TEXT: 1
  G
  emstones and other crystals have long been 
  associated with magic and purity. You only have 
  to think of how crystal balls are used in fiction—often 
  portrayed as the very source of a witch or wizard's 
  powers—to be sure of that connection. Even in 
  modern times, the link has remained strong. Go to any 
  bookstore or new age gift store to see that people today 
  still associate crystals with healing and arcane power. 
  Yet, while you will find crystal balls and enchanted 
  gems in the Pathfinder Roleplaying Game, as a rule they 
  are repositories for generic arcane or divine abilities, 
  not sources of power or iconic items unto themselves.
  The Genius Guide to Crystal Magic takes crystals and 
  gemstones beyond the merely cosmetic roles they've 
  had thus far in spellcasting and gives them a magical 
  niche of their own. It begins by discussing the use of 
  crystal foci in a campaign and describing the difference 
  between normal crystals and those particularly 
  suited for use in viewing or healing. Next you’ll find 
  a collection of new spells for all the spellcasting base 
  classes and the addition of a new [crystal] descriptor 
  for spells that tie directly to the heart of crystal magic—
  healing, scrying, and drawing on the inherent magical 
  power of crystals and gemstones. In addition there are 
  new crystal-themed class options to enable the creation 
  spellcasters whose focus is the magic of crystals. 
  Finally, you’ll see the carbuncle—a new simple monster 
  template to help GMs make crystals a more integrated 
  part of the campaign. 
    
  Crystal FoCi 
  Several of the spells present in this volume include a 
  crystal, healing crystal, or viewing crystal as a focus. All 
  crystal foci use their crystalline formation to concentrate 
  and direct the magic of a spell to accomplish a specific 
  goal. For spells that simply require a crystal focus, any 
  bit of crystal (gems and jewels of no particular value, 
  including slivers of quartz or even a large grain of 
  
  2
  salt) will suffice. However, not all crystals have 
  the purity and structure to align the energies 
  needed by spells that call for a healing crystal or 
  viewing crystal. Thus these special crystal foci 
  have special rules. 
    All crystal foci may be made of any kind 
  of crystal or gemstone, raw or cut, but certain 
  uses require a high level of color and clarity 
  (represented by a minimum gp value), which 
  deterimine the level of spell for which they 
  may be foci. Even then, not every crystal of a 
  certain value can serve as a healing or viewing 
  focus, though it’s easy (Appraise DC 10) for 
  an experienced crystal-user to pick out those 
  that can. As a general rule, when examing 
  crystals of sufficient value, 10% of of the 
  crystals will be appropriate for use as either a 
  healing or a viewing crystal focus, and a 1% 
  will be apporpriate for us as both a healing and 
  viewing crystal focus. 
    
  Healing Crystals
  A healing crystal has a minimum value of 
  20 gp x spell level of the spell for which it is 
  a focus. Healing crystals are most often green, 
  blue, rose, or yellow, though exceptions exist. 
  Agate, amber, citrine, emerald, jade, jasper, lapis 
  lazuli, and topaz are commonly used as healing 
  crystals (but for game rules, the material doesn’t 
  actually matter). 
    Some spells require an “attuned healing 
  crystal” as a focus. A healing crystal is 
  automatically attuned to anyone it has healed 
  before and anyone who has cut or shaped it. A 
  GM may wish to have creatures have natural 
  affinities for certain stones (birthstones, for 
  example, or totem stones related to certain 
  jobs), and have those crystals automatically 
  be attuned to creatures that have an affinity 
  for them. 
  Viewing Crystals
  A viewing crystal has a minimum value 
  of 90 gp, but must be worth at least ((10 gp x 
  spell level) x spell level) in order to be used 
  as a focus for a given spell. Thus a 90 gp 
  viewing crystal can be used for 0-3rd level 
  spells, but 4th-level spells require a 160 gp 
  crystal, 5th-level require a 250 gp crystal, 
  all the way up to 9th level spells requiring 
  810 gp viewing crystals as foci. Viewing 
  crystals are most often clear, red, purple, 
  orange, white, or black, though exceptions 
  exist. Amethyst, bloodstone, diamond, jet, 
  obsidian, opal, onyx, quartz, and ruby are 
  commonly used as viewing crystals (but for 
  the game rules, the material doesn't actually 
  matter). 
  Some spells require the viewing crystal 
  focus to be “attuned.” A viewing crystal 
  focus is automatically attuned to a person 
  who has used it to cast spells in the past or 
  when used to view the geographic area it is 
  native to (the contiguous area of the same 
  terrain type it was mined from). 
   
  attuning a Crystal
  Both healing and viewing crystals can be 
  attuned to new subjects by various methods. 
  There is no limit to how many creatures 
  or locations to which a crystal may be 
  attuned. Any crystal can be attuned easily 
  with the attune crystal spell. Crystals can 
  also be attuned as a standard action with 
  a Knowledge (nature) check or a Perform 
  (oratory or sing) check, which makes these 
  crystal spells especially popular with bards 
  and druids.
  Crystals attuned with attune crystal can 
  act as a focus for all spells. Those attuned 
  with a skill check are limited by the results 
  of that check. In order to act as the focus for 
  a spell, the attuning skill check must have 
  beaten a DC of 15 + double the spell level. 
  So if the check result is 21, the crystal can 
  be used as a focus for up to 3rd-level spells 
  (15 + (3 x 2) = 21). In order to be used for 
  4th-level spells, the skill check would have 
  to beat DC 23 (15 + (2 x 4) = 23), and so on. 
    
  New spells 
  Bard spells
  0-Level Bard Spells 
  Attune Crystal: Attune a crystal focus. 
  Focus 
  ThoughtF: 
  Reroll 
  a 
  failed 
  Knowledge check.  
    
  1st-Level Bard Spells 
  Focus HealingF: Use a crystal to boost 
  patient's natural healing energies. 
  Focus ResistanceF: Use a crystal to boost 
  patient's natural resistance to afflictions.
  Record SoundF: Record ten minutes/
  level of sound onto a crystal. 
    
  2nd-Level Bard Spells 
  Know DestinationF: Learn the planned 
  destination of one target creature. 
  RetrocognitionF: See into the past. 
  Show AuraF: Reveal shapeshifters, fey, 
  and outsiders and learn target’s feats. 
    
  
  3
  3rd-Level Bard Spells 
  Crystal CouncilF: Create a council 
  of allies, or allow an existing council to 
  communicate mentally. 
    
  4th-Level Bard Spells 
  CrystallizeF: Turns one stone, earth, or 
  metal object into clear crystal. 
    
  CleriC spells
  1st-Level Cleric Spells 
  Attune Crystal: Attune a crystal focus. 
    
  2nd-Level Cleric Spells 
  Focus HealingF: Use a crystal to boost 
  patient's natural healing energies. 
  Focus ResistanceF: Use a crystal to boost 
  patient's natural resistance to afflictions. 
    
  3rd-Level Cleric Spells 
  Focus 
  ThoughtF: 
  Reroll 
  a 
  failed 
  Knowledge check. 
    
  4th-Level Cleric Spells 
  Show AuraF: Reveal shapeshifters, fey 
  and outsiders and learn target’s feats. 
    
  druid spells
  1st-Level Druid Spells 
  Focus 
  ThoughtF: 
  Reroll 
  a 
  failed 
  Knowledge check. 
    
  2nd-Level Druid Spells 
  Focus HealingF: Use a crystal to boost 
  patient's natural healing energies. 
  Focus ResistanceF: Use a crystal to boost 
  patient's natural resistance to afflictions.
  Record SoundF: Record ten minutes/
  level of sound onto a crystal. 
    
  3rd-Level Druid Spells 
  RetrocognitionF: See into the past. 
  Show AuraF: Reveal shapeshifters, fey 
  and outsiders and learn target’s feats.
    
  4th-Level Druid Spells 
  Crystal CouncilF: Create a council of allies, 
  or allow an existing council to communicate 
  mentally. 
    
  5th-Level Druid Spells 
  CrystallizeF: Turns one stone, earth, or 
  metal object into clear crystal. 
  Know DestinationF: Learn the planned 
  destination of one target creature. 
    
  sorCerer/wizard spells
  1st-Level Sorcerer/Wizard Spells 
  Divination 
  Attune Crystal: Attune a viewing crystal. 
    
  2nd-Level Sorcerer/Wizard Spells 
  Divination 
  Focus 
  ThoughtF: 
  Reroll 
  a 
  failed 
  Knowledge check. 
    
  3rd-Level Sorcerer/Wizard Spells 
  Transmutation 
  Focus HealingF: Use a crystal to boost 
  patient's natural healing energies. 
  Focus Resistanc F: Use a crystal to boost 
  patient's natural resistance to afflictions. 
  Record SoundF: Record ten minutes/level 
  of sound onto a crystal. 
    
  4th-Level Sorcerer/Wizard Spells 
  Divination 
  Know DestinationF: Learn the planned 
  destination of one target creature. 
  RetrocognitionF: See into the past. 
  Show AuraF: Reveal shapeshifters, fey 
  and outsiders and learn target’s feats. 
  
  4
  5th-Level Sorcerer/Wizard Spells 
  Transmutation 
  Crystal CouncilF: Create a council of allies, 
  or allow an existing council to communicate 
  mentally. 
    
  6th-Level Sorcerer/Wizard Spells 
  Transmutation 
  CrystallizeF: Turns one stone, earth, or metal 
  object into clear crystal. 
    
  spells
  attuNe Crystal 
  School: divination [crystal]; Level: bard 0, 
  cleric 1, sorcerer/wizard 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: touch 
  Target: crystal touched 
  Duration: instantaneous 
  Saving Throw: Will negates (harmless, object); 
  Spell Resistance: yes (harmless, object) 
  This spell attunes a crystal focus to a specific 
  creature or location. There is no limit to how 
  many creatures or locations to which a crystal 
  may be attuned. 
    
  Crystal CouNCil 
  School: transmutation [language-dependent]; 
  Level: bard 3, druid 4, sorcerer/wizard 5 
  Casting Time: 1 standard action 
  Components: V, S, F (one or more viewing 
  crystals, see text) 
  Range: see text 
  Targets: one creature/level 
  Duration: see text 
  Saving Throw: Will negates (harmless); Spell 
  Resistance: yes (harmless) 
  The crystal council spell can be cast one 
  of two ways—to create a council between a 
  number of creatures, or to establish contact 
  among those members of an existing council 
  who are within range. 
  To establish a council, all creatures 
  must be willing, must be touching you, and 
  each must have and be touching a viewing 
  crystal that is capable of being the focus 
  for this spell. You may include up to one 
  willing creature per caster level as part of 
  the council. When using the spell this way, 
  its duration is instantaneous. You cannot 
  change creatures included the council. If 
  you wish to add or subtract members of 
  the council, you must gather together all 
  creatures to be included in the new council 
  and cast the spell again. Each viewing 
  crystal may only be associated with one 
  council at any given time. If a new crystal 
  council spell is cast on a viewing crystal, it is 
  disconnected from the previous council and 
  its owner is no longer considered to be part 
  of that council. If a new crystal council spell 
  is cast on the crystal use by a spellcaster to 
  form a council, then the previous council is 
  disbanded entirely. A creature can be part of 
  multiple councils, but must have a separate 
  viewing crystal for each one. 
  The other way to cast this spell is to use it 
  to communicate mentally with all members 
  of an existing council. The spell affects all 
  willing members of the council who have 
  in their possession the viewing crystal they 
  used when forming the council. For one 
  minute per casting level, the members of the 
  council can freely and silently communicate 
  with 
  each 
  other 
  mentally. 
  Anything 
  communicated through the crystal is sent 
  to everyone in the council, making private 
  conversations difficult. Language is a 
  barrier, though, so if two members of the 
  council share a language not known to other 
  members, they may speak mentally to each 
  other in that language. Sending a message is 
  a move action, though the message may be 
  of any length. Receiving messages requires 
  no action. 
  This 
  mental 
  communication 
  only 
  works if the spell energy can freely travel 
  between council members. Normally the 
  communication can get through to anyone 
  on the same plane of existence, but if a 
  member is totally sealed off from all forms 
  of energy, he is unable to send or receive 
  communication. Similarly, it is impossible 
  to communitcate with creatures on other 
  planes (including the ethereal plane). 
    
  Crystallize 
  School: transmutation [crystal]; Level: bard 
  4, druid 5, sorcerer/wizard 6 
  Casting Time: 1 standard action 
  Components: V, S, F (crystal) 
  Range: touch 
  Target or Area: large or smaller object 
  touched or 10-foot-radius spread 
  Duration: instantaneous 
  Saving Throw: Will negates; Spell 
  Resistance: yes 
    
  The crystallize spell turns one stone, 
  earth, or metal object no larger than a Large 
  creature, or a 10-foot-radius section of a 
  larger stone, earth, or metal object, into 
  
  5
  clear crystal. If the object or section had a 
  hardness of less than 15, it is increased to 15 
  (otherwise it retains its original hardness). 
  The object or section otherwise maintains 
  the same shape and properties. It has no 
  affect on animate or living objects. Objects 
  held by a creature gain that creature's Will 
  save and SR to resist the spell. 
    This spell can be used to create windows 
  as tough as the stone walls around them, 
  place crystal spikes at the bottom of a pool, 
  turn metal weapons or armor into crystal, 
  devise delicate crystal clockworks, or any of 
  a number of similar uses. 
    
  FoCus HealiNg 
  School: transmutation [crystal]; Level: bard 
  1, cleric 2, druid 2, sorcerer/wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, F (healing crystal) 
  Range: personal 
  Target: you 
  Duration: 1 hour/level 
    
  This spell uses a crystal to attune the 
  natural healing energy of those you assist 
  with their injuries, aiding them in recovering 
  from their wounds. For the duration of the 
  spell, any time you make a Heal check to 
  restore hit points to a subject, you gain a 
  50% bonus to the number of hit points you 
  restore. You must have the healing crystal 
  focus in your possession to gain the benefit 
  of this spell. 
    
  FoCus resistaNCe 
  School: transmutation [crystal]; Level: bard 
  1, cleric 2, druid 2, sorcerer/wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, F (attuned healing 
  crystal) 
  Range: personal 
  Target: you 
  Duration: 1 day 
    
  This spell uses a crystal to attune the 
  natural resistance of those you attempt to 
  aid in recovering from afflictions. For the 
  duration of the spell, any time you make a 
  Heal check to treat disease or treat poison, 
  if your Heal check exceeds the DC of the 
  affliction your subject gains a +8 competence 
  bonus to his saving throw (rather than the 
  normal +4). 
  Additionally, if you treat a patient for a 
  full day (using the long term care function 
  of the Heal skill), you may grant that patient 
  a new saving throw against any curse he 
  is suffering. The subject may make a new 
  saving throw against the curse (with the 
  same DC as when he was initially afflicted). 
  If the new save is successful, the curse ends. 
  You must have the attuned healing 
  crystal focus in your possession to gain the 
  benefit of this spell. 
    
  FoCus tHougHt 
  School: divination [crystal]; Level: bard 0, 
  cleric 3, druid 1, sorcerer/wizard 2 
  Casting Time: 10 minutes
  Components: V, S, F (healing crystal)
  Range: personal
  Target: caster
  Duration: instantaneous
  Saving Throw: none
  Spell Resistance: no 
    
  At the end of the spell’s casting time, you 
  may reroll any one Knowledge check you 
  failed in the past 24 hours. You may only reroll 
  a given failed Knowledge check once using this 
  spell. 
    
  KNow destiNatioN 
  School: divination [crystal]; Level: bard 2, 
  druid 5, sorcerer/wizard 4 
  Casting Time: 1 standard action
  Components: V, S, F (viewing crystal)
  Range: personal
  Target: caster
  Duration: instantaneous
  Saving Throw: none
  Spell Resistance: no 
    
  This spell allows you to learn the destination 
  of any one target you have seen in the past 
  five minutes. It does not matter if the creature 
  teleported away, flew off, or got aboard a 
  sea vessel, you know the creature's intended 
  destination. If a trip has multiple legs, each 
  using a different form of travel, you learn 
  only the destination of the current leg of the 
  trip. You do not learn if the creature traveling 
  actually arrived at its intended destination, or 
  changes its mind later, only where the target 
  was intending to go (if anywhere) when you 
  last saw it. 
    
  reCord souNd 
  School: transmutation; Level: bard 1, druid 
  2, sorcerer/wizard 3Casting Time: 1 standard 
  action 
  Components: V, S, F (attuned viewing crystal)
  Range: you
  Effect: up to 10 minutes/level of sound 
  recorded 
  Duration: up to 1 day/level (see text)(D)
  Saving Throw: none; Spell Resistance: no 
  
  6
  This spell may be cast one of two ways. 
  First, you can record any sound you hear 
  onto a crystal attuned to you, and play it back 
  later. The spell records all the sounds you 
  hear and are aware of for the full duration of 
  the spell as long as the focus crystal is in your 
  possession (though it need not be obvious). 
  If there is a question about what noises are 
  recorded on the crystal, make a Perception 
  check at a DC set by the GM to see if you 
  noticed the noise and thus recorded it. 
  The second use of this spell is to play 
  back the sounds previously stored on a 
  crystal. When you cast the spell in this way, 
  you immediately become aware of the rough 
  length and kind of sounds included in the 
  recording and may play any part of those 
  sounds you wish. This playback is audible 
  and can be heard by anyone around you. 
  If you cast sculpt sound on a crystal with 
  sound recorded on it, you may attempt to 
  change details of those sounds. Make a Bluff 
  check when you change the sound, the total 
  of your check becomes the DC of Perception 
  checks for those listing to the modified 
  sound to realize it has been changed from the 
  original recording. 
    
  retroCogNitioN 
  School: divination (scrying)[crystal]; Level: 
  bard 2, druid 3, sorcerer/wizard 4 
  Casting Time: 1 standard action
  Components: V, S, F (attuned viewing 
  crystal) 
  Range: personal
  Target: caster
  Duration: up to 1 day/level (see text)(D)
  Saving Throw: none; Spell Resistance: no 
    
  This spell allows you to see events that 
  occurred at your current location at some 
  point in the past. You perceive the past event 
  as if you had been present, allowing you to 
  see, hear, smell, and taste the past. You cannot 
  move during the duration of this vision of the 
  past, so you must make a Perception check to 
  determine if you are able to see any specific 
  piece of information—the DC is the the same 
  as it would have been if you were there at the 
  time. This Perception check is intended to 
  cover normal information that one notices in 
  everyday activity—a persons face and general 
  style of dress, what food is being served, or 
  what the weather is like, for example. Any 
  especially detailed information like the exact 
  pattern on a tapestry, the particular type of 
  wood burning in a fire, or the number of 
  candles in a chandelier should have a DC of 
  at least 20 and potentially much higher. 
    The distance into  the past you can see 
  and how long the vision you receive lasts are 
  dependent on your level, as detailed on the 
  chart below. You can only use retrocognition to 
  see a particular event once—it's not possible 
  to use this spell to view the same event over 
  and over.
  
  7
  Caster Level
  Max. Time 
  Passed
  Length of 
  Vision
  5-8
  1 day/lvl
  1 rnd
  9-12
  1 week/lvl
  1 rnd/lvl
  13-16
  1 month/lvl
  1 min/lvl
  17-20
  1 year/lvl
  10 min/lvl
  21+
  1 decade/lvl
  1 hour/lvl
    
  If you are aware of a specific event you 
  wish to see, the spell automatically replays 
  that event. If you are not aware of a specific 
  event, you instead see the most significant 
  event within the spell’s time frame (as 
  determined by the GM). In either case, the 
  spell will not tell you exactly when the event 
  you see occurred, though you may be able to 
  make a rough estimate based on the details 
  you see. 
    
  sHow aura 
  School: divination (scrying); Level: bard 2, 
  cleric 4, druid 3, sorcerer/wizard 4 
  Casting Time: 1 standard action
  Components: V, S, F (viewing crystal)
  Range: close (25 ft. + 5 ft./level)
  Area: cone-shaped emanation
  Duration: concentration up to 1 round/
  level 
  Saving Throw: none; Spell Resistance: yes 
    
  This spell allows you to see a target’s aura, 
  revealing a broad range information about 
  the target. The character can detect the aura 
  of magic that surrounds natural shapeshifters 
  (and those creatures not in their natural 
  form), fey, and outsiders. The information 
  revealed depends on how long you study a 
  particular area or subject, as detailed below. 
    You may also be able to learn what 
  feats are possessed by creatures within 
  the area. Beginning on the fourth round 
  of concentration, a target you know the 
  location of, you may target one creature 
  within the spell's area whose location you 
  know exactly and learn one feat that target 
  possesses. Each additional round that you 
  maintain concentration, you may learn one 
  additional feat known by that or another 
  creature within the spell's area. You do not 
  know if the feat is granted by a class, taken 
  as a bonus feat, selected as a normal feat, 
  or even granted through the use of a spell 
  or item, only that the target has the feat in 
  question.
  1st Round: Presence or absence of 
  shapeshifters (or creatures in alternate 
  forms), fey, or outsiders.
  2nd Round: Number of shapeshifters 
  (or creatures in alternate forms), fey, or 
  outsiders in the area.
  3rd 
  Round: 
  The 
  location 
  of 
  each 
  shapeshifter (or creature in alternate forms), 
  fey, or outsider. If a creature is outside your 
  line of sight, you discern its direction but 
  not its exact location.
  4th and subsequent rounds: The creature 
  type and subtype of one shapeshifter (or 
  creatures in alternate form), fey, or outsider 
  in the area whose location is known exactly, 
  and one feat possessed by one creature in 
  area. 
    
  New optioNs 
  With the addition of new crystal spells, 
  it’s only natural that some spellcasting classes 
  have more crystal- and attunement-related 
  options. Presented below are the attunement 
  domain (for clerics and druids), the crystal 
  bloodline (for sorcerers), the crystal specialist 
  (for wizards), and a new monster option—the 
  carbuncle template—to broaden encounter 
  options with crystal-themed monsters, and 
  allow crystal-focused druids new options for 
  summon nature’s ally spells. 
    
  attuNemeNt domaiN 
  Much as a crystal's special construction 
  allows them to serve as a focus for some of 
  the world's natural energies, certain gods 
  allow their followers to be attuned with fellow 
  mortals and to help focus the energy in their 
  lives. The attunement domains is not explicitly 
  connected to crystals, but it uses the same 
  themes as crystal magic and the associated 
  gods often favor crystal iconography. Many 
  gods that grant animal and plant domains also 
  grant attunement, and their followers often 
  carry crystal holy symbols. 
    The attunement domain may be selected 
  by a druid using the nature bond class ability. 
    
  Granted Powers: You can feel the energy 
  of others, attune yourself to it, and use that 
  connection for their benefit or detriment. 
  Empathic Healing (Su): As a move action that 
  does not provoke an attack of opportunity, you 
  can transfer the injuries of another creature to 
  yourself with a touch. You transfer a maximum 
  of 2 hit points per cleric level. No known 
  
  8
  mundane or magical protection can prevent you 
  from taking the damage you transfer, and in any 
  case your target only heals as much damage 
  as you actually take. You can use this ability 
  a number of times per day equal to 3 + your 
  Wisdom modifier. 
  Discordant Energies (Ex): At 8th level, by 
  attuning yourself to a target you can make your 
  spells discordant to it, causing your subsequent 
  spells to be especially distracting for that 
  foe. Attuning yourself to a target requires a 
  Knowledge (religion) check as a standard action, 
  to call upon your training as an attunement cleric 
  (druids with this domain may use Knowledge 
  (nature) instead). The DC of this check is 10 + 
  target’s base Fort bonus, and you must be able 
  to see the target clearly. Whenever you cast any 
  spell on the target while you are attuned, in 
  addition to the spell's normal effects, the target 
  must make a Fortitude save (DC 10 + spell’s 
  level + your Wisdom modifier) or be sickened 
  for 1 round per level of the spell. You can only 
  be attuned to one creature at a time, attuning to 
  a new creature ends all other attunements. 
  Domain Spells: 1st—attune crystal*, 2nd—
  focus healing*, 3rd—focus thoughts*, 4th—know 
  destination*, 5th—retrocognition *, 6th—crystal 
  council*, 
  7th—-sympathy, 
  8th—sympathetic 
  vibration, —antipathy. 
  *New spell, introduced in this product. 
    
  Crystal BloodliNe (sorCerer) 
  While an elemental bloodline of earth exists 
  in the core rules, it focuses on the link between 
  elemental earth and acidic salts, with most of its 
  powers dealing with acid damage. The crystal 
  bloodline is designed for characters who rather 
  have a spiritual connection to crystals and 
  gems, with powers that tie into the scrying 
  power of crystals. 
  You have ties to supernatural forces of 
  crystal and jewel. Perhaps you are descended 
  from prognosticators who mingled with 
  stone giants, or you may have been born 
  adjacent to a crystal ball. 
    
  Class Skill: Sense Motive. 
  Bonus Spells: true strike (3rd), see 
  invisibility (5th), arcane sight (7th), scrying 
  (9th), contact other plane (11th), true seeing 
  (13th), scrying, greater (15th), moment of 
  prescience (17th), foresight (19th). 
  Bonus Feats: Alertness, Blind-Fight, 
  Combat Casting, Deadly Aim, Dodge, Point-
  Blank Shot. 
  Bloodline Arcana: Whenever you cast 
  a spell from the divination school you gain 
  a luck bonus to all Perception and Sense 
  Motive checks for ten minutes per spell 
  level. This bonus is equal to the level of the 
  spell cast. 
    Bloodline Powers: The scrying powers 
  of crystal are yours to command, and your 
  mastery of them leads to a growing ability 
  to see the future. 
  Prophetic Blow (Sup): Starting at 1st 
  level, you can cause an attack to deal extra 
  damage by scrying on the movements and 
  weaknesses of your target. This is a swift 
  action you may take once per round. The 
  next attack you make against your chosen 
  foe deals 1d6 additional hp of damage, +1 
  per 2 sorcerer levels. (This damage is of the 
  same type as the attack with which it is used, 
  and only attacks that require an attack role 
  may have this damage added to them.) You 
  may use this ability a number of times per 
  day equal to 3 + your Charisma modifier. 
  Forewarned (Su): At 3rd level, you gain a 
  +1 luck bonus to AC and all saving throws. 
  At 9th level this bonus increases to +2, and 
  at 15th level it increases to +4. 
  Crystal Augury (Sp): At 9th level, if 
  you have a viewing crystal focus, you can 
  sacrifice any spell of 3rd level or higher to 
  cast the augury spell without its normal 
  material component or focus. For purposes 
  of this spell, the spell level is your sorcerer 
  level plus your Charisma bonus. You may 
  do this once a day. At 13th level you may do 
  it twice per day, and at 17th level three times 
  per day. 
  Soothsayer (Su): At 15th level, your use 
  of crystals grants you flashes of insight into 
  the future, allowing you to warn friends 
  and allies about potential threats to come. 
  Though these warning rarely make sense at 
  the time they are spoken, they allow your 
  friends to make preparations that later turn 
  out to be crucial. Once per day you may 
  use your foresight to give advice, a process 
  that takes an hour and can target a number 
  of characters equal to 6 + your Charisma 
  modifier (minimum 6). You may foresee 
  your own future, but you count against the 
  total number of characters you may targeted 
  daily. 
  A targeted character gains the one-time 
  ability, as an immediate action, to reroll any 
  one ability check, attack roll, skill check, or 
  saving throw immediately after it is made. 
  The decision to use this ability may be made 
  after the result of the roll has been revealed, 
  but it must be before any other actions take 
  
  9
  place. The character must use the result of 
  the reroll even if it is less advantageous. Once 
  this ability has been used, the character may 
  be targeted by the soothsayer ability again 
  and gain a new use of the ability. A character 
  may only gain the benefits of a single use of 
  soothsayer at a time—even if other Crystal 
  Bloodline sorcerers use soothsayer on the 
  character's behalf, he can only carry one 
  potential use of the reroll ability at a time.
  Crystal Seer (Su): At 20th level you 
  constantly see glimpses of the future and 
  potential threats to your efforts every time 
  you glance at a crystal of any type. As a result, 
  you gain a +2 luck bonus to all ability checks, 
  attack rolls, and skill checks you make. 
    
  Crystal speCialist 
  Wizards who are crystal specialists 
  study the interaction between crystals 
  and magic, seeking practical uses for the 
  special structure of gems rather than getting 
  sidetracked by talk of being «in tune» with 
  nature, or the «purity» of a crystal’s form. 
  In many cases, crystal specialists use their 
  knowledge of the magic properties of gems 
  to augment traditional wizard spells, rather 
  than learn spells of the crystal subtype. 
  Crystal Storage (Su): You can store your 
  repertoire of spells in a crystal rather than 
  scribe them in a spellbook. A typical crystal 
  can store 7 levels worth of spells per gp of 
  value, a viewing crystal can store 10 levels 
  of spells per gp of value. While the physical 
  process of adding spells to and learning 
  them from a storage crystal are different 
  from adding them to or learning them from 
  a spellbook, the total time required and cost 
  of materials (incense for meditation, rather 
  than special inks) is the same. 
  Drain Crystal (Su): You can prepare 
  spells in slots you have already used for 
  the day, by draining the energies naturally 
  occurring in a crystal to refill the slot. It takes 
  an uninterrupted hour of relative quiet and 
  meditation to refill one spell slot. You cannot 
  refill your highest level of spell slot. You can 
  refill an empty slot with any spell that you 
  know of the same level or lower. 
  The more powerful you are, the more 
  energy you must drain from a crystal to refill 
  a spell slot. When doing this, you reduce the 
  value of a crystal in your possession by a 
  number of gp equal to 10 x your caster level x 
  the level of the spell slot refilled. (You cannot 
  refill a 0-level spell slot with drain crystal, 
  as it is never “emptied” from casting). You 
  may take this value from multiple crystals. 
  The lost value shows in reduced clarity 
  and brilliance of the crystals, and cannot be 
  restored even through powerful magics such 
  as wish. If you attempt to refill a spell slot and 
  do not have enough gp worth of crystals in 
  your possession, the effort fails and all your 
  crystals lose half their total value.  
  Prismatic Magic (Su): At 11th level, you 
  have learned to charge damaging spells 
  with the prismatic power of a crystal’s 
  matrix, causing the spell to burst forth in a 
  range of bright colors. Only spells that allow 
  Reflex saves for half damage or require an 
  attack roll may be made prismatic spells. 
  Roll the spell’s damage normally, then apply 
  all of the following color effects based on 
  the base damage (rounding down, where 
  appropriate) and the spells level before 
  prismatic magic was applied. Each color effect 
  allows its own save for half damage. A prismatic 
  spell takes up a spell slot 5 levels higher than its 
  base spell level.  
  •	 Red—Damage equal to 1/2 of the spell’s 
  base damage is dealt as fire damage.  
  •	 Orange—Damage equal to the spell’s 
  base damage is dealt as acid damage.  
  •	 Yellow—Damage 
  equal 
  to 
  150% 
  of 
  the 
  spell’s 
  base 
  damage 
  is 
  dealt 
  as 
  electricity 
  damage.  
  •	 Green—The target suffers Constitution 
  damage (1 point for 1st–3rd level spells, 
  1d2 points for 4th–6th level spells, and 1d3 
  points for 7th–9th level spells).  If the target 
  is reduced to 0 or lower Con, the target dies. 
  •	 Blue—The 
  target 
  suffers 
  Dexterity 
  damage (1 point for 1st–3rd level spells, 
  1d2 points for 4th–6th level spells, and 
  1d3 points for 7th–9th level spells). If 
  the target is reduced to a 0 or lower 
  Dexterity, the target is turned to stone for 
  1 round per level of the spell. Afterward, 
  the target falls unconscious, as normally 
  happens 
  with 
  Dexterity 
  damage. 
  •	 Indigo—The target suffers Intelligence 
  damage (1 point for 1st–3rd level spells, 
  1d2 points for 4th–6th level spells, and 
  1d3 points for 7th–9th level spells). If 
  the target is reduced to a 0 or lower 
  Intelligence, the is insane (as the insanity 
  spell)  for 1 round per level of the spell 
  (rather than being comatose). Afterward, 
  the target falls uncsonscious, as normally 
  happens with Intelligence damage.
    
  
  10
  Example: Nargen Slaybolt is an 11th-level 
  crystal wizard who has prepared burning hands 
  as a prismatic spell using a 6th-level spell slot. 
  When he casts the prismatic burning hands, if it 
  hits he rolls the 5d4 damage normally, getting 
  13 points. Each target must make 6 Reflex saves, 
  suffering 9 points of fire damage (4 with a 
  save), 13 points of acid damage (6 with a save), 
  19 points of electrical damage (9 with a save), 
  1 point of Constitution drain (0 with a save), 1 
  point of Dexterity drain (0 with a save), and 1 
  point of Intelligence drain (0 with a save).
    
  CarBuNCle 
  Carbuncle is a simple template for 
  creatures with innate crystaline properties. 
  The name comes from the fact that a 
  “carbuncle” is an archaic term for a cabachon 
  cut red garnet (or sometimes any red 
  gemstone), as well as a mythological creature 
  (though it’s mythology may only date back 
  to the 1950s), and for an abscess larger than 
  a boil. Thus the template name here refers 
  to creatures that have one or more crystals 
  naturally imbedded in their body, generally 
  on the forehead, wrist, or along the spine. 
  Carbuncles are naturally attuned to some 
  of the forces of magic. This is a +0 CR template 
  that can be applied to any corporeal creature, 
  but it most common for animals, magical 
  beasts, and creatures of the earth subtype.  
  •	 Good-aligned carbuncles can detect 
  evil. Evil-aligned carbuncles can 
  detect good. Neutral carbuncles can 
  detect magic. Each type can use this 
  spell-like ability once per day for 
  every 3 hit dice (or fraction thereof).  
  •	 A carbuncle is slightly prescient. 
  A carbuncle can make a DC 10 
  Wisdom check tobe able to act 
  on the surprise round even if it 
  would 
  normally 
  be 
  surprised.  
  •	 A 
  carbuncle's 
  prescience 
  often 
  guides their attacks. A carbuncle 
  gains a +4 bonus on attack rolls to 
  confirm any critical threat it makes.  
  •	 Carbuncles have Sense Motive as a 
  class skill and gain a +3 racial bonus 
  to Sense Motive skill checks. 
  •	 If a carbuncle has the scent ability, 
  it can track magic auras (such 
  as those from spells and magic 
  items) by smell. (This template 
  does not grant the scent ability to 
  creatures that lack it normally.)  
  •	 Due 
  to 
  their 
  sensitive 
  nature, 
  carbuncles 
  suffer 
  a 
  –1 
  penalty 
  to 
  Will 
  saving 
  throws.  
  •	 As a result of how noises react with 
  their crystal growths, carbuncles 
  are vulnerable to sonic damage. 
  Crystal magiC 
  aNd New Classes
  A GM that adds new spellcasting base 
  classes into a campaign rarely can count on 
  getting much in the way of practical advice 
  about when to give those classes access to 
  new spells. In any case, that sort of decision 
  should be based on the needs of each 
  campaign, not some general rule dreamed 
  up by a designer who doesn’t know a thing 
  about the needs and idiosyncrasies of a 
  particular GM’s game world. This is even 
  more true for strongly themed spells, such 
  as those presented in The Genius Guide to 
  Crystal Magic. The idea that crystals contain 
  real power, not to mention that viewing 
  and healing crystals enhance those critical 
  types of magic, can change the tenor of 
  spellcasting classes in ways a GM should 
  naturally be wary of. A little crystal magic 
  added to a spell list likely won’t have any 
  more impact than a few extra fire magic 
  
  11
  spells. But some classes gain a wide range 
  of these spells can have a significant impact 
  on their performance in play.
  Crystal spells built around viewing 
  crystals are generally informational in 
  nature, and may grant players access to 
  insights and clues a GM never expected 
  them to find. If added to classes with a 
  broad range of divination options this 
  won’t change much, but when given to 
  classes that previously focused more on 
  combat or augmentation they may change 
  how players tackle mystery-based plotlines. 
  Crystal spells built around healing crystals 
  are designed to give restorative powers 
  that complement (but don’t invalidate) the 
  healing of clerics. For any class that can 
  already heal magically, this won’t have 
  a significant impact. But adding them to 
  classes normally restricted from healing can 
  make a group a great deal more resilient 
  over the course of multiple encounters. 
  (Part of the balance involve in putting such 
  spells on the sorcerer/wizard spell list is that 
  they generally reside in higher-level spells 
  slots than for classes that traditionally have 
  access to healing magic.)
  As a general rule, this product assumes 
  bards have the strongest affinity for crystal 
  magic, followed by druids, sorcerers/
  wizards, and finally clerics. If a GM wants 
  to allow a new base class access to crystal 
  magic, one easy way is to give them the 
  same spell list as is granted to one of these 
  classes, picking that class by the affinity to 
  crystal magic the GM wants to encourage.
  Super Genius Games produces a number 
  of products that contain new spellcasting 
  base classes, several of which have their own 
  spell lists. Below we present suggestions for 
  how to incorporate crystal magic with some 
  of those classes, both to make it easier to use 
  our products in tandem and to serve as an 
  example for GMs on how to combine this 
  product with their own original base classes 
  (or those from other companies’ products).
  Genius Guide to the Archon: Archons 
  have limited spell selection, and their spell 
  list is very similar (though not identical) 
  to the sorcerer/wizard spell list. An archon 
  would have to dedicate a fair number of 
  her precious spells known to crystal magic 
  for it to make a noteworthy impact on a 
  campaign, but doing so shouldn’t create 
  any game balance issues. A GM can allow 
  archon characters to add all the crystal 
  magic spells from the sorcerer/wizard list to 
  the archon list. Alternatively, the GM may 
  wish to only allow Archons access to those 
  spells that require a viewing crystal focus 
  (to prevent archons from being able to fight, 
  enhance themselves with magic, and cast 
  healing magic).
  Genius Guide to the Death Mage: A 
  death mage has no particular connection 
  to crystal magic, and likely shouldn’t gain 
  access to any crystal magic spells. A GM 
  who wants to increase the weak soothsaying 
  elements of a death mage could add the 
  sorcerer’s crystal bloodline (and access to 
  the associated spell list) as a fourth option 
  for the death bond class ability.
  Genius Guide to the Dragonrider: The 
  dragonrider normally access spells from the 
  sorcerer/wizard spell list, making it easy to 
  add crystal magic spell to the class if desired. 
  Alternatively, a GM might decide that in his 
  campaign world dragons are organized by 
  their affinity to gemstones rather than by color 
  or metal. Instead of writing up a whole new set 
  of dragon steeds, the GM could simply reduce 
  the breath weapon of an existing steed by one 
  die type (1d6 becomes 1d4, 1d4 becomes 1d3, 
  and so on) and expand the dragonrider spell list 
  by adding the bard spells list from this book. 
  Thus a “ruby dragon” is treated as a red dragon 
  (with d6s for its breath weapon) and its rider 
  gains the broad range of crystal magic spells a 
  bard receives.
  
  12
  we err oN tHe side oF awesome!
  Credits
  Designer:
  Owen K.C. Stephens
  Additional Design:
  Stan!
  Editor:
  Stan!
  Additional Editing
  Paul Fisher
  Cover Art:
  Shaman Stockart
  Interior Art:
  Shaman Stockart and Joseph Calkins and 
  Cerebus Illustrations 
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
  For more information about Super Genius Games and our upcoming products, 
  follow us on Facebook: www.facebook.com/supergeniusgames, via Twitter: 
  Owen: @Owen_Stephens, Stan: @stannex, and/or Hyrum: @savageplanet, or at 
  our Yahoo Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
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  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
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  compatibility for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY
  The OtherWorld Creations (OWC) and Super Genius Games (SGG) company names and 
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  All game mechanics of The Genius Guide to: Crystal Magic is Open Game Content as 
  described in Section 1(d) of the License. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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  15. COPYRIGHT NOTICE 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: Crystal Magic. Copyright 2010, Super Genius Games. Author: Owen 
  K.C. Stephens
  
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