes often either appear mostly normal, or 
  
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  feature only one or two traits that stray from reality, 
  and creatures’ psychic avatars manifesting within the 
  mindscape might not be able to tell they’re no longer in 
  the real world.
  Two types of mindscape exist: binary mindscapes and 
  immersive mindscapes. Binary mindscapes occur during 
  psychic duels, when a creature with psychic powers draws 
  another into a mental battle. Only two participants can 
  occupy a binary mindscape. This cerebral combat arena 
  does not totally engulf the participants’ senses; a creature 
  engaged in a psychic duel within a binary mindscape can 
  still perceive the real world, but is largely consumed in her 
  psychic battle. In this case, the mindscape is a powerful 
  image in the mind’s eye, perceived on an abstract level and 
  capable of affecting the subject in the real world, detaching 
  her from events in the real world but leaving her still capable 
  of perceiving them.
  Immersive mindscapes are far more tangible and 
  realistic. In an immersive mindscape, a creature’s every 
  sense perceives its imaginary surroundings completely, 
  in effect replacing the body’s actual sensory perceptions.
  While a creature’s consciousness is within a mindscape, 
  that creature’s body in the real world can take no actions 
  and loses its Dexterity bonus to AC, but it isn’t considered 
  helpless, as the unconscious parts of the creature’s mind 
  still provide resistance to the creature’s destruction. 
  While in an immersive mindscape, the mind gets no 
  information about what the body sees, hears, smells, or 
  touches. Thus, if the body takes damage from an attack in 
  the real world, the mind remains unaware of it. A binary 
  mindscape, however, allows a creature to monitor its own 
  condition in the real world.
  Binary Mindscapes
  A binary mindscape is typically only a minimalist 
  backdrop for a psychic battle—a ghostly image, like 
  a stark memory, lacking detail and verisimilitude. It 
  might manifest as a flat surface surrounded by fog or a 
  featureless plain of grass on a cloudy day. Sometimes, a 
  binary mindscape mimics a real-world locale the creator 
  knows well, but even then, the details at the edges of 
  vision are usually fuzzy and indistinct, and features 
  that invoke lesser senses, such as smell and taste, are 
  lacking. A binary mindscape has no effect on the psychic 
  battle; it’s merely a mental construct used to assist the 
  participants in visualizing their actions.
  Creation and Control
  As explained in the Psychic Duels section in Chapter 5, a 
  binary mindscape is created when two psychic creatures 
  enter a mental confrontation. Only creatures able to cast the 
  instigate psychic duel spell can begin a psychic duel. Once a 
  connection is established, the binary mindscape is created.
  Once within the mindscape, a creature can expend 
  psychic energy to create mental hazards called 
  manifestations to damage the other combatant or to 
  reshape the mental landscape. Because the mindscape 
  becomes a shared mental space after its creation, neither 
  participant in the battle truly controls it, and they both 
  have an equal ability to alter the environment once their 
  minds are connected.
  A binary mindscape is overt, finite, and harmful (see 
  Mindscape Traits below). Its other traits (such as gravity, 
  time, and magic) are normal, with the exception of the 
  special actions and limitations on spellcasting described 
  in the Psychic Duels section.
  Immersive Mindscapes
  An immersive mindscape is a less common, but far more 
  powerful, variety of mindscape. When created, it seems 
  every bit as palpable and vivid as the real world. A being 
  within an immersive mindscape can see the land, feel 
  the breeze, hear the falling rain, smell the sea, and even 
  experience hunger and thirst. In some cases, creatures 
  within an immersive mindscape don’t even realize that’s 
  where they are. A target that’s fooled into believing such a 
  mindscape is real wastes away in the physical world while 
  living a full life in the mindscape.
  An immersive mindscape can be sculpted in much 
  more detail than a binary mindscape, and its traits 
  vary. The creator dictates the traits of an immersive 
  mindscape, and visitors are subject to whatever 
  strictures the host is able to place upon the mindscape. 
  The construction of the mindscape might be carefully 
  designed, or might be a more instinctive expression 
  drawn from the creator’s own desires or intentions 
  (whether conscious or subconscious). Some spells allow 
  the creator to use a target’s memories or desires when 
  creating the mindscape to better fool the target.
  Mindscape Traits
  Each mindscape has a set of specific traits that dictate 
  its appearance and behavior, just as the planes do. 
  These traits supersede the normal planar traits of the 
  Astral Plane (GameMastery Guide 191). Often these traits 
  mimic those of the Material Plane, for that is what the 
  beings within a mindscape typically find most familiar 
  and comfortable. A creature’s mental avatar has the 
  same physical characteristics in the mindscape that the 
  creature does in real life (the same AC, hit points, ability 
  scores, and so on). Weapons and armor, even magical 
  ones, function inside the mindscape.
  Every mindscape is considered sentient (GameMastery 
  Guide 186), but instead of changing according to its own 
  will, it responds to the will of those inside it. Typically, 
  the creature that created the mindscape controls its traits. 
  
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  Depending on her level of expertise, the creator can alter 
  one or more of the traits of the mindscape to suit her 
  purposes. The psychic duel rules and some spells allow 
  other creatures to alter mindscapes, but usually only if 
  they’re aware they’re within one.
  Transparency
  A mindscape’s creator typically knows when she is within 
  her own mindscape, but other creatures might not, 
  depending on the type of mindscape.
  Overt: Overt mindscapes are obvious to anyone 
  drawn into them. This might be because the individual 
  deliberately hosts and invites others, or because targets 
  know they’re being psychically attacked and caught in the 
  mindscape, and therefore understand what has happened 
  to them. When a creature knows it is in a mindscape, it 
  can exit more easily (using the mindscape door spell), but 
  this knowledge makes the immersive mindscape no less 
  real to it. It can still be affected by the mindscape, and 
  can still take damage or gain conditions from a harmful 
  mindscape (see Feedback below). Binary mindscapes are 
  always overt.
  Veiled: The veiled immersive mindscape is the most 
  insidious type. Its triggering mechanisms are designed 
  to fool the target, trapping the creature in such a fashion 
  that it doesn’t realize its reality is a product of its or 
  another’s mind. The creator’s memories provide the basis 
  for the mindscape, and any place or phenomenon she 
  hasn’t experienced might be hard to replicate convincingly 
  using only her imagination.
  Psychic mindscape traps and spells often include 
  a seamless transition from the real world to the 
  mindscape in order to maintain the veil. For example, a 
  chest trapped with a veiled immersive mindscape might 
  trigger a visual and tactile continuation of the current 
  situation, making the thief believe she still kneels 
  before the container in the chamber where she found 
  it. If the effect is done well and is powerful enough, the 
  thief might live out several hours, days, or weeks of her 
  life trapped in her own mind, while her body remains 
  slumped before the chest, slowly dying from lack of food 
  and water.
  Shape and Size
  When the mindscape is manifested, the creator decides 
  on the shape and size of the mental locale. Each of the 
  following categories is possible.
  Finite: A finite mindscape has clearly discernible 
  boundaries and limits to its space. Either there is no 
  way to move beyond those boundaries, or there is simply 
  nothingness beyond them. A finite mindscape might be 
  a cavity within an endless expanse of stone, or it could 
  be the interior of a cottage with nothing beyond the 
  doors and windows but blackness and oblivion. Binary 
  mindscapes are always finite.
  Infinite: A mindscape of this shape and size stretches 
  on forever, or at least those within it perceive it as such 
  for all practical purposes. This might result in an endless 
  void in three dimensions, perfectly flat ground that 
  stretches as far as the eye can see, or an endless ocean. 
  Individual objects within the mindscape might be 
  defined by their limits, such as a building sitting in the 
  middle of an endless plain, or a series of floating chunks 
  of rock within the void.
  Self-Contained Shape: A mindscape exhibiting  this 
  physical trait might seem to go on forever, but its 
  spatial relations actually fold back upon themselves, no 
  matter which direction creatures within it travel. Such a 
  mindscape might consist of an staircase that is somehow 
  a loop, a winding tunnel that appears straight but starts 
  and ends in the same place, or a tesseract where exiting 
  on one side of the cube always returns the traveler to 
  the opposite side. A self-contained medieval keep, for 
  example, might allow travelers to exit the front gate only 
  to find themselves reentering by the rear portal.
  Feedback
  Though they’re mental constructs, mindscapes can 
  sometimes cause physiological effects through mental 
  feedback. A creator with exceptional psychic power might 
  be able to create a mindscape that is harmless for her but 
  harmful for all other inhabitants, but most mindscapes 
  affect everyone in the same way.
  Harmful: Injuries and conditions inflicted upon 
  individuals visiting a harmful mindscape are real. Any 
  psychic attacks harm the body by convincing the brain that 
  the damage is real. Binary mindscapes are always harmful.
  Harmless: Occupants of a harmless mindscape still 
  feel the sensation of the environment or other creatures 
  harming them, but injuries and conditions are not real—
  they cause no physical harm to the host’s body. A creature 
  that dies in a harmless mindscape wakes up none the 
  worse for wear.
  Mental Masks
  Creatures drawn into mindscapes don’t have to appear as 
  themselves, and can instead assume alternate forms called 
  mental masks. They can do so only if they know they’re in 
  a mindscape or believe they’re in a dream (the creator of 
  a mindscape almost always does). A mental mask allows a 
  creature to hide its true identity, masking its true features 
  from its enemies. Non-psychic creatures can’t assume a 
  mental mask; they must appear in immersive mindscapes 
  in their true forms.
  
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  Gravity
  The creator or controller of a mindscape determines 
  whether gravity exists in that mindscape, and if it does, 
  how strongly it exerts its pull. 
  Normal Gravity: Gravity functions just as it does on 
  the Material Plane.
  Light Gravity: Gravity’s effect is reduced, and creatures 
  can jump, fly, and lift heavy objects with less effort.
  Heavy Gravity: Gravity’s effect is increased, and 
  creatures find that jumping, flying, and lifting objects 
  require more exertion.
  No Gravity: Gravity does not exist, and objects float in 
  space wherever they are in relation to one another, unless 
  they’re set in motion by someone, in which case they 
  travel in a straight line at a constant rate of speed until 
  they collide with another object or a creature somehow 
  changes their motion.
  Subjective Gravity: Gravity functions however each 
  individual wishes it, relative to that individual. Thus, if 
  one creature stands on the floor of a parlor, while another 
  envisions the ceiling of that same room as being “down” 
  and stands upon that surface, each would experience 
  gravity differently and see the other as “overhead” and 
  “upside down.”
  Time
  Controlling time within a mindscape is difficult. In 
  most cases, time flows at a one-for-one ratio with the 
  passage of time in the real world. Only a powerful psychic 
  individual can alter the flow of time in a mindscape.
  Normal Time: Time flows normally.
  Slow Time: In certain cases, the creator of a mindscape 
  might wish to cause time to slow down, forcing those 
  within the mindscape to spend more real-world time 
  engaged in activities within the mindscape. When this 
  happens, 1 round within the mindscape takes 2 or more 
  real-world rounds to complete.
  Rapid Time: In other instances, a mindscape’s creator 
  might desire to cause time to move faster within the 
  mindscape than in the real world. In this instance, 2 or 
  more rounds of activity within the mindscape could 
  be completed while only 1 round passes in the real 
  world. A controller could thus spend a great deal of time 
  contemplating a complex mental puzzle, then emerge 
  from the mindscape to rejoin her allies having lost no true 
  time at all.
  Alignment
  Some mindscapes exhibit a palpable resonance that 
  reflects the creator’s alignment. This might be intentional 
  or unintentional. Most mindscapes aren’t aligned.
  Mildly Aligned: A mildly aligned mindscape results 
  in very subtle effects that might or might not be noticed 
  by its inhabitants. In such cases, the evidence might 
  manifest as an orderly garden for a lawful creature or a 
  serene bit of countryside with ideal weather for a good-
  aligned being.
  Strongly Aligned: A mindscape inf luenced by a 
  strong alignment almost always exhibits noticeable 
  characteristics. The atmosphere alone might cause 
  discomfort for or even damage beings of a diametrically 
  opposed alignment. A creator who wishes to create a 
  strongly aligned mindscape might find it difficult to 
  keep victims from noticing these features. The creeping 
  alignment influence can give a clue to those trapped 
  within that all is not as it seems.
  Magic
  Magic—particularly psychic magic—behaves in odd ways 
  within a mindscape. In addition to the options below, see 
  page 202 for further discussion on how magic works in 
  binary mindscapes during psychic duels.
  Normal Magic: In an immersive mindscape where 
  magic behaves normally, characters and creatures can 
  use spells, spell-like abilities, and magic items as they 
  normally would. Spells are consumed and charges 
  or consumables are spent. Damage dealt by magic is 
  real, and the real-world body suffers accordingly if the 
  mindscape is harmful. However, any magic that requires 
  physical manipulation (such as drinking a potion) might 
  not behave in the expected manner (the character could 
  “drink” the potion and discover that nothing happens). 
  Some divination magic might provide strange or 
  nonsensical information if it is providing details on 
  what is going on in the real world while the caster’s 
  mind believes it is elsewhere. When a creature emerges 
  from a mindscape, any magic it used while within has 
  been consumed.
  Dead Magic: Magic might not work at all within a 
  mindscape. The effort to summon and manipulate the 
  energies required to set off the magic can be blocked, 
  prevented from reaching through the psychic barrier 
  of the creature or thing that created the mindscape. In 
  such cases, the mindscape may or may not create false-
  positive results in an attempt to fool those trapped within 
  (for example, making healing magic seem to work when 
  it actually doesn’t function). Whatever results occur 
  within the mindscape, creatures emerge without having 
  expended any magic. The sole exception is that psychic 
  spells specifically designed to manipulate a mindscape 
  work even in mindscapes with dead magic, and are 
  expended normally.
  Altered Magic: Magic might behave very differently 
  within a mindscape—use the rules for the enhanced, 
  impeded, limited, or wild planar magic traits (GameMastery 
  Guide 187).
  
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  Esoteric Planes 
  The planes of the Great Beyond encompass all of existence, 
  from the simple and sublime wonders of the material world 
  to the impossibilities of heavens, hells, and everything in 
  between. Arcane tradition conceptualizes this multiverse 
  of planes as a series of nesting spheres, with each layer 
  and the spaces between representing different vistas 
  of reality. At the center of it all, suspended within the 
  silvery seas of the Astral Plane, lies the Inner Sphere of 
  the Elemental and Material Planes. The Elemental Planes 
  are the raw building blocks of the multiverse, while the 
  planes aligned with positive and negative energy govern 
  the forces of life and death, creation and destruction. The 
  invisible mists and eddies of the Ethereal Plane connect 
  and interpenetrate the worlds of the Inner Sphere, just 
  as the Astral Plane connects these worlds in turn to the 
  infinite realms of the Outer Sphere, the domains of gods 
  and the final destination for the souls of the multiverse.
  The esoteric tradition, sometimes referred to as 
  the “ancient wisdom,” acknowledges the many planes, 
  demiplanes, and corners of the Inner and Outer Spheres, 
  but tends to focus more on the Inner Sphere than the 
  realms of the deities. Scholars of occultism believe that 
  their investigations reveal a hidden truth behind the 
  multiverse, and that mastering the implications of this 
  secret can give an adept power over not just her mortal 
  life, but also her life after death. She can then enter a 
  cycle of reincarnation that allows, over successive cycles 
  of existence and reflection, the complete mastery of body, 
  mind, and soul, opening up new vistas of consciousness 
  and immortality. 
  Consequently, the adept does not concern herself with 
  the courts of petitioners enjoying their final reward or 
  laboring eternally under fiendish masters, nor with the 
  raw building blocks of the material world such as air, 
  earth, fire, and water. Her final personal journey into a 
  more evolved existence is loftier than the base elements, 
  and more self-determined than the proscribed fate of the 
  pious petitioner.
  The orthodox view of the planes sees two opposing 
  forces underlying existence in the multiverse: positive and 
  negative energy. Each of these primal forces commands 
  a vast plane of its own at the core of the Inner Sphere. 
  The Positive Energy Plane is the source of life, and the 
  Negative Energy Plane is the source of death; each exists 
  as antithesis to the other. The great secret of occultism 
  holds that rather than positive and negative energy being 
  conflicting forces, they are in fact two halves of a single 
  whole. Their polarity is not a sign of opposition, but 
  rather two integral aspects of a single dualistic cycle. 
  The positive aspect of this duality is the Cosmic Fire, the 
  breath of life that grants vital force to living creatures. 
  The Negative Energy Plane is the intake of that same 
  breath, a return to dust, the recycling of component parts 
  to pave the way for that which comes next. 
  Delving deeper into the ancient wisdom reveals even 
  more enticing secrets regarding the nature of existence. 
  Among the oldest creatures in the Great Beyond are the 
  enigmatic outsiders known as aeons, who are said to be 
  the caretakers of reality and the original architects and 
  crafters of the multiverse itself. Befitting the esoteric view 
  of the planes, these primordial beings always manifest a 
  powerful dichotomy sustained in equilibrium: Birth and 
  death. Fate and freedom. Creation and destruction.
  The aeons believe they are bound in a supreme 
  oneness with the multiverse known as the “monad,” or 
  the “condition of all,” the transcendental undersoul of 
  all living creatures. They equate this oneness with both 
  the life-giving Cosmic Fire of the Positive Energy Plane 
  and the destructive void of the Negative Energy Plane. 
  Furthermore, they do not limit this cosmic oneness to 
  themselves, but rather include all of the multiverse’s 
  creatures within their concept of the monad. A human 
  and a pleroma aeon (Pathfinder RPG Bestiary 2 12) are both 
  emanations of the cosmic flame—the aeon is simply 
  much closer to the source and believes itself to be in 
  communication with it, whereas the monadic soul of a 
  human is esoterically distant from the Fire, being focused 
  primarily on the mortal affairs of the base Material Plane.
  Imagine a blazing sphere of brilliant energy blocked 
  by a thick screen. This sphere represents the Cosmic Fire. 
  Now imagine multitudes of tiny holes in the screen, each 
  allowing some of the light to shine through. From the 
  exoteric viewpoint of the uninitiated, each pinpoint of light 
  appears distinct and unique. The esoteric perspective looks 
  behind the screen and understands that all of the individual 
  lights are but rays from a single source. A creature’s soul is 
  like one glimmering light in that screen’s field of stars, and 
  when mortal scholars speak of “a monad,” they’re usually 
  referring to this individual-seeming expression of the 
  universal undersoul, at once a unique entity and part of 
  the common soul of the multiverse. The greater an adept 
  understands her place in this scheme, the more power she 
  holds over her eternal destiny.
  The short summaries below offer an occult viewpoint 
  on the realms generally referred to as the Esoteric Planes. 
  Many prominent planes in the orthodox scheme, such as 
  the Shadow Plane and Elemental Planes, do not feature 
  prominently in the cosmology of the adept concerned 
  with multiversal truths and the journey of the mortal soul. 
  Occultism freely acknowledges the existence of these planes, 
  but does not dwell on them, an approach likewise observed 
  here. For more information on these planes, including their 
  planar traits, see the GameMastery Guide.
  
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  POSITIVE ENERGY PLANE
  The Positive Energy Plane is the source of all life, the 
  Cosmic Fire at the heart of the multiverse that gives 
  birth to mortal souls. The plane has no surface and 
  exists as an emanation of life-giving energy radiating 
  from an incandescent interior that resembles the molten 
  heart of an active star. Ironically for a plane associated 
  with life, the Positive Energy Plane can be extremely 
  deadly to mortal visitors, as its ambient energies are so 
  powerful that a mortal shell cannot absorb them without 
  bursting. At certain vertices, the refraction of the Cosmic 
  Fire’s rays create islands of solidity where the plane’s 
  energies are not so extreme, and some manner of life as 
  mortals understand it becomes possible. Here, upon vast 
  shimmering fields, phoenix-feathered creatures known 
  as the jyoti tend to orchards of glowing, anemone-like 
  trees as tall as mountains, sprouting immature souls like 
  glossy, liquid fruit. The xenophobic jyoti dwell in complex 
  cities of crystal specially designed to reflect the weird 
  luminescence of the Cosmic Fire. Jyoti seldom venture 
  from these structures, focusing all of their energies on 
  their sacred charge of tending and defending the nascent 
  souls of the multiverse. At the center of each jyoti city is 
  an imposing gate to a star in the cosmos of the Material 
  Plane. New souls pass through these gates and ride waves 
  of light to find incarnation in mortal vessels.
  If the jyoti dedicate themselves to the protection of 
  incubating immature souls, the other primary inhabitants 
  of the Positive Energy Plane, the manasaputras, dedicate 
  their existence to assisting the spiritual development of 
  mortals. These “sons of mind” are the powerful psychic 
  incarnations of mortals who have endured scores of mortal 
  reincarnations, with each step becoming more attuned to 
  the universal undersoul. The greatest and most powerful 
  of the manasaputras—the glory-clad solar kumaras—
  dwell within the heart of the Cosmic Fire, and claim to be 
  in communication with it. Lesser manasaputras like 
  agnishvattas, barhisads, and manus spread through the 
  Inner Sphere to initiate mortal adepts in the occult nature 
  of the multiverse, so that they too might step once again 
  into the light that birthed them.
  For reasons unknown even to the eldest natives, divine 
  beings cannot enter the Positive Energy Plane. Refugees 
  from the vengeance of the gods or those hoping to hide 
  
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  important relics from certain divinities sometimes 
  venture to the Positive Energy Plane to negotiate with the 
  jyoti, who over the centuries have amassed an astounding 
  trove of world-shattering artifacts, illegitimate half-
  mortal bastards, heretics, and other dangers.
  NEGATIVE ENERGY PLANE
  The orthodox view of the Inner Sphere casts the Negative 
  Energy Plane as the jealous rival of its positive-energy 
  twin, an empty infinite void of entropic darkness 
  antithetical to creation, fit only to consume and destroy. 
  Negative energy is itself a dark opposite of life-giving 
  positive energy, yet while it is most often a source or 
  tool of destruction, it is also the animating force of the 
  undead. The ancient wisdom of occultism seizes on this 
  seemingly paradoxical association with creation and 
  posits that entropy clears the slate for what’s next as the 
  multiverse inexorably marches along an unimaginably 
  vast evolutionary cycle of its own. Perfection is not a 
  fixed state. It is always growing and changing. To say 
  that there is one “natural” state—for instance, utter 
  oblivion—that constitutes perfection is as impossible as 
  imposing a limit on the infinite. Occultists believe that 
  this destruction allows for and drives change.
  Nonetheless, negative energy sustains the undead, who 
  throng to the sterile and desolate gulfs of nothingness 
  that compose the overwhelming expanse of this dark 
  and terrifying realm. The plane offers few solid surfaces, 
  so the undead present here tend to be incorporeal and 
  capable of taking flight on the soul-chilling currents 
  that seem inexorably to guide visitors toward the absolute 
  darkness at the plane’s heart. This inner blackness 
  connects via portals to the black holes scattered about the 
  cosmos of the Material Plane. Records of astral voyages to 
  the Material Plane side of these portals relate tales of the 
  accretion disks of black holes swarming with incorporeal 
  undead trapped within the event horizon.
  Within the plane, where the concentration of negative 
  energy reaches an absolute, it begins to manifest a 
  crystalline material that grows into beautiful and deadly 
  structures of absolute entropy. When these crystals form 
  strange angles, the plane gives birth to a sceaduinar. 
  These vile creatures hate life and unlife alike, and exist 
  only to sow entropy and destruction. Somehow, their 
  manifestation seems to drain a measure of the plane’s 
  entropic energies, ironically making the regions around 
  these haunting snowflake structures the most stable 
  and survivable regions in the otherwise hostile plane. 
  While negative energy is less of a concern, the sceaduinar 
  themselves represent a significant threat to visitors.
  The ancient wisdom suggests that the jyoti hate the 
  sceaduinar for their knowledge of the role destruction 
  plays in the creation of souls, and the jyoti fear the 
  exposure of that information. The Negative Energy 
  Plane’s most terrible and hateful residents, the undead 
  abominations known as nightshades, care little for this 
  squabbling between the planes. Theirs is a quest to 
  eradicate all life in the cosmos, to cloak the stars of the 
  Material Plane in darkness, and to quench the Cosmic 
  Fire, no matter the consequences. 
  MATERIAL PLANE
  The Material Plane is the realm of physical sensation 
  and incarnate existence. Souls manifest here in the 
  shell of a physical body, a union so complete that most 
  living creatures do not spend much time contemplating 
  the difference between the gross physical form and 
  the higher monadic soul that guides its movements 
  and destiny. The final destination of a soul is not yet 
  determined during its mortal life, making the Material 
  Plane a magnet for the attentions of gods and outsiders 
  eager to rally mortals to their banners in the afterlife, 
  either willingly or by force. A planar crossroads, the 
  Material Plane is coexistent with the Ethereal and 
  Shadow Planes and coterminous with all of the realms 
  of the Inner Sphere.
  Just as little-known forces bind a physical body to 
  its astral and ethereal counterparts, the whole of the 
  universe is bound together by a series of ley lines—
  spiritual conduits that interpenetrate the many planes of 
  the multiverse. Ley lines are prevalent on the Material 
  Plane, and wise adepts of the occult arts, canny students 
  of the arcane, and even village witches learn to recognize 
  and manipulate these forces to their own ends. Some 
  believe that one of the most prominent of these ley lines 
  is the so-called “River of Souls” that guides a monad’s 
  spiritual journey through mortal incarnation and the 
  afterlife, but that is just one aspect of this multiversal 
  arterial network.
  ETHEREAL PLANE
  The Ethereal Plane is the seat of emotional forces, the 
  mist-shrouded home of haunts and horrors, and the 
  ever-present doorway between the worlds of the Inner 
  Sphere. The Ethereal Plane coexists with these planes, 
  interpenetrating them and generally mimicking their 
  contours and vistas, albeit with greatly reduced visibility 
  thanks to drifting fog and the slow rise and fall of fading 
  sheets of light like the somber interior of a thunderstorm. 
  From within the Ethereal Plane, these neighboring 
  worlds appear hazy and indistinct, as if viewed through 
  frosted glass. Inhabitants of neighboring planes can’t 
  perceive the Ethereal Plane at all, though certain mortals 
  blessed or cursed with psychic sensitivity sometimes 
  catch glimpses of its vistas. Since the Ethereal Plane is 
  generally invisible from the other planes of the Inner 
  
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  Sphere, creatures under the effects of spells like ethereal 
  jaunt and etherealness cannot be seen by creatures who 
  are not themselves ethereal. Normally, creatures on the 
  Ethereal Plane cannot attack creatures on the Material 
  Plane, and vice versa. 
  Within the mists of the Ethereal Plane, warped, 
  indistinct versions of locations overlap their Inner 
  Sphere counterparts. This, coupled with the inherent 
  weightlessness of creatures in the plane, makes it 
  tempting to use the Ethereal Plane as a vantage to scout 
  out unknown locales by passing through incorporeal 
  walls and floating over traps with ease. The natural 
  denizens of the plane make this a frightful prospect, 
  however, and ensure that most forays into the Ethereal 
  Plane are brief endeavors. Among the deadliest of local 
  hazards are the blood-red xill—warlike, plane-shifting 
  outsiders who incubate their eggs in living mortals. 
  Worse still, hideous, cackling night hags use the Ethereal 
  Plane as a byway to the Dimension of Dreams, where they 
  slip into nightmares to abduct mortal souls.
  The twisted remnants of mortal souls comprise the 
  vast majority of the Ethereal Plane’s inhabitants. Some 
  souls, freed from their physical bodies by death, remain 
  tethered to the Ethereal Plane by profound emotional 
  distress and cannot proceed along multiversal currents 
  to join the River of Souls flowing inexorably toward the 
  Boneyard until they sever the powerful emotional ties 
  that bind them. Indeed, the longer these souls remain 
  stalled on their afterlife journey, the closer they slide 
  toward the Negative Energy Plane, and the more of their 
  memories and personalities become subsumed by raw 
  emotional distress and psychic damage. These souls 
  eventually manifest as incorporeal undead, frequently in 
  the form of wraiths and spectres. 
  Spiritualists call out to the spirits of the Ethereal 
  Plane and open their physical minds as refuges for 
  them to inhabit. With practice and the help of a trained 
  spiritualist, a spirit can even take its own physical 
  form on the neighboring planes by cloaking itself in a 
  sheath of ectoplasm, the ghostly substance that acts as 
  a veil between worlds. These spirit guides are known as 
  phantoms, and while they are loyal to the spiritualist 
  to whom they are bound, the emotional connection 
  to the Ethereal Plane remains strong, manifesting in 
  jealousy and fiery outbursts from even the kindest of 
  souls. The ectoplasmic nature of the Ethereal Plane 
  is extraordinarily susceptible to the thoughts and 
  emotions of the plane’s inhabitants. The ethereal version 
  of a physical location is informed not just by its actual 
  dimensions and appearance, but also by the memories 
  and impressions of the spirits that haunt it. For example, 
  on the Ethereal Plane, an old mansion might look as it did 
  in the era of its ghostly inhabitants. If those spirits find 
  final rest, their memories cannot sustain the structure, 
  and it falls into an ethereal ruin. Some incorporeal 
  spirits become so entwined with the emotional nature 
  of the plane that they can manifest these ectoplasmic 
  vistas in an overlapping location on a neighboring plane, 
  temporarily cloaking it in a disturbing reflection of some 
  past incarnation.
  In a similar way that locations in the outside world 
  possess overlapping etheric reflections, mortal creatures 
  also have ethereal doppelgangers in the form of etheric 
  doubles that exactly overlie their physical forms. The 
  etheric double is a vessel for the cosmic breath of life 
  that gives a creature animate force, most commonly 
  known as ki. This energy collects in seven blazing 
  vortices of colorful energy known as chakras, which 
  bind the etheric double and the physical body together 
  and distribute vital life energy to both. This energy 
  extends 2 to 3 feet beyond the outlines of the creature’s 
  physical form to create its aura, a nimbus of colorful 
  occult energies that reveals much about a creature’s 
  disposition and emotional state. 
  A creature’s etheric double, aura, and chakras are not 
  visible except to those with the knowledge or magic to 
  see them. From the Material Plane, this involves esoteric 
  use of the Perception skill by a creature with the Psychic 
  Sensitivity feat (see page 138) or any of a number of spells. 
  From within the Ethereal Plane, all it takes to observe 
  the interplay of these forces is simple concentration—
  if you know what to look for, it becomes plainly visible. 
  Interpreting this information, of course, is another 
  matter. An etheric double is outlined in violet-gray or 
  blue-gray luminescence. Unlike an astral body generated 
  by astral projection or a lucid body of the Dimension of 
  Dreams, an etheric double is not normally capable of 
  acting as a separate vehicle of consciousness.
  Finally, the sweeping expanse of the Ethereal Plane is 
  home to countless pocket realities known as demiplanes. 
  Many of these unique realms are the private domains of 
  powerful arcane spellcasters, the playgrounds of minor 
  gods, the experiments of the inscrutable elohim, or the 
  prisons of creatures that pose such danger to the cosmos 
  that they must never be released. 
  DIMENSION OF DREAMS
  As a mortal sleeps, its monadic soul withdraws from the 
  physical body to manifest in the Dimension of Dreams. 
  This dream avatar is known as the lucid body, and can 
  take a variety of forms based on the dreamer’s sub-
  consciousness. The minds of the countless dreamers of 
  the Material Plane brush up against the Ethereal Plane, 
  bubbling forth ephemeral demiplanes in which the 
  dreamers’ lucid bodies experience fantastic adventures 
  inspired by their own unconscious minds. A dreamer can 
  
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  alter her surroundings, and one with the Lucid Dreamer 
  feat gains a greater measure of control. Spells cast and 
  items used in a dream are not depleted in the real world. 
  Wounds and conditions don’t have any effect on the 
  creature’s waking body and mind. Fantastic adventures 
  don’t yield real treasure or experience to the waking 
  being, though knowledge gained in the Dimension of 
  Dreams occasionally aids in solving real challenges faced 
  in the waking world. Even the worst nightmares hold 
  little true danger for the dreamer. Should the lucid body 
  die, the dreamer simply awakens, perhaps a bit shaken 
  but otherwise little worse for the experience. A creature 
  with the Lucid Dreamer feat (see page 137) awakens from 
  such an experience fatigued, as her mind is more invested 
  in perceptions of the dreamscape.
  Experience in a dreamscape is usually a private affair. 
  Rare spells (such as dream council), magic items, and 
  other abilities allow creatures to enter and share another 
  creature’s dream demiplane for a short amount of time. 
  While these secondary dreamers can interact with the 
  highly morphic qualities of the plane, with the primary 
  dreamer, and with each other, the existence of the 
  demiplane is still contingent on a single primary dreamer. 
  When the primary dreamer awakens, the demiplane pops 
  out of existence, causing any other dreamers to continue 
  dreaming—shunted into a dreamscape of their own 
  creation—or to wake up.
  A lucid body is not the only way to enter a dream, 
  however, and considerable danger faces the explorer who 
  enters the Dimension of Dreams in his physical body. 
  Regular methods of planar travel like plane shift do not 
  offer transit to the dream world—only specialized means 
  such as the dream travel spell do the trick. When a physical 
  creature enters a dreamscape, he doesn’t have to make 
  the check to determine his initial state, but also can’t 
  attempt impossible feats (see below). Spells cast, magic 
  items used, and other limited abilities expended are lost 
  just as if the creature were adventuring on some other 
  plane. Creatures in their material forms can use items 
  generated within a dreamscape, but these items wink 
  out of existence when the primary dreamer awakens, or 
  when a creature in material form leaves the dreamscape. 
  Wounds and experiences are real, and remain after the 
  creature leaves the dreamscape. A creature in its physical 
  form that dies within a dream demiplane actually dies. 
  Material creatures still within a dreamscape when the 
  primary dreamer awakens are pushed into an abutting 
  dreamscape or regions of the Ethereal Plane that border 
  the Dimension of Dreams.
  Although each dreamer’s slumbering soul conjures a 
  personal demiplane dreamscape that manifests on the 
  Ethereal Plane, all dreams collectively belong to the greater 
  network of the Dimension of Dreams. When  numerous 
  dreamscapes cluster in the ethereal fog, transit between 
  dreams is easier, and moods, emotions, and even creatures 
  from one dream spill more easily into another. Where 
  the individual dreamscapes brush up against the little-
  understood Dimension of Time, dreams often take on 
  prophetic elements.
  Figments from the dream world sometimes manage to 
  escape the Dimension of Dreams, usually at the moment 
  when a particularly imaginative sleeper awakens, and the 
  reality of the dream is at its weakest as the demiplane 
  fades away. These weird, shifting creatures stalk the 
  Ethereal Plane as animate dreams, feeding off the minds 
  of mortals, searching for other dreams in which to take 
  refuge and torment a new sleeper.
  A class of vile so-called “nightmare creatures” infests 
  the Dimension of Dreams, venturing from dreamscape 
  to dreamscape hunting victims to torment and destroy. A 
  hierarchy of horror known as the Nightmare Lords rules 
  over lesser nightmare creatures in puppet courts staffed 
  by the soul-shriveled husks of insane enslaved dreamers. 
  Somehow, these creatures have even found a way to 
  manifest on the Material Plane, not content to limit their 
  terrors to the realm of sleep.
  Night hags are among the most harrowing threats of 
  the Dimension of Dreams. They walk freely between 
  dreams, searching for chaotic or evil dreamers, on whose 
  backs they ride until morning. Creatures they encounter 
  between dreams or dwelling within the dreamscapes of 
  their prey are simply cut down, regardless of alignment. 
  Night hags collect the souls of their slain enemies in 
  gemstones they sell to clientele throughout the planes.
  Although most dreamscapes are ephemeral, fading when 
  the sleeper awakens, particularly potent dreamscapes, 
  bolstered by recurrence or by the shared subconscious 
  of numerous dreamers, sometimes last forever. Among 
  the most formidable and permanent regions of the 
  Dimension of Dreams is the bizarre realm of Leng, where 
  near-human denizens sail ethereal seas in black-hulled 
  ships packed with slaves bound for the dark markets of 
  the multiverse.
  The Dimension of Dreams has the following traits.
  • Flowing Time: Both lucid bodies and creatures visiting 
  the Dimension of Dream with their physical bodies are 
  subject to the flowing time trait of a given dreamscape.
  • Highly Morphic: When a creature enters a dreamscape 
  with a lucid body, it must make a Charisma check 
  (DC 15) to prevent arriving in the Dimension of 
  Dreams at a disadvantage, such as without important 
  equipment or on the side of an arctic mountain during 
  an avalanche. A successful save means the dreamer 
  manifests in perfect health, with all of its regular 
  equipment (spells and magic items used in a dream 
  are not actually expended in the real world). Even in 
  
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  the worst of circumstances, however, the lucid body 
  is capable of fantastic—even impossible—feats. As a 
  standard action, a number of times during the dream 
  equal to the creature’s Charisma bonus (minimum 1) 
  the dreamer can attempt one impossible action, such 
  as casting a spell, gaining an effect of a spell as if it 
  were cast, or conjuring a magic item. This requires a 
  successful Charisma check (DC 10 + the level of the 
  spell being cast or spell effect replicated or half of the 
  caster level of the item conjured; nonmagical items are 
  caster level 0). Other fantastic feats are also possible 
  with GM approval and a Charisma check with a DC 
  determined by the GM. If the check fails, the dreamer 
  cannot perform the feat. Creatures that enter the 
  dream with their physical bodies do not need to make 
  the initial check and do not gain the ability to create 
  items and spell effects or perform other fantastic feats, 
  but must otherwise deal with the strange realities of 
  the dreamscape.
  • Wild Magic: Both lucid bodies and creatures visiting 
  the Dimension of Dream with their physical bodies are 
  subject to the wild magic of dreamscapes.
  ASTRAL PLANE
  The Astral Plane is the great silvery sky that connects 
  all planes to one another, the realm of pure thought and 
  expanded consciousness. Occasional islands of solid 
  matter float in astral space, but most of the plane is an 
  enormous, seemingly eternal void of silver radiance. 
  As a gateway between the Inner and Outer Spheres, the 
  Astral Plane teems with travelers, from entities venturing 
  between planes to explorers searching for one of the 
  numerous demiplanes secreted here or looking for the 
  one of the countless marooned spirits that dwell within 
  the expanse. Its nature as a crossroads makes the Astral 
  Plane very dangerous. Although it’s possible to visit 
  the plane bodily via plane shift or by using an item such 
  as a robe of stars, most travelers prefer to play it safe by 
  manifesting their souls in an astral body created by 
  spells such as astral projection.
  A creature’s astral body looks like a translucent version 
  of its physical form, usually limned with a soft nimbus of 
  blue or violet light. A slim tether of resilient incorporeal 
  energy known as a silver cord connects a creature’s astral 
  body to its unconscious physical body. If the astral body 
  
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  dies, the silver cord retracts into the physical body, 
  returning the soul to its familiar seat (albeit at the cost 
  of two permanent negative levels due to the resultant 
  trauma). A silver cord resists most attempts to damage 
  it, but if it somehow manages to break, the creature 
  immediately dies, and the astral form housing its soul 
  is cast adrift on the astral currents, pulled inexorably 
  toward the enormous spire of the Boneyard, which 
  extends up into the Astral Plane from the surface of the 
  Outer Sphere. As a realm of thought, the Astral Plane 
  is home to entities that represent concepts, myths, and 
  legends spawned from mortal thoughtforms. Mediums 
  open their consciousness to these denizens of the Astral 
  Plane, inviting them to reside in a physical form and 
  spread their influence on the Material Plane.
  Travel through the Astral Plane is a strange affair, as 
  the plane’s subjective directional gravity means that each 
  traveler chooses the direction of gravity’s pull. Creatures 
  can move normally in any direction by imagining “down” 
  near their feet and “falling” in that direction. In this way 
  a creature “falls” 150 feet the first round and 300 feet on 
  each successive round. Movement is straight-line only. A 
  character can attempt a DC 16 Wisdom check to set a new 
  direction of gravity or stop as a free action; this check can 
  be attempted once per round. Any character who fails this 
  Wisdom check on successive rounds receives a +6 bonus 
  on subsequent checks until he succeeds. When moving in 
  this manner, the traveler does not have the sensation of 
  physical movement. Rather, the landscape of the Astral 
  Plane (such as it is) seems to come toward, through, and 
  past him. Scintillations of light are thrown off by the 
  astral body as it moves along at great speed. 
  The untethered astral bodies of the dead flow toward the 
  Boneyard along the River of Souls. During this process, the 
  dross of mortality is shed, leaving behind only the soul’s 
  core self, its memories, and the refined character of its 
  prior life. The gods of the Outer Sphere consider the River 
  of Souls inviolate, often sending celestial and infernal 
  outsiders to help steward wayward souls toward judgment 
  and eventual delivery to their afterlife of reward or 
  punishment. Soul-collecting or soul-devouring predators 
  such as night hags and astradaemons prey on the dead of 
  the Astral Plane, usually limiting themselves to picking 
  off isolated incorporeal undead but all too often raiding 
  parties of disembodied souls as they make their way 
  toward eternity. Pharasma, the goddess of the dead, hates 
  this perversion of the natural order of the multiverse, and 
  the entities known as psychopomps often act as guides to 
  deliver souls safely to their final destinations.
  Other inhabitants of the Astral Plane include enormous 
  astral leviathans that f loat through the silvery seas, 
  sometimes with passengers or even semi-permanent 
  settlements upon their backs; strange caulborn who 
  harvest knowledge and psychic energy from astral 
  travelers; formless nirmanakaya manasaputras who 
  seek to guide Material Plane adepts through telepathy; 
  and the lean humanoid outsiders known as the shulsaga, 
  multiplanar hunters who ride magical disks and view 
  intruders to their astral realm with xenophobic disdain.
  AKASHIC RECORD
  Deep within the Astral Plane lies a demiplane called the 
  Akashic Record that forms a critical part of the ancient 
  wisdom at the heart of occult philosophy. The Akashic 
  Record is a visual library of perfect psychic records of 
  every moment in the history of the multiverse. Those who 
  find their way here can observe scenes from any moment 
  from the recent to distant past, going all the way back to 
  the beginning of the multiverse. When a dead creature’s 
  untethered astral body sees its life flash before its eyes 
  as it awaits judgment in the Boneyard, its consciousness 
  ventures to the Akashic Record. When a psychometrist 
  divines a touched object’s past, he really gains impressions 
  from scenes stored in the Akashic Record.
  Unlike the history books of mundane existence, the 
  Akashic Record is a perfect recording of events as they 
  actually happened. Two creatures observing the same 
  event in real time might come away with very different 
  subjective understandings of what just occurred, but 
  such confusion is impossible in the Akashic Record, 
  which occultists speak of as the memory of nature. It is 
  also known as the Book of the Lipika by the mysterious 
  cloaked aeons who act as the Lords of Karma and who 
  record every event in a mortal’s life to measure its rightful 
  place in the afterlife.
  A visitor consulting the Akashic Record simply turns 
  her attention to the moment she wishes to observe, and it 
  appears before her, not as a two-dimensional image like 
  an illustration on page, but rather all around her, as if 
  she were actually present witnessing the desired moment 
  in history. The actors before her are unconscious of her 
  presence, as they are but reflections. The observer can’t 
  change or affect their actions in any way.
  The observer can set the pace of events. He understands 
  perfectly all communications within the record, even if 
  he would not otherwise understand languages read or 
  spoken, or the importance of cultural norms and signals 
  otherwise foreign to him. If the event in question is from 
  the observer’s own life, he may choose to view it as an 
  outsider, or may inhabit his form and live out the event 
  again, re-experiencing the emotions associated with the 
  event the first time around. 
  Traveling to the Akashic Record, which abuts the 
  mysterious Dimension of Time, is incredibly difficult. 
  Spells that allow for planar travel, such as plane shift, 
  cannot take a seeker to the Akashic Record. While occult 
  
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  lore suggests several methods to “enter” the Akashic 
  Record and influence the visions seen there (for example, 
  to rescue a character from some past scene and escape 
  with her to the Astral Plane), those doing so risk becoming 
  lost in the currents of the Dimension of Time, marooned 
  in the real past of the observed event, very likely never 
  to return. Such meddling with the affairs of time risks 
  drawing the ire of the Lords of Karma, unleashing 
  retributive time elementals or inevitables, or attracting 
  the bloodthirsty otherworldly predators known as the 
  hounds of Tindalos.
  The Akashic Record has the following traits.
  • Flowing Time
  • Finite Shape
  • Static
  THE BONEYARD
  A massive spire stretches deep into the sliver expanse of 
  the Astral Plane from the surface of the Outer Sphere, 
  beckoning unfettered monads on the River of Souls 
  toward their final destinations in the afterlife. At the 
  pinnacle of this spire is the Boneyard, a necropolis of 
  graveyards, mausoleums, and solemn courts dedicated 
  to Pharasma, goddess of death. This gloomy realm, also 
  known as Purgatory, is home to countless souls awaiting 
  final judgment. Clad in the sheaths of their astral forms, 
  these somber sojourners bask in deep reverie, reliving 
  scenes from their mortal lives during a solitary, inward 
  journey of remembrance and catharsis. 
  This process, sometimes known as the “kama-loka,” 
  allows the soul to revisit key scenes from its mortal life 
  and evaluate the lessons of its previous incarnation on 
  the Material Plane. Only when it has worked through the 
  psychological troubles of its past can it proceed further 
  along the River of Souls. As a soul reflects upon and settles 
  its past affairs, it lets go of its ties to these events and 
  begins to forget them, cleansing its soul for the glorious (or 
  terrible) transformations to come. This is why petitioners 
  in the Outer Sphere seldom remember much of their 
  mortal existence, and why most mortals cannot remember 
  anything of their past incarnations on the Material Plane. 
  The ancient wisdom sometimes analogizes the soul’s 
  final moments as gazing into the Lake of Mortal Reflections, 
  and seeing the whole of one’s existence flash before one’s 
  eyes. The lessons of the manasaputras who guide the 
  occult development of mortals suggest that the greatest 
  esoteric fate is not to simply glance at the lake, but to step 
  fully into its waters and allow them to subsume you. A 
  soul immersed fully in the waters of the Lake of Mortal 
  Reflections sheds the karma and experiences of its past 
  life and, once again, the cleansed monadic soul descends 
  into a new physical body in a cycle of reincarnation. With 
  each subsequent reincarnation, the monad gains a greater 
  appreciation for the experiences of a multitude of different 
  incarnations, underlying the concept of the universal 
  undersoul represented by the Cosmic Fire. With this 
  understanding comes greater control over the soul’s final 
  incarnation as an outsider. According to esoteric lore, the 
  most learned adepts are able to choose their own fates, 
  becoming powerful outsiders, peerless mortal “ascended 
  masters,” or even living gods. 
  The majority of souls do not reincarnate. When they 
  finish the kama-loka process, their astral forms stand 
  ready for final judgment. For some souls, the kama-loka 
  progresses rapidly, while for others it can take years, 
  decades, or even longer. Within Pharasma’s courts, the 
  native psychopomps work in concert with ambassadors 
  from the realms of the Outer Sphere to guide souls to 
  the final resting place that best matches their religious 
  beliefs and ethos. In the unlikely event of deathbed 
  conversions, renouncements of faith, or disputed soul-
  binding pacts, advocates for the souls’ potential fates 
  argue with one another. The most significant disputes 
  are seen to by Pharasma herself.
  The Boneyard has the following traits.
  • Timeless: Age, hunger, thirst, afflictions (such as 
  diseases, curses, and poisons), and natural healing 
  don’t function in the Boneyard, though they resume 
  functioning when the traveler leaves the Boneyard.
  • Divinely Morphic: Deities with domains in the 
  Boneyard can alter the plane at will.
  • Strongly Neutral-Aligned
  • Enhanced Magic: Spells and spell-like abilities with 
  the death descriptor, or from the Death or Repose 
  domains, are enhanced.
  OUTER SPHERE
  The silver void of the Astral Plane extends from the edge 
  of the Inner Sphere to the planes of the Outer Sphere, 
  where souls sent from the Boneyard arrive at their final 
  afterlife destinations in realms attuned to their beliefs 
  and alignment. By the time they arrive here, those mortal 
  souls who did not immediately incarnate as outsiders or 
  direct servitors of their deities are known as petitioners. 
  Having transcended mortal life, their past existence means 
  less and less to them as time goes on. The few petitioners 
  who even remember those they left behind cannot bring 
  themselves to worry for them, focusing instead on the 
  paradises or hellscapes immediately before them.
  As time progresses, petitioners become more and more 
  attuned to their chosen or assigned plane. Some manage to 
  eventually ascend into the form of an outsider associated 
  with their plane, but others simply end their journey of 
  existence by merging completely with their plane in body 
  and soul, vanishing from reality altogether and becoming 
  quintessence—the very matter of the Outer Sphere itself.
  
  Occult Rewards
  7
  
  D
  id I ever tell you how 
  I got this skull?”
  “Oh gods, not this again.” 
  Merisiel tucked away the 
  strange knife she’d been 
  studying. “What will it be this 
  time? The skull of an ancient 
  barrow-king? Your former 
  master, who you defeated in 
  single combat? No, wait—
  your own skull, sent back 
  from the future to make sure 
  you fulfill your destiny.”
  “Come now, none of that.” 
  Mavaro stretched out. “It all 
  began when—”
  “Shut it. I’ve heard enough.” 
  Merisiel stood and pointed to 
  the floor, where ghostly figures 
  were rising, weapons ready. 
  “And I think they have, too...” 
  
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  Occult Rewards
  This chapter details new gear and magic items for the 
  Pathfinder RPG. A number of these items complement the 
  class features and abilities of the new classes presented in 
  this book, and others improve characters’ ability to use 
  occult skill unlocks (see page 194), but most of these items 
  are useful in many different situations. Spells and items 
  marked with an asterisk (*) are introduced in this book.
  ADVENTURING GEAR
  The items found on Table 7–1: Adventuring Gear are 
  described below, along with any special benefits they 
  provide to the user (“you”).
  Kits: This section includes kits of preselected gear for 
  each character class in Occult Adventures and for other 
  specific purposes. GMs can use the kits to quickly round 
  out an NPC’s gear. Players can use them to equip new PCs in 
  a hurry or provide gear to cohorts, followers, minions, and 
  hirelings. The listed price for each kit includes a discount 
  for purchasing these items as a group. Items in a kit that 
  are used up, destroyed, or lost cost the full price to replace.
  ARTIST’S POSTER
  PRICE 15 GP
  WEIGHT —
  This illustrated piece of paper typically measures 24 inches 
  wide and 32 inches long. An artist’s poster is typically used as 
  an advertisement that can be easily seen by crowds of people. 
  Placing a poster within a settlement grants creatures a +1 
  circumstance bonus on Diplomacy checks to gather information 
  regarding the subject of the poster. If the settlement’s 
  population is greater than 1,000 people, one additional poster 
  must be placed for every additional 1,000 people (or portion 
  thereof) to gain the bonus. The cost of this item includes 
  commissioning an artist of appropriate talent to complete the 
  poster, and copies of the poster beyond the first cost 5 sp each.
  AURA GOGGLES
  PRICE 15 GP
  WEIGHT 1 lb.
  These leather goggles have dark, purple-hued lenses coated 
  with a special alchemical substance that reveals particular 
  psychic spectrums. To provide any benefit, the goggles must 
  be continuously worn for 1 hour, during which time the wearer 
  takes a –2 penalty on all sight-based Perception checks. After 
  this 1-hour period, the user can remove the goggles to gain a 
  +2 circumstance bonus on Perception checks for the read aura 
  occult skill unlock. This benefit fades after 1 hour.
  AUTOMATIC WRITING PLANCHETTE
  PRICE 25 GP
  WEIGHT —
  This finely crafted, heart-shaped wooden board has two 
  delicate wheels and a small aperture to hold a pencil, which 
  acts as the board’s third 
  leg. Typically used on 
  a tabletop covered in 
  butcher’s paper, the device 
  scribbles out mysterious 
  messages when employed 
  by a creature using the 
  automatic writing occult 
  skill unlock, and provides a +2 circumstance bonus on the 
  Linguistics check. When used to channel certain haunts 
  capable of communication (see page 230), the planchette 
  doubles the rate of communication with the haunt, and grants 
  the user a +4 circumstance bonus on Linguistics checks to 
  decipher the cryptic messages. These benefits do not stack 
  with those of other items that confer similar benefits (such as 
  a talking board).
  CENSER
  PRICE 5 GP
  WEIGHT 1/2 lb.
  This metal container comes with a small removable lid, 
  and holds a small crucible in which to burn incense. Used 
  in religious ceremonies or rituals, a censer can hold up to 
  10 pieces of incense, and burns 1 piece per hour when lit.
  DOWSING ROD
  PRICE 10 GP
  WEIGHT 1 lb.
  Made from specially crafted materials, 
  a dowsing rod is used by the 
  psychically attuned to locate water, 
  find graves, or uncover minerals. 
  Most commonly manufactured from 
  forked branches cut from hazel, 
  peach, or willow trees, dowsing rods 
  can also come in other forms, such as bent, L-shaped rods of 
  charged cold iron. Though a dowser can use any forked twig 
  found in nature for dowsing, these specially prepared rods 
  provide a +2 circumstance bonus on Survival checks for the 
  dowsing occult skill unlock.
  FRAUDULENT MEDIUM’S KIT
  PRICE 50 GP
  WEIGHT 10 lbs.
  This large suitcase contains a plethora of items useful to 
  anyone pretending to channel spirits. The case contains 
  candles, mirrors, and 10-foot-long telescoping rods, as well 
  as a selection of specialty items: rigged chalkboards for spirit 
  writing, mundane spirit trumpets for transmitting spirit voices, 
  lengths of gaffed ropes for binding mediums during test 
  seances, and luminous paints and ribbons of fine gauze for 
  fake spectral manifestations.
  Using the materials that are included with this kit provides 
  a +2 circumstance bonus on Bluff, Escape Artist, and Sleight 
  of Hand checks to imitate seances, spirit writing, or other 
  occult practices.
  
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  Occult Rewards
  Occult Rewards 7
  HOODWINK COWL
  PRICE 75 GP
  WEIGHT 3 lbs.
  This uncomfortable mask consists of a black cloth hood, padded 
  leather earmuffs, and shuttered goggles that block vision. A 
  creature wearing a hoodwink cowl is blinded and deafened, 
  and it takes a –10 penalty on all other Perception checks.
  HYPNOTIST’S LOCKET
  PRICE varies
  WEIGHT 1 lb.
  Locket
  15 GP
  Pocket watch
  250 GP
  A small, elliptical metal case containing a 
  small portrait or keepsake, a hypnotist’s 
  locket can be attached to a belt or worn 
  as a pendant. When hanging from a metal 
  chain, a hypnotist’s locket grants a +2 
  circumstance bonus on Diplomacy checks 
  for the hypnotism occult skill unlock.
  A hypnotist’s locket can also come in the 
  form of a pocket watch. It can be worn the 
  same way, still includes a space for a portrait or keepsake, 
  and adds the same bonus for hypnotism, but it also functions 
  as a timepiece.
  INCENSE
  PRICE 7 SP
  WEIGHT —
  This aromatic resin is imbued with fragrant oils and formed into 
  sticks, cones, or balls. It’s often burned in religious ceremonies 
  or during meditation. A piece of incense burns for 1 hour.
  KINETICIST’S KIT
  PRICE 8 GP
  WEIGHT 22 lbs.
  This kit includes a backpack, a belt pouch, a blanket, 
  torches (10), trail rations (5 days), and a waterskin.
  MEDIUM’S KIT
  PRICE 40 GP
  WEIGHT 14 lbs.
  This kit includes tools that aid in contacting supernatural 
  beings. It includes an automatic writing planchette, 
  candles (10), candlesticksUE (10), holly and mistletoe, incense 
  (10 sticks), a scholar’s outfit, a spell component pouch, and a 
  wooden holy symbol.
  MESMERIST’S KIT
  PRICE 35 GP
  WEIGHT 26-1/2 lbs.
  This kit includes a backpack, a bedroll, a belt pouch, an 
  entertainer’s outfit, flint and steel, a hypnotist’s locket, ink 
  (1 ounce), an inkpen, an iron pot, stationeryUE, torches (10), 
  trail rations (5 days), and a waterskin.
  OCCULT REFERENCE MATERIAL
  PRICE 80 GP
  WEIGHT 1 lb.
  These books come in all manner of shapes and sizes, from 
  hardbound, illustrated manuscripts to collections of journals, 
  notes, and scrolls from multiple authors. When used as a 
  reference (an action that typically requires 1d4 minutes 
  of searching the text), occult reference material grants a 
  +2 circumstance bonus on Knowledge checks related to the 
  occult topic covered by that manual. Some common topics 
  for occult reference materials include astral projection, auras, 
  dreams, ley lines, medium spirits, and rituals. Occult reference 
  materials devoted to general subjects—such as spirits as a 
  whole—provide an overview but don’t give enough detail to 
  grant a skill bonus.
  OCCULTIST’S IMPLEMENT
  PRICE 10 GP
  WEIGHT 1/2 lb.
  This bauble, bit of clothing, or relic has some minor historical 
  significance. Though not especially valuable, it’s useful to an 
  occultist, who can use it as an implement. Any such item is 
  nonmagical, even if it appears to be a rod or wand. Implements 
  that already have a mundane version with a price higher than 
  10 gp (such as armor, shields, weapons, and harrow decks) use 
  their normal item entries instead of this catchall.
  OCCULTIST’S KIT
  PRICE 45 GP
  WEIGHT 32-1/2 lbs.
  This kit includes a backpack, a bedroll, a belt pouch, chalk 
  (10 pieces), flint and steel, ink (1 ounce), an inkpen, an iron 
  pot, a journalUE, occultist’s implements (2), torches (10), trail 
  rations (5 days), and a waterskin.
  PERFORMER’S TOKEN
  PRICE 2 SP
  WEIGHT —
  Most commonly shaped like a coin, a performer’s token is a 
  small keepsake given out by stage performers prior to their 
  presentations or used as a token of admission to closed-door 
  performances. Similar tokens are also issued by mediums as 
  calling cards prior to performing a seance.
  PHRENOLOGIST’S KIT
  PRICE 50 GP
  WEIGHT 5 lbs.
  This leather doctor’s bag contains all 
  the accoutrements a phrenologist 
  needs to measure skulls. This 
  kit contains several metal skull 
  calipers of various sizes, a labeled 
  chalkware bust of a humanoid 
  head, and numbered charts of skulls 
  of various species. The kit provides 
  a +2 circumstance bonus on Knowledge (arcana) checks for the 
  phrenology occult skill unlock. 
  PORTABLE SOLARIUM
  PRICE 800 GP
  WEIGHT 35 lbs. 
  This long, wooden case contains a complicated framework of 
  
  250
  250
  brass armatures, balance weights, a foldable mat, and purple-
  hued lenses of various shapes and sizes. When assembled, the 
  case becomes a small bed over which looms a complicated, 
  slowly revolving array of lenses that filter sunlight onto the 
  mat below. Only usable on bright, sunny days, the solarium 
  has enough room for one Medium or two Small creatures to 
  recline beneath its lens array and bask in the healing rays of the 
  filtered natural light. The solarium can be used in conjunction 
  with the long-term care use of the Heal skill. Subjects who 
  bask in the filtered light for an 8-hour rest period recover 1 
  additional hit point per level or 1 additional ability score point 
  if their caregivers succeed at the required Heal check.
  PORTABLE SWEAT LODGE
  PRICE 25 GP
  WEIGHT 25 lbs. 
  This large leather wrap contains a foldable wooden framework 
  that sits on stilts, pliable slats of birch bark, additional 
  leather rolls, and consecrated stones. When assembled, 
  the resulting hut is a small dome, suitable as a tent shelter 
  and large enough to fit two crouching Medium humanoids 
  or four Small humanoids. When the stones are heated and 
  water is poured over them to create a thick steam, the hut 
  becomes a sweat lodge for healing ceremonies, and provides 
  a +2 circumstance bonus on Heal checks for the faith healing 
  occult skill unlock.
  PRISMATIC CRYSTAL
  PRICE 30 GP
  WEIGHT 1/2 lb.
  This chunk of crystal shines with the colors of the rainbow. 
  A prismatic crystal can be used as a focus for the read aura 
  occult skill unlock to reduce the time needed to read an aura 
  from 10 minutes to 5 minutes. When held by psychic creatures, 
  these crystals also emit light in a small area, increasing the 
  light level in a 10-foot radius by one step (darkness becomes 
  dim light, and dim light becomes normal light). A prismatic 
  crystal can’t increase the light level above normal light.
  PROGNOSTICATION MANUAL
  PRICE 30 GP
  WEIGHT 3 lbs.
  This small but thick booklet contains information on a specific 
  form of folk divination, such as cartomancy, cheiromancy, 
  crystallomancy, or horoscopy. Using such a book while 
  reading a creature’s fortune reduces the time needed to read 
  that fortune by 2 minutes. When used as part of a Sense 
  Motive check for the prognostication occult skill unlock, this 
  book grants a +2 circumstance bonus. If the fortunetelling 
  method requires a particular item, such as a deck of cards 
  for cartomancy or animal bones for osteomancy, that item 
  provides a +2 circumstance bonus that doesn’t stack with the 
  bonus provided by the prognostication manual.
  A prognostication manual is useful primarily for cheiromancy 
  (palm reading), horoscopy, and other methods that don’t 
  require special equipment.
  PSYCHIC’S KIT
  PRICE 35 GP
  WEIGHT 27 lbs.
  This kit includes a backpack, a bedroll, a belt pouch, flint and 
  steel, a prismatic crystal, torches (10), trail rations (5 days), 
  and a waterskin.
  PSYCHOMETRIST’S GLOVES
  PRICE 10 GP
  WEIGHT 5 lbs.
  These layered lambskin gloves are specially designed and 
  psychically attuned to increase the tactile sensitivity of the 
  wearer’s hands. To provide any benefit, the gloves must be 
  worn for 8 uninterrupted hours. All Dexterity skill checks 
  requiring the use of the hands take a –2 penalty as long 
  as the gloves remain on. After this 8-hour period, the user 
  can remove the gloves to gain a +2 circumstance bonus on 
  Appraise checks for the psychometry occult skill unlock. This 
  benefit fades after 1 hour.
  RITUAL BELL
  PRICE 2 GP
  WEIGHT 1 lb.
  This large, handheld silver bell has a long wooden handle. 
  Ritual bells are typically used for ceremonial purposes, often 
  as a means of getting the attention of large audiences. Each 
  ritual bell is specifically engraved, often denoting its origin 
  with a particular cult or sect.
  SPIRIT TRUMPET
  PRICE 25 GP
  WEIGHT 1 lb.
  This telescopic horn is constructed of thin sheets of tin rolled 
  into concentric cones, and measures about 3 feet long when 
  fully extended. Primarily used by fraudulent mediums to 
  disguise the true source of mysterious voices in darkened 
  seance chambers, these trumpets add 1 to the DCs of saving 
  throws to disbelieve the effects of the ghost sound and 
  ventriloquism spells. When used to channel a haunt capable 
  of communication (see page 230), a spirit trumpet doubles 
  the rate of communication with the haunt, and grants the user 
  a +4 circumstance bonus on Linguistics checks to decipher the 
  cryptic messages.
  SPIRITUALIST’S KIT 
  PRICE 50 GP
  WEIGHT 34 lbs.
  This kit includes a backpack, a bedroll, a belt pouch, a censer, a 
  flask of ectoplasmic residue, flint and steel, incense (10 sticks), 
  an iron pot, magnetized paper, torches (10), trail rations 
  (5 days), and a waterskin.
  STRAITJACKET
  PRICE varies
  WEIGHT 1 lb. 
  Common
  5 GP
  Masterwork
  50 GP
  Fashioned of durable canvas and leather straps, this 
  instrument of restraint prevents its wearer from using his arms 
  
  251
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  Occult Rewards
  Occult Rewards 7
  entirely. Properly binding a creature in a 
  straitjacket requires 1 minute, and the 
  creature must be willing or helpless. 
  This time can be reduced to 5 rounds, 
  but doing so lowers the DC to escape 
  the restraints by 5. A creature wearing 
  a 
  straitjacket 
  gains 
  the 
  grappled 
  condition, except it is able to move. 
  Escaping from the straitjacket requires a successful DC 28 
  Escape Artist check (DC 30 for a masterwork straitjacket.)
  TALKING BOARD
  PRICE 15 GP
  WEIGHT 2 lbs.
  This thin, rectangular wooden board is printed with an 
  arching array of alphabetical letters, numbers, and short 
  affirmative and negative messages. Paired with a small, 
  heart-shaped pointer on short wooden legs, this device 
  enables communication with spiritual entities or the user’s 
  deep subconscious mind. A talking board can be used in 
  place of a pencil and paper or a writing planchette when 
  attempting a Linguistics check with the automatic writing 
  occult skill unlock, and provides a +2 circumstance bonus on 
  such checks. In addition, given the size of the board, the user 
  can work in conjunction with another psychically sensitive 
  creature who can bolster the attempt with a successful aid 
  another check.
  A user can also use the board alone to initiate the recall 
  memory use of the hypnotism occult skill unlock. The user 
  attempts the skill check as normal, with herself as the 
  subject, and receives a +2 circumstance bonus on the check.
  When used to channel a haunt capable of communication 
  (see page 230), a talking board doubles the rate of 
  communication with the haunt, and grants the user a 
  +4 circumstance bonus on Linguistics checks to decipher the 
  cryptic messages.
  Though a talking board can be used for some of the 
  same functions as other gear (such as automatic writing 
  planchettes and hypnotist’s lockets), these items can’t be 
  used in unison to gain multiple bonuses or increase the rate 
  of communication with a haunt to more than double.
  VENTRILOQUIST’S DUMMY
  PRICE 100 GP
  WEIGHT 7 lbs.
  A ventriloquist’s dummy is made 
  of finely sculpted and painted 
  wood, shaped and dressed like 
  a typical humanoid, and sized 
  at roughly 2 feet. An insert in 
  the back of the dummy allows 
  a Small or Medium creature to 
  manipulate it with one arm. 
  When used as part of a routine, a ventriloquist’s dummy 
  adds a +2 circumstance bonus on Perform (comedy) checks.
  WIND CHIME
  PRICE 1 GP
  WEIGHT 1 lb.
  Made up of a series of suspended bells, tubes, or rods, a 
  wind chime is constructed out of metal or wood. Often hung 
  outside buildings by the superstitious to deter spirits, a wind 
  chime can also act as a makeshift alarm.
  Alchemical Items
  Many people interested in the occult also dabble in the 
  practice of alchemy. The following alchemical items 
  can be created by a character with the Craft (alchemy) 
  skill; the DC to craft each item is listed in Table 7–2: 
  Alchemical Items.
  ECTOPLASMIC RESIDUE
  PRICE 20 GP
  WEIGHT 2 lbs.
  This flask is filled with the detritus of minor ectoplasmic 
  phantoms and similar creatures. You can throw a flask of 
  Table 7–1: Adventuring Gear
  Item 
  Price 
  Weight
  Artist’s poster 
  15 gp 
  —
  Aura goggles 
  15 gp 
  1 lb.
  Automatic writing planchette 
  25 gp 
  —
  Censer 
  5 gp 
  1/2 lb.
  Dowsing rod 
  10 gp 
  1 lb.
  Fraudulent medium’s kit 
  50 gp 
  10 lbs.
  Hoodwink cowl 
  75 gp 
  3 lbs.
  Hypnotist’s locket (locket) 
  15 gp 
  1 lb.
  Hypnotist’s locket (pocket watch) 
  250 gp 
  1 lb.
  Incense (10 sticks) 
  7 sp 
  —
  Kineticist’s kit 
  8 gp 
  22 lbs.
  Medium’s kit 
  40 gp 
  14 lbs.
  Mesmerist’s kit 
  35 gp 
  26-1/2 lbs.
  Occult reference material 
  80 gp 
  1 lb.
  Occultist’s implement 
  10 gp 
  1/2 lb.
  Occultist’s kit 
  45 gp 
  32-1/2 lbs.
  Performer’s token 
  2 sp 
  —
  Phrenologist’s kit 
  50 gp 
  5 lbs.
  Portable solarium 
  800 gp 
  35 lbs.
  Portable sweat lodge 
  25 gp 
  25 lbs.
  Prismatic crystal 
  30 gp 
  1/2 lb.
  Prognostication manual 
  30 gp 
  3 lbs.
  Psychic’s kit 
  35 gp 
  27 lbs.
  Psychometrist’s gloves 
  10 gp 
  5 lbs.
  Ritual bell 
  2 gp 
  1 lb.
  Spirit trumpet 
  25 gp 
  1 lb.
  Spiritualist’s kit 
  50 gp 
  34 lbs.
  Straitjacket (common) 
  5 gp 
  1 lb.
  Straitjacket (masterwork) 
  50 gp 
  1 lb.
  Talking board 
  15 gp 
  2 lbs.
  Ventriloquist’s dummy 
  100 gp 
  7 lbs.
  Wind chime 
  1 gp 
  1 lb.
  
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  252
  ectoplasmic residue as a splash weapon. Treat this attack as a 
  ranged touch attack with a range increment of 10 feet. A direct 
  hit deals no damage, but the target must succeed at a DC 13 
  Will save or be shaken for 1d4 rounds. Every creature within 
  5 feet of the point where the flask hits must succeed at a DC 
  13 Will save or be shaken for 1 round. This is a mind-affecting 
  fear effect.
  MAGNETIZED PAPER
  PRICE 11 GP
  WEIGHT 1 lb.
  These specially charged pieces of parchment come in small 
  packages containing seven sheets. Psychically attuned to the 
  specific magnetic fluids a living creature needs to part the 
  ethereal veil, these sheets add a 5% bonus to the chance of 
  creating meaningful writing for the automatic writing occult 
  skill unlock. This use consumes one sheet of the paper, and 
  only one sheet can be used per attempt.
  SNAKE OIL
  PRICE 20 GP
  WEIGHT —
  This mildly toxic liniment numbs flesh and can soothe injuries. 
  Though the tincture is actually poisonous, an imbiber who 
  avoids becoming poisoned recovers from minor injuries.
  SNAKE OIL
  Type poison (contact); Save Fortitude DC 12
  Onset 1 round; Frequency 1/minute for 5 minutes
  Effect On a failed save, snake oil deals 1 point of nonlethal 
  damage. However, on a successful save, the toxin heals 
  1d6 points of nonlethal damage; Cure 1 save
  MAGIC ITEMS
  The magic items in these sections are divided into the 
  categories outlined in Pathfinder RPG Ultimate Equipment, 
  so you can use them with the treasure generator detailed 
  in that book. If you’re running an adventure that features 
  an NPC with levels in one of the classes introduced in 
  Occult Adventures, or you have a PC with levels in one of 
  these classes, when determining treasure, consider either 
  using items from this book before rolling randomly 
  on the treasure generator, or adding these items to the 
  treasure generator.
  Rings
  Rings bestow magical powers upon their wearers. Anyone 
  can use a ring, but a character can gain the benefits of 
  only two magic rings at a time.
  RING OF PSYCHIC MASTERY 
  PRICE 
  50,000 GP
  SLOT ring
  CL 14th
  WEIGHT —
  AURA strong (no school)
  The large sapphire that adorns 
  this platinum ring darkens in hue 
  as its wearer depletes her psychic 
  spellcasting potential. The gem 
  turns black when the wearer’s daily 
  spells are exhausted or if the wearer 
  has no ability to cast psychic spells. 
  A ring of psychic mastery grants the caster 1 additional 
  psychic spell per day for each spell level from 1st to 4th that 
  she is capable of casting.
  CONSTRUCTION REQUIREMENTS
  COST 25,000 GP
  Forge Ring, limited wish
  RING OF THE HIDDEN PSYCHE
  PRICE 
  160,000 GP
  SLOT ring
  CL 18th
  WEIGHT —
  AURA strong (no school)
  This ring resembles a ring of psychic mastery, but its flawless 
  sapphire serves as a vessel for the wearer’s soul. It possesses 
  all the abilities of a ring of psychic mastery in addition to the 
  following effects.
  The wearer’s soul instantly enters the ring upon the 
  wearer’s death, even if her body is utterly destroyed. 
  This counts as an object possession spell, except that the 
  possessing soul cannot animate the ring and must instead 
  wait for someone to wear it. From inside the ring, she can 
  attempt a greater possession on anyone who voluntarily 
  wears the ring (Will DC 23 negates). A successful save against 
  the greater possession effect renders the new wearer 
  immune to further such attempts for 24 hours. Dispelling the 
  object possession effect on the ring banishes the soul from 
  the ring to its appropriate afterlife. Otherwise, a soul can 
  remain in the ring indefinitely. While in the ring, the soul 
  knows when a creature has put on the ring. The soul can’t 
  otherwise sense the area around it or take actions other than 
  attempting the greater possession effect.
  A ring of the hidden psyche resists attempts to discern its 
  true nature. Detect magic reveals only the properties of a 
  ring of psychic mastery, though identify or stronger magic 
  can reveal the ring’s full powers if the caster succeeds at a 
  DC 23 Will save.
  CONSTRUCTION REQUIREMENTS
  COST 80,000 GP
  Forge Ring, greater possession*, magic aura, object 
  possession*, wish
  Table 7–2: Alchemical Items
  Item 
  Cost 
  Weight 
  Craft DC
  Ectoplasmic residue 
  20 gp 
  2 lbs. 
  25
  Magnetized paper 
  11 gp 
  1 lb. 
  15
  Snake oil 
  20 gp 
  — 
  20
  Table 7–3: Rings
  Greater Major Ring 
  Price
  Ring of psychic mastery 
  50,000 gp
  Ring of the hidden psyche 
  160,000 gp
  
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  Occult Rewards
  Occult Rewards 7
  Rods
  Rods are scepterlike devices that have unique magical 
  powers and usually do not have any charges. Anyone 
  can use a rod (though metamagic rods have no effect 
  when used by creatures that cannot cast spells). Normal 
  metamagic rods can be used with spells of 6th level or 
  lower. Lesser rods can be used with spells of 3rd level or 
  lower, while greater rods can be used with spells of 9th 
  level or lower. 
  CADUCEUS ROD
  PRICE 
  142,000 GP
  SLOT none
  CL 12th
  WEIGHT 3 lbs.
  AURA strong conjuration and transmutation
  Two entwined wooden snakes run 
  the length of this laurel rod, which is 
  capped with a pair of brass wings. This 
  mystical implement gives its possessor 
  a +5 insight bonus on Craft (alchemy) 
  checks and a +1 insight bonus on attack 
  and damage rolls with alchemical items, 
  including alchemists’ bombs. When it’s 
  held in hand, the caduceus rod can be 
  invoked five times per day to grant one 
  of the following boons, each of which counts as a 6th-level 
  spell-like ability.
  Awaken: The rod awakens all sleeping creatures within a 
  40-foot-radius burst centered on the wielder. Creatures in the 
  burst gain immunity to sleep effects for 1 minute.
  Exchange: The wielder transmutes one of his prepared 
  alchemical extracts into an extract of another formula in his 
  formula book of equal or lower level.
  Mercy: All dying (–1 or fewer hit points) creatures in a 
  40-foot-radius burst centered on the wielder die. Each such 
  creature can attempt a DC 19 Fortitude save to instead take 
  1d6 points of negative energy damage. This is a death effect.
  Revive: The wielder targets a creature within 40 feet with 
  empowered breath of life.
  Slumber: As deep slumber, except that it affects a 20-foot-
  radius burst centered on the wielder, can affect up to 20 HD 
  of creatures, and has a Will save DC of 19. The wielder of the 
  rod is unaffected and can choose to exclude up to four other 
  targets from the effects.
  CONSTRUCTION REQUIREMENTS
  COST 71,000 GP
  Craft Rod, breath of life, deep slumber, heroism, universal 
  formulaAPG, creator must have at least 10 ranks in Craft 
  (alchemy)
  FEARSOME METAMAGIC ROD
  PRICE 
  varies
  Lesser fearsome metamagic rod
  9,000 GP
  Fearsome metamagic rod
  32,500 GP
  Greater fearsome metamagic rod
  73,000 GP
  SLOT none
  CL 17th
  WEIGHT 1 lb.
  AURA strong (no school)
  The wielder of this rod can cast up to three spells per day 
  that make enemies shaken as though using the Fearsome 
  Spell feat.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser fearsome metamagic rod
  4,500 GP
  Fearsome metamagic rod
  16,250 GP
  Greater fearsome metamagic rod
  36,500 GP
  Craft Rod, Fearsome Spell
  FURIOUS METAMAGIC ROD
  PRICE 
  varies
  Lesser furious metamagic rod
  3,000 GP
  Furious metamagic rod
  11,000 GP
  Greater furious metamagic rod
  24,500 GP
  SLOT none
  CL 17th
  WEIGHT 1 lb.
  AURA strong (no school)
  The wielder of this metamagic rod can cast up to three spells 
  per day that channel her anger as though using the Furious 
  Spell feat.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser furious metamagic rod
  1,500 GP
  Furious metamagic rod
  5,500 GP
  Greater furious metamagic rod
  22,250 GP
  Craft Rod, Furious Spell
  Table 7–4: Rods
  Lesser Medium Rods 
  Price
  Furious metamagic rod, lesser 
  3,000 gp
  Logical metamagic rod, lesser 
  3,000 gp
  Scarring metamagic rod, lesser 
  3,000 gp
  Refocusing rod 
  5,000 gp
  Fearsome metamagic rod, lesser 
  9,000 gp
  Traumatic metamagic rod, lesser 
  9,000 gp
  Furious metamagic rod 
  11,000 gp
  Logical metamagic rod 
  11,000 gp
  Scarring metamagic rod 
  11,000 gp
  Lesser Major Rods 
  Price
  Furious metamagic rod, greater 
  24,500 gp
  Logical metamagic rod, greater 
  24,500 gp
  Scarring metamagic rod, greater 
  24,500 gp
  Overflowing rod 
  25,000 gp
  Witching rod 
  31,000 gp
  Fearsome metamagic rod 
  32,500 gp
  Traumatic metamagic rod 
  32,500 gp
  Greater Major Rods 
  Price
  Fearsome metamagic rod, greater 
  73,000 gp
  Traumatic metamagic rod, greater 
  73,000 gp
  Hollow rod 
  121,500 gp
  Caduceus rod 
  142,000 gp
  
  254
  254
  HOLLOW ROD
  PRICE 
  121,500 GP
  SLOT none
  CL 15th
  WEIGHT 5 lbs.
  AURA strong (no school)
  Slightly smaller and shorter than vril staves (see page 255), 
  hollow rods are hollow silver tubes covered in intricate glyphs 
  and small, flute-like keys. Three times per day, a kineticist can 
  utilize the hollow rod in conjunction with a blast wild talent 
  or the kinetic healer wild talent to augment that talent’s 
  destructive or healing capabilities, treating the wild talent 
  as maximized. A hollow rod can’t be used on a wild talent 
  affected by metakinesis.
  CONSTRUCTION REQUIREMENTS
  COST 60,750 GP
  Craft Rod, creator must be a 10th-level kineticist
  LOGICAL METAMAGIC ROD 
  PRICE 
  varies
  Lesser logical metamagic rod
  3,000 GP
  Logical metamagic rod
  11,000 GP
  Greater logical metamagic rod
  24,500 GP
  SLOT none
  CL 17th
  WEIGHT 1 lb.
  AURA strong (no school)
  The wielder of this rod can cast up to three spells per day 
  without emotion components as though using the Logical 
  Spell feat.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser furious metamagic rod
  1,500 GP
  Furious metamagic rod
  5,500 GP
  Greater furious metamagic rod
  12,250 GP
  Craft Rod, Logical Spell
  OVERFLOWING ROD
  PRICE 
  25,000 GP
  SLOT none
  CL 10th
  WEIGHT 1 lb.
  AURA moderate evocation
  An overflowing rod amplifies and focuses the side effects of a 
  kineticist’s burn. While holding the rod, the kineticist counts as 
  3 levels higher for the purpose of determining the effects of 
  her elemental overflow ability. If used by a character without 
  elemental overflow, the rod grants its wielder the benefit of 
  elemental overflow as a 3rd-level kineticist (which is generally 
  helpful only to low-level kineticists or kineticists with archetypes 
  that replace elemental overflow with another class feature).
  CONSTRUCTION REQUIREMENTS
  COST 12,500 GP
  Craft Rod, creator must be a 10th-level kineticist
  REFOCUSING ROD
  PRICE 
  5,000 GP
  SLOT none
  CL 10th
  WEIGHT 1 lb.
  AURA moderate (no school)
  Once per day, a refocusing rod allows an occultist to transfer 
  mental focus using the shift focus class feature without losing 
  any points of focus. He can move focus from one implement 
  into the rod, and then from the rod into another implement, by 
  spending twice as long as it normally takes him to shift focus 
  (because he’s making two transfers). The occultist must transfer 
  the focus from the rod within 10 minutes or the focus is lost.
  If an occultist chooses a refocusing rod as one of his 
  implements for the day, he can instead use this ability to 
  transfer focus into the rod and leave it there or transfer focus 
  he already stored in the rod into another implement. In either 
  of these cases, no points of focus are lost in the transfer and 
  it takes the normal amount of time to shift focus instead of 
  twice as long. If the refocusing rod is not one of the occultist’s 
  implements for the day, mental focus stored in it can’t be used 
  for any purpose except transference to another implement.
  Any mental focus transferred into the rod still belongs to the 
  occultist who transferred it. The rod can’t be used to transfer 
  mental focus between two users.
  CONSTRUCTION REQUIREMENTS
  COST 2,500 GP
  Craft Rod, creator must be a 10th-level occultist
  SCARRING METAMAGIC ROD
  PRICE 
  varies
  Lesser scarring metamagic rod
  3,000 GP
  Scarring metamagic rod
  11,000 GP
  Greater scarring metamagic rod
  24,500 GP
  SLOT none
  CL 17th
  WEIGHT 1 lb.
  AURA strong (no school)
  The wielder of this rod can cast up to three spells per day that 
  weaken her target’s will as though using the Scarring Spell feat.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser scarring metamagic rod
  1,500 GP
  Scarring metamagic rod
  5,500 GP
  Greater scarring metamagic rod
  22,250 GP
  Craft Rod, Scarring Spell
  TRAUMATIC METAMAGIC ROD
  PRICE 
  varies
  Lesser traumatic metamagic rod
  9,000 GP
  Traumatic metamagic rod
  32,500 GP
  Greater traumatic metamagic rod
  73,000 GP
  SLOT none
  CL 17th
  WEIGHT 1 lb.
  AURA strong (no school)
  The wielder of this rod can cast up to three spells per day that 
  cause nightmares as though using the Traumatic Spell feat.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser traumatic metamagic rod
  4,500 GP
  Traumatic metamagic rod
  16,250 GP
  Greater traumatic metamagic rod
  36,500 GP
  Craft Rod, Traumatic Spell
  WITCHING ROD
  PRICE 
  31,000 GP
  SLOT none
  CL 11th
  WEIGHT 1 lb.
  AURA moderate transmutation
  
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  Occult Rewards
  Occult Rewards 7
  This especially powerful dowsing rod (see page 248) is 
  typically made of a branch from an ancient tree or shafts 
  forged of rare metals. When used for the dowsing skill unlock 
  in place of a mundane dowsing rod, a witching rod provides a 
  +5 circumstance bonus on the Survival check.
  A witching rod can not only detect bodies of water, grave 
  sites, and metal deposits, but can also manipulate substances 
  or souls related to them. The rod can produce the effects 
  of control water, speak with dead (DC 14), or stone shape. 
  Though this ability can typically be used only once per day, a 
  wielder with the ability to use the dowsing occult skill unlock 
  more than once per day can instead produce a spell effect one 
  additional time per day for each additional use of dowsing she 
  has. This doesn’t require her to expend uses of dowsing. Only 
  one creature can produce extra uses of the witching rod in this 
  way each day.
  CONSTRUCTION REQUIREMENTS
  COST 16,500 GP
  Craft Wondrous Item, control water, speak with dead, stone shape
  Scrolls
  Scrolls are divided based on the type of magic used to 
  create the scroll; psychic spellcasters create psychic 
  scrolls in much the same way arcane spellcasters create 
  arcane scrolls and divine spellcasters create divine scrolls. 
  Psychic scrolls follow all the same rules as other scrolls. 
  A psychic scroll is a spell completion item that requires 
  the user to decipher and read the scroll. The user must 
  also provide all necessary components except material 
  and focus components (which were provided by the scroll’s 
  creator). This includes thought and emotion components.
  Normally, there’s a 70% chance a scroll will be arcane 
  and a 30% chance it will be divine. When determining 
  treasure randomly in a game that includes psychic magic, 
  use Table 7–5 instead.
  Staves
  A staff is a long shaft that stores several spells. Staves 
  usually hold spells grouped by a theme and sometimes 
  possess other abilities that they grant to the wielder. A 
  staff has 10 charges when created but can be recharged by 
  a spellcaster with the appropriate spells.
  VRIL STAFF
  PRICE 
  200,000 GP
  SLOT none
  CL 15th
  WEIGHT 5 lbs.
  AURA strong transmutation
  This hollow, silver staff is covered in intricate glyphs and 
  flute-like keys, and allows use of the 
  following spells:
  • Mage hand (1 charge) 
  • Cure light wounds (1 charge)
  • Cure moderate wounds (2 charges)
  • Telekinesis (2 charges) 
  • Repulsion (3 charges) 
  If the wielder of a vril staff is a spellcaster, 
  as a standard action, she can expend 
  1 charge and sacrifice a prepared spell or 
  unused spell slot of 1st level or higher to 
  channel the power through the staff as a 
  blast of raw magical energy known as vril. 
  This ray resolves as a ranged touch attack 
  with a range of 30 feet, and the wielder 
  chooses whether it deals damage or heals. 
  The amount of damage dealt or healed by the ray is equal to 
  1d6 points per level of the spell sacrificed + 1 point per caster 
  level of the wielder.
  In the hands of a kineticist, the staff functions differently. By 
  spending 1 charge from the staff as part of her kinetic blast, the 
  kineticist can use a new basic energy blast called a vril blast. 
  This blast deals untyped damage. A vril blast works only with 
  form and substance infusions that specify that they work on any 
  blast. If the kineticist instead spends 3 charges, her vril blast’s 
  intensity increases and it ignores spell resistance. A kineticist 
  can use a vril staff without attempting a Use Magic Device check.
  A spellcaster can recharge a vril staff normally. A kineticist 
  can restore a single charge to a vril staff by accepting 3 points 
  of burn.
  CONSTRUCTION REQUIREMENTS
  COST 100,000 GP
  Craft Staff, cure light wounds, cure moderate wounds, mage 
  hand, repulsion, telekinesis
  Wondrous Items
  “Wondrous item” is a catchall category for anything 
  that doesn’t fall into other groups (such as weapons, 
  staves, and so on). Wondrous items are a diverse group. 
  Some must be worn in a specific magic item slot in 
  order to work, while others must merely be possessed 
  and utilized. Anyone can use a wondrous item unless 
  the item’s description specifies otherwise. Many of 
  the items presented here require the user to have some 
  psychic connection to function, as specified in the 
  item’s description. 
  There are two main categories of wondrous items: 
  slotted and slotless. Slotted items take up a magic item 
  slot, and must be worn by those who want to benefit 
  from them.
  Table 7–5: Random Scrolls
  d% 
  Spell Type
  1–59 
  Arcane scroll
  60–84 
  Divine scroll
  85–100 
  Psychic scroll
  Table 7–6: Staves
  Greater Major Staff 
  Price
  Vril staff 
  200,000 gp
  
  256
  256
  ANIMAL DIVINING POT 
  PRICE 
  1,400 GP
  SLOT none
  CL 3rd
  WEIGHT 5 lbs.
  AURA faint divination
  These small clay vessels are 
  fired in shapes representing 
  various small animals—fish, 
  lizards, mice, and sparrows 
  are the most common. If 
  a pot’s user places a living 
  animal matching the pot’s 
  form within, the user can 
  communicate with the animal through whispers, as speak 
  with animals. This ability functions three times per day.
  CONSTRUCTION REQUIREMENTS
  COST 700 GP
  Craft Wondrous Item, speak with animals
  CANDLE OF SPIRIT PROTECTION
  PRICE 
  1,500 GP
  SLOT none
  CL 11th
  WEIGHT 1 lb.
  AURA moderate necromancy
  Crafted from collected ectoplasm and 
  wax, candles of spirit protection ward off 
  creatures from the spirit world. To function, 
  a candle of spirit protection must be placed 
  in the desired area. When it’s lit, fine lines 
  of smoke coil out, creating a circular line 
  of smoke in a 10-foot radius around the 
  candle. This area is protected against 
  intrusion by astrally projected creatures, ethereal creatures, 
  haunts, incorporeal creatures, mediums channeling a spirit, and 
  phantoms, and at the GM’s discretion can affect other spirits or 
  creatures made of ectoplasm. Such creatures can’t enter the area 
  of effect, and act as though they were affected by an antilife 
  shell that specifically targets them and no other creatures.
  The candle can’t be moved once it is lit; attempting to do so 
  ends the effect. Otherwise, a lit candle of spirit protection burns 
  for 1 hour. Either way, the candle is expended after one use.
  CONSTRUCTION REQUIREMENTS
  COST 750 GP
  Craft Wondrous Item, antilife shell
  Table 7–7: Wondrous Items
  Lesser Minor Wondrous Items 
  Price
  Talisman of beneficial winds, lesser 
  50 gp
  False coin 
  375 gp
  Talisman of sealed summons, lesser 
  450 gp
  Talisman of warrior’s courage, lesser 
  450 gp
  Talisman of beneficial winds, greater 
  500 gp
  Waxen image 
  500 gp
  Talisman of arrow protection, lesser 
  600 gp
  Talisman of danger sense, lesser 
  750 gp
  Spirit revivification incense 
  800 gp
  Talisman of freedom, lesser 
  900 gp
  Talisman of protection from flames, lesser 
  1,250 gp
  Animal divining pot 
  1,400 gp
  Ghost powder 
  1,400 gp
  Incense of corporeality 
  1,400 gp
  Candle of spirit protection 
  1,500 gp
  Talisman of good fortune, lesser 
  1,680 gp
  Talisman of healing power, lesser 
  2,400 gp
  Dreamcatcher 
  2,800 gp
  Incense of open thoughts 
  2,800 gp
  Talisman of life’s breath, lesser 
  3,500 gp
  Four-leaf clover 
  3,750 gp
  Greater Minor Wondrous Items 
  Price
  Thaumaturgic powder 
  4,000 gp
  Talisman of sealed summons, greater 
  4,500 gp
  Talisman of warrior’s courage, greater 
  4,500 gp
  Talisman of arrow protection, greater 
  6,000 gp
  Lucky horseshoe 
  6,800 gp
  Talisman of danger sense, greater 
  7,500 gp
  Lesser Medium Wondrous Items 
  Price
  Talisman of freedom, greater 
  9,000 gp
  Indomitable jewel 
  12,000 gp
  Lithomancy stones 
  12,000 gp
  Spirit slate 
  12,000 gp
  Talisman of protection from flames, greater 
  12,500 gp
  Tome of origami animals 
  13,500 gp
  Lucky horseshoe, communal 
  15,000 gp
  Tin cap 
  15,000 gp
  Ganji doll 
  16,000 gp
  Talisman of good fortune, greater 
  16,800 gp
  Greater Medium Wondrous Items 
  Price
  Kineticist’s diadem, lesser 
  18,000 gp
  Spirit mirror 
  18,900 gp
  Magic talking board 
  20,000 gp
  Talisman of healing power, greater 
  24,000 gp
  Mask of the mesmerist 
  25,000 gp
  Sensory deprivation hood 
  27,500 gp
  Lesser Major Wondrous Items 
  Price
  Soultheft glass 
  33,000 gp
  Talisman of life’s breath, greater 
  35,000 gp
  Ganji doll, greater 
  36,000 gp
  Orgone accumulator 
  48,000 gp
  Greater Major Wondrous Items 
  Price
  Kineticist’s diadem 
  50,000 gp
  Flying sled 
  80,000 gp
  Shrunken head 
  90,000 gp
  Kineticist’s diadem, greater 
  98,000 gp
  Flying skiff 
  180,000 gp
  
  257
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  Occult Rewards
  Occult Rewards 7
  DREAMCATCHER
  PRICE 
  2,800 GP
  SLOT none
  CL 1st
  WEIGHT 2 lbs.
  AURA faint abjuration
  This protective ward is fashioned from 
  a thin, supple piece of wood bound in 
  a circle, and then woven with sinew to 
  create a weblike pattern. Dreamcatchers 
  are often decorated with beads and 
  feathers. More elaborate dreamcatchers 
  might be made of gold or silver instead, 
  and decorated with dangling jewels and 
  metal figurines.
  A dreamcatcher protects its sleeping 
  owner from malicious influences. The 
  owner gains a +2 sacred bonus on saving 
  throws while asleep. Further, any ability damage or ability 
  drain he takes during this time is reduced by 1 point (to a 
  minimum of 0 points).
  CONSTRUCTION REQUIREMENTS
  COST 1,400 GP
  Craft Wondrous Item, resistance
  FALSE COIN
  PRICE 
  375 GP
  SLOT none
  CL 1st
  WEIGHT —
  AURA faint divination
  The possessor activates this well-worn gold coin by rubbing it 
  between her thumb and forefinger while willing it to function. 
  The false coin can be activated only by creatures with the 
  Psychic Sensitivity feat or the ability to cast psychic spells. 
  Once activated, the coin maintains a link to the creature that 
  activated it, and if passed along to someone else, it shares 
  empathic cues about its new possessor with the creature that 
  activated it. This empathic link gives the activator a +2 insight 
  bonus on Bluff, Diplomacy, Intimidate, and Sense Motive 
  checks against the coin’s current possessor. In addition, the 
  possessor takes a –1 penalty on saving throws against spells 
  with the emotion, fear, or scrying descriptors cast by the coin’s 
  activator. While activated, the coin appears nonmagical as 
  though protected by magical aura (Will DC 11).
  The link between the activator and the coin persists 
  for 1 week, after which the coin loses all of its powers and 
  becomes a mundane coin.
  CONSTRUCTION REQUIREMENTS
  COST 188 GP
  Craft Wondrous Item, detect thoughts, magic aura
  FLYING SKIFF
  PRICE 
  180,000 GP
  SLOT none
  CL 12th
  WEIGHT 2,500 lbs.
  AURA strong conjuration and abjuration
  A flying skiff is a long, flat-bottomed vehicle akin to a naval 
  ship, and is covered in metallic veins. Without a psychic pilot, 
  a flying skiff acts in all regards as a keelboat (Pathfinder RPG 
  Ultimate Combat 184). 
  A single Large direct-
  fire siege engine can be 
  mounted on the front of 
  a flying skiff.
  A control helmet that fits 
  a Small, Medium, or Large 
  creature is linked by long, 
  curling cables to the metal veins of the skiff. Whenever 
  a psychic creature (one with levels in an occult class, the 
  Psychic Sensitivity feat, or the ability to use psychic spell-
  like abilities) wears the control helmet, the flying skiff gains 
  the following abilities. 
  • The skiff can fly with a maximum speed of 100 feet and 
  acceleration of 30 feet.
  • The skiff gains fast healing 5 when reduced below half its 
  starting hit points. Damage above this threshold must be 
  repaired normally.
  Along with the abilities granted to the flying skiff when 
  piloted by a psychic creature, the pilot gains the following 
  additional abilities.
  • Anytime the pilot casts one of the following psychic spells, 
  the spell affects the entire crew of the flying skiff: intellect 
  fortress, mental barrier, thought shield, and tower of iron 
  will. This includes all variants of these spells. The effect 
  ends for a creature that departs the skiff before the spell’s 
  duration ends. 
  • The pilot can aim and fire the siege weapon on the flying 
  skiff with her mind (using the same number of actions this 
  would normally take). This does not grant her the ability to 
  reload the siege weapon with her mind.
  • Once per day, the pilot can take a full-round action to 
  transport the flying skiff and all crew onboard as plane shift.
  CONSTRUCTION REQUIREMENTS
  COST 90,000 GP
  Craft Wondrous Item, intellect fortress III*, mental barrier III*, 
  overland flight, plane shift, thought shield III*, tower of iron 
  will II*
  FLYING SLED
  PRICE 
  80,000 GP
  SLOT none
  CL 12th
  WEIGHT 100 lbs.
  AURA strong conjuration
  A flying sled is a small vehicle akin to a rowboat, and is 
  covered in metallic veins. The sled can hold one occupant. A 
  psychic pilot can the control the craft. Without a psychic pilot, 
  a flying sled acts in all regards as a rowboat (Pathfinder RPG 
  Ultimate Combat 185).
  A control helmet that fits a Small or Medium creature 
  is linked by cables to the metal veins of the sled. When a 
  psychic creature (one with levels in an occult class, the 
  Psychic Sensitivity feat, or the ability to use psychic spell-like 
  abilities) wears the control helmet, the flying sled gains the 
  following abilities.
  
  258
  258
  • The sled can fly with a maximum speed of 100 feet and 
  acceleration of 30 feet.
  • The sled gains fast healing 2 when reduced below half its 
  starting hit points. Damage above this threshold must be 
  repaired normally.
  Along with the abilities granted to the flying sled when 
  piloted by a psychic creature, the pilot gains the following 
  additional ability.
  • Once per day, the pilot can take a full-round action to 
  transport herself and the flying sled between the Astral 
  Plane and the Material Plane. This ability otherwise 
  functions as plane shift.
  CONSTRUCTION REQUIREMENTS
  COST 40,000 GP
  Craft Wondrous Item, overland flight, plane shift
  FOUR-LEAF CLOVER
  PRICE 
  3,750 GP
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint evocation
  This curio is a four-leaf clover that was 
  harvested from the wild and preserved. 
  Typically encased in glass or crystal, four-leaf 
  clovers are sometimes pressed, bronzed, or 
  protected through other means. A creature 
  with a four-leaf clover in her possession 
  can call upon an extra boost of luck before 
  attempting a single ability check, saving 
  throw, or skill check. She gains a +2 luck bonus on that check. 
  This ability functions three times per day, and requires a free 
  action that the owner can perform even when it’s not her turn.
  CONSTRUCTION REQUIREMENTS
  COST 1,875 GP
  Craft Wondrous Item, divine favor
  GANJI DOLL
  PRICE 
  16,000 GP
  SLOT none
  CL 6th
  WEIGHT 1/2 lb.
  AURA moderate necromancy
  A ganji doll is a fetish tied 
  so intimately to its intended 
  victim that good or ill can be 
  done to the target through the 
  doll itself. During the item’s 
  creation, 
  the 
  creator 
  must 
  choose a humanoid creature to 
  bind the doll to. This requires 
  the creator to obtain and craft a bit of the intended target’s 
  body—typically hair, blood, or a tooth—into the fetish. Once 
  this has been done, the ganji doll affects no other creature 
  aside from the bound target. The target of the ganji doll can’t 
  be changed after crafting is complete.
  Once the doll has been created, three times per day, any 
  bearer can employ the doll to create any one of the following 
  effects. These effects target only the creature bound to 
  the doll. The target takes a –2 penalty on all saving throws 
  against these effects.
  Blind: Covering the doll’s head with a cloth blinds the target 
  for 1 minute (Will DC 16 negates).
  Damage: Stabbing the doll with a sharp instrument, waving 
  it over an open flame, wrapping a cord around the doll’s neck, 
  or otherwise damaging the doll causes the target to take 
  3d6 points of damage (Fortitude DC 16 half). This damage 
  ignores all resistances and immunities.
  Touch Spell: The ganji doll functions as the bound target 
  for the purpose of any spell with a range of touch. The target 
  receives the effect of any spell cast upon the doll (up to the 
  doll’s limit of three effects per day) as if the caster had actually 
  touched him. The target can attempt saving throws against 
  such spells, if allowed, as normal, but takes the –2 penalty 
  imposed by the doll. Beneficial spells, such as cure light 
  wounds, can also be used in this manner.
  CONSTRUCTION REQUIREMENTS
  COST 8,000 GP
  Craft Wondrous Item, bestow curse, and a piece of the body 
  of the humanoid to be affected
  GANJI DOLL, GREATER
  PRICE 
  36,000 GP
  SLOT none
  CL 12th
  WEIGHT 1/2 lb.
  AURA moderate necromancy
  A greater ganji doll looks similar to and functions as the 
  normal version, except that it can be used 5 times per day, 
  imposes a –4 penalty on the target’s saving throws against 
  its effects, and has the following altered or additional special 
  abilities in addition to all the abilities of a ganji doll.
  Damage: Damaging the doll causes the target to take 
  6d6 points of damage (Fortitude DC 16 half). This damage 
  ignores all resistances and immunities.
  Locate Creature: The bearer of a ganji doll can use it to 
  locate its bound target as locate creature.
  Suggestion: The user whispers in the doll’s ear, creating 
  the effect of a suggestion spell. The target must attempt a 
  DC 16 Will save to resist the effect. Unlike with the spell, the 
  target doesn’t need to comprehend the user’s language.
  CONSTRUCTION REQUIREMENTS
  COST 18,000 GP
  Craft Wondrous Item, bestow cure, locate creature, suggestion, 
  and a piece of the body of the humanoid to be affected
  GHOST POWDER
  PRICE 
  1,400 GP
  SLOT none
  CL 7th
  WEIGHT 1/2 lb.
  AURA moderate abjuration
  When sprinkled on the ground, this mixture of salt 
  and powdered iron forms a barrier that is invisible and 
  impenetrable for spirits. Ghost powder is typically found 
  in bags or tubes, and a single dose of ghost powder can 
  trace a line up to 50 feet in length; it can be used in 5-foot 
  increments. Corporeal creatures can cross a line of ghost 
  
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  Occult Rewards
  Occult Rewards 7
  powder, but ethereal and incorporeal creatures are blocked as 
  though the line were a wall of force. Teleportation effects can 
  cross a line of ghost powder, as can an incorporeal creature 
  possessing a corporeal creature. The barrier created is 10 feet 
  high. It prevents incorporeal creatures from crossing through 
  the floor directly beneath it, and if the barrier reaches the 
  ceiling, it prevents them from crossing through the ceiling 
  directly above. In addition, if ghost powder is sprinkled in 
  front of every entrance (including chimneys, air vents, and 
  the like) of a building, it prevents incorporeal creatures from 
  entering the building through the walls, floor, and ceiling in 
  their entirety. Sweeping away the ghost powder destroys the 
  barrier, but incorporeal and ethereal creatures can’t disturb 
  the powder or affect it with their abilities unless they deal 
  enough damage to destroy the barrier itself. When laid down 
  quickly (up to 10 feet can be spread as a standard action), 
  the effects of ghost powder last for 1 hour. If the powder is 
  laid down carefully (taking 1 minute for every 5 feet), the 
  effects last 8 hours.
  CONSTRUCTION REQUIREMENTS
  COST 700 GP
  Craft Wondrous Item, anti-incorporeal shellACG, magic circle 
  against evil
  INCENSE OF CORPOREALITY
  PRICE 
  1,400 GP
  SLOT none
  CL 7th
  WEIGHT 1/2 lb.
  AURA moderate abjuration
  Little distinguishes this bitter-smelling stick of incense from 
  normal incense until it is lit. In still air, the incense’s smoke 
  permeates a 40-foot-by-40-foot area to a height of 20 feet. 
  Within that area, incorporeal creatures take on a measure of 
  substance, such that they can no longer pass through objects 
  and take full damage from all attacks (even nonmagical ones). 
  Incorporeal touch attacks within this area resolve as melee 
  attacks, but the incorporeal creatures add their Charisma bonus 
  on such attacks. Incorporeal creatures still lack cohesion and 
  mass. They retain the ability to fly as well as their immunity 
  to combat maneuvers and critical hits. They can pick up and 
  manipulate physical objects as though they had Strength 
  scores equal to their Charisma scores, but they are still not 
  solid enough to wear equipment.
  Moderate wind halves the area of incense of corporeality. 
  Strong wind disperses the incense, rendering it ineffective 
  as long as the wind continues. A single stick of incense of 
  corporeality burns for 1 hour. If extinguished, the remaining 
  incense loses effectiveness.
  CONSTRUCTION REQUIREMENTS
  COST 700 GP
  Craft Wondrous Item, dimensional anchor, ghostbane dirgeAPG
  INCENSE OF OPEN THOUGHTS
  PRICE 
  2,800 GP
  SLOT none
  CL 9th
  WEIGHT 1 lb.
  AURA moderate divination
  While a block of this sweet-scented incense burns, creatures 
  inhaling its fumes become unusually receptive to thought. 
  In still air, the incense’s smoke permeates a 40-foot-by-40-
  foot area to a height of 20 feet. Creatures within that area 
  can communicate telepathically with other creatures in the 
  area. Creatures communicating in this fashion don’t need 
  to share a language, but must have an Intelligence of 3 or 
  higher. The openness of mind engendered by the incense also 
  provides a +5 insight bonus on Diplomacy and Sense Motive 
  checks against creatures in the area, and imposes a –5 penalty 
  on Bluff and Intimidate checks against such creatures and a 
  –2 penalty on saving throws against mind-affecting effects.
  Moderate wind halves the area of the smoke. Strong wind 
  disperses the incense, rendering it ineffective as long as the 
  wind continues. A single block of incense of open thoughts 
  burns for 1 hour. It can be extinguished and relit, but each use 
  consumes at least 10 minutes of its remaining duration.
  CONSTRUCTION REQUIREMENTS
  COST 1,400 GP
  Craft Wondrous Item, telepathic bond
  INDOMITABLE JEWEL
  PRICE 
  12,000 GP
  SLOT neck
  CL 8th
  WEIGHT 1 lb.
  AURA moderate abjuration
  Set in a burnished copper pendant, the colors of this black 
  opal shift with the wearer’s mood. While the wearer is dazed, 
  nauseated, paralyzed, or stunned because of a mind-affecting 
  effect, at the start of his turn he can take 2 points of ability 
  damage to Intelligence, Wisdom, and Charisma to still take a 
  standard action that turn (in place of the move action in the 
  case of nauseated). He can make this choice even if otherwise 
  prevented from taking actions. If affected by multiple such 
  conditions, the wearer must take the ability damage for each 
  in order to take his standard action. Ability damage caused 
  by the jewel can’t be prevented or reduced, and it must be 
  healed naturally. In addition, the indomitable jewel renders 
  the wearer immune to sleep caused by mind-affecting effects.
  CONSTRUCTION REQUIREMENTS
  COST 6,000 GP
  Craft Wondrous Item, freedom of movement, thought shield I
  KINETICIST’S DIADEM
  PRICE 
  varies
  Lesser kineticist’s diadem
  18,000 GP
  Kineticist’s diadem
  50,000 GP
  Greater kineticist’s diadem
  98,000 GP
  SLOT headband
  CL 10th
  WEIGHT —
  AURA moderate evocation
  This metal headband holds a 
  glistening, 
  diamond-shaped 
  gem. A kineticist’s diadem 
  includes one of five colors of 
  gem, each corresponding to a different element: blue (water), 
  clear (aether), green (earth), red (fire), and white (air). 
  
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  The diadem’s gem grants the wearer greater control over its 
  associated element.
  While worn by a kineticist, this item increases the damage 
  dealt by the kineticist’s simple and composite blasts that 
  match the element of the inlaid gem by 1d6 points (for a lesser 
  kineticist’s diadem), 2d6 points (for a kineticist’s diadem), or 
  3d6 points (for a greater kineticist’s diadem). If the blast is 
  a physical blast, the extra damage dice from the kineticist’s 
  diadem increase to d8s instead of d6s. These extra damage 
  dice do not multiply on a critical hit, and the extra damage 
  dice do not apply to blasts with form infusions that do not 
  apply the extra damage from elemental overflow, like kinetic 
  blade and kinetic whip.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser kineticist’s diadem
  9,000 GP
  Kineticist’s diadem
  25,000 GP
  Greater kineticist’s diadem
  49,000 GP
  Craft Wondrous Item, creator must be a 10th-level kineticist 
  with access to the appropriate element
  LITHOMANCY STONES
  PRICE 
  12,000 GP
  SLOT none
  CL 7th
  WEIGHT 2 lbs.
  AURA moderate divination
  A set of lithomancy 
  stones 
  contains 
  15 
  semi-precious stones of 
  varying shape and color, 
  representing a mixture 
  of elements, emotions, 
  and 
  various 
  spiritual 
  presences from the outer planes. Once per day, the possessor 
  of a set of lithomancy stones can frame a question in her mind, 
  cast the stones upon the ground, and attempt a reading with a 
  Knowledge (planes) check to find the answer to her question. 
  The check takes 1 minute, and the DC depends on the time 
  frame of the question. The DC for a question regarding the 
  next 30 minutes is 20. A question regarding the next day has 
  a DC of 30, and a question about the next week has a DC of 
  40. The GM rolls the check in secret. If the possessor fails the 
  check by 5 or more, she receives a false or misleading reading. 
  If the possessor fails the check by less than 5, it yields no 
  result. A successful check reveals information similar to that 
  gained through a successful augury (for a reading about the 
  next 30 minutes) or divination (for longer readings), which is 
  communicated by the relative position of the stones.
  In addition to this function, lithomancy stones can be used 
  as an additional focus for augury, divination, or similar spells 
  to increase the chance of receiving correct information by 10% 
  (to a maximum of 90%).
  CONSTRUCTION REQUIREMENTS
  COST 6,000 GP
  Craft Wondrous Item, divination, creator must have at least 
  5 ranks in Knowledge (planes)
  LUCKY HORSESHOE
  PRICE 
  6,800 GP
  SLOT none
  CL 9th
  WEIGHT 2 lbs.
  AURA moderate evocation
  Although it appears to be a simple horseshoe, a lucky 
  horseshoe focuses and channels the mystical energies of good 
  fortune. As long as a lucky horseshoe’s owner carries it on 
  her person, she gains a +1 luck bonus on saving throws. Once 
  per day, she can invoke the lucky horseshoe’s power to gain a 
  +4 luck bonus on a single saving throw. She must declare that 
  she is using this ability before the roll is made.
  CONSTRUCTION REQUIREMENTS
  COST 3,400 GP
  Craft Wondrous Item, divine favor
  LUCKY HORSESHOE, COMMUNAL
  PRICE 
  15,000 GP
  SLOT none
  CL 9th
  WEIGHT 2 lbs.
  AURA moderate evocation
  This item looks like and functions as a lucky horseshoe. In 
  addition, if the horseshoe is placed prominently over the 
  entrance of a building and left there for a period of at least 
  8 hours, it provides good luck to all those who spend time 
  within that building. In order to gain this benefit, a character 
  must spend at least 8 consecutive hours within the building; the 
  benefit lasts for 24 hours. A single communal lucky horseshoe 
  can provide its benefit to any number of creatures per day, but 
  each creature can gain the benefits of only one lucky horseshoe 
  at a time. Once a creature invokes the lucky horseshoe’s 
  ability, she can’t benefit from another lucky horseshoe for 
  24 hours, though time she spends inside the building during 
  that interval counts toward the 8 consecutive hours required to 
  gain the communal lucky horseshoe’s benefit for the next day.
  CONSTRUCTION REQUIREMENTS
  COST 7,500 GP
  Craft Wondrous Item, divine favor, hallow
  MAGIC TALKING BOARD
  PRICE 
  20,000 GP
  SLOT none
  CL 9th
  WEIGHT 2 lbs.
  AURA moderate divination
  This rectangular wooden board displays an arch of alphabetical 
  letters, numbers, and short affirmative and negative messages, 
  and comes with a small, heart-shaped, three-legged pointer. 
  Though it can be used in place of a mundane talking board 
  (such as those used by spiritualists and seance-holders to speak 
  to nearby haunts or their own subconscious minds), this item’s 
  magical properties don’t rely on the presence of a haunt or 
  a psychically sensitive individual to establish communications. 
  When used for the automatic writing skill unlock in place of 
  a mundane talking board, a magic talking board provides a 
  +5 circumstance bonus on the Linguistics check.
  Once per day, a magic talking board can be used to call 
  upon the spirit of a single deceased humanoid creature, as 
  the spell call spirit. The spirit can attempt a DC 17 Will save to 
  
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  Occult Rewards
  Occult Rewards 7
  resist the summons; if it’s successful, a spirit with malevolent 
  intent always takes the place of the intended spirit. The 
  spirit does not manifest as a vaporous apparition or speak; 
  its communications instead come through the board itself. 
  The spirit answers posed questions by guiding the pointer to 
  specific letters at the rate of one word per round for as long as 
  the user concentrates. Up to four creatures can use the board 
  simultaneously, and the called spirit takes a penalty on its 
  saving throw equal to the number of users beyond the first.
  CONSTRUCTION REQUIREMENTS
  COST 10,000 GP
  Craft Wondrous Item, call spirit*
  MASK OF THE MESMERIST 
  PRICE 
  25,000 GP
  SLOT head
  CL 5th
  WEIGHT 4 lbs.
  AURA faint divination and illusion
  Made from elaborately carved 
  wood in the shape of a mythical 
  creature, this mask covers the 
  face of its wearer, leaving only 
  two holes for eyes. A mesmerist 
  wearing this mask increases the 
  range of his hypnotic stare ability 
  by 10 feet as the mask allows 
  him to better focus on his targets. Creatures under the effects 
  of the wearer’s hypnotic stare take a –2 penalty on all attack 
  rolls against the wearer.
  Once per day, if the wearer possesses the mesmerist trick 
  class feature, he can implant a trick without expending a use 
  of his mesmerist trick ability. This trick also does not count 
  against his limit of total tricks active at the same time.
  CONSTRUCTION REQUIREMENTS
  COST 12,500 GP
  Craft Wondrous Item, aversion, focused scrutinyACG
  ORGONE ACCUMULATOR
  PRICE 
  48,000 GP
  SLOT none
  CL 7th
  WEIGHT 150 lbs.
  AURA moderate conjuration
  This cold-iron-lined wooden cabinet is the size of a large 
  upright chest, with just enough room inside for a Medium-
  sized creature to sit comfortably on a small wooden seat. The 
  cabinet is constructed of alternating layers of cold iron sheets 
  and slats of cypress wood insulated with sheep’s wool, and 
  is specially crafted to attract and focus atmospheric energy 
  to recharge the internal reservoirs of characters capable of 
  casting psychic magic.
  Activating an orgone accumulator requires spending 
  hours inside it while meditating. The creature must remain 
  conscious, taking no actions other than meditating. A creature 
  inside the box that remains in this state automatically gains a 
  +2 bonus on saving throws to recover from curses, diseases, 
  and poisons. An orgone accumulator can also be used in 
  conjunction with the faith healing occult skill unlock. If the 
  subject of the faith healing is within the orgone accumulator, 
  the creature attempting the Heal check for faith healing gains 
  a +2 circumstance bonus on the check.
  In addition, a creature can concentrate while within the 
  box to gain the benefits of restorative spells. Each of these 
  spells lists a number of hours a user must remain meditating 
  inside the box. At the end of that time, the user must attempt 
  a Wisdom check with the listed DC to gain the benefits of the 
  spell. A creature with the Psychic Sensitivity feat or levels in an 
  occult class gains a +2 bonus on this Wisdom check.
  • Lesser restoration (2 hours, DC 14)
  • Remove blindness/deafness (3 hours, DC 16)
  • Restoration (4 hours, DC 18, can’t remove a permanent 
  negative level)
  A user with a ki pool can also focus in order to regain ki 
  points instead of reproducing a restorative spell, much as if he 
  were using a ki mat (Pathfinder RPG Ultimate Equipment 307). 
  He must succeed at a Wisdom check with a DC of 10 plus his 
  current number of ki points (note that ability checks, like skill 
  checks, do not automatically succeed on a natural 20). A user 
  that succeeds at this check regains 1 ki point.
  CONSTRUCTION REQUIREMENTS
  COST 24,000 GP
  Craft Wondrous Item, lesser restoration, remove blindness/
  deafness, restoration
  SENSORY DEPRIVATION HOOD
  PRICE 
  27,500 GP
  SLOT head
  CL 10th
  WEIGHT 5 lbs.
  AURA moderate divination
  This especially heavy leather hoodwink cowl (see page 249) is 
  designed to quiet the wearer’s mundane senses, allowing him 
  to focus on his supernatural senses. Donning or removing the 
  hood requires 1 minute, or 5 rounds with assistance.
  As with a normal hoodwink cowl, the wearer of a sensory 
  deprivation hood is blinded, deafened, and takes a –10 penalty 
  on all other Perception checks. If the wearer has blindsense, 
  blindsight, tremorsense, or a similar ability, he can take a 
  full-round action to suppress those senses for as long as 
  he wears the hood or until he resumes using them (which 
  requires another full-round action). If the wearer is currently 
  benefitting from one of these senses, he gains no benefits 
  from the hood.
  As long as the wearer’s senses are suppressed, he gains 
  the ability to perform automatic writing, dowsing, and 
  psychometry even if he doesn’t have psychic spellcasting or 
  the Psychic Sensitivity feat. If he does have psychic spellcasting 
  or the Psychic Sensitivity feat, he gains a +5 bonus on skill 
  checks for those skill unlocks.
  Additionally, once per day while wearing the sensory 
  deprivation hood, the wearer can open up his mind to passing 
  spiritual phenomena in the hope of gaining greater insight into 
  a specific issue. This functions as contact other plane, allowing 
  the wearer to ask up to 5 questions per use, but rather than 
  
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  contacting an entity on another plane of existence, the wearer 
  contacts a nearby spirit or other psychic entity. Rather than 
  using the information for one of the planes listed in the spell, 
  this effect uses the following information: Avoid Int/Cha 
  Decrease DC 10/24 hours; True Answer 01–34; Don’t Know 
  35–62; Lie 63–83; Random Answer 84–100. Unlike with contact 
  other plane, the wearer can attempt either an Intelligence 
  check or a Charisma check to avoid the Intelligence and 
  Charisma decrease. 
  CONSTRUCTION REQUIREMENTS
  COST 13,750 GP
  Craft Wondrous Item, contact other plane
  SHRUNKEN HEAD
  PRICE 
  90,000 GP
  SLOT none or neck
  CL 9th
  WEIGHT 1 lb.
  AURA moderate necromancy
  The mouth of this shriveled, 
  distorted head is stitched shut 
  with coarse thread. A shrunken 
  head can be used if it’s held in 
  one hand or worn in the neck slot 
  by suspending it from a thong. 
  Once per day as an immediate 
  action, the owner can make the 
  head absorb a mind-affecting spell of up to 5th level that was 
  targeting the owner. Absorbing such a spell protects only the 
  wielder, not any other targets. After absorbing the spell, the 
  head’s eyes open and burn with pale green fire for 1 round 
  per level of the spell absorbed. While the eyes are burning, 
  as a standard action, the wielder can unleash this energy as 
  enervation, with the ray imposing 1 negative level per level 
  of spell absorbed.
  When used as an additional focus component for a spell 
  with the fear subtype, a shrunken head augments its effects, 
  increasing any save DC associated with the spell by 1. The 
  shrunken head does not need to have absorbed a spell to be 
  used in this manner.
  CONSTRUCTION REQUIREMENTS
  COST 45,000 GP
  Craft Wondrous Item, break enchantment, enervation, fear
  SOULTHEFT GLASS
  PRICE 
  33,000 GP
  SLOT none
  CL 9th
  WEIGHT 1 lb.
  AURA moderate necromancy
  The wielder of this hand-sized, fine glass mirror can view 
  another’s reflection in the mirror to capture a portion of 
  that creature’s soul. Doing so requires the wielder to avert 
  his eyes as if defending against a gaze attack (Pathfinder 
  RPG Bestiary 300) so that he views the creature only by its 
  reflection, and then take a standard action that provokes an 
  attack of opportunity. This imposes 1 temporary negative level 
  on the creature reflected (Fortitude DC 16 negates). A soultheft 
  glass can hold no more than three portions of a creature’s 
  soul, and can’t contain portions 
  from more than one creature’s soul 
  at a time. When the glass is at full 
  capacity, attempts to steal additional 
  soul portions fail. While the mirror 
  retains at least one soul portion, its 
  possessor receives a +1 luck bonus 
  on ability checks, saving throws, and 
  skill checks.
  The wielder can query the soul 
  portions trapped within, in effect 
  questioning echoed memories of the 
  target creature. This works as call 
  spirit, except the creature doesn’t 
  need to be dead. The wielder can ask 
  a number of questions per day equal to the number of soul 
  portions in the glass.
  Temporary negative levels bestowed by a soultheft glass 
  never become permanent. The victim can attempt a DC 16 
  Fortitude save to remove each negative level every 24 hours. 
  Success removes that negative level and frees one soul 
  portion held within the glass. Any other method of removing 
  a negative level (such as restoration) also frees a soul portion 
  from the glass.
  Once it imposes a temporary negative level on a creature, 
  a soultheft glass shows a ghostly reflection of that creature 
  (though not any information about its surroundings) until all 
  soul portions have been returned. If the victim dies, its soul 
  portions fade after 24 hours. As a standard action, the mirror’s 
  wielder can release all soul portions, which also removes the 
  victim’s negative levels.
  CONSTRUCTION REQUIREMENTS
  COST 16,500 GP
  Craft Wondrous Item, call spirit*, enervation
  SPIRIT MIRROR
  PRICE 
  18,900 GP
  SLOT none
  CL 9th
  WEIGHT 4 lbs.
  AURA moderate necromancy
  These unusual hand-mirrors allow the user to communicate 
  with the spirits of the recently deceased, although such 
  communication comes with great risk. On command, the 
  user can look into the mirror and name a recently deceased 
  individual, attempting to conjure the image of that person’s 
  spirit into the mirror.
  There is a 70% chance that an attempt to contact a specific 
  spirit succeeds. For each week that the specified creature has 
  been deceased, this chance decreases by 10% (to a minimum 
  of 0%). If the attempt is unsuccessful, the spirit mirror ceases to 
  function for 1d4 days and can never contact that particular spirit. 
  If the attempt is successful, the deceased person’s image appears 
  in the mirror, and the user can ask her up to three questions, as 
  call spirit. The spirit also has the ability to telekinetically move 
  objects within 20 feet of the mirror, as unseen servant.
  
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  Occult Rewards
  Occult Rewards 7
  This form of communication is highly dangerous, and 
  allows malevolent spirits to attack the user. Each time the 
  spirit mirror fails to contact a spirit, another spirit comes in 
  its stead. Usually this spirit makes mischief by either giving 
  inaccurate answers or by moving objects around, but there is a 
  10% chance that the spirit manifests as a random incorporeal 
  undead and attacks the mirror’s user.
  CONSTRUCTION REQUIREMENTS
  COST 9,450 GP
  Craft Wondrous Item, call spirit
  SPIRIT REVIVIFICATION INCENSE
  PRICE 
  800 GP
  SLOT none
  CL 11th
  WEIGHT —
  AURA moderate necromancy
  This stick of incense is coated in the ectoplasmic residue of slain 
  spirits. A spiritualist can burn the incense as part of her ritual to 
  manifest her phantom, in which case the manifested phantom 
  returns with its maximum number of hit points, regardless of 
  previous damage incurred. A stick of spirit revivification incense 
  can be used only once before being fully consumed.
  CONSTRUCTION REQUIREMENTS
  COST 400 GP
  Craft Wondrous Item, heal
  SPIRIT SLATE
  PRICE 
  12,000 GP
  SLOT none
  CL 5th
  WEIGHT 2 lbs.
  AURA faint divination
  This 
  simple 
  chalkboard 
  consists of a book-sized 
  wooden frame surrounding a 
  thin, rectangular slice of flat 
  black slate. Though mediums 
  typically use mundane slates 
  to demonstrate automatic 
  writing, this magical version can obtain answers to specific 
  questions regarding a dead creature if the user has access to 
  at least a fragment of bone from the deceased’s body. Once 
  the user places a bone fragment upon the slate, that fragment 
  animates and begins scribbling answers to the following four 
  questions on the slate’s surface. 
  • Who were you? (The name by which the creature was most 
  commonly known.) 
  • What were you? (The creature’s gender, race, profession/
  role.)
  • How did you die? (A brief outline of the events that caused 
  the creature’s death, to the creature’s best knowledge.)
  • When did you die? (To the most specific time the creature 
  can place its death.)
  These answers always appear in a language the user can 
  read, even if the creature could not speak that or any language. 
  The device can be used up to 3 times per day.
  CONSTRUCTION REQUIREMENTS
  COST 6,000 GP
  Craft Wondrous Item, blood biographyAPG
  TALISMAN, GREATER
  PRICE 
  varies
  Arrow protection
  6,000 GP
  Beneficial winds
  500 GP
  Danger sense
  7,500 GP
  Freedom
  9,000 GP
  Good fortune
  16,800 GP
  Healing power
  24,000 GP
  Life’s breath
  35,000 GP
  Protection from flames
  12,500 GP
  Sealed summons
  4,500 GP
  Warrior’s courage
  4,500 GP
  SLOT neck
  CL varies
  WEIGHT 1 lb.
  AURA varies
  A greater talisman functions as a lesser talisman of the 
  same type, but has much greater longevity. It can provide its 
  benefits once per day.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Arrow protection
  3,000 GP
  Beneficial winds
  250 GP
  Danger sense
  3,750 GP
  Freedom
  4,500 GP
  Good fortune
  8,400 GP
  Healing power
  12,000 GP
  Life’s breath
  17,500 GP
  Protection from flames
  6,250 GP
  Sealed summons
  2,250 GP
  Warrior’s courage
  2,250 GP
  Craft Wondrous Item, additional spells (see text)
  TALISMAN, LESSER
  PRICE 
  varies
  Arrow protection
  600 GP
  Beneficial winds
  50 GP
  Danger sense
  750 GP
  Freedom
  900 GP
  Good fortune
  1,680 GP
  Healing power
  2,400 GP
  Life’s breath
  3,500 GP
  Protection from flames
  1,250 GP
  Sealed summons
  450 GP
  Warrior’s courage
  450 GP
  SLOT neck
  CL varies
  WEIGHT 1 lb.
  AURA varies
  These amulets are imbued with magic that allows them to 
  protect their wearer against a very specific danger. A talisman 
  triggers automatically as soon as the listed condition is 
  fulfilled. Although talismans occupy the neck slot, up to three 
  talismans can be worn on one cord or chain. Wearing multiple 
  talismans in this way offers a greater variety of protection, 
  but a wearer can benefit from only one talisman’s effect at a 
  time. If another talisman would be triggered while its wearer 
  is under the effect of another talisman, that talisman is not 
  triggered and can still be used later.
  
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  A lesser talisman carries only enough magical energy to 
  protect its wearer once, after which it crumbles to dust.
  Talisman of Arrow Protection: These 
  talismans bear the insignia and name of 
  a martyred saint, who was said to have 
  survived being shot by 99 arrows, only to 
  be slain by the hundredth. The first time 
  that the wearer is hit by two or more 
  ranged attacks in a single round, he is 
  immediately affected by protection from 
  arrows. Faint abjuration; CL 3rd; protection 
  from arrows.
  Talisman of Beneficial Winds: These talismans are 
  inscribed with the secret names of the four winds, and protect 
  the wearer against long falls. The first time that the wearer 
  falls at least 5 feet, he is automatically affected by feather fall. 
  Faint transmutation; CL 1st; feather fall.
  Talisman of Danger Sense: These talismans are inscribed 
  with depictions of predatory animals. The first time the wearer 
  rolls initiative, she is immediately affected by anticipate peril. 
  Faint divination; CL 5th; anticipate perilUM.
  Talisman of Freedom: These talismans are inscribed with 
  the names of spirits and other figures associated with freedom 
  and liberation. The first time that the wearer becomes 
  grappled, entangled, or paralyzed, he is automatically affected 
  by freedom of movement for 3 rounds. Moderate abjuration; 
  CL 7th; freedom of movement.
  Talisman of Good Fortune: These talismans are inscribed 
  with symbols of good luck, and protect the wearer against bad 
  fortune. The first time that the wearer rolls a natural 1 on a d20 
  roll (such as on an ability check, attack roll, saving throw, or skill 
  check), he can immediately roll again and take the new result 
  instead. Moderate enchantment; CL 7th; good hope.
  Talisman of Healing Power: These talismans are inscribed 
  with the names and symbols of spirits and other figures associated 
  with healing. The first time that the wearer is reduced to fewer 
  than 1/2 his maximum hit points, he automatically heals 4d8+7 
  hit points. Moderate conjuration; CL 7th; cure critical wounds.
  Talisman of Life’s Breath: These 
  talismans bear runic symbols of life 
  and vitality, as well as the names 
  of spirits and other figures that are 
  closely associated with life-giving 
  energies. The first time that the 
  wearer dies, he is automatically 
  affected by breath of life. Moderate 
  conjuration; CL 9th; breath of life.
  Talisman of Protection from Flames: These talismans bear 
  symbols of fire and flames, surrounded by circles, triangles, or 
  other shapes to show the flames as being contained. The first 
  time that the wearer takes 5 or more points of fire damage in 
  a single round, he is automatically affected by protection from 
  energy, which protects him from subsequent fire damage. 
  Talismans that protect against other energy types are much 
  less common. Faint abjuration; CL 5th; protection from energy.
  Talisman of Sealed Summons: 
  These talismans bear intricate seals 
  and symbols often used in the binding 
  of outsiders. The first time that the 
  wearer is hit by a natural attack from 
  an evil summoned creature, the 
  wearer is automatically affected by 
  protection from evil. Other versions of 
  this talisman, which affect chaotic, lawful, and good summoned 
  creatures, are much less common. Faint abjuration; CL 1st; 
  protection from evil.
  Talisman of Warrior’s Courage: These talismans bear the 
  names of mighty and fearless warriors and symbols of power 
  and martial prowess. The first time that the wearer would gain 
  the frightened or panicked condition, he gains the shaken 
  condition instead. Faint abjuration; CL 1st; remove fear.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Arrow protection
  300 GP
  Beneficial winds
  25 GP
  Danger sense
  375 GP
  Freedom
  450 GP
  Good fortune
  840 GP
  Healing power
  1,200 GP
  Life’s breath
  1,750 GP
  Protection from flames
  625 GP
  Sealed summons
  225 GP
  Warrior’s courage
  225 GP
  Craft Wondrous Item, additional spells (see text)
  THAUMATURGIC POWDER
  PRICE 
  4,000 GP
  SLOT none
  CL 9th
  WEIGHT —
  AURA moderate abjuration
  This silver powder typically comes 
  in a fist-sized leather bag. When 
  poured on the ground, the dust 
  animates over the course of 1 round 
  to scribble silver thaumaturgic script 
  and symbols in a circular pattern with 
  a 20-foot radius. This circle acts as the perfectly scribed special 
  diagram of a magic circle against chaos, evil, good, or law and 
  bars extradimensional movement as if the user had attached 
  dimensional anchor to the magic circle. The scribed circle lasts 
  24 hours. A bag of thaumaturgic powder can be used only once.
  An extraplanar creature of the appropriate alignment that 
  is called or summoned into the circle can attempt to break 
  through the circle once during the circle’s duration, just as if 
  trying to break free from a lesser planar binding spell with 
  either its spell resistance or a DC 26 Charisma check.
  CONSTRUCTION REQUIREMENTS
  COST 2,000 GP
  Craft Wondrous Item, Extend Spell, dimensional anchor, 
  magic circle against evil
  
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  Occult Rewards
  Occult Rewards 7
  TIN CAP
  PRICE 
  15,000 GP
  SLOT head
  CL 15th
  WEIGHT 2 lbs.
  AURA strong abjuration
  This simple tin headpiece is a lesser replica of the powerful 
  stannum crown. A tin cap feeds on its wearer’s paranoia, 
  granting her a +4 insight bonus on saving throws against mind-
  affecting effects and divinations that gather information about 
  her. Donning a tin cap saps the mind of the wearer, imposing 
  a –2 penalty to her Intelligence, Wisdom, and Charisma. The 
  increased paranoia causes the wearer to always attempt 
  saving throws, even against harmless effects. Removing the 
  tin cap removes both the benefits and drawbacks until it is 
  donned again.
  CONSTRUCTION REQUIREMENTS
  COST 7,500 GP
  Craft Wondrous Item, mind blank
  TOME OF ORIGAMI ANIMALS
  PRICE 
  13,500 GP
  SLOT none
  CL 12th
  WEIGHT 15 lbs.
  AURA strong transmutation
  This 
  massive, 
  metal-
  bound tome is filled 
  with 
  thin 
  pages 
  of 
  beaten copper, each of 
  which is indented with 
  arcane sigils indicating 
  precise folding points 
  for the creation of various origami creatures. Once one or 
  more pages are torn out and folded, the copper sheets 
  magically expand to create a pleated origami approximation 
  of the desired creature. Once created, each origami creature 
  is imbued with a semblance of life, just as if animated with 
  animate objects, and obeys the commands of its creator. 
  The user can fold pages to craft a fantastic variety of Small, 
  Medium, and Large animated constructs. Crafting a Small 
  creature uses up one page, crafting a Medium creature uses 
  two, and crafting a Large creature uses four. Each construct 
  crafted by the book is built with the default number of 
  Construction Points (CP) and hit points for its size, though all 
  origami animations gain the basic metal Construction Point 
  quality for free. Constructs of other metals or stone cannot be 
  built with the book, though additional CP can be otherwise 
  added to the creation at the expense of one page per point. 
  This follows all rules for creating animated objects, and 
  origami animals can never select the same CP ability more 
  than once.
  The book contains instructions for making innumerable 
  variations of fantastic creatures, limited only by the user’s 
  ingenuity and imagination. For example, the user may fold a 
  Medium gorilla-like animal with two pages, then tear out an 
  additional three pages to construct it with additional attack, 
  grab, and constrict abilities, for a total of five pages. 
  Crafting an origami animal requires a full-round action. 
  Each one lasts for 1 hour before crumbling into useless copper 
  shards. Tomes of origami animals have 50 pages when 
  created, though most have 2d20+10 intact pages when found.
  CONSTRUCTION REQUIREMENTS
  COST 6,750 GP
  Craft Wondrous Item, animate objects
  WAXEN IMAGE
  PRICE 
  500 GP
  SLOT none
  CL 7th
  WEIGHT 1/2 lb.
  AURA moderate necromancy
  This poorly formed wax figure resembles an unfinished sculpt 
  of a humanoid. It can be bound to a living humanoid in a similar 
  way to a ganji doll, but must be sculpted into the shape of 
  that humanoid and have a piece of that creature’s hair, teeth, 
  blood, bone, or flesh pressed into the wax. Those familiar 
  with the target notice the waxen image’s resemblance to the 
  target with a DC 15 Perception check.
  A waxen image can be blinded, damaged, or targeted with 
  a touch spell in the same way as a ganji doll, except that the 
  bound creature is unaffected if it’s farther than 100 feet from 
  the waxen image. A waxen image can be used only once, and 
  melts as soon as it’s used.
  CONSTRUCTION REQUIREMENTS
  COST 250 GP
  Craft Wondrous Item, bestow curse
  Cursed Items
  Perhaps the most dangerous and insidious of all cursed 
  items are those magic items whose intended functions 
  are completely replaced by a curse. Yet even these items 
  can have their uses, particularly as traps or weapons. The 
  following are provided as specific examples of cursed 
  items. Instead of prerequisites for construction, a typical 
  cursed item is associated with one or more ordinary magic 
  items whose botched creation might result in the cursed 
  item. Cursed items can be sold as if they were the item they 
  appear to be, provided the curse is not known to the buyer.
  HAUNTED DOLL
  SLOT none
  CL 11th
  WEIGHT 1 lb.
  AURA moderate divination and necromancy
  When glimpsed out of the 
  corner of the eye, the beatific 
  expression of this child’s rag 
  doll twists into a malignant 
  grin. The doll feeds off of 
  violent emotion and anger. 
  Each time anger flares or 
  battle rages within 20 feet of 
  the doll, there is a 5% chance 
  the malevolent spirit within 
  the doll awakens, manifesting as an advanced poltergeist 
  
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  266
  (Pathfinder RPG Bestiary 2 292, 211). When this happens, 
  the doll becomes incorporeal and floats into the air, the 
  poltergeist’s malevolent spirit invisibly surrounding it. The 
  poltergeist’s site bond ability is tied to the space it spawned 
  in, and it immediately attacks those around it. When the 
  poltergeist is slain, the doll turns corporeal again and falls 
  to the ground, its spirit quelled for the time being. The spirit 
  within the doll can be questioned using the call spirit* spell.
  Owning a haunted doll leads to troubled dreams for the 
  possessor, full of seemingly prophetic warnings of doom. 
  Each night, there is a 10% chance that the owner needs to 
  attempt a DC 20 Will save. On a failure, the owner gains no 
  rest for the night and can’t recover spells, pools, or other 
  daily abilities.
  INTENDED MAGIC ITEM
  anatomy dollUE, hexing dollUE, ganji doll*
  MANIAC HAND
  SLOT none (replaces hand)
  CL 13th
  WEIGHT 2 lbs.
  AURA strong necromancy
  This dried and withered hand ends in a jagged stump. When 
  it is touched against the arm stump of a humanoid who has 
  lost a hand, the maniac hand bonds instantly and returns to 
  a lifelike appearance. It shrinks or grows to match the size 
  of its new owner, and transforms itself to match the hand 
  lost, becoming either a right or left hand. After merging, 
  an uneven scar and unhealthy hue identify it as alien to its 
  new owner.
  Attacks made with a maniac hand receive a +2 competence 
  bonus on attack and damage rolls. In addition, when making 
  a full attack, the wielder can accept a –2 penalty to AC in order 
  to make one extra attack with the hand using the wielder’s 
  full base attack bonus. This benefit is not cumulative with 
  similar effects, such as a haste spell. For the purposes of 
  these bonuses, any weapon held in the maniac hand or in 
  both hands qualifies, and the hand itself can deal damage 
  as a slam attack appropriate to the wielder’s size (1d4 for a 
  Medium creature).
  A maniac hand has an insidious will that slowly usurps 
  control from the owner. It has Intelligence 8, Wisdom 12, 
  and Charisma 10. Incapable of communication and bereft of 
  rational thought, a maniac hand knows only an insatiable 
  urge to destroy. When first attached, a maniac hand has an 
  Ego score of 5. At least once each day, when presented with 
  an opportunity to murder a friend or innocent without being 
  witnessed, the maniac hand attempts to assert control using 
  the rules for items against characters (Core Rulebook 535). If 
  it succeeds, the hand takes control of its owner until it can 
  commit the murder or 5 minutes pass, whichever comes first. 
  The owner remembers nothing of the crime save a blinding 
  rage, and the hand’s Ego score returns to 5. If the hand fails 
  to assert control, the owner feels a momentary surge of 
  anger, but can’t identify the source. Each day that passes 
  without the hand’s murderous impulse killing a creature of 
  Intelligence 3 or higher, its Ego score increases by 1. If its 
  Ego score increases above 20, the hand no longer cares for 
  caution, and attempts murder regardless of the chance of 
  getting caught.
  A maniac hand that’s denied the death of friends or 
  innocents for more than 30 days turns against its owner. If in 
  a position to sabotage the owner, such as by letting go of a 
  rope, it attempts to assert control. It can assert control while 
  the owner sleeps, strangling its host or seizing a weapon to 
  deliver a coup de grace. The hand attempts such an act at 
  most once per day. An owner willing to slaughter innocents 
  can keep the hand satisfied by finding an innocent victim and 
  voluntarily relinquishing control to the hand.
  If the owner tries to rid herself of the maniac hand by 
  destroying or amputating it, the hand resists to the best of its 
  ability. It makes attacks and one-handed grapple attempts with 
  its owner’s own Strength and Dexterity scores, augmented by 
  the hand’s bonuses. The hand has an AC equal to its owner’s 
  touch AC, except with a +4 size bonus that stacks with its owner’s 
  size modifier. Its owner loses her Dexterity bonus against the 
  hand’s attacks, but the hand retains its Dexterity bonus against 
  its owner. The hand’s hp is equal to 1/4 that of its owner.
  Successfully casting remove curse on a maniac hand 
  prevents it from resisting amputation for 1 hour.
  INTENDED MAGIC ITEM
  hand of glory, hand of the mage, hand of stoneUE
  MIRROR OF SOUL SNARING
  SLOT none
  CL 15th
  WEIGHT 45 lbs.
  AURA strong necromancy
  This normal mirror is roughly 4 feet long and 3 feet wide. It 
  is similar to a mirror of opposition or mirror of life trapping, 
  but it lacks a command word. A mirror of soul snaring has 
  15 extradimensional compartments within it. Any creature 
  coming within 30 feet of the device and looking at its own 
  reflection must succeed at a DC 23 Will save or have its 
  soul sucked into one of the compartments. A creature not 
  aware of the cursed nature of the device always sees its own 
  reflection. The probability of a creature seeing its reflection 
  and thus needing to attempt the saving throw drops to 50% 
  if the creature is aware that the mirror is cursed and seeks to 
  avoid looking at it (treat as a gaze attack).
  When a creature’s soul is trapped, its body remains outside 
  of the mirror. The body becomes possessed by a malignant 
  spirit who behaves in a way entirely opposed to how the 
  trapped creature would. Treat this spirit as the creature, with 
  
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  Occult Rewards
  Occult Rewards 7
  a reversed alignment (and potentially other factors reversed, 
  such as being an antipaladin instead of a paladin). In the case 
  of neutral characters, the spirit can be either chaotic evil or 
  lawful good as decided by the GM. The death of the creature’s 
  original body does not free its soul from the mirror, though if 
  it is ever set free, it immediately passes on to the afterlife as 
  it no longer has a body to inhabit.
  If the mirror’s capacity is exceeded, one victim’s soul 
  (determined randomly) is set free and immediately 
  reconnects with its duplicate body if available. If the mirror 
  is destroyed (hardness 1, 5 hit points), all victims currently 
  trapped in it are freed. Unless the mirror is destroyed, not 
  even a miracle or wish can restore the trapped creature’s 
  spirit to its body.
  INTENDED MAGIC ITEM
  mirror of life trapping, mirror of opposition
  MONKEY’S PAW
  SLOT none
  CL 20th
  WEIGHT 1/2 lb.
  AURA strong universal
  This 
  mummified 
  monkey’s 
  hand bears the power to grant 
  three wishes, but at a terrible 
  cost. The paw can grant any 
  request within the power of 
  a wish spell, but the paw’s 
  curse twists the results to bring 
  about despair. For example, a 
  wish to prevent an erupting 
  volcano from burying a town 
  might drain the magma vault 
  beneath the volcano, resulting in the town being swallowed 
  up in a sinkhole when the vault collapses into a caldera. Careful 
  wording to avoid negative effects simply results in the attempt 
  failing without expending a wish. When the monkey’s paw 
  grants a wish, it writhes in the holder’s grasp.
  Once the third wish of a monkey’s paw is used, it loses its 
  power for those who used the wishes and their acquaintances, 
  but regains its power once passed on to a stranger.
  INTENDED ITEM
  none; this is a unique cursed item
  ARTIFACTS
  Unlike normal magic items, artifacts are not easily 
  destroyed (and are impossible for PCs to create). Instead 
  of construction information, each artifact includes one 
  possible means by which it might be destroyed.
  Artifacts should never be purchased or found as part of 
  a random treasure hoard. When placing an artifact in your 
  game, be sure to consider its impact, but also keep in mind 
  that artifacts are fickle objects, and if they become too 
  much of a nuisance, they can easily become lost once more.
  Minor Artifacts
  The artifacts presented here are all minor artifacts. 
  Minor artifacts are not necessarily unique items. Even 
  so, they are magic items that can no longer be created by 
  common mortal means.
  PORTAL NETWORK 
  SLOT none
  CL 20th
  WEIGHT 64,000 lbs.
  AURA strong conjuration
  Runes adorn this massive 
  ring of iron. Each gate of 
  a portal network is bound 
  to at least one other 
  such gate and instantly 
  transports any creature 
  who steps through it 
  to its mate, anywhere 
  on the same plane or 
  any other plane. Portal 
  network gates allow the passage of Large or smaller creatures. 
  Huge creatures are not transported, even if they manage to 
  squeeze through the ring. If the destination gate is obstructed 
  by an immovable object, the network fails to function.
  Portal networks with more than two gates distinguish 
  between destinations via focal objects chosen by the gates’ 
  creators. Typical focal objects include gems, minor magic items, 
  and carefully drawn sigils. Some gates fail to function at all if 
  entered without a focal object, whereas others transport the 
  subject to a default location. Creatures can share a focal object 
  by touching each other as they pass through the gate. Gates 
  with multiple focal objects have a set priority (established at 
  the creation of the portal network) that determines which 
  focal objects supersede the others.
  Portal networks work an unlimited number of times. Once 
  a gate is activated, impenetrable darkness fills the gate’s 
  ring until 1 round after the last creature passes through. A 
  creature doesn’t reach the other end until it passes fully 
  through the ring, and can’t see the other side until it finishes 
  passing through.
  If a portal network requires a focal object, only creatures 
  using a focal object or touching someone else who is can pass 
  through a gate, even if the gate is activated. Obstructing a 
  gate (such as by building a wall against the gate’s opening) 
  prevents anyone from passing through, but a creature standing 
  in the way does not; a creature occupying the gate is pushed 
  aside once anyone passes through.
  DESTRUCTION
  Destroying a portal network entirely requires sending a sphere 
  of annihilation through one of the network’s gates. This 
  destroys the sphere as well (as described in the destruction 
  requirements for a sphere of annihilation), except a gap is 
  always torn in the spatial fabric.
  
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  PRIMORDIAL SYMBOL
  SLOT none
  CL 20th
  WEIGHT 1 lb.
  AURA strong abjuration
  Its origin lost in the infinite 
  expanse of time, a primordial 
  symbol is a polished stone 
  bearing a mystic sign that 
  resembles a lopsided, two-
  barred cross. When held forth 
  and invoked by a bearer who 
  is able to cast psychic spells or has the Psychic Sensitivity feat, 
  a primordial symbol flares with an invisible flash in a 100-foot-
  radius burst, which has the following effects on those in range.
  • Creatures with 40 Hit Dice or fewer with the extraplanar 
  subtype are returned to their home planes as though by 
  the banishment spell, regardless of spell resistance and 
  with no save permitted. This includes extraplanar entities 
  possessing other creatures.
  • Any non-extraplanar entities possessing other creatures or 
  extraplanar entities with more than 40 Hit Dice possessing 
  other creatures are driven out of their hosts.
  • All eidolons, medium spirits, and phantoms are dismissed.
  • All psychic spells in the area are dispelled as though by 
  greater dispel magic, with no caster level check required.
  • All abjuration effects and magic circles in the area are 
  similarly dispelled.
  • All creatures are blinded for 1 round (Reflex DC 22 negates).
  Other creatures and objects within the area are otherwise 
  unharmed. When the symbol is activated, its wielder takes 
  2d6 points of Intelligence, Wisdom, and Charisma damage, 
  rolled separately for each ability. The primordial symbol then 
  collapses in on itself and vanishes, only to reappear unharmed 
  in a distant land or world.
  DESTRUCTION
  Though seemingly destroyed by activation, the eldritch 
  potential bound into a primordial symbol persists and recreates 
  the symbol elsewhere in the multiverse. To permanently 
  destroy the artifact, the primordial symbol must be brought 
  to a realm of pure chaos at the unformed edges of the Outer 
  Planes and melted in the primal energy of creation.
  SOUL PORTRAIT
  SLOT none
  CL 20th
  WEIGHT 25 lbs.
  AURA strong necromancy
  A soul portrait is a painting imbued with immense magical 
  power attached to a solid wooden frame. The exact image 
  presented on each soul portrait varies, and has a magical effect 
  only if it depicts the likeness of its current owner. The owner 
  doesn’t need to be depicted alone, and additional figures 
  painted in the background don’t interfere with the effect.
  The owner of a soul portrait doesn’t appear to age and no 
  longer takes the penalties 
  associated with aging, but 
  she still gains the appropriate 
  mental 
  bonuses. 
  As 
  the 
  owner would normally age, 
  the portrait appears to age 
  instead. The owner of a soul 
  portrait does not die of old 
  age. If someone benefitting 
  from this effect ceases to 
  be the portrait’s owner, she 
  immediately gains all associated physical penalties from her 
  current age, and her appearance changes appropriately; if the 
  owner is past her maximum age, she withers and dies instantly.
  When scrutinized by magical means (such as aura sightACG, 
  detect evil, detect magic, or discern lies), the owner gains 
  the benefits of a special misdirection with no saving throw 
  allowed for the would-be investigator. For the purposes of the 
  misdirection, the soul portrait provides results as the owner 
  would have when she first acquired the portrait. Unlike a normal 
  misdirection, this effect is not limited to spells that detect her 
  aura. Whenever it would be beneficial to her, the owner counts as 
  her younger self for any spell or effect that gathers information. 
  For instance, if she denies committing a crime she perpetrated 
  after she commissioned the portrait, all forms of truth magic 
  would reveal her denial as being true. Even spells like detect 
  thoughts would reveal the thoughts of her younger self.
  When the portrait’s owner would take ability damage, 
  ability drain, or negative levels, she takes no adverse effects 
  until they would be fatal (though she continues to accrue them 
  in the portrait), and her image on the soul portrait twists in 
  horrific agony as if suffering for its owner. Whenever any of the 
  accrued maladies would be fatal (such as a number of negative 
  levels equal to the owner’s Hit Dice), the owner immediately 
  dies. The soul portrait can be healed of ability damage, ability 
  drain, and negative levels to reduce the accrued maladies by 
  any effects that would normally heal these maladies. 
  When the owner of a soul portrait dies, her soul is pulled 
  into the canvas and her likeness becomes a character in the 
  background, leaving space for a new portrait. A creature can 
  claim ownership over a soul portrait by commissioning an artist 
  to paint her likeness over the original image. The new owner 
  must be present and willing while the artist paints, and the 
  artist must succeed at a DC 25 Craft (painting) check to create a 
  sufficient likeness for the artifact to accept the new owner. Once 
  this happens, if the previous owner is still alive, she ceases to 
  be the soul portrait’s owner and ages as described above. The 
  portrait can’t be cut, burned, or otherwise damaged, except as 
  described in the destruction requirements below.
  DESTRUCTION
  A soul portrait can be destroyed only by its current owner. The 
  owner must slay the artist who painted her likeness onto the 
  portrait, and then use the same weapon to destroy the portrait.
  
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  Occult Rewards
  Occult Rewards 7
  STANNUM CROWN
  SLOT head
  CL 15th
  WEIGHT 2 lbs.
  AURA strong abjuration
  Though polished to a silvery 
  gleam, the metal of this velvet-
  capped crown is simple tin. 
  Occult scholars believe the first 
  stannum crowns were created 
  by a mad psychic king who 
  had become convinced that 
  entities from other planes were 
  watching and plotting against him.
  The crown is powered by its wearer’s paranoia and mistrust, 
  using them to grant the wearer immunity to mind-affecting 
  effects and divinations that gather information about him. 
  The wearer can’t lower this immunity without removing the 
  crown. Donning a stannum crown saps the wearer’s mind, 
  imposing a –2 penalty to Intelligence, Wisdom, and Charisma.
  Removing the crown negates the penalty, but the wearer’s 
  enhanced paranoia makes him unwilling to doff the headdress. 
  He can try to remove the crown once per day by attempting 
  a Will save (DC = 25 + the number of consecutive days the 
  crown has been worn). Once the DC becomes 35 or higher, the 
  wearer’s paranoia has progressed to the point where he no 
  longer treats any other creature as an ally and attempts saving 
  throws against even harmless spells and abilities. At this point, 
  a natural 20 is not an automatic success on the saving throw 
  to remove the crown, and the wearer never counts as a willing 
  target for the purposes of another’s spell or ability, even when 
  he is unconscious. Other creatures can’t remove the crown by 
  force; only the wearer can take it off.
  DESTRUCTION
  A stannum crown can be destroyed only by placing it on the 
  head of a sentient being who is truly incapable of mistrust. 
  This destroys the crown, but leaves the creature with the 
  powers and drawbacks of the crown, forever unable to remove 
  or ameliorate them.
  THOUGHT RECORD
  SLOT none
  CL 15th
  WEIGHT 2 lbs.
  AURA strong divination
  Though 
  this 
  tube 
  resembles 
  a 
  simple 
  copper pipe, its exotic 
  metal 
  reshapes 
  the 
  flow 
  of 
  time 
  itself. 
  A 
  thought 
  record 
  measures 1 foot in length, and despite its light weight, it 
  resists sudden acceleration as if it were a heavy, massive tree 
  trunk. Intricate patterns are etched inside the tube, constantly 
  shifting into new configurations that never repeat. Thought 
  records store and replay memories, absorbing the entirety of 
  a person’s experience in an instant. These memories remain 
  in the thought record indefinitely and can’t be altered, though 
  subsequent recordings from the same individual can be added. 
  Thought records absorb such imprints unpredictably, with no 
  indication of when the artifact will trigger or how to activate it 
  deliberately. When the thought record records a life, its etched 
  metal surface fades, appearing instead as a tiny window into 
  a cosmic starscape. No known limit exists as to how many sets 
  of memories a single thought record can hold.
  Memories stored in a thought record can be used along with 
  reality-altering magic such as miracle or wish to bring back 
  those irrevocably lost to death. Opinions differ on whether this 
  amounts to an exotic resurrection or if it overwrites a newborn 
  soul with the experiences of another. 
  A thought record can allow its holder to experience portions 
  of another’s life in an instant. It is unclear what act triggers 
  this replay, though most commonly it happens immediately 
  when a creature first touches the device. When the thought 
  record replays the past, the holder experiences the memories 
  stored in the device not just as though she were present, but 
  as if she were consciously making the choices herself. 
  Occult researchers speculate that thought records create 
  conduits to the Akashic Record, and that experiencing 
  memories stored within such a rod brings the consciousness 
  of the holder into the past of another person, forming a 
  gestalt of their minds. This gestalt experiences and affects 
  the events as they took place, not merely when they were 
  recorded. According to this theory, those experiencing a 
  memory don’t merely observe another’s life—they take a 
  role in shaping it. Some even suspect that a thought record 
  can share memories that have yet to be stored. Whatever the 
  explanation, the experiences of the thought record are so total 
  that the creature living the memories suffers from any mental 
  conditions suffered in the memories, such as insanity, damage 
  to mental ability scores, and mind-affecting effects. 
  Although a thought record can record the memories of many 
  individuals, it almost never replays more than one creature’s 
  memories for a single user. Instead, later activations by that 
  user replay other memories from the same creature, revealing 
  more of its life. Repeated activation takes the user through 
  another’s life in bursts of instantaneous visions. The thought 
  record does not replay recorded memories in sequential order. 
  Instead, it skips back and forth across the life of the recorder, 
  with later activations shedding light on earlier activations, 
  regardless of their chronological order.
  The same temporal effects that let a thought record transmit 
  memories across time render it nearly invulnerable to physical 
  harm. Both the rod and the memories stored within resist any 
  attempts at destruction or alteration.
  DESTRUCTION
  A thought record can be destroyed by causing it to absorb the 
  memories of a senile god.
  
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  abjuration implements (occultist) 
  50–51
  abomination discipline (psychic) 
  64–65
  adventure seeds 
  222–225
  adventuring gear 
  248–251
  Akashic Record 
  244–245
  alchemical items 
  251–252
  alchemist discovery 
  112
  alchemist spells 
  145
  alignment aura 
  198
  amnesiac (psychic) 
  104
  anger emotional focus (spiritualist) 
  80
  antipaladin spells 
  145
  archmage spirit (medium) 
  33–34
  artifacts 
  267–269
  ask the spirits (medium) 
  32
  astral beacon (medium) 
  33
  astral journey (medium) 
  32
  astral plane 
  243–244
  aura sight (occultist) 
  49
  auras 
  198–199
  automatic writing (Linguistics) 
  194–195
  bard spells 
  145
  battle host (occultist) 
  100
  binding circles (occultist) 
  49
  blood kineticist (kineticist) 
  88–89
  bold stare (mesmerist) 
  42–43
  bonded manifestation (spiritualist) 
  74–75
  bonded senses (spiritualist) 
  74
  Boneyard 
  245
  burn (kineticist) 
  11
  call spirit (spiritualist) 
  76
  calm spirit (spiritualist) 
  76
  cavalier orders 
  116–117
  chakras 
  200–201
  champion spirit (medium) 
  34
  cleric spells 
  146
  composite blasts (kineticist) 
  15–16
  composite specialization (kineticist) 
  14
  conjuration implements (occultist) 
  51–52
  connection channel (medium) 
  32
  consummate liar (mesmerist) 
  39
  cult master (mesmerist) 
  96–97
  cursed items 
  265–267
  dedication emotional focus (spiritualist) 80–81
  defense wild talents (kineticist) 
  16–17
  despair emotional focus (spiritualist) 
  81
  detect thoughts (psychic) 
  63
  detect undead (spiritualist) 
  75
  Dimension of Dreams 
  241–243
  divination implements (occultist) 
  52–53
  dowsing (Survival) 
  195
  dream discipline (psychic) 
  65
  druid spells 
  146
  dual bond (spiritualist) 
  76
  duels, psychic 
  202–205
  ectochymist (alchemist) 
  112
  ectoplasm (sorcerer) 
  124–125
  ectoplasmatist (spiritualist) 
  108–109
  elemental annihilator (kineticist) 
  89–90
  elemental ascetic (kineticist) 
  90
  elemental defense (kineticist) 
  13
  elemental focus (kineticist) 
  10
  elemental overflow (kineticist) 
  13
  elements (kineticist) 
  14–15
  emotion aura 
  198–199
  emotion components 
  144
  emotional spectrum 
  199
  empowered consciousness (spiritualist) 76
  enchantment implements (occultist) 53–54
  escapologist (rogue) 
  123
  esoteric (magus) 
  120–121
  Esoteric Planes 
  238–245
  ethereal patron (witch) 
  125
  Ethereal Plane 
  240–241
  etheric tether (spiritualist) 
  74
  evocation implements (occultist) 
  54–55
  expanded element (kineticist) 
  13
  faith discipline (psychic) 
  65–66
  faith healing (Heal) 
  195
  false medium (rogue) 
  123–124
  fast circles (occultist) 
  49
  favored class options, racial 
  84–85
  fear emotional focus (spiritualist) 
  82
  feats 
  128–141
   combat feats 
  128
   metamagic feats 
  128
   stare feats 
  128
   teamwork feats 
  128
  flesheater (barbarian) 
  114
  focus powers (occultist) 
  47
  formless adept (psychic) 
  104–105
  fractured mind (spiritualist) 
  109
  fused consciousness (spiritualist) 
  76
  gather power (kineticist) 
  12
  ghost hunter (paladin) 
  123
  ghost rider (cavalier) 
  117–118
  glib lie (mesmerist) 
  43
  greater spiritual interference (spiritualist) 76
  guardian spirit (medium) 
  35
  hatred emotional focus (spiritualist) 82–83
  haunt channeler (medium) 
  31
  haunt rules 
  228–232
  haunted (spiritualist) 
  110–111
  health aura 
  199
  hierophant spirit (medium) 
  35–36
  hypnotic stare (mesmerist) 
  39
  hypnotism (Diplomacy) 
  195–196
  illusion implements (occultist) 
  55–56
  implement mastery (occultist) 
  50
  implements (occultist) 
  47–48
  infusion (kineticist) 
  12–13
  infusion specialization (kineticist) 
  13
  infusion wild talents (kineticist) 
  17–22
  inquisitor spells 
  146
  internal buffer (kineticist) 
  13
  jealousy emotional focus (spiritualist) 
  83
  kami medium (medium) 
  92–93
  karmic monk (monk) 
  122
  kinetic blast (kineticist) 
  11–12
  kinetic chirurgeon (kineticist) 
  90–91
  kineticist 
  10–29
   archetypes 
  88–91
   elements 
  14–15
   wild talents 
  15–29
  ley line guardian (witch) 
  125
  ley lines 
  232–234
  location channel (medium) 
  32
  loci spirits 
  226–228
  lore discipline (psychic) 
  66–67
  magic aura 
  199
  magic circles (occultist) 
  49
  magic item skill (occultist) 
  48
  magic items 
  252–265
   rings 
  252
   rods 
  253–255
   scrolls 
  255
   staves 
  255
   wondrous items 
  255–265
  magus spells 
  146
  major amplifications (psychic) 
  63–64
  manifold tricks (mesmerist) 
  43
  marshal spirit (medium) 
  36
  masterful tricks (mesmerist) 
  43–44
  Material Plane 
  240
  medium 
  30–37
   archetypes 
  92–95
   spell list 
  37, 147
   spirits 
  33–37
  mental focus (occultist) 
  48
  mental potency (mesmerist) 
  43
  mesmerist 
  38–45
   archetypes 
  96–99
   spell list 
  44–45, 147–149
  mesmerist tricks (mesmerist) 
  39–42
  metakinesis (kineticist) 
  13
  metakinetic master (kineticist) 
  14
  mind patron (witch) 
  125
  mindblade (magus) 
  121–122
  mindscapes 
  234–237
  mutation mind (psychic) 
  105–107
  necroccultist (occultist) 
  100–101
  necromancy implements (occultist) 
  56–57
  Negative Energy Plane 
  240
  object reading (occultist) 
  48
  occult elements 
  218–220
  occult games 
  218–225
  occult locations 
  226–237
  occult rituals 
  208–215
   creating 
  214–215
   samples 
  209–214
  occult themes 
  220–222
  occultist 
  46–59
   archetypes 
  100–103
   implement schools 
  50–58
   spell list 
  58–59, 149–150
  omnikinesis (kineticist) 
  14
  onmyoji (spiritualist) 
  111
  order of the eastern star (cavalier) 
  116
  order of the shroud (cavalier) 
  117
  Outer Sphere 
  245
  INDEX
  
  271271
  Index
  Index 7
  outside contact (occultist) 
  49
  overwhelming soul (kineticist) 
  91
  pain discipline (psychic) 
  67
  painful stare (mesmerist) 
  42
  phantom (spiritualist) 
  72–73
  phantom recall (spiritualist) 
  75–76
  phrenic amplifications (psychic) 
  60–62
  phrenic pool (psychic) 
  60
  phrenologist (bard) 
  114–115
  phrenology (Knowledge [arcana]) 
  196
  Positive Energy Plane 
  239–240
  possession 
  206–207
  prognostication (Sense Motive) 
  196
  promethean alchemist (alchemist) 112–113
  propitiation (medium) 
  32
  psychedelia discipline (psychic) 
  67–68
  psychic 
  60–71
   archetypes 
  104–107
   disciplines 
  64–69
   spell list 
  69–71, 150–152
  psychic (sorcerer) 
  125
  psychic detective (investigator) 
  119–120
  psychic discipline (psychic) 
  62–63
  psychic duelist (psychic) 
  107
  psychic duels 
  202–205
  psychic magic 
  144
  psychometry (Appraise) 
  196–197
  ranger spells 
  152
  rapport discipline (psychic) 
  68
  read aura (Perception) 
  197
  reanimated medium (medium) 
  93
  relic channeler (medium) 
  93–94
  relic hunter (inquisitor) 
  119
  remade self (psychic) 
  64
  rings, magic 
  252
  rituals, occult 
  208–215
  rods, magic 
  253–255
  rule minds (mesmerist) 
  44
  scrolls, magic 
  255
  see invisibility (spiritualist) 
  76
  self-perfection discipline (psychic) 
  68–69
  sensate (fighter) 
  118
  sha’ir (occultist) 
  102
  shaman spells 
  152–153
  shared consciousness (spiritualist) 
  73–74
  shared seance (medium) 
  31
  shift focus (occultist) 
  48–49
  silver balladeer (bard) 
  115–116
  simple blasts (kineticist) 
  15
  skill unlocks, occult 
  194–197
  sorcerer bloodlines 
  124–125
  sorcerer spells 
  153–154
  spacious soul (medium) 
  33
  spirit (medium) 
  30–31
  spirit bonus (medium) 
  31
  spirit dancer (medium) 
  94
  spirit mastery (medium) 
  33
  spirit surge (medium) 
  31
  spirit walker (mesmerist) 
  97
  spiritual bond (spiritualist) 
  76
  spiritual interference (spiritualist) 
  75
  spiritualist 
  72–83
   archetypes 
  108–111
   phantoms 
  78–83
   spell list 
  76–78, 154–155
  staves, magic 
  255
  storyteller (medium) 
  95
  summoner spells 
  155
  supercharge (kineticist) 
  14
  taboo (medium) 
  31
  telepathic bond (psychic) 
  63
  telepathy (psychic) 
  64
  thought components 
  144
  tome eater (occultist) 
  102–103
  touch treatment (mesmerist) 
  43
  towering ego (mesmerist) 
  42
  toxitician (mesmerist) 
  98
  trance of three (medium) 
  32–33
  tranquility discipline (psychic) 
  69
  transmutation implements (occultist) 57–58
  trickster spirit (medium) 
  36–37
  undercast spells 
  144
  utility wild talents (kineticist) 
  22–29
  vexing daredevil (mesmerist) 
  98–99
  wild talents (kineticist) 
  10–11
  witch patrons 
  125
  witch spells 
  155
  wizard spells 
  153–154
  wondrous items 
  255–265
  zeal emotional focus (spiritualist) 
  83
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White.
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, 
  Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, 
  Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.; Pathfinder Roleplaying 
  Game and Pathfinder Campaign Setting are trademarks of Paizo Inc. © 2015 Paizo Inc.
  paizo.com
  September 2015
  From Golarion’s unique human ethnicities to common foes like orcs, goblins, and strix, 
  this hardcover tome provides rules, history, and cultural details to make the denizens of 
  the Pathfinder world come alive!
  EXPLORE  
  YOUR ROOTS
  Inner Sea Races
  
  paizo.com/pathfinder
  Printed in China. PZO1132
  T
  here is an unseen world all around you. On the streets and in the halls of power, in your dreams 
  and across the bizarre planes of the multiverse, there are those who walk among us like giants 
  among ants, twisting reality to their wills in their search for ancient knowledge. Now pull back 
  the curtain of the mundane world and learn the secrets of these occult masters—if you dare! 
  Pathfinder RPG Occult Adventures is an indispensable companion to the Pathfinder RPG Core 
  Rulebook. This imaginative tabletop game builds upon over 15 years of system development and an 
  Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that 
  brings the all-time best-selling set of fantasy rules into a new era.
  Pathfinder RPG Occult Adventures includes:
  ► Six new occult base classes—the energy-shaping kineticist, the spirit-calling medium, 
  the deceptive mesmerist, the mind-bending psychic, the uncanny occultist, and the 
  phantom-binding spiritualist.
  ► Archetypes for all of the new classes, as well as a broad selection of strange and 
  mysterious archetypes and class options for existing characters.
  ► New feats to flesh out your occult character, plus a whole new way to use existing 
  skills to become a master of faith healing, hypnotism, psychometry, and more!
  ► More than 100 spells using the all-new psychic magic system, plus rituals that grant 
  even non-spellcasting characters occult power! Explore worlds beyond imagining 
  with dream voyage, or defend yourself from mental threats with tower of iron will!
  ► Rules and advice to help you steep your game in the occult, from chakras and 
  deadly mindscapes to possession, psychic duels, and the Esoteric Planes.
  ► A wide variety of new magic items, such as the eerie spirit mirror and the peculiar tin cap, 
  plus new cursed items and powerful artifacts.
  ► AND MUCH, MUCH MORE!
  OPEN YOUR MIND!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Occult Adventures.pdf