TEXT: 1
  
  2
  Designer: David N. Ross
  Additional Development: Christen N. Sowards
  Editors: James Durchenwald and Christen N. Sowards
  Cover Art and Background: Dimas Wijil Pamungkas
  Interior Art: Dimas Wijil Pamungkas, Dio Mahesa, Nick Russell, Zefanya Maega
  Graphic Design: Christen N. Sowards, James Durchenwald
  Graphic Elements: Evan Monterio
  Playtesters: Aaron Gulledge, Donald J. Decker, James Durchenwald, Matt Groen, Michael Lefavor, Orion Peterson, Vanessa Moon
  Special Thanks to Owen K.C. Stephens and Steve Russell for their contributions to 3pp Gaming. All references to Rite Publishing or  
  Rogue Genius products are by permission only.
  Compatibility with Ultimate Psionics requires Ultimate Psionics: Core Psionics System from Dreamscarred Press. See http://
  dreamscarredpress.com for more information on Ultimate Psionics. Dreamscarred Press does not guarantee compatibility, and does 
  not endorse this product.
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
   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 Inc.. 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.
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  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility 
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  DESIGNATION OF PRODUCT IDENTITY: The Lost Spheres Publishing company names and logos; the “Classes of the Lost Spheres: Shadow 
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic 
  items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in 
  Section 1(d) of the License. Proper names may not be used without Christen Sowards’ written permission. 
  Lost Spheres Publishing, ©2017 - www.lostspherespublishing.com
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  3
  Table of Contents
  Introduction
  Welcome the class that wasn’t and now is.
  When we were approached about the idea of this class 
  we were hesitant. The realm of the Shadow Plane and its 
  empowerment have been explored by many designers, 
  players and game companies. Some of those efforts are 
  amazing.
  Rogue Genius Games offers the Shadow Warrior and the 
  Shadow Assassin. Each approaches a relationship with 
  the Shadow that make them peerless among there rel-
  ative specialties. Masters of deadly martial darkness and 
  shadow focuses so deadly that a simple shuriken could 
  lay an enemy low.
  Ascension Game’s nightblade (from Path of Shadows)
  blends shadow magic trickery with manifestations of 
  nightborn fear and paths of shadow mastery.
  Drop Dead Games spherecasters brought us the fey adept 
  and the Sphere of Darkness allowing various effects of 
  shadow and the ebon reaches of the supernatural black.
  So why the Shadow Weaver then? What does it bring to 
  the vast array of options for the Pathfinder Roleplaying 
  Game?
  We are so glad you asked!
  In worlds where psions are the undisputed masters of 
  Astral quintessence and the energies of the mind, sor-
  cerers are the scions of Elemental bloodlines ancient and 
  powerful, and clerics draw forth the powers of the Outer 
  worlds; what did the game present for the illusory deceits 
  and rippling half-reality of the Shadow Plane?
  Nothing? No One?
  Hints scattered through a dozen classes and spells allude 
  to a greater truth, a master unseen but from the corner of 
  the eye or the flicker of a shadow by an owner unmoving. 
  Illusionists whisper of a power glimpsed in the edges of 
  their trickery. The tilted perspective of one who knows 
  the worlds half-formed and has the Will to drive them to 
  fullness.
  The shadow weaver is that one. A master of self-enforced 
  realities and perspectives bent toward the end of design 
  over the drudgeries of truth. As varied as the wills they 
  command, witness a brief glimpse into the world of the 
  masters of illusory writ and worlds imagined.
  Welcome to the shadow weaver! 
  - Christen N. Sowards
  Table of Contents ............................................................................................................................... 3
  Introduction ...................................................................................................................................... 3
  SHADOW WEAVER ............................................................................................................................. 4
  Class Skills ......................................................................................................................................... 5
  Class Features .................................................................................................................................... 6
  Umbral Spells .................................................................................................................................... 7
  Disbelief ............................................................................................................................................ 8
  Table 1-3: Hollow Silhouette Minimum Duration ............................................................................... 9
  PERSPECTIVES.................................................................................................................................. 13
  Curiosity .......................................................................................................................................... 13
  Desire .............................................................................................................................................. 13
  Dream ............................................................................................................................................. 14
  Ideal ................................................................................................................................................ 14
  Instinct ............................................................................................................................................ 15
  Memory .......................................................................................................................................... 16
  Perception ....................................................................................................................................... 16
  Shadow Weaver Spell List ................................................................................................................ 17
  Adaptation ...................................................................................................................................... 17
  Shadow Weaver Spells  .................................................................................................................... 17
  New Spells ....................................................................................................................................... 20
  False Abjuration I ............................................................................................................................. 20
  False Abjuration II ............................................................................................................................ 20
  False Abjuration III ........................................................................................................................... 20
  False Abjuration IV .......................................................................................................................... 20
  False Abjuration V ........................................................................................................................... 20
  False Abjuration VI .......................................................................................................................... 21
  False Abjuration VII ......................................................................................................................... 21
  False Abjuration VIII ........................................................................................................................ 21
  False Abjuration IX........................................................................................................................... 21
  False Conjuration I ........................................................................................................................... 21
  False Conjuration II .......................................................................................................................... 21
  False Conjuration III ......................................................................................................................... 21
  False Conjuration IV ......................................................................................................................... 21
  False Conjuration V .......................................................................................................................... 21
  False Conjuration VI ......................................................................................................................... 21
  False Conjuration VII ........................................................................................................................ 22
  False Conjuration VIII ....................................................................................................................... 22
  False Conjuration IX ......................................................................................................................... 22
  False Evocation I .............................................................................................................................. 22
  False Evocation II ............................................................................................................................. 22
  False Evocation III ............................................................................................................................ 22
  False Evocation IV ............................................................................................................................ 22
  False Evocation V ............................................................................................................................. 22
  False Evocation VI ............................................................................................................................ 22
  False Evocation VII ........................................................................................................................... 22
  False Evocation VIII .......................................................................................................................... 22
  False Evocation IX ............................................................................................................................ 22
  False Necromancy I .......................................................................................................................... 23
  False Necromancy II ......................................................................................................................... 23
  False Necromancy III ........................................................................................................................ 23
  False Necromancy IV ....................................................................................................................... 23
  False Necromancy V ........................................................................................................................ 24
  False Necromancy VI ....................................................................................................................... 24
  False Necromancy VII ...................................................................................................................... 24
  False Necromancy VIII ..................................................................................................................... 24
  False Necromancy IX ........................................................................................................................ 24
  False Transmutation I....................................................................................................................... 24
  False Transmutation II...................................................................................................................... 25
  False Transmutation III..................................................................................................................... 25
  False Transmutation IV .................................................................................................................... 25
  False Transmutation V ..................................................................................................................... 25
  False Transmutation VI .................................................................................................................... 25
  False Transmutation VII ................................................................................................................... 25
  False Transmutation VIII .................................................................................................................. 25
  False Transmutation IX .................................................................................................................... 25
  New Feats ....................................................................................................................................... 26
  Another Perspective ........................................................................................................................ 26
  Extra Piercing Glimpse ..................................................................................................................... 26
  Extra Silhouette ............................................................................................................................... 26
  Quick Glimpse ................................................................................................................................. 26
  
  4
  SHADOW WEAVER
  by David N. Ross
  A shadow weaver learns through close contact with 
  the shadowstuff of the Shadow Plane to shape and 
  blend its mutable reality by a combination of deep 
  understanding and sheer force of will. These mystics 
  hone their senses to a supernatural degree and modify 
  what they sense by willing themselves to believe what 
  they know would otherwise be untrue. As they devel-
  op their skills, they learn to control the dualities of light 
  and darkness, life and death, energy and matter, and 
  eventually even imagination and reality, all woven into 
  a greater whole of their design.
  Role: By the very nature of their craft, shadow 
  weavers must have keen minds, tremendous willpow-
  er, and a willingness to use them. The utter flexibility of 
  their magic allows shadow weavers to play many roles. 
  
  5
  Table 1-1: Shadow Weaver
  Spells Per Day
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Bonus
  Ref 
  Save
  Will 
  Save
  Special
  1st
  2nd 3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  +0
  +0
  +0
  +2
  Committed will, dark spell, incredible imitation, 
  infinite variation, perspective, perspective 
  realization, perspective spells, trifles
  2
  2nd
  +1
  +0
  +0
  +3
  Silhouette, weave reality (overwhelm disbelief, 
  1/day)
  3
  3rd
  +1
  +1
  +1
  +3
  Dark spell, weave reality (luminous duality)
  3
  2
  4th
  +2
  +1
  +1
  +4
  Avid learner, piercing glimpse
  4
  3
  5th
  +2
  +1
  +1
  +4
  Consistent illusions, dark spell, weave reality 
  (2/day)
  4
  3
  2
  6th
  +3
  +2
  +2
  +5
  Perspective realization
  4
  4
  3
  7th
  +3
  +2
  +2
  +5
  Dark spell, silhouette
  4
  4
  3
  2
  8th
  +4
  +2
  +2
  +6
  Avid learner, weave reality (vital duality)
   
  4
  4
  4
  3
  9th
  +4
  +3
  +3
  +6
  Dark spell, piercing glimpse
  4
  4
  4
  3
  2
  10th
  +5
  +3
  +3
  +7
  Weave reality (3/day, energy duality)
  4
  4
  4
  4
  3
  11th
  +5
  +3
  +3
  +7
  Dark spell
  4
  4
  4
  4
  3
  2
  12th
  +6/+1
  +4
  +4
  +8
  Avid learner, greater silhouette, silhouette
  4
  4
  4
  4
  4
  3
  13th
  +6/+1
  +4
  +4
  +8
  Dark spell
  4
  4
  4
  4
  4
  3
  2
  14th
  +7/+2
  +4
  +4
  +9
  Greater piercing glimpse, piercing glimpse, 
  walk through shadows
  4
  4
  4
  4
  4
  4
  3
  15th
  +7/+2
  +5
  +5
  +9
  Dark spell, weave reality (4/day)
  4
  4
  4
  4
  4
  4
  3
  2
  16th
  +8/+3
  +5
  +5
  +10
  Avid learner, weave reality (duality of truth)
  4
  4
  4
  4
  4
  4
  4
  3
  17th
  +8/+3
  +5
  +5
  +10
  Dark spell, silhouette
  4
  4
  4
  4
  4
  4
  4
  3
  2
  18th
  +9/+4
  +6
  +6
  +11
  Weave reality (weave matter)
  4
  4
  4
  4
  4
  4
  4
  4
  3
  19th
  +9/+4
  +6
  +6
  +11
  Dark spell, piercing glimpse
  4
  4
  4
  4
  4
  4
  4
  4
  4
  20th
  +10/+5
  +6
  +6
  +12
  Avid learner, perspective actualization, 
  weave reality (5/day)
  4
  4
  4
  4
  4
  4
  4
  4
  4
  Because close inspection can threaten the integri-
  ty of their illusions, shadow weavers usually either 
  stick to carefully chosen attacks that maintain be-
  lievability or assume an unobtrusive role protect-
  ing and empowering others with divinations and 
  enchantments. Shadow weavers meticulously learn 
  all they can about opponents to talk their way out 
  of problems, to quickly destroy enemies with a per-
  fectly-chosen shadow spell, or simply to divert ene-
  mies from ever reaching them.
  Alignment: Any.
  Hit Dice: d6.
  Class Skills
  The shadow weaver’s class skills are Bluff (Cha), Craft 
  (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowl-
  edge (arcana) (Int), Knowledge (planes) (Int), Linguis-
  tics (Int), Perception (Wis), Profession (Wis), Sense 
  Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), 
  Stealth (Dex), and Use Magic Device (Cha).
  Skill Ranks per Level: 2 + Int modifier.
  
  6
  Class Features
  The following are the class features of the shadow 
  weaver.
  Weapon and Armor Proficiencies: A shadow weav-
  er is proficient with all simple weapons and with light 
  armor, but not with shields.
  Spells: A shadow weaver casts umbral spells drawn 
  from the shadow weaver spell list (page 17). A shadow 
  weaver must prepare her spells ahead of time, but un-
  like a wizard, her spells are not expended when they’re 
  cast. Instead, she can cast any spell that she has pre-
  pared repeatedly, consuming a spell slot of the appro-
  priate level each time, assuming she hasn’t yet used up 
  her spell slots per day for that level.
  To learn, prepare, or cast a spell, the shadow weav-
  er must have an Intelligence score equal to at least 10 
  + the spell’s level. The saving throw DC against a shad-
  ow weaver’s spell is 10 + the spell’s level + the shadow 
  weaver’s Intelligence modifier.
  A shadow weaver can only cast a certain number 
  of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 1-1. In addition, she 
  receives bonus spells per day if she has a high Intelli-
  gence score (see the Pathfinder RPG Core Rulebook).
  A shadow weaver may know any number of spells 
  by storing them in her shadow, but the number she can 
  prepare each day is limited. At 1st level, she can prepare 
  three 0-level spells and two 1st-level spells each day. At 
  each new shadow weaver level, the number of spells 
  she can prepare each day increases, adding new spell 
  levels as indicated on Table 1-2. Unlike the number of 
  spells she can cast per day, the number of spells a shad-
  ow weaver can prepare each day is not affected by her 
  Intelligence score. Feats and other effects that modify 
  the number of spells known by a spellcaster instead af-
  fect the number of spells a shadow weaver can prepare.
  A shadow weaver must choose and prepare her spells 
  ahead of time by getting 8 hours of sleep and spending 1 
  hour studying her shadow in an area of dim light. While 
  studying, the shadow weaver decides what spells to pre-
  pare and refreshes her available spell slots for the day.
  Table 1-2: Shadow Weaver Spells Prepared
  Level 0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
  1st 
  3 
  1+1
  2nd 
  4 
  1+1
  3rd 
  4 
  2+1 
  1+1
  4th 
  5 
  2+1 
  1+1
  5th 
  5 
  2+1 
  2+1 
  1+1 
  6th 
  6 
  3+1 
  2+1 
  1+1
  7th 
  6 
  3+1 
  2+1 
  2+1 
  1+1
  8th 
  7 
  4+1 
  3+1 
  2+1 
  1+1
  9th 
  7 
  4+1 
  3+1 
  2+1 
  2+1 
  1+1
  10th 
  8 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1
  11th 
  8 
  4+1 
  4+1 
  3+1 
  2+1 
  2+1 
  1+1
  12th 
  8 
  4+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1
  13th 
  8 
  4+1 
  4+1 
  4+1 
  3+1 
  2+1 
  2+1 
  1+1
  14th 
  8 
  4+1 
  4+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1
  15th 
  8 
  4+1 
  4+1 
  4+1 
  4+1 
  3+1 
  2+1 
  2+1 
  1+1
  16th 
  8 
  4+1 
  4+1 
  4+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1
  17th 
  8 
  4+1 
  4+1 
  4+1 
  4+1 
  4+1 
  3+1 
  2+1 
  2+1 
  1+1
  18th 
  8 
  4+1 
  4+1 
  4+1 
  4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  1+1
  19th 
  8 
  4+1 
  4+1 
  4+1 
  4+1 
  4+1 
  3+1 
  3+1 
  3+1 
  2+1
  20th 
  8 
  4+1 
  4+1 
  4+1 
  4+1 
  4+1 
  3+1 
  3+1 
  3+1 
  3+1
  Note: “+1” represents the dark spell.
  
  7
  Like a sorcerer, a shadow weaver can choose to ap-
  ply any metamagic feats she knows to a prepared spell 
  as she casts it, with the same increase in casting time 
  (see the Pathfinder RPG Core Rulebook). However, she 
  may also prepare a spell with any metamagic feats she 
  knows and cast it without increasing casting time like 
  a wizard. She cannot combine these options—a spell 
  prepared with metamagic feats cannot be further 
  modified with another metamagic feat at the time of 
  casting.
  Spell-Storing Shadow: A shadow weaver must 
  study subtle magical markings on her shadow each 
  day to prepare her spells. She can’t prepare any spell 
  not recorded in her shadow. Because shadow weavers 
  carry shadowstuff in their own shadows, they can use 
  spells with the shadowUM descriptor even in places cut 
  off from the Shadow Plane.
  A shadow weaver begins play with all 0-level shad-
  ow weaver spells plus two 1st-level spells of her choice 
  stored in her shadow. The shadow weaver also selects a 
  number of additional 1st-level spells equal to her Intel-
  ligence modifier to add to the shadow. (He also gains a 
  spell from her dark spells ability.) At each new shadow 
  weaver level, she gains one new spell of any spell level 
  that she can cast (based on her new shadow weaver lev-
  el) stored in her shadow. At any time, a shadow weav-
  er can study the shadow of any spellcaster with spells 
  on the shadow weaver spell list prepared or known to 
  learn that spell as if the shadow were a wizard’s spell-
  book containing the spell. She must scribe the new spell 
  into her shadow with magical inks exactly like a wizard’s 
  spellbook.
  Committed Will: Although the shadow weaver 
  retains her normal ability to control her illusions and 
  does not forget they are the works of her magic, the 
  willpower she commits to mastering their nuances 
  prevents her from seeing through her own illusions or 
  avoiding or diminishing their effects on her through 
  disbelief.
  In addition, when a creature succeeds on a Will save 
  to disbelieve the shadow weaver’s illusion, the shadow 
  weaver instinctively knows that the creature succeed-
  ed. Its disbelief infects her, costing her the ability to 
  maintain it convincingly while that creature observes it. 
  All observers automatically disbelieve that illusion (al-
  though it does not end unless it is a phantasm).
  Dark Spells: The shadow weaver gains an addition-
  al spell prepared of each spell level she can cast which 
  must have the darkness or shadowUM descriptor (indi-
  cated with “+1” on the table).
  In addition, the shadow weaver stores one 1st-level 
  spell with the darkness or shadowUM descriptor in her 
  Umbral Spells
  A shadow weaver’s spells are umbral, not 
  arcane, divine, psychic, or temporal. Howev-
  er, umbral spells have similar components to 
  those of psychic spells (Pathfinder RPG Oc-
  cult Adventures). Umbral spells have thought 
  components instead of verbal components 
  and emotion components instead of somatic 
  components. A thought component requires 
  only mental action and so is not spoiled by 
  deafness or magical silence. However, when 
  a spell with a thought component requires 
  a concentration check, the DC of that check 
  increased by 10 unless the shadow weaver 
  spent a move action to center herself before 
  beginning to cast the spell. An emotion com-
  ponent requires only mental action and so is 
  not spoiled by grappling or helplessness. How-
  ever, an umbral spell with an emotion com-
  ponent is more difficult to cast when under 
  a non-harmless fear effect or emotion effect. 
  Unlike a psychic spell, an umbral spell can be 
  cast under such an effect, but in order for the 
  shadow weaver to cast it, she must succeed 
  at a concentration check against the effect’s 
  save DC + twice spell’s level. For the purposes 
  of liminal magic, an umbral spell has a mental 
  source with a shadow origin. Certain umbral 
  spells are noted in their descriptions as be-
  ing available to undercast. When the shadow 
  weaver prepares such a spell, she can cast all 
  lower-level versions of the spell as if she had 
  also prepared them.
  
  8
  shadow in addition to the ones described in spell-stor-
  ing shadow. At every odd-numbered level after 1st, 
  the shadow weaver stores another darkness- or shad-
  owUM-descriptor spell of any level she can cast in her 
  shadow.
  Incredible Imitation (Ex): The shadow weaver can 
  choose to make any spell she casts superficially resem-
  ble another spell very closely. An illusion can seem to be 
  any sort of spell its effects resemble, but a spell of an-
  other school can only appear to be a spell of the same 
  school. When identified with a skill check, the shadow 
  weaver’s spell is mistaken for the spell it resembles un-
  less the viewer exceeds the DC by at least the shadow 
  weaver’s class level. Even viewers using spells like de-
  tect magic can be fooled this way, although spells like 
  greater arcane sight and analyze dweomer (and spells 
  of a similar or higher level that automatically identify 
  spells) reveal the spell as it truly is. Observers still get a 
  Will save to disbelieve the illusion if they learn its true 
  school of magic and for any other appropriate reason. 
  When the shadow weaver pretends to use compo-
  nents for a disguised spell (such as providing a wizard’s 
  material, verbal, and somatic components for a fireball 
  spell when casting an illusion of a fireball), the spell 
  makes those components seem to vanish or otherwise 
  act as appropriate for the imitated spell.
  Infinite Variation (Ex): The shadow weaver’s illu-
  sions feature subtle variations that seem too idiosyn-
  cratic to all be fake. Disbelieving any of the shadow 
  weaver’s illusions does not in itself grant observers a 
  Will save to disbelieve any of the shadow weaver’s oth-
  er illusions without interacting with them.
  Perspective: Each shadow weaver focuses her will 
  to manipulate reality in a particular way, such as care-
  fully visualizing her desires or reliving her memories. 
  This is called her perspective. Her chosen perspective 
  determines what sorts of spells and effects her shad-
  ow illusions can bring into quasi-reality. The choice of 
  perspective is made at 1st level; once made, it can’t 
  be changed. The shadow weaver’s chosen perspective 
  gives the shadow weaver a number of perspective real-
  izations (at 1st and 6th levels). The DC of a saving throw 
  against a perspective realization is 10 + 1/2 the shadow 
  weaver’s level + the shadow weaver’s Wisdom modifier.
  Perspective Spells: The shadow weaver’s perspec-
  tive defines a group of perspective spells. When the 
  shadow weaver casts a shadow illusion that mimics an
  other spell (such as shadow conjuration or false abju-
  ration I), she chooses from her perspective spells of the 
  appropriate school of magic and appropriate spell level 
  rather than from the list noted in the shadow illusion.
  The shadow weaver also gains a bonus equal to half 
  her shadow weaver level on Use Magic Device checks 
  to cast her perspective spells from spell completion 
  and spell trigger items (scrolls, staves, and wands).
  Trifles: Shadow weavers can prepare a number of 
  trifles, or 0-level spells, each day as noted on the table 
  above. These spells are cast like any other spell, but 
  they do not use spell slots and may be used any num-
  ber of times.
  Silhouette (Su): At 2nd level, the shadow weaver 
  can stitch an illusion into her own shadow to main-
  tain its effects constantly. She must choose one of the 
  following silhouettes. The Will save DC to disbelieve a 
  silhouette (if any) is 10 + 1/2 shadow weaver level + 
  shadow weaver’s Intelligence modifier. If the shadow 
  weaver creates a new silhouette effect when she al-
  Disbelief
  Many of a shadow weaver’s spells and abil-
  ities can be disbelieved with a successful Will 
  saving throw. Proof that an illusion is unreal 
  grants disbelief automatically without even the 
  need for a saving throw. Identifying a spell as 
  an illusion with the Spellcraft or Knowledge (ar-
  cana) skills provides reason to doubt an illusion. 
  Without a reason for doubt, a saving throw is 
  only allowed upon interaction with (or close in-
  spection of) the illusion. A verbal warning from a 
  trusted ally or other reason to doubt an illusion 
  grants a saving throw with a +4 bonus, although 
  the shadow weaver’s committed will general-
  ly means a save is unnecessary. Although crea-
  tures who repeatedly disbelieve illusions from 
  the same source generally have reason to doubt 
  any further spells that they can tell came from 
  that source, a shadow weaver’s infinite variation 
  ability prevents observers from getting saving 
  throws for that reason.
  
  9
  ready has one in effect, the previous one ends imme-
  diately. At 7th level and every five levels thereafter, the 
  shadow weaver gains another silhouette chosen from 
  this list. She can have one of each silhouette she knows 
  active at one time. She can replace one previously cho-
  sen silhouette whenever she gains a shadow weaver 
  level. Once an observer disbelieves a silhouette (if it 
  can be disbelieved), that observer always disbelieves 
  that silhouette from that shadow weaver for the next 
  24 hours.
  False Unreality: The shadow weaver can lace her 
  shadow into an illusion spell as a trap for those who 
  disbelieve it. Whenever the shadow weaver casts an 
  illusion spell, she can link it to this silhouette as a free 
  action. Whenever a creature disbelieves the linked il-
  lusion, the shadow weaver automatically knows. The 
  shadow weaver can then use an immediate action to 
  unleash the false unreality dormant within the illu-
  sion at any range. If she does, the target experiences a 
  phantasm of all creatures and objects becoming trans-
  lucent and unreal, as if they were all illusions. The tar-
  get must succeed at a new saving throw to disbelieve 
  this silhouette or forgo all Will saves to disbelieve illu-
  sions for 1 hour per shadow weaver level and believe 
  all perceived illusions during that time, even if those 
  illusions were previously disbelieved. This is a mind-af-
  fecting effect.
  Hollow Silhouette: The shadow weaver’s silhou-
  ette can prolong the duration of a glamer or shadow 
  illusion that targets only herself to 24 hours. The spell 
  must have at least the minimum duration for its spell 
  level in the table below in order to be prolonged by the 
  hollow silhouette. The hollow silhouette can prolong 
  only a single spell at a time. Replacing the spell is part 
  of the action to cast the new spell. A replaced spell 
  ends immediately, even if its normal duration would 
  not have expired yet. Spells that last until discharged 
  still end when discharged.
  Table 1-3: Hollow Silhouette Minimum Duration
  Spell Level
  Minimum Duration
  Highest Level Castable
  2 hours
  Second Highest Castable
  20 minutes
  Third Highest or Lower
  2 minutes
  Illusion Anchor: The shadow weaver’s silhouette 
  allows her to concentrate on a figment or shadow il-
  lusion spell as a swift action as long as she is within 30 
  feet of the illusion. At 7th level, she can concentrate 
  on any illusion spell this way and at any range the spell 
  normally allows.
  Imposing Figure: The shadow weaver maintains 
  such a clear vision of accomplishment that she can 
  perform impressively at almost any task. She gains a 
  +1 morale bonus on attack rolls, saving throws, skill 
  checks, and weapon damage rolls. At 7th level and ev-
  ery five levels thereafter, the bonus improves by 1.
  Mask: The shadow weaver can change her head 
  shape and facial features indefinitely. This is an illusion 
  (glamer) effect with visual elements. At 4th level, she 
  can alter her entire appearance within the limits of dis-
  guise self. At 7th level, she can alter her entire appear-
  ance within the limits of veil.
  Silhouette Equipment: The shadow weaver can 
  create quasi-real armor and weapons from shadow-
  stuff. She gains a +5 armor bonus to her AC and the 
  weapon deals 1d8 points of damage (modified by the 
  shadow weaver’s Strength modifier if appropriate for 
  the weapon’s apparent shape). Changing the shape of 
  her armor or weapon is a standard action. The weap-
  on includes ammunition. The weapon has a +1 en-
  hancement bonus but no other magical qualities. Any 
  creature that attacks the shadow weaver or that she 
  attacks, as well as any creature that interacts with her 
  weapon or armor, is allowed a Will save to disbelieve 
  her equipment. The AC bonus and weapon damage is 
  reduced to 20% (minimum 1) against opponents who 
  disbelieve. At 11th level and every four levels thereaf-
  ter, the armor bonus increases by 2 and the weapon’s 
  enhancement bonus increases by 1. This is a shadowUM 
  effect. The shadow weaver must be at least 7th level to 
  select this silhouette.
  Silhouette Ally: The shadow weaver can draw forth 
  a shadowy ally similar to a Tiny or smaller animal from 
  her shadow as a standard action a number of times per 
  day equal to her Wisdom bonus (minimum 1). The ally 
  appears adjacent to the shadow weaver and is like an 
  illusion created by shadow conjuration except that she 
  can mentally control it as a swift action and it lasts for 
  1 hour per level. The shadow weaver can dismiss the 
  illusion as a standard action. At 3rd level, the shadow 
  weaver can choose any creature from the 1st-level 
  
  10
  summon monster list. At every odd level thereafter, 
  the shadow weaver can choose any creature from the 
  next-higher-level summon monster list.
  Weave Reality (Su): Starting at 2nd level, a shadow 
  weaver learns to manipulate the boundaries between 
  opposing aspects of reality with sheer force of will 
  once per day. If a weave reality ability allows a saving 
  throw, the DC is 10 + 1/2 shadow weaver level + shad-
  ow weaver’s Wisdom modifier. At 5th level and every 
  five levels thereafter, she can use this ability an addi-
  tional time per day.
  Overwhelm Disbelief: The shadow weaver can over-
  whelm another creature’s willpower with her own be-
  lief in her shadow illusions. When a creature succeeds 
  on a Will saving throw to disbelieve the shadow weav-
  er’s shadow illusion, the shadow weaver can make a 
  Will saving throw as an immediate action if the shadow 
  weaver is adjacent to the creature, if the creature is 
  under an enchantment created by the shadow weaver, 
  or if the creature is demoralized. If the shadow weav-
  er’s result is higher than the disbelieving creature’s 
  result, the shadow illusion has its full effect as if the 
  creature had not disbelieved it. If multiple appropriate 
  creatures disbelieve an illusion at the same instant (for 
  example, if all are caught in the same false evocation I 
  emulating burning hands), the shadow weaver can ap-
  ply her single Will saving throw result against all the 
  disbelieving creatures’ Will saves with one immediate 
  action.
  Luminous Duality: At 3rd level, the shadow weaver 
  can manipulate the duality between light and darkness 
  as a standard action. The shadow weaver targets two 
  areas within 30 feet, each of up to one 10-foot cube per 
  caster level. The areas can be shaped and each cannot 
  extend across multiple illumination levels. If one area 
  is at least two steps brighter or dimmer than the other, 
  one area becomes one step dimmer and the other be-
  comes one step brighter. This change lasts for 1 round 
  per caster level. This ability cannot result in supernat-
  ural darkness unless the shadow weaver is at least 6th 
  level. This is neither a light effect nor a darkness effect.
  Vital Duality: At 8th level, a shadow weaver can 
  manipulate the duality between positive and negative 
  energy as a standard action. The shadow weaver tar-
  gets two living or undead creatures within 30 feet. If 
  both targets are alive or both targets are undead, one 
  of the shadow weaver’s choice suffers 1d6 points of 
  damage per two shadow weaver levels and the oth-
  er is healed of half that amount. Any that would be 
  healed in excess of a creature’s maximum hit points 
  are instead gained at temporary hit points that last for 
  1 hour. If one target is alive and the other is undead, 
  both suffer damage in the full amount. Both targets 
  may attempt a Will saving throw. If one succeeds, the 
  amount of damage dealt or healed for both is reduced 
  by half. The manipulation is negated if both targets 
  succeed.
  Energy Duality: At 10th level, a shadow weaver 
  can create an echo of energy opposing an energy that 
  she has recently witnessed. Within 1 round of being 
  within 30 feet of an acid, cold, electricity, fire, negative 
  energy, or positive energy effect, the shadow weaver 
  can produce a 30-foot cone of energy as a standard ac-
  tion. The cone deals 1d4 points of damage per shadow 
  weaver level of the opposite type from the following 
  pairs: acid opposes electricity; cold opposes fire; nega-
  tive energy opposes positive energy. Creatures caught 
  in the cone can halve the damage with a successful Re-
  flex saving throw. Positive energy heals living creatures 
  instead of damaging them and negative energy heals 
  
  11
  undead creatures instead of damaging them. Con-
  structs are unaffected by positive and negative energy.
  Overrule Reality: At 16th level, a shadow weaver can 
  infuse reality with shadowstuff that is fully subject to her 
  will as a standard action. She can target one creature or 
  one object of up to 10 feet per level in each dimension 
  within 30 feet. That creature or object becomes qua-
  si-real. A creature or magic item can resist with a Will 
  saving throw. A creature whose disbelief the shadow 
  weaver overwhelmed with her overwhelm disbelief abil-
  ity within the previous round does not receive a saving 
  throw. An affected subject becomes only 60% real, as 
  if a creature produced by greater shadow conjuration, 
  although it is not itself magical and cannot be dispelled 
  and its hit points are not affected. If the shadow weav-
  er has an ongoing shadow illusion, she can choose one 
  such illusion to gain the stolen reality, effectively becom-
  ing 20% more real (to a maximum of 100%). Overrule 
  reality lasts for 1 round per shadow weaver level or until 
  the shadow spell ends, whichever is longer.
  Weave Matter: At 18th level, a shadow weaver can 
  draw upon conflicting matter to combine it into a new 
  whole as a standard action. She can target one crea-
  ture or objects with total volume no greater than one 
  10-foot cube per shadow weaver level to modify as 
  described in polymorph any object. The resulting form 
  must be of the same size category.
  Avid Learner: At 4th level and every four levels 
  thereafter (8th, 12th, and so on), a shadow weaver 
  adds any one divination, enchantment, or illusion spell 
  from the cleric, druid, psychicOA, shamanACG, sorcerer/
  wizard, or witchAPG spell list to her class spell list and 
  stores the spell in her shadow so she can prepare it.
  Piercing Glimpse (Su): At 4th level, the shadow 
  weaver gains a supernatural sense for the truth of re-
  ality to better alter, obscure, or copy it. The shadow 
  weaver gains one of the following benefits constantly. 
  At 9th level and every five levels thereafter, the shad-
  ow weaver can choose another piercing glimpse. She 
  can only have one piercing glimpse active at any given 
  time; changing from one to another is a standard ac-
  tion. If a piercing glimpse allows a saving throw, the 
  DC is 10 + 1/2 shadow weaver level + shadow weaver’s 
  Wisdom modifier.
  Aura Sight: The shadow weaver benefits constantly 
  from aura sightACG at her caster level. The range is only 
  60 feet unless she is at least 9th level.
  Darkvision: The shadow weaver gains darkvision 
  with a range of 60 feet. If she already has darkvision, 
  its range increases by 30 feet. At 9th level, the shadow 
  weaver can see even in supernatural darkness such as 
  that created by deeper darkness.
  Eye for Advantage: Whenever the shadow weaver 
  gains a circumstance bonus on attack rolls, on saving 
  throws, or to AC against an attack due to positioning 
  (such as from cover, high ground, lying prone, or flank-
  ing), she gains an additional +2 insight bonus on that 
  attack roll, on that saving throw, or to her AC against 
  that attack. At 9th level and every five levels thereafter, 
  this bonus increases by 1.
  Keen Insight: The shadow weaver gains an insight 
  bonus equal to half her level on all Sense Motive 
  checks.
  Keen Senses: The shadow weaver gains an insight 
  bonus equal to half her level on all Perception checks.
  Low-Light Vision: The shadow weaver can see twice 
  as far as a human in dim light. At 9th level, she can in-
  stead see four times as a far as a human in dim light.
  Magic Sense: The shadow weaver can constantly 
  detect magic as the spell. She only learns the presence 
  or absence of magic without concentrating. She must 
  concentrate to learn the 2nd round’s information and 
  concentrate again the following round to learn the 3rd 
  round’s information. At 9th level, this ability instead 
  functions as arcane sight.
  Mental Sense: The shadow weaver can constantly 
  detect thoughts as the spell. She only learns the pres-
  ence or absence of minds without concentrating. She 
  must concentrate to learn the 2nd round’s information 
  and concentrate again the following round to learn the 
  3rd round’s information. The shadow weaver must be 
  at least 9th level to select this piercing glimpse.
  Read Instincts: The shadow weaver gains the wild 
  empathy ability as a druid (see Pathfinder Core Rule-
  book) of her shadow weaver level.
  Consistent Illusions (Su): At 5th level, whenever 
  a creature fails a Will saving throw to disbelieve the 
  shadow weaver’s illusions, it and all observers suffer a 
  –2 penalty on saving throws to disbelieve the shadow 
  weaver’s illusions for 1 day. It gets no new save to dis-
  believe that illusion until it interacts with that illusion 
  in a different manner (repeated attacks do not allow 
  repeated saves, but an attack followed by close visual 
  scrutiny as a move action would allow two saves).
  
  12
  Greater Silhouette (Su): At 12th level, a shadow 
  weaver can choose silhouettes from the following list.
  Beshadowed Realm: The shadow weaver can spread 
  her shadow over a large area to cast it in gloomy unreal-
  ity by concentrating for 10 minutes. This effect is similar 
  to mirage arcana except that the area never becomes 
  brighter than dim illumination. Any changes to the ter-
  rain are 50% real as if the product of false conjuration VI 
  provided any hazards have a CR no greater than the shad-
  ow weaver’s level – 4 (multiple hazards positioned to be 
  encountered together count as one hazard of their com-
  bined CR for this purpose). The shadow weaver must con-
  centrate to maintain the effect as long as she is outside 
  the area or it ends. All other creatures in the area suffer a 
  –2 penalty on Will saving throws. This is a darkness effect.
  Project Illusion: Whenever the shadow weaver casts 
  an illusion, she can link it to this silhouette as a free action. 
  If she does, she can use that illusion as a point of origin for 
  another illusion spell of a lower spell level provided she 
  has line of effect to either the linked illusion or the targets 
  or area of the new illusion spell. It remains linked until it is 
  beyond its original range from her or until she links a new 
  illusion to this silhouette (whichever comes first).
  Shadow Thief: The shadow weaver can steal a 
  living corporeal creature’s shadow with a successful 
  melee touch attack as a standard action. In darkness 
  and through non-visual senses, the creature’s shad-
  ow has total concealment against this attack—even 
  through darkvision. Only true seeing or similar effects 
  can negate this total concealment. A creature that has 
  its shadow stolen suffers 2 temporary negative levels 
  that last until the shadow is returned. The victim casts 
  no shadow nor any reflection until the shadow is re-
  turned. The shadow weaver gains a silhouette (not a 
  greater silhouette) of her choice as long as she has the 
  stolen shadow. She must meet the silhouette’s prereq-
  uisites and treats her shadow weaver level as equal 
  to the victim’s Hit Dice if that is lower than her actu-
  al shadow weaver level. She casts the stolen shadow 
  such that it overlaps with her own shadow while she 
  possesses it. The shadow is returned after 1 day, when 
  the shadow weaver dismisses it as a standard action, 
  when she steals another shadow, when the target re-
  ceives a successful break enchantment, or when the 
  target and shadow weaver touch while the shadow 
  weaver is helpless (whichever comes first).
  Silhouette Double: The shadow weaver gains the 
  shadow twin ability of the dread, treating her shadow 
  weaver levels as dread levels. The shadow twin is qua-
  si-real as if a creature created by greater shadow con-
  juration. The shadow twin does not gain the twin fear 
  ability and always shares the shadow weaver’s actions.
  Silhouette Portal: The shadow weaver can turn her 
  silhouette into a portal to or from the Shadow Plane as a 
  standard action, allowing travel as the spell shadow walk.
  Undead Shadow: The shadow weaver can sum-
  mon an undead shadow. The shadow serves until dis-
  missed or destroyed. The shadow weaver can summon 
  the shadow adjacent to her as a standard action if she 
  does not currently have it summoned. Its alignment 
  matches the shadow weaver’s and it lacks the create 
  spawn ability. When the shadow is destroyed, it can-
  not be summoned again for 1 day. At 17th level, the 
  shadow weaver can instead summon a greater shadow 
  in this way.
  Greater Piercing Glimpse (Su): At 14th level, a 
  shadow weaver can choose from the following pierc-
  ing glimpses.
  Blindsense: The shadow weaver gains blindsense 
  with a range of 60 feet.
  
  13
  Deceiver’s Sense: The shadow weaver automatical-
  ly sees through magical illusions of a spell level low-
  er than half her shadow weaver level and recognizes 
  when a creature is under a glibness spell or similar 
  effect. The shadow weaver can concentrate as a stan-
  dard action to read the aura of a creature within 30 
  feet; while she does so, she automatically recognizes 
  intentional lies the creature tells unless it succeeds at 
  a Will saving throw.
  Greater Magic Sense: The shadow weaver con-
  stantly benefits from greater arcane sight at her cast-
  er level. She can concentrate on a magic item as a 
  standard action to learn its abilities as with analyze 
  dweomer. The shadow weaver must be at least 19th 
  level to choose this piercing glimpse.
  Thought Echoes: The shadow weaver can commu-
  nicate telepathically with any creature within 30 feet 
  that has an Intelligence score, whether or not it has a 
  language. She can pinpoint those creatures as if with 
  blindsight. At 19th level, the range increases to 60 feet.
  True Seeing: The shadow weaver constantly ben-
  efits from true seeing at her caster level. The shadow 
  weaver must be at least 19th level to choose this pierc-
  ing glimpse.
  Watchful Illusions: The shadow weaver can con-
  centrate as a standard action to observe the immedi-
  ate vicinity of any illusion she created as if with greater 
  scrying. When used on a phantasm, you must target a 
  creature under the phantasm. That creature is allowed 
  a Will save as normal to negate the scrying; if you suc-
  ceed, you perceive what the victim does, including the 
  phantasm.
  Walk through Shadows (Su): At 14th level, a shad-
  ow weaver can step through shadows as the spell shad-
  ow stepUM as a move action at her caster level. She can 
  use this ability up to three times per day and no more 
  than once per round.
  PERSPECTIVES
  The following are the most common perspectives for 
  shadow weavers. Users of a given perspective might 
  come upon it in different ways or might be trained by 
  fellows of a shared tradition.
  Curiosity
  You use your curiosity and creativity to focus your will.
  Perspective Spells: All spells on the cleric, sorcer-
  er/wizard, or witchAPG spell list with the chaotic de-
  scriptor; all spells from each of those lists that produce 
  dice re-rolls, confusion, miss chances, or randomized 
  effects drawn from a table (such as prismatic spray); 
  and all wonders on the illuminatus wonder list. If you 
  use a shadow illusion to cast a wonder, the maximum 
  level of wonder you can choose is 1 higher than the 
  maximum spell level normally permitted by the shad-
  ow illusion, to a maximum of the highest-level spell 
  you can cast. A wonder’s effect is unknown until you 
  finish casting it, at which time you roll on the wonder 
  table exactly as if you were casting the wonder as an 
  illuminatus.
  Perspective Realizations: Your realizations are list-
  ed below.
  Duality of Probability (Su): You can store luck for 
  later. A number of times per day equal to 1 + your Wis-
  dom modifier (minimum 1), when you attempt an at-
  tack roll, saving throw, skill check, or caster level check, 
  you can choose before rolling the die to roll twice and 
  take the lower result. Doing so grants you 1 probability 
  point that lasts for 1 round per shadow weaver level. 
  As an immediate action, you can spend 1 probability 
  point to gain good luck when you would next roll dice 
  to determine the effect of a wonder, ability, or attack, 
  including damage or the probability that a shadow 
  illusion has full effect on a disbeliever. You roll twice 
  and take the result of your choice. (You can never gain 
  luck on attack rolls, saving throws, skill checks, ability 
  checks, level checks, or the like in this manner.)
  Shadow Attainment (Su): At 6th level, you gain an 
  attainment as an illuminatus of your level. Its effects 
  are quasi-real and can be disbelieved with a Will saving 
  throw. Creatures that disbelieve and all objects have 
  only a 5% chance of being affected per shadow weaver 
  level. At 20th level, your shadow attainments cannot 
  be disbelieved.
  Actualization: At 20th level, you can remake reali-
  ty in new and unexpected ways. Your shadow illusions 
  are 100% real when they emulate wonders.
  Desire
  You use your greatest desires to focus your will. With 
  practice, you can mold those desires to reach interme-
  diate goals or to match the wishes of othis like a genie.
  Perspective Spells: All spells on the sorcerer/wiz-
  ard spell list or the witchAPG spell list.
  
  14
  Perspective Realizations: Your realizations are list-
  ed below.
  Force of Personality: You can choose to use Charis-
  ma in place of Intelligence to determine your spellcast-
  ing abilities and the save DCs of your silhouettes. Once 
  this choice is made, it cannot be changed.
  Perspective Specialization (Su): Choose a witch pa-
  tron, sorcerer bloodline, or school of magic. You can 
  mimic one spell of each spell level from that list (cho-
  sen when you gain access to that spell level, if there 
  is more than one option) with shadow illusions that 
  mimic spells even if it is of the wrong school of magic 
  (although other limits, such as spell level, still apply).
  False Wish (Sp): At 6th level, once per day, you can 
  grant a wish spoken aloud by a humanoid creature oth-
  er than yourself within 30 feet. Granting the wish is a 
  standard action that expends no spell slot and requires 
  no components except for any material component of 
  the spell costing at least 1 gp. The wish’s effect can re-
  semble any spell stored in your shadow of a level you 
  can cast. If that spell is a shadow illusion that mimics 
  other spells, the mimicked spell can be drawn from the 
  cleric/oracle, druid, psychicOA, shamanACG, sorcerer/
  wizard, or witchAPG spell list or be a unique effect of 
  comparable potency to any appropriate spell (although 
  it remains quasi-real and must follow any school of 
  magic restrictions).
  Actualization: At 20th level, you can make your de-
  sires reality more easily than ever. Your shadow ver-
  sions of your perspective spells are 70% real (or more, 
  if the spell is normally more real).
  Dream
  You use your unconscious perceptions of a greater re-
  ality to focus your will.
  Perspective Spells: All spells from the psychicOA spell 
  list and psionic powers from the psion power list, includ-
  ing all psion discipline power lists. For this purpose, treat 
  metacreativity powers as conjurations, psychokinesis 
  powers as evocation, and psychometabolism as trans-
  mutation. A psionic power emulated by a shadow illusion 
  has its normal displays. To augment a psionic power em-
  ulated by a shadow illusion, you can sacrifice one unused 
  spell slot to effectively augment it by one power point per 
  spell level of that spell slot; any power points that would 
  bring the sum of this augmentation and the power’s base 
  power point cost above your caster level are wasted.
  Perspective Realizations: Your realizations reveal 
  fundamental underpinnings of magic that let you do 
  otherwise impossible things with your spells.
  Dream Logic (Su): You can choose to use Charisma 
  in place of Intelligence to determine your spellcast-
  ing abilities and the save DCs of your silhouettes. If 
  you don’t, you add +1 to the save DC of your mind-af-
  fecting spells. Once this choice is made, it cannot be 
  changed.
  Dreams Come to Life (Su): Your illusions seem to 
  take on a life of their own. You can concentrate on one 
  figment, glamer, or phantasm as a part of the action to 
  cast or concentrate on another illusion.
  Spell Conversion (Su): At 6th level, you can cast a 
  spell without using a spell slot of its spell level if you 
  instead use up two spell slots of the next level lower or 
  four spell slots two levels lower.
  Actualization: At 20th level, you can remake reality 
  as easily as your own dreams. Your shadow versions 
  of your perspective spells are 70% real (or more, if the 
  spell is normally more real).
  Ideal
  You use template your will based upon pure ideals.
  Perspective Spells: All spells on the cleric, oracle, 
  and shamanACG spell lists.
  Perspective Realizations: Your realizations help 
  you modulate the dualities of positive and negative 
  energy as well as spiritual energy rippling at the edges 
  of the Shadow Plane.
  Rational Resolve (Ex): You gain a bonus on Will sav-
  ing throws equal to half your Intelligence bonus.
  Channel Duality (Su): At 1st level, you can channel 
  positive or negative energy as a cleric of your shadow 
  weaver level except as follows. You can channel energy 
  a number of times per day equal to 1 + your Wisdom 
  modifier (minimum 1) and require no holy symbol. If 
  you are alive, you must channel positive energy. If you 
  are undead, you must channel negative energy. When-
  ever you channel energy, you automatically damage 
  yourself with the opposite energy for an equal amount 
  (with a Will save for half damage as normal). You can-
  not choose to exclude yourself except with abilities like 
  the Selective Channeling feat. If you have negative en-
  ergy affinity, you channel negative energy but are un-
  affected by your own channeling. The save DC is Wis-
  dom-based.
  
  15
  Spiritual Duality (Su): As a swift action at 6th lev-
  el, you can focus an echo of conflicting alignment en-
  ergy for up to 1 hour per shadow weaver level once 
  per day. To create the aura, you must have observed a 
  spell, item, effect, or creature with the opposite align-
  ment descriptor or subtype (chaotic, good, evil, or 
  lawful) from within 30 feet within the last 1 round. If 
  the effect has both an ethical descriptor and a moral 
  descriptor, you can create an aura opposing both or 
  just one. An observer using an effect like detect good 
  detects the false aura in place of your true aura unless 
  the observer succeeds at a Will saving throw to disbe-
  lieve it. You gain a bonus equal to your Wisdom bonus 
  (minimum +1) on attack rolls, caster level checks to 
  overcome spell resistance, and damage rolls (apply the 
  bonus only once per attack or spell, to a single target) 
  against creatures of alignments opposing your false 
  aura. When you create the aura, you can choose for it 
  to be 25%, 50%, or 75% real. Effects that differ accord-
  ing to alignment (such as holy smite) have the chosen 
  chance to treat you as the aura’s alignment instead of 
  your own. If you take an action that goes against the 
  alignment’s aura, the aura has the chosen chance of 
  ending.
  Actualization: At 20th level, you can mold reality 
  with pure ideals. Your shadow illusions are 100% real 
  when emulating spells with descriptors that match 
  your apparent alignment.
  Instinct
  You use your deepest instincts to focus your will.
  Perspective Spells: All spells on the druid and sha-
  manACG spell lists; all spells granted by the Air, Animal, 
  Earth, Fire, Plant, Water, and Weather cleric domains 
  and their subdomains; and all spells granted by the 
  flame, heavens, life, nature, waves, and wind shaman 
  spirits.
  Perspective Realizations: Your realizations are list-
  ed below.
  Self-Knowledge (Ex): You can choose to use Wis-
  dom in place of Intelligence to determine your spell-
  casting abilities and the save DCs of your silhouettes. 
  If you don’t, you add the witchACG spell list to your per-
  spective spells. Once this choice is made, it cannot be 
  changed.
  Animus (Su): You create a quasi-real illusory ani-
  mal that assists you. The animal functions as a druid’s 
  animal companion or shaman’s spirit animal bound to 
  any one spirit (your choice), but is quasi-real like crea-
  tures summoned by shadow conjuration. It is 5% real 
  per shadow weaver level you have. You can dismiss 
  your animus as a standard action. You can summon 
  it adjacent to you as a standard action. If the animus 
  is destroyed, you can’t summon it for 1 day. You can 
  change the form your animus takes once per week by 
  meditating for 8 hours.
  Primal Shape (Su): At 6th level, you can partially 
  transform yourself into a monstrous shape suiting your 
  primal instincts as a standard action once per day. This 
  functions as monstrous physique IAPG except that you 
  can choose for your superficial appearance to match 
  an animal with similar features and of similar size to 
  the physical form you took. For example, you might be-
  come a gargoyle but appear to be a dire bat. You can 
  also choose to become an outsider native to the Plane 
  of Shadow with this ability as if it were a monstrous 
  humanoid. This transformation is 20% real, as if with 
  the spell false transmutation IV. At 8th level, this abil-
  ity functions as monstrous physique IIAPG and you can 
  appear to be an elemental of similar size. At 10th level, 
  this ability functions as monstrous physique IIIAPG and 
  
  16
  you can appear to be a plant creature of similar size. At 
  12th level, this ability functions as monstrous physique 
  IVAPG.
  Actualization: At 20th level, you can make the 
  world as you instinctively know it should be. Your shad-
  ow versions of your perspective spells are 80% real (or 
  more, if the spell is normally more real).
  Memory
  Your will is honed to perfection as a result of your care-
  fully precise memory.
  Perspective Spells: All spells on the cleric/ora-
  cle, druid, psychicOA, shamanACG, sorcerer/wizard, or 
  witchAPG spell list of a spell level you can cast. When 
  using a shadow illusion that emulates a spell of your 
  choice, you can’t choose a spell of the maximum spell 
  level allowed unless you have identified that spell with 
  a successful Spellcraft check as it was cast by someone 
  else within the previous 24 hours.
  Perspective Realizations: Your realizations give you 
  unparalleled understanding of magic you observe.
  Mimic Spellcasting (Su): Once per day, you can cast 
  a spell that was cast by another creature within 60 
  feet within the last 1 round. You must have identified 
  the spell with Spellcraft before it took effect. The spell 
  need not be on your class spell list, although you must 
  be able to cast spells of that spell level. You cast the 
  spell as if it were one you had prepared but it does not 
  consume a spell slot. You need not provide any of the 
  spell’s components except material component cost-
  ing at least 1 gp. The duplicate spell has all the same 
  metamagic feats applied to it as the original, even if 
  you don’t know those feats; you cannot further modify 
  it by metamagic feats.
  Flexible Mimicry (Su): At 6th level, spells you ob-
  serve also count as all lesser versions of those spells 
  for the purpose of your memory perspective, poten-
  tially allowing you to mimic lesser versions of those 
  spells with shadow illusions or your mimic spellcast-
  ing ability. A spell counts as a lesser version for this 
  purpose as long as the text of either spell references 
  the other (or if either references a spell that referenc-
  es the other) and the spell you cast is of a lower spell 
  level for you than the observed spell would be for you. 
  (For example, a 7th-level shadow weaver observes a 
  wizard using polymorph and successfully identifies it 
  with Spellcraft. She can then cast false transmutation 
  IV to mimic beast shape II. Normally, beast shape II 
  is too high a level for her to mimic, but polymorph is 
  a more potent version of beast shape II and she can 
  cast spells of a high enough maximum spell level if 
  she has observed them within the past 24 hours.)
  Actualization: At 20th level, you can perfectly imi-
  tate magic you have seen. Whenever you cast a shad-
  ow illusion of a spell you observed cast by someone 
  else within the past 24 hours, it is 100% real.
  Perception
  You clear your mind and see the world as it truly is to 
  focus your will.
  Perspective Spells: All spells with the temporal 
  descriptor (see Deep Magic), all spells that make time 
  pass faster or slower from any spell list, and all spells 
  from the time warden spell list (see Genius Guide to 
  the Time Warden). Treat 5th-level time warden spell 
  as 6th-level spells and 6th-level time warden spells as 
  8th-level spells for this purpose.
  Perspective Realizations: Your realizations are list-
  ed below.
  Extraordinary Awareness (Ex): You can choose 
  to use Wisdom in place of Intelligence to determine 
  your spellcasting abilities and the save DCs of your 
  silhouettes. If you don’t, you gain uncanny dodge as a 
  rogue of your shadow weaver level. Once this choice 
  is made, it cannot be changed.
  Perfect Recall (Ex): You gain an insight bonus 
  equal to half your shadow weaver level on all Percep-
  tion and Knowledge checks and you gain the piercing 
  glimpse ability at 1st level in addition to the piercing 
  glimpse gained at 4th level. At 4th level, you can have 
  two piercing glimpses active at once.
  Glimpse of Omniscience (Su): At 6th level, you can 
  glimpse what another creature perceives by concen-
  trating as a standard action, like the spell witnessUM. 
  At 10th level, you can glimpse across time as if with 
  retrocognitionOA. At 14th level, you can glimpse across 
  unlimited distance, as if with greater scrying.
  Actualization: At 20th level, your constant glimps-
  es of parallel times and possible futures allow you to 
  shape shadow illusions that are nearly impossible to 
  disbelieve. Your shadow versions of your perspective 
  spells are 90% real (or more, if the spell is normally 
  more real).
  
  17
  Shadow Weaver Spell List
  Shadow weavers gain access to the following spells. 
  While most of these spells are found in the Pathfind-
  er RPG Core Rulebook, those marked with an asterisk 
  (*) appear in this book, and those marked with super-
  scripts appear in the following books: Pathfinder RPG 
  Advanced Player’s Guide (APG), Pathfinder RPG Ultimate 
  Magic (UM), Pathfinder RPG Ultimate Combat (UC), Path-
  finder RPG Ultimate Intrigue (UI), Pathfinder RPG Occult 
  Adventures (OA), Pathfinder RPG Horror Adventures (HA), 
  Deep Magic (DM), Pathfinder RPG Advanced Race Guide 
  (ARG), Pathfinder RPG Monster Codex (MC). Deep Magic 
  is a trademark by Kobold Press and is used by permis-
  sion. Spells from the latter two sources are available 
  only to characters of the appropriate race and with GM 
  permission.
  0-Level Shadow Weaver Spells—dancing lights, daze, 
  deepen shadowDM, douseDM, duelDM, detect magic, de-
  tect poison, detect psychic significanceOA, flare, ghost 
  sound, grave wordsOA, haunted fey aspectAPG, hideDM, 
  know direction, light, message, prestidigitation, read 
  magic, resize shadowDM, shadow biteDM, shadow blind-
  nessDM, shadow shapeDM, siftAPG, silent image, silhouett-
  eDM, touch of fatigue.
  1st-Level Shadow Weaver Spells—absurdityHA, alter 
  musical instrumentACG, aphasiaUI, auditory hallucinatio-
  nUI, blendARG, blurred movementACG, bungleUM, burst of 
  adrenalineOA, burst of insightOA, cause fear, charm per-
  son, chill heartDM, color spray, comprehend languages, 
  confusion (lesser), corpse rebellionDM, cultural adaptatio-
  nUI, deathwatch, deceitful presenceDM, decrepit disguis-
  eOA, delusional prideUM, detect secret doors, detect un-
  dead, disguise self, disguise weaponACG, faerie fire, false 
  beliefUI, false abjuration I*, false conjuration I*, false 
  evocation I*, false necromancy I*, false transmutation 
  I*, feral scentDM, flare burstAPG, heightened awarenes-
  sACG, hypnotism, I am a rockDM, illusion of calmUC, invis-
  ible hunterDM, jitterbugsARG, locate waterDM, magic aura, 
  mask dweomerAPG, memorize pageACG, memory lap-
  seAPG, mindlinkOA, minor image, misleading shadowsDM, 
  moment of greatnessUC, negative reactionUC, obscure 
  poisonUI, open and shutUI, peacock poseDM, phantom 
  bloodACG, protective penumbraUM, psychic readingOA, 
  quintessenceOA, ray of the eclipseDM, remove fear, re-
  move sicknessUM, shadow anchorARG, shadow weaponUM, 
  shadow’s blessingDM, telempathic projectionOA, thought 
  echoOA, trapshadowDM, unprepared combatantUM, vanis-
  hAPG, veil companionDM, ventriloquism, wrathAPG.
  2nd-Level Shadow Weaver Spells—acoustic damp-
  eningDM, adorationUC, aid, alarm, anticipate thought-
  sOA, appearance of lifeHA, blessing of luck and resolveARG, 
  blur, build trustUI, chill heartDM, codespeakUI, command 
  undead, commune with birdsARG, consume lightDM, con-
  tinual flame, converse with drakeDM, darkblindnessDM, 
  darkness, darkvision, dark whispersUI, daze monster, 
  death knell, deja vuOA, delay painUM, detect anxietiesUI, 
  detect desiresUI, detect magic (greater)UI, detect mind-
  scapeOA, detect thoughts, disguise otherUM, dome of 
  silenceDM, dust of twilightAPG, elemental speechAPG, en-
  shroud thoughtsOA, enticing gleamDM, false abjuration 
  II*, false conjuration II*, false evocation II*, false life, 
  false necromancy II*, false transmutation II*, find traps, 
  flickering lightsHA, focused scrutinyACG, ghostly disguise-
  UM, glitterdust, haunting mistsUM, hideous laughter, hid-
  den presenceUI, horrid revelationsDM, hypnotic pattern, 
  hypercognitionOA, illusory script, inquisitor’s baneDM, 
  intoxicating scentDM, investigative mindACG, invisibility, 
  invisibility alarmACG, isolateMC, life pactACG, locate object, 
  lock gazeUC, mad hallucinationUM, major image, magic 
  mouth, mask dweomer (communal)UC, memory lapseAPG, 
  message in a bottleDM, mind thrust IOA, mind’s eye mapDM, 
  Adaptation
   
  When using spells from other sources in 
  their campaigns, GMs are encouraged to 
  treat most spells with the light, shadow, 
  and darkness descriptors as on the shad-
  ow adept spell list at the lowest spell level 
  other dedicated spellcasters (those that can 
  access 9 levels of spells) can access those 
  spells. Most charms, most abjurations that 
  prevent detection, most compulsions that 
  do not force the target to take specific ac-
  tions, and most divinations that allow the 
  caster to directly perceive more or more 
  effectively are appropriate as well.
  
  18
  minor dreamARG, mirror image, misdirection, muffle 
  soundACG, obscure object, oneiric horrorOA, paranoiaOA, 
  phantom trap, placebo effectOA, qualmUC, ray of enfee-
  blement, ray of sickeningUM, scare, seeing stonesDM, 
  sense fearHA, sense madnessHA, shadow jumpDM, shad-
  ow snareDM, share languageAPG, shifted stepsUI, silence, 
  silent combatDM, silent tableACG, skittering verminDM, 
  slitherDM, sow thoughtARG, spy my shadowDM, symbol 
  of mirroringUM, tactical acumenUC, twilight hazeACG, un-
  canny utteranceDM, undetectable alignment, view the 
  pastDM, whispering wind.
  3rd-Level Shadow Weaver Spells—adjustable disguise-
  ACG, analyze auraOA, anonymous interactionACG, arcane 
  sight, audiovisual hallucinationUI, aura of the unremark-
  ableUI, aura sightAPG, bestial lureDM, blind spotDM, blind-
  ness/deafness, calm emotions, calm spiritOA, campfire 
  wallAPG, clairaudience/clairvoyance, companion life 
  linkACG, contagious zealOA, darkvision (communal)UC, 
  daybreak arrowUC, daylight, deeper darkness, deflect 
  blameUI, discovery torchUC, displacement, disrupt silen-
  ceUI, doom of dancing bladesDM, eagle eyeAPG, enthrall, 
  false abjuration III*, false conjuration III*, false evoca-
  tion III*, false necromancy III*, false transmutation III*, 
  fearsome duplicateARG, fortified hoardDM, ghoul touch, 
  gloomblind boltsARG, guiding starAPG, hallucinatory ter-
  rain, heroism, hide campsiteAPG, howling agonyUM, id in-
  sinuation IOA, illusion of treacheryUI, illusory wall, inflict 
  painOA, innocuous aspectDM, instant fakeUI, invisibility 
  sphere, loathsome veilUM, locate weaknessUC, mantle 
  of calmACG, matchmakerUI, mental blockOA, mindscape 
  doorOA, mind thrust IIOA, minor phantom objectARG, non-
  detection, ocularumDM, open bookUI, pain waveDM, pack 
  empathyUI, patron’s aspectDM, phantasmal afflictionUI, 
  phantom dragonDM, pierce disguiseACG, rage, scintil-
  lating lightsDM, seek thoughtsAPG, shadow conjuration, 
  shadow stepUM, share language (communal)UC, share 
  skinsDM, simulacrum (lesser)UM, snap the leashDM, speak 
  with animals, speak with dead, steal powerDM, sugges-
  tion, synesthesiaOA, thought shield IOA, tongues, touch 
  of idiocy, unliving rageACG, wall of nauseaACG, well of an-
  gry soulsDM, witnessUM.
  4th-Level Shadow Weaver Spells—anger of many 
  facesDM, aura of doomUM, aversionOA, beguiling bau-
  bleDM, charnel houseHA, complex hallucinationUI, con-
  found sensesDM, create mindscapeOA, crushing despair, 
  daze (mass)UM, demanding messageUI, detect scrying, 
  devouring shadowDM, dispel magic, dreadscapeHA, 
  dream, echolocationUM, ego whip IOA, eyes of the voi-
  dACG, false abjuration IV*, false conjuration IV*, false 
  evocation IV*, false life (greater)UM, false necromancy 
  IV*, false transmutation IV*, false vision, fear, ghost 
  brandUI, glimpse of truthUI, good hope, hollow herois-
  mUI, horrific doublesHA, id insinuation IIOA, switchskinDM, 
  impossible anglesHA, intellect fortress IOA, invisibility 
  (greater), locate creature, mage’s horrifying leechDM, 
  magic aura (greater)UI, major phantom objectARG, me-
  ticulous matchUI, mind probeOA, mind thrust IIIOA, mirage 
  arcana, nightmare, nondetection (communal)UC, onei-
  ric horror (greater)OA, persistent image, phantasmal 
  asphyxiationHA, phantasmal killer, quieting weaponsUI, 
  rainbow pattern, ray of exhaustion, reckless infatua-
  tionUM, scrying, selective alarmUI, seeming, shadow at-
  tackDM, shadow evocation, shadow plane adaptationDM, 
  shadow projectionAPG, shadowy havenARG, shocking im-
  ageUC, speak with hauntOA, speak with plants, summon 
  star moteDM, they knowUI, thought shield IIOA, triggered 
  suggestionACG, unadulterated loathingUM, unbearable 
  brightnessACG, undetectable trapUI, vampiric touch, vi-
  carious viewUI, village veilARG, wandering star motesAPG.
  5th-Level Shadow Weaver Spells—arcana theftUM, 
  burning monkey swarmDM, charm person (mass)UI, con-
  
  19
  fusion, curse of disgustUM, deceitful veneerUI, diabolical 
  temperDM, ego whip IIOA, enemy withinDM, false abjura-
  tion V*, false conjuration V*, false evocation V*, false 
  futureUI, false necromancy V*, false transmutation V*, 
  feast on fearACG, find treasureDM, grasp of the tupilaqDM, 
  id insinuation IIIOA, illusion of treachery (greater)UI, in-
  tellect fortress IIOA, leeching lanthornDM, mad sultan’s 
  melodyHA, mage’s private sanctum, maze (lesser)DM, 
  memory echoDM, mind swapOA, mind thrust IVOA, mis-
  lead, moonstruckAPG, novaDM, overwhelming griefUM, 
  permanency, permanent image, pessimismHA, phantas-
  mal webAPG, programmed image, psychic asylumOA, red 
  hand of the killerUI, rumormongerUI, scripted hallucina-
  tionUI, sending, shadow landscape*, shadow slavesDM, 
  shadow walk, shadowselfDM, smug narcissismUM, spell-
  stealMC, symbol of pain, symbol of strikingUC, telepath-
  ic bond, telepathyOA, terrifying gazeDM, thought shield 
  IIIOA, thoughtsenseOA, trace teleportUI, true seeing, true-
  speakARG, veil, visage of madnessDM, wall of blindness/
  deafnessACG, wall of darknessDM, we are a rockDM.
  6th-Level Shadow Weaver Spells—analyze dweomer, 
  battlemind linkUM, blazing rainbowACG, compelling ran-
  tHA, contingency, create mindscape (greater)OA, curse 
  of the outcastUI, dispel magic (greater), dream coun-
  cilOA, dream scanOA, ego whip IIIOA, eyebite, false abju-
  ration VI*, false conjuration VI*, false evocation VI*, 
  false necromancy VI*, false transmutation VI*, false 
  vision (greater)UI, feeblemind, find the path, glyph of 
  remembranceDM, heroism (greater), id insinuation IVOA, 
  inspiring speechDM, intellect fortress IIIOA, legend lore, 
  lunar veilUM, mage’s decreeUI, mind fog, mind thrust 
  VOA, modify memory, night terrorsHA, phantasmal pu-
  trefactionHA, retrocognitionOA, sensory deprivationDM, 
  shrieking flockDM, shroud of deathDM, simulacrum, sym-
  bol of fear, symbol of persuasion, thought shield IVOA, 
  tower of iron will IOA, transformation, triggered halluci-
  nationUI, utter contemptUM, vampiric shadow shieldACG, 
  vengeful outrageUM, waves of fatigue.
  7th-Level Shadow Weaver Spells—arcane sight (great-
  er), create demiplane (lesser)UM, demanding message 
  (mass)UI, ego whip IVOA, false abjuration VII*, false con-
  juration VII*, false evocation VII*, false necromancy 
  VII*, false transmutation VII*, foe to friendAPG, foster 
  hatredOA, gnashing floorDM, hollow heroism (greater)
  UI, inflict pain (mass)OA, invisibility (mass), limited wish, 
  mind thrust VIOA, permanent hallucinationUI, phantas-
  mal revengeAPG, phobiaHA, primal regressionOA, project 
  image, psychic surgeryOA, repress memoryOA, scintillat-
  ing pattern, screen, scrying (greater), sequester, shad-
  ow bodyOA, shadow conjuration (greater), stone tell, 
  sunbeam, synesthesia (mass)OA, thought shield VOA, 
  tower of iron will IIOA, unshakable zealOA, vision, waves 
  of ecstasyUM.
  8th-Level Shadow Weaver Spells—charm monster 
  (mass), create demiplaneUM, curse of nightHA, demand, 
  ego whip VOA, euphoric tranquilityAPG, false abjuration 
  VIII*, false conjuration VIII*, false evocation VIII*, false 
  necromancy VIII*, false transmutation VIII*, insanity, 
  maze, mind blank, moment of prescience, power word 
  blind, reverse scryDM, shadow evocation (greater), sun-
  burst, symbol of stunning, tower of iron will IIIOA, waves 
  of exhaustion.
  9th-Level Shadow Weaver Spells—antipathy, bind-
  ing, create demiplane (greater)UM, false abjuration IX*, 
  false conjuration IX*, false evocation IX*, false necro-
  mancy IX*, false transmutation IX*, foresight, gaze of 
  VelesDM, heroic invocationUC, maze (greater)DM, maze 
  of madness and sufferingHA, microcosmOA, mind blank 
  (communal)UC, mind swap (major)OA, one with the cos-
  mosDM, polar midnightUM, power word stun, shades, 
  symbol of insanity, sympathy, tower of iron will IVOA, 
  weird, wish.
  
  20
  New Spells
  False Abjuration I
  School illusion (shadow) [shadowUM]; Level bard 2, 
  shadow weaver 1, sorcerer/wizard 2, spiritualist 2
  Casting Time 1 standard action
  Components V, S
  Range see text
  Effect see text
  Duration see text
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance yes
  You tap energy from the Plane of Shadow to cast a 
  quasi-real, illusory version of a sorcerer or wizard ab-
  juration spell of 1st level or lower. Spells have normal 
  effects unless an affected creature succeeds on a Will 
  save to disbelieve it and they always allow spell resis-
  tance. If the spell grants a bonus or defense, any crea-
  ture that interacts with the bonus or defense (such as 
  making an attack the bonus applies against) is entitled 
  to this Will save. If this is the creature’s first interaction 
  with that illusion, you must overcome the creature’s 
  spell resistance or it automatically gets the benefits 
  of disbelief (and any other benefits of spell resistance 
  against the abjuration). Any bonus or numerical modi-
  fier the spell grants is reduced to 20% its usual benefit 
  (minimum 1) against each creature who disbelieves it. 
  Any damage that would not be dealt at all if not for 
  the illusion (such as damage dealt by a ward against 
  a creature it wards against) is reduced to 20% against 
  disbelievers. Each disbelieving creature has only a 20% 
  chance to be affected by other nondamaging effects of 
  the spell. Regardless of the result of the save to disbe-
  lieve, an affected creature is also allowed any save that 
  the spell being simulated allows, but the save DC is set 
  according to false abjuration I’s level rather than the 
  spell’s normal level.
   
  Objects automatically succeed on their Will 
  saves against this spell. You cannot emulate a spell 
  with a material component costing more than 1 gp un-
  less you provide that component.
  False Abjuration II
  School illusion (shadow) [shadowUM]; Level bard 3, 
  shadow weaver 2, sorcerer/wizard 3, spiritualist 3
  This spell functions as false abjuration I except that you 
  can emulate an abjuration of up to 2nd level and it is 
  20% real.
  False Abjuration III
  School illusion (shadow) [shadowUM]; Level bard 4, 
  shadow weaver 3, sorcerer/wizard 4, spiritualist 4
  This spell functions as false abjuration I except that it 
  can emulate an abjuration of up to 3rd level and it is 
  20% real.
  False Abjuration IV
  School illusion (shadow) [shadowUM]; Level bard 5, 
  shadow weaver 4, sorcerer/wizard 5, spiritualist 5
  This spell functions as false abjuration I except that it 
  can emulate an abjuration of up to 4th level and it is 
  20% real.
  False Abjuration V
  School illusion (shadow) [shadowUM]; Level bard 6, 
  shadow weaver 5, sorcerer/wizard 6, spiritualist 6
  
  21
  This spell functions as false abjuration I except that it 
  can emulate an abjuration of up to 5th level and it is 
  50% real.
  False Abjuration VI
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 6, sorcerer/wizard 7
  This spell functions as false abjuration I except that it 
  can emulate an abjuration of up to 6th level and it is 
  50% real.
  False Abjuration VII
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 7, sorcerer/wizard 8
  This spell functions as false abjuration I except that it 
  can emulate an abjuration of up to 7th level and it is 
  50% real.
  False Abjuration VIII
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 8, sorcerer/wizard 9
  This spell functions as false abjuration I except that it 
  can emulate an abjuration of up to 8th level and it is 
  50% real.
  False Abjuration IX
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 9
  This spell functions as false abjuration I except that it 
  can emulate an abjuration of up to 9th level and it is 
  50% real.
  False Conjuration I
  School illusion (shadow) [shadowUM]; Level bard 2, 
  shadow weaver 1, sorcerer/wizard 2, spiritualist 2
  This spell functions as shadow conjuration except as 
  noted here. You can emulate a conjuration of up to 
  1st level and it is 20% real. In addition to creation and 
  summoning spells, you can emulate healing spells on 
  the appropriate spell list. When you do so, the illusion 
  heals only 20% the usual damage. The rest of those hit 
  points are instead gained as temporary hit points that 
  last for 1 hour per caster level. Healed hit points that 
  would have been wasted due to exceeding the target’s 
  hit point maximum are lost and do not become tem-
  porary hit points this way. You cannot emulate a spell 
  with a material component costing more than 1 gp un-
  less you provide that component.
  False Conjuration II
  School illusion (shadow) [shadowUM]; Level bard 3, 
  shadow weaver 2, sorcerer/wizard 3, spiritualist 3
  This spell functions as false conjuration I except that it 
  is 20% real and can emulate conjurations of up to 2nd 
  level.
  False Conjuration III
  School illusion (shadow) [shadowUM]; Level bard 4, 
  shadow weaver 3, sorcerer/wizard 4, spiritualist 4
  This spell functions as false conjuration I except that it 
  is 20% real and can emulate conjurations of up to 3rd 
  level.
  False Conjuration IV
  School illusion (shadow) [shadowUM]; Level bard 5, 
  shadow weaver 4, sorcerer/wizard 5, spiritualist 5
  This spell functions as false conjuration I except that it 
  is 20% real and can emulate conjurations of up to 4th 
  level.
  False Conjuration V
  School illusion (shadow) [shadowUM]; Level bard 6, 
  shadow weaver 5, sorcerer/wizard 6, spiritualist 6
  This spell functions as false conjuration I except that it 
  is 50% real and can emulate conjurations of up to 5th 
  level.
  False Conjuration VI
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 6, sorcerer/wizard 7
  This spell functions as false conjuration I except that it 
  is 50% real and can emulate conjurations of up to 6th 
  level.
  
  22
  False Conjuration VII
  School illusion (shadow) [shadowUM]; Level shadow weav-
  er 7, sorcerer/wizard 8
  This spell functions as false conjuration I except that it is 
  50% real and can emulate conjurations of up to 7th level.
  False Conjuration VIII
  School illusion (shadow) [shadowUM]; Level shadow weav-
  er 8, sorcerer/wizard 9
  This spell functions as false conjuration I except that it is 
  50% real and can emulate conjurations of up to 8th level.
  False Conjuration IX
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 9
  This spell functions as false conjuration I except that it is 
  50% real and can emulate conjurations of up to 9th level.
  False Evocation I
  School illusion (shadow) [shadowUM]; Level bard 2, shad-
  ow weaver 1, sorcerer/wizard 2, spiritualist 2
  This spell functions as shadow evocation except that it is 
  20% real and can emulate evocations of up to 1st level. 
  You cannot emulate a spell with a material component 
  costing more than 1 gp unless you provide that compo-
  nent.
  False Evocation II
  School illusion (shadow) [shadowUM]; Level bard 3, 
  shadow weaver 2, sorcerer/wizard 3, spiritualist 3
  This spell functions as shadow evocation except that it is 
  20% real and can emulate evocations of up to 2nd level.
  False Evocation III
  School illusion (shadow) [shadowUM]; Level bard 4, shad-
  ow weaver 3, sorcerer/wizard 4, spiritualist 4
  This spell functions as shadow evocation except that it is 
  20% real and can emulate evocations of up to 3rd level.
  False Evocation IV
  School illusion (shadow) [shadowUM]; Level bard 5, 
  shadow weaver 4, sorcerer/wizard 5, spiritualist 5
  This spell functions as shadow evocation except that 
  it is 20% real and can emulate evocations of up to 4th 
  level.
  False Evocation V
  School illusion (shadow) [shadowUM]; Level bard 6, 
  shadow weaver 5, sorcerer/wizard 6, spiritualist 6
  This spell functions as shadow evocation except that 
  it is 50% real and can emulate evocations of up to 5th 
  level.
  False Evocation VI
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 6, sorcerer/wizard 7
  This spell functions as shadow evocation except that 
  it is 50% real and can emulate evocations of up to 6th 
  level.
  False Evocation VII
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 7, sorcerer/wizard 8
  This spell functions as shadow evocation except that 
  it is 50% real and can emulate evocations of up to 7th 
  level.
  False Evocation VIII
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 8, sorcerer/wizard 9
  This spell functions as shadow evocation except that 
  it is 50% real and can emulate evocations of up to 8th 
  level.
  False Evocation IX
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 9
  This spell functions as shadow evocation except that 
  it is 50% real and can emulate evocations of up to 9th 
  level.
  
  23
  False Necromancy I
  School illusion (shadow) [shadowUM]; Level bard 2, 
  shadow weaver 1, sorcerer/wizard 2, spiritualist 2
  You tap energy from the Plane of Shadow to cast a qua-
  si-real, illusory version of a sorcerer or wizard necroman-
  cy spell of 1st level or lower.
   
  Shadow necromancies are only one-fifth (20%) as 
  strong as the real things, though creatures who believe 
  the shadow necromancies to be real are affected by them 
  at full strength. Any creature that interacts with the spell 
  can make a Will save to recognize its true nature.
   
  Spells that deal damage have normal effects un-
  less the affected creature succeeds on a Will save. Each 
  disbelieving creature takes only one-fifth (20%) damage 
  from the attack. If that spell would grant temporary hit 
  points to a disbelieving creature, it instead she illusion 
  grants only 20% as many temporary hit points. If the dis-
  believed spell has a special effect other than damage, 
  that effect is only 20% likely to occur. Regardless of the re-
  sult of the save to disbelieve, an affected creature is also 
  allowed any save that the spell being simulated allows, 
  but the save DC is set according to false necromancy I’s 
  level (1st) rather than the spell’s normal level. In addition, 
  any effect created by false necromancy I allows spell resis-
  tance, even if the spell it is simulating does not.
   
  A shadow creature has one-fifth the hit points of a 
  normal creature of its kind (regardless of whether it’s rec-
  ognized as shadowy). It deals normal damage and has all 
  normal abilities and weaknesses. Against a creature that 
  recognizes it as a shadow creature, however, the shadow 
  creature’s damage is one-fifth (20%) normal, and all spe-
  cial abilities that do not deal lethal damage are only 20% 
  likely to work. Furthermore, the shadow creature’s AC bo-
  nuses are just one-fifth as large. If you fail to overcome an 
  interacting creature’s spell resistance when it first inter-
  acts with a shadow creature, the resisting creature gets 
  the benefits of disbelief automatically and is immune to 
  nondamaging abilities from the shadow creature.
   
  A creature that succeeds on its save sees the 
  shadow necromancies as transparent images superim-
  posed on vague, shadowy forms. Objects automatically 
  succeed on their Will saves against this spell. You cannot 
  emulate a spell with a material component costing more 
  than 1 gp unless you provide that component.
  False Necromancy II
  School illusion (shadow) [shadowUM]; Level bard 3, 
  shadow weaver 2, sorcerer/wizard 3, spiritualist 3
  This spell functions as false necromancy I except it can 
  emulate a necromancy spell of 2nd level or lower and 
  the illusion is 20% real.
  False Necromancy III
  School illusion (shadow) [shadowUM]; Level bard 4, 
  shadow weaver 3, sorcerer/wizard 4, spiritualist 4
  This spell functions as false necromancy I except it can 
  emulate a necromancy spell of 3rd level or lower and 
  the illusion is 20% real.
  False Necromancy IV
  School illusion (shadow) [shadowUM]; Level bard 5, 
  shadow weaver 4, sorcerer/wizard 5, spiritualist 5
  
  24
  This spell functions as false necromancy I except 
  it can emulate a necromancy spell of 4th level or 
  lower and the illusion is 20% real.
  False Necromancy V
  School illusion (shadow) [shadowUM]; Level bard 6, 
  shadow weaver 5, sorcerer/wizard 6, spiritualist 6
  This spell functions as false necromancy I except 
  it can emulate a necromancy spell of 5th level or 
  lower and the illusion is 50% real.
  False Necromancy VI
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 6, sorcerer/wizard 7
  This spell functions as false necromancy I except 
  it can emulate a necromancy spell of 6th level or 
  lower and the illusion is 50% real.
  False Necromancy VII
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 7, sorcerer/wizard 8
  This spell functions as false necromancy I except 
  it can emulate a necromancy spell of 7th level or 
  lower and the illusion is 50% real.
  False Necromancy VIII
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 8, sorcerer/wizard 9
  This spell functions as false necromancy I except 
  it can emulate a necromancy spell of 8th level or 
  lower and the illusion is 50% real.
  False Necromancy IX
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 9
  This spell functions as false necromancy I except 
  it can emulate a necromancy spell of 9th level or 
  lower and the illusion is 50% real.
  False Transmutation I
  School illusion (shadow) [shadowUM]; Level bard 2, 
  shadow weaver 1, sorcerer/wizard 2, spiritualist 2
  Casting Time 1 standard action
  Components V, S
  Range see text
  Effect see text
  Duration see text
  Saving Throw Will disbelief (if interacted with); 
  Spell Resistance yes
  You tap energy from the Plane of Shadow to cast 
  a quasi-real, illusory version of a sorcerer or wiz-
  ard transmutation spell of 1st level or lower. Spells 
  have normal effects unless an affected creature 
  succeeds on a Will save to disbelieve it. If an affect-
  ed creature succeeds on this Will save, it nonethe-
  less has a 20% chance of being fully affected any-
  way. A transmuted creature gains no new senses 
  from the illusion. Any creature that interacts with 
  an aspect of the target or area modified by the il-
  lusion is entitled to this saving throw. If this is the 
  creature’s first interaction with that illusion, you 
  must overcome the creature’s spell resistance or it 
  automatically gets the benefits of disbelief. Against 
  any creature that succeeds on its Will save to dis-
  believe the illusion, any bonus the spell grants is 
  reduced to 20% its usual benefit (minimum +1). 
  Any damage that would not be dealt at all if not for 
  the illusion (such as a natural weapon a transmut-
  ed creature doesn’t normally possess) is reduced 
  to 20% against disbelievers (minimum 1 point of 
  nonlethal damage). Each disbelieving creature has 
  only a 20% chance to be affected by other nondam-
  aging effects of the spell. Regardless of the result 
  of the save to disbelieve, an affected creature is 
  also allowed any save that the spell being simulat-
  ed allows, but the save DC is set according to false 
  transmutation I’s level rather than the spell’s nor-
  mal level.
   
  A creature that succeeds on its save sees the 
  shadow transmutation as a transparent image su-
  perimposed on the original form of the target or 
  area. Vague, shadowy filaments connect the false 
  and real silhouettes. Objects automatically succeed 
  on their Will saves against this spell. You cannot 
  emulate a spell with a material component cost-
  ing more than 1 gp unless you provide that compo-
  nent.
  
  25
  False Transmutation II
  School illusion (shadow) [shadowUM]; Level bard 3, 
  shadow weaver 2, sorcerer/wizard 3, spiritualist 3
  This spell functions as false transmutation I except that 
  you can emulate a sorcerer/wizard transmutation of 
  up to 2nd level.
  False Transmutation III
  School illusion (shadow) [shadowUM]; Level bard 4, 
  shadow weaver 3, sorcerer/wizard 4, spiritualist 4
  This spell functions as false transmutation I except that 
  it can emulate a transmutation of up to 3rd level and 
  it is 20% real.
  False Transmutation IV
  School illusion (shadow) [shadowUM]; Level bard 5, 
  shadow weaver 4, sorcerer/wizard 5, spiritualist 5
  This spell functions as false transmutation I except that 
  it can emulate a transmutation of up to 4th level and 
  it is 20% real.
  False Transmutation V
  School illusion (shadow) [shadowUM]; Level bard 6, 
  shadow weaver 5, sorcerer/wizard 6, spiritualist 6
  This spell functions as false transmutation I except that 
  it can emulate a transmutation of up to 5th level and 
  it is 50% real.
  False Transmutation VI
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 6, sorcerer/wizard 7
  This spell functions as false transmutation I except that 
  it can emulate a transmutation of up to 6th level and 
  it is 50% real.
  False Transmutation VII
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 7, sorcerer/wizard 8
  This spell functions as false transmutation I except that 
  it can emulate a transmutation of up to 7th level and 
  it is 50% real.
  False Transmutation VIII
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 8, sorcerer/wizard 9
  This spell functions as false transmutation I except that 
  it can emulate a transmutation of up to 8th level and 
  it is 50% real.
  False Transmutation IX
  School illusion (shadow) [shadowUM]; Level shadow 
  weaver 9
  This spell functions as false transmutation I except that 
  it can emulate a transmutation of up to 9th level and 
  it is 50% real.
  
  26
  New Feats
  Another Perspective
  You can see the shadows of reality another way.
   
  Prerequisite: Perspective spells ability.
   
  Benefit: Choose a perspective and a school of 
  magic. Treat perspective spells of that school from that 
  perspective as if they were on your list of perspective 
  spells except that they are 1 spell level higher for you.
   
  Special: You can gain this feat more than once. 
  You must choose a different combination of perspec-
  tive and school each time.
  Extra Piercing Glimpse
  Your study of shadowstuff reveals more of the underly-
  ing secrets of reality.
   
  Prerequisite: Piercing glimpse ability.
   
  Benefit: You gain another piercing glimpse you 
  qualify for.
   
  Special: You can gain this feat more than once.
  Extra Silhouette
  Your shadow can maintain more illusions.
   
  Prerequisite: Silhouette ability.
   
  Benefit: You gain another silhouette you qual-
  ify for.
   
  Special: You can gain this feat more than once.
  Quick Glimpse
  You can change your piercing glimpse on the fly.
   
  Prerequisite: Two piercing glimpses.
   
  Benefit: You can change the piercing glimpse 
  you have active as a move action.
  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 
  Inc.. 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 Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compati-
  bility for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Lost Spheres Publishing company names, proper names 
  and logos; the “Classes of the Lost Spheres: Shadow Weaver” name and logo; all artwork, backgrounds, and 
  logos; all proper names, all locations, all organization names, all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, ar-
  chetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented 
  within this book are 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 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open 
  Game Content; (b)”Derivative Material” means copyrighted material including derivative works and transla-
  tions (including into other computer languages), potation, modification,
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open
  Game Content” means the game mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game Content by the
  Contributor, and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; artifacts;
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, sym-
  bols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product
  identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted
  from this License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this 
  License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the copyright
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or coadaptability
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content ex-
  cept as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of 
  any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and 
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 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 Inc; Author: Jason Bulmahn, based on material by 
  
  27
  Jonathan Tweet, Monte Cook, and Skip Williams.
  10 Luckbringer Feats Copyright Steven D. Russell; Authors: Steven D. Russell
  101 Renegade Class Feats Copyright 2011 Steven D. Russell; Author Steven D. Russell
  40 Alchemical Items Copyright 2005, Adamant Entertainment; Authors Steve Honeywell.
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell
  Accidents of Birth: Deformities and Deformity Feats, Copyright 2006, Louis Porter Jr. Design, Inc.
  Advanced Arcana Volume I Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshya Zaback, Justin Holloway
  Advanced Arcana Volume II Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Advanced Arcana Volume III Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Advanced Arcana Volume IV Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt
  Sernett.
  Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin Publishing, LLC; Author Owen K.C. Stephens.
  Advanced Player’s Guide, Player’s Guide to Monks and Paladins, Relics & Rituals:
  Excalibur, Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the Scarred Lands all ©2004 White 
  Wolf Inc.
  Advanced Player’s Guide. Copyright 2010, Paizo Inc; Author: Jason Bulmahn.
  Advanced Player’s Manual, © 2005, Green Ronin Publishing: Author Skip Williams.
  Aerial Adventure Guide:SkyCaptain’s Handbook, by Michael Mearls, Copyright 2004 Goodman Games
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene
  and Clark Peterson, based on original material by Gary Gygax.
  Airships, Copyright 2003, Bastion Press, Inc.
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of the Northwest, LLC; Authors: Joshua 
  Zaback, Alex Riggs, Justin Holloway
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway
  Angel, Monadic Deva 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 Gary Gygax.
  Angel, Movanic Deva 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 Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Armies of the Abyss, © 2002, Green Ronin Publishing, LLC; Authors Erik Mona and Chris Pramas.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Assassin’s Handbook, © 2002, Green Ronin Publishing, LLC; Authors David “Zeb” Cook and Wolfgang Baur.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Avatar’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Jesse Decker.
  Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Baobhan Sith from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene.
  Baphomet 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 Gary Gygax.
  Basidirond from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene and 
  Clark Peterson, based on original material
  by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Bevy of Blades, © 2016, Amora Game; Authors: Brian Moran
  Black Market: The Definitive D20 Guide to Cyberpunk Gear Copyright 2005, Adamant Entertainment.: 
  Authors Elissa Carey & Malcolm Sheppard
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  The Book of Beginnings Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway
  Book of Distinctions And Drawbacks Revised Copyright 2003 Scott Thomas Lynch
  Book of Distinctions And Drawbacks Modern Copyright 2003 Scott Thomas Lynch
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Book of Fiends, © 2003, Green Ronin Publishing, LLC; Authors Aaron Loeb, Erik Mona, Chris Pramas, and 
  Robert J. Schwalb.
  The Book of Hallowed Might © 2002, Monte J. Cook.
  The Book of Roguish Luck Copyright 2005 Wolfgang Baur. All rights reserved.
  Book of the Righteous, © 2002, Aaron Loeb.
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  The Cavalier’s Handbook, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb
  Cave Fisher from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Lawrence Schick.
  Character Drawbacks, Copyright 2007, Adamant Entertainment. Author: Walt Ciechanowski.
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers of the Northwest, LLC; Authors Joshua 
  Zaback, Alex Riggs, David Mesick
  Character Guide: The Wise Sage Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Classes of Legend: The Cavalier Copyright 2005, Lion’s Den Press; Author Ari Marmell
  Classes of the Lost Spheres – Echo. © 2013, Lost Spheres Publishing. Author: Christen N. Sowards
  Classic Monsters Revisited. Copyright 2008, Paizo Inc; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. 
  Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.
  Cloud Warriors, Copyright 2003, Fast ForwardEntertainment
  The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved.
  Convergent Paths: Fey Archetypes. Copyright 2013, Steven D. Russell; Author: Mark Seifter.
  Cry Havoc, ©2003 Skip Williams. All rights reserved.
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  d20 Freeport Companion, © 2007, Green Ronin Publishing, LLC; Author Robert J. Schwalb.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of
  Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based
  on original material by Ian McDowall.
  Daemon, Derghodaemon 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 Gary Gygax.
  Daemon, Guardian 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 Ian McDowall.
  Daemon, Hydrodaemon 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 Gary Gygax.
  Daemon, Piscodaemon 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 Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Simon Muth.
  Death in Freeport Revised, © 2000-2004, Green Ronin Publishing, LLC; Author Chris Pramas.
  
  28
  Death Dog 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 Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Jean Wells.
  The Deluxe Guide to Fiend Summoning and Faustian Bargains Copyright 2013 Necromancers of the North-
  west, LLC; Authors Alex Riggs, Joshua Zaback
  Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
   
  Demodand, Shaggy from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  The Diamond Throne Copyright 2003 Monte J. Cook. All rights reserved.
  Dire Corby from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and
  Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  DragonCyclopedia: Martial Arts Feats Copyright 2011 Glen R. Taylor.
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Fantastic Footgear Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Unstoppable Hammers Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback
  Encyclopaedia Divine: Shamans copyright 2002, Mongoose Publishing.
  Executioner’s Hood 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 Gary Gygax.
  Fading Suns: d20, © 2001, Holistic Design, Inc.
  Falthar’s Curios, © 2000, Green Ronin Publishing, LLC; Author Chris Pramas.
  Fang & Fury: A Guidebook to Vampires. © 2003, Green Ronin Publishing; Author: Jim Bishop.
  Fantasy Firearms Copyright 2007, Mark Cathro & Skortched Urf Studios; Author Eric Karnes.
  Fatal Flaws, Copyright 2005, Basic Action Games
  Flail Snail from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas
  Naismith.
  Flumph 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 Ian McDowell and Douglas Naismith.
  Focus on Freeport #7: The Jade Serpent of Yig, © 2001, Green Ronin Publishing, LLC; Author William Simoni.
  Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Ian Livingstone.
  Freeport: The City of Adventure, © 2002, Green Ronin Publishing, LLC; Authors Matt Forbeck and Chris 
  Pramas.
  Freeport Companion: Pathfinder Roleplaying Game Edition, © 2008, Green Ronin Publishing, LLC; Authors 
  Robert J. Schwalb, Adam Daigle, Brandon Hodge, John E. Ling, Jr., Greg A. Vaughan
  The Freeport Trilogy, © 2005, Green Ronin Publishing, LLC; Authors Chris Pramas, William Simoni, and 
  Robert J. Toth.
  Froghemoth from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scoit Greene, based on original material by Gary Gygax.
  Genie, Marid 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 Gary Gygax.
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: Owen K.C. 
  Stephens
  The Genius Guide to the Archon. Copyright 2010, Super Genius Games, LLC; Author: Owen K.C. Stephens
  The Genius Guide To: Chaos Magic. Copyright 2013, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Dragonrider. Copyright 2009, Super Genius Games. Author: Owen K.C. Stephens.
  The Genius Guide to: The Godling. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.
  The Genius Guide to the Riven Mage. Copyright 2012, Super Genius Games, LLC; Author: Carl Gilchrist and 
  Owen K.C. Stephens
  The Genius Guide to: The Time Thief Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Vanguard. Copyright 2010, Super Genius Games. Authors: Marc Radle, Owen K.C. 
  Stephens.
  The Genius Guide to: The War Master Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Witch Hunter Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  Genius Options: Masters of Time. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Wizards of the
  Coast.
  Giant Slug from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Joshua Zaback, Justin Holloway
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2009 Purple Duck Creations; Authors: 
  Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike 
  Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser.
  The Great City Player’s Guide © by Øone Roleplaying Games
  Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Grippli 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 Gary Gygax.
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Peter Brown.
  Hammer & Helm. Copyright 2002, Green Ronin Publishing; Author Jesse Decker
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Heroes of Fantasy copyright 2005, Mongoose Publishing Ltd.
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by
  Gary Gygax.
  Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant Entertainment, Inc.
  Household Knight Copyright 2006, Alea Publishing Group.
  Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Underworld Oracle.
  Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights reserved.
  Ice Golem from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene.
  The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; Author Ari Marmell
  Into the Armory: The Complete Guide to Weapons, Armor, and Equipment Copyright 2010, Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
  
  29
  Author Scott Greene, based on original material by Philip Masters.
  Iron Lords of Jupiter, Copyright 2003 Paizo Publishing, Author: Lizard — Used With Permission.
  If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved.
  Immortals Handbook, Copyright 2003, Craig Cochrane.
  Initiative Cards v2.0 Copyright 2003, Th e Game Mechanics, Inc.; Author JD Wiker.
  Insidious Intentions: The Book of Villainy Copyright 2013 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback
  Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Jubilex 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 Gary Gygax.
  Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Lawrence Schick.
  Kobold Quarterly Issue 7 © 2008, Open Design LLC, http://www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and
  Stan!
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Leadership Handbook © 2015, Everyman Gaming, LLC; Author AlexanderAugunas.
  Legendary Classes: Eternal Mage © 2016, Purple Duck Games; Author N. Jolly.
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene.
  Legions of Hell, © 2001, Green Ronin Publishing, LLC; Author Chris Pramas.
  Liber Influxus Communis, © 2014, Amora Game; Authors: Greg LaRose, Alex Augunas, Bradley Crouch, 
  Daron Woodson, Eric Morton, Michael Sayre, Mike Myler, Morgan,
  Boehringer, Scott Gladstein,Wayne Capena, Will McCardell, Wojciech Gruchala.
  Liber Vampyr Copyright 2010-2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, and Justin Holloway.
  Lurker Above 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 Gary Gygax.
  Madness in Freeport Revised, © 2001-2004, Green Ronin Publishing, LLC; Author William Simoni.
  Madness in Freeport Revised, Copyright 2001–2004, Green Ronin Publishing, LLC; Author William Simoni.
  A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat Press; authors Suzi Yee and 
  Joseph Browning.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.;
  Author Scott Greene.
  MARS: A Roleplaying Game of Planetary Romance, Copyright 2006, Adamant Entertainment. Authors: 
  Lizard, Gareth-Michael Skarka, Ian Sturrock
  Microsized Adventures © 2015, Everyman Gaming, LLC.; Authors: Alexander Augunas.
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
  Mite 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 Ian Livingstone and Mark Barnes.\
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
   
  Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
  Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Monster Encyclopedia I. © 2004, Mongoose Publishing Ltd.
  Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc. Monte Cookʼs Arcana Unearthed, 
  Copyright 2003, Monte J. Cook. All rights reserved.
  Monster Modifier, Copyright 2008, Adamant Entertainment. Author: Gareth-Michael Skarka
  Monte Cook’s Arcana Evolved Copyright 2005–2007 Monte J.Cook. All rights reserved.sell
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide Copyright 2003 Monte J. Cook. All rights 
  reserved.
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.
  Moon Dog 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 Gary Gygax.
  Muckdweller 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 Gary Gygax.
  Mutants & Masterminds, © 2002, Green Ronin Publishing, LLC; Author Steve Kenson.
  Mythic Paths of the Lost Spheres. © 2014, Lost Spheres Publishing. Author: Christen N. Sowards
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
   
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  A Necromancer’s Almanac: 2013 Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Marie Barnes, Joel Migas
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 2012 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback, Joel Migas
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 2010 Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Bounty of the Ranger Copyright 2013 Necromancers of the Northwest, LLC; 
  Authors Joshua Zaback, Alex Riggs
  A Necromancer’s Grimoire: Bows of War Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Justin Holloway, Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 2011 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Joshua Zaback, Justin Holloway, Alex Riggs
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 Necromancers of the Northwest, LLC; 
  Authors Joel Migas, Marie Barnes, Alex Riggs
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 Necromancers of the Northwest, LLC; Authors: 
  Justin Holloway, Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback
  Necromancers of the Northwest Presents: The Blackshire Mercenary Company Copyright 2011 Necromancers 
  of the Norhtwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  Necromancers of the Northwest Presents: Knights of the Crucible Copyright 2012 Necromancers of the 
  
  30
  Northwest, LLC; Authors Alex Riggs
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Nereid 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 Gary Gygax.
  The Noble’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Rodney Thompson.
  Swords of Our Fathers, © 2003, The Game Mechanics.
  OGL Horror, Copyright 2003, Mongoose Publishing, Inc.
  One Million Magic Items, Copyright 2007, Adamant Entertainment. Author: Gareth-Michael Skarka
  Otherworldly Invocations Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, David 
  Mesick, Joshua Zaback and Bill Webb; Based on original content from TSR.
  Pacts & Pawns. Copyright 2014, d20pfsrd.com Publishing; Author: Michael Massey.
  Pact Magic Unbound Vol. 1. Copyright 2012, Radiance House
  Pact Magic Unbound: Grimoire of Lost Souls © 2015 Radiance House; Authors: Alexander Augunas, Dairo 
  Nardi.
  Path of the Magi © 2002 Citizen Games/Troll Lord Games; Authors: Mike
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder Adventure Path #32: Rivers Run Red. Copyright 2010, Paizo Publishing LLC. Author: Rob 
  McCreary
  Pathfinder Adventure Path #33: The Varnhold Vanishing. © 2010, Paizo Publishing, LLC; Author: Greg A. 
  Vaughan.
  Pathfinder Adventure Path #36: Sound of a Thousand Screams. © 2010, Paizo Publishing, LLC; Author: 
  Richard Pett.
  Pathfinder Adventure Path #38: Racing to Ruin. © 2010, Paizo Publishing, LLC; Author: Tim Hitchcock.
  Pathfinder Adventure Path #44: Trial of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard 
  Pett
  Pathfinder Adventure Path #63: The Asylum Stone © 2012, Paizo Publishing, LLC; Author: James L. Sutter.
  Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James 
  Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan.
  Pathfinder Campaign Setting: Inner Sea Magic, © 2011, Paizo Publishing, Inc; Authors: Jesse Benner, Jason 
  Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Campaign Setting: Isles of the Shackles © 2012, Paizo Publishing, LLC; Author: Mike Shel.
  Pathfinder Campaign Setting: Lands of the Linnorm Kings © 2011, Paizo Publishing, LLC; Authors: Matthew 
  Goodall, Jonathan Keith, Colin McComb, and Rob McCreary.
  Pathfinder Campaign Setting: Occult Mysteries © 2014, Paizo Inc.; Authors: Jason Bulmahn, Crystal Frasier, 
  Jim Groves, Brandon Hodge, James Jacobs, Erik Mona, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan 
  H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Inc; Author: JD Wiker.
  Pathfinder Player Companion: Magic Tactics Toolbox © 2016, Paizo Inc.; Authors:
  Alexander Augunas, Steven T. Helt, Thurston Hillman, and Ron Lundeen.
  Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc.; Authors: David N. Ross, David 
  Schwartz, and Kaitlyn Sprague.
  Pathfinder Player Companion: Magical Marketplace © 2013, Paizo Publishing, LLC; Authors: John Ling, Ron 
  Lundeen, Patrick Renie, David Schwartz, and Jerome Virnich.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. 
  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean 
  K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Inc; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC;
  Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson,
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James
  L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet,
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC;
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L.
  Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and
  Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC;
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle,
  Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley
  Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors:
  Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst,
  Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman,
  Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland,
  Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex
  Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel,
  James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Inc; Author: Cam Banks, Wolfgang Baur, 
  Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth 
  Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing,
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds,
  Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley,
  Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider,
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  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.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.;
  Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn,
  Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo
  Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan
  Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin,
  Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick
  Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Inc; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Inc; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Lo-
  gan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven 
  Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda 
  Zayas-Palmer.
  Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors
  Sean O’Connor and Patricia Willenborg, with Connie J. Thomson and Robert W. Thomson.
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Poltergeist 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 Lewis Pulsipher.
  Psionics Augmented: Wilders, © 2015, Dreamscarred Press
  Psionics Augmented: Seventh Path, © 2015, Dreamscarred Press.
  Psionics Expanded. Copyright 2011, Dreamscarred Press.
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  The Psychic’s Handbook, © 2004, Green Ronin Publishing, LLC; Author Steve Kenson.
  Psychological Combat © 2014, Everyman Gaming, LLC; Author Alexander
  Augunas.
  Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher Shy, http://www.philip-
  jreed.com and www.studioronin.com.
  Ptolus: Monte Cook’s City by the Spire ©2006 Monte J. Cook.
  Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  
  31
  The Quintessential Witch copyright 2002, Mongoose Publishing.
  Random Fantasy Adventure Generator, Copyright 2007, Adamant Entertainment. Author: Gareth-Michael 
  Skarka
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Salon du Masque, © 2002, Green Ronin Publishing, LLC; Author Chris Pramas.
  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Seas of Blood, Copyright © 2001, Mongoose Publishing.
  Secret College of Necromancy, © 2002, Green Ronin Publishing, LLC; Authors David “Zeb” Cook and 
  Wolfgang Baur.
  The Secrets of Divine Channeling Copyright 2010 Steven D. Russell Author Jonathan McAnulty
  The Secrets of the Gunslinger Copyright 2011, Steven D Russell; Author
  Steven D. Russell
  The Secrets of the Inquisitor Copyright 2012, Steven D Russell; Author
  Steven D. Russell
  The Secrets of the Luckbringer Copyright 2011, Steven D Russell; Author Steven D. Russell
  The Secrets of the Magus Copyright 2011, Steven D Russell; Author Steven
  D. Russell
  The Secrets of Martial Mastery Copyright 2010 Steven D. Russell Author
  Steve D. Russell
  The Secrets of the Masquerade Reveler, Copyright 2014 Steven D. Russell; Author Mark Seifter
  The Secrets of the Oracle Copyright 2011 Steven D. Russell; Author David
  Mallon
  The Secrets of Tactical Archetypes II. Copyright 2012, Rite Publishing.
  Author: Will McCardell and Benjamin Rombeaut
  The Secrets of the Taskshaper, Copyright 2010, Steven D. Russell; Author: Steven D. Russell
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Neville White.
  The Shaman’s Handbook. Copyright 2002, Green Ronin Publishing; Author Steve Kenson
  Shock & Awe: Morale for All D20 Games Copyright 2005, Adamant Entertainment.: Author: Malcolm 
  Sheppard
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skillful Stunts Copyright 2006, Adamant Entertainment.: Author: Barak Blackburn
  Fantasy Occupations Copyright 2007, Adamant Entertainment.: Author: Walt Ciechanowski
  Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Simon Muth.
  Skull & Bones © 2003, Green Ronin Publishing, LLC; Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael 
  Skarka.
  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by
  Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by David Cook.
  Spheres of Power. © 2014, Drop Dead Studios
  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene and Erica Balsley, based on original material by Roger
  Moore and Gary Gygax.
  Spycraft Copyright 2002, Alderac Entertainment Group.
  Supporting Roles: Combat Style Feats. Copyright 2012, Amora Game; Author: Amora Game
  Swords of Our Fathers Copyright 2003, The Game Mechanics.
  Tactical Implant: The Definitive D20 Guide to Cyberpunk Combat Options opyright 2005, Adamant Enter-
  tainment.: Author: Malcolm Sheppard
  Tales of Freeport, © 2003, Green Ronin Publishing, LLC; Author Graeme Davis.
  Temporary Enchantments Copyright 2006, Adamant Entertainment.: Author: Barak Blackburn
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts.
  Terror in Freeport Revised, © 2001-2004, Green Ronin Publishing, LLC; Author Robert J. Toth.
  Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by
  Gary Gygax.
  Tome of Horrors © 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 Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott
  Greene.
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene,
  with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis
  Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg
  Ragland, Robert Schwalb and Bill Webb.
  Tome of Secrets, Copyright 2009, Adamant Entertainment, Inc. Authors: Walt Ciechanowski and Gareth-Mi-
  chael Skarka.
  Transcendent 10 – Systems of Skill – Expanded Skill Checks. © 2012, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  Transcendent 10 – Feats of Offense – Spellcasting & Metamagic. © 2012, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  Transcendent 10–Spells of Synergy – Multiclass & Melee. © 2013, Lost Spheres Publishing. Author: Christen 
  N. Sowards
  Transcendent 10–Psionics of Conflict – Zones of Power. © 2013, Lost Spheres Publishing. Author: Christen 
  N. Sowards
  Trapper 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 Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene.
  Ultimate Antipodism Drawn from Light and Darkness, Copyright 2015,
  Interjection Games, LLC; Author: Bradley Crouch.
  Ultimate Charisma © 2015, Everyman Gaming, LLC; Author Alexander
  Augunas.
  Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David 
  Noonan, Rich Redman
  The Unholy Warrior’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Robert J. Schwalb.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  The War of the Goblin King Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway
  Wayfinder #5. © 2011, Paizo Fans United; Authors: Ryan Costello, Jr., Liz Courts, Paris Crenshaw, Darrick 
  Dahl, Adam Daigle, Blake Davis, Jess Door, Jeffrey Erwin, J. Russell Estes, Charles Evans, Dawn Fischer, Chris-
  toph Gimmler, Robert Gresham, Jesper Haglund,
  Eric Hindley, Michael Kelley, Michael Kortes, Michael Lane, Thomas LeBlanc, Jeffrey Lee, Tom McQueen, 
  Kevin Andrew Murphy, Tom Phillips, Dane Pitchford, Marc Radle, John C. Rock, Carl Rossi, Joseph Scott, 
  K. Neil Shackleton, Justin Sluder, Neil Spicer, David Schwartz, Ian Turner, Brandon Waldenberg, and Mike 
  Welham.
  Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Form Blazing Sword! – Bringing Your Own Toys: The Conduit © 2015, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  Lost Spheres – Find the Hero Within. © 2015, Lost Spheres Publishing. Author: Christen N. Sowards
   
  Legacy of the Dragons, Copyright 2004 Monte J. Cook.
  Mystic Secrets: The Lore of Word and Rune, Copyright 2004 Monte J. Cook.
  Akashic Nodes: The Home of Memory, Copyright 2005 Justin D. Jacobson.
  
  32
  Wild Spellcraft Copyright, 2002 ENWorld.
  Castlemourn Campaign Setting Copyright 2007, Margaret Weis Productions, Ltd.
  E.N. Guild – Monster Hunters’ Guild, Copyright 2005, E.N. Publishing; Author Aeryn
  Rudel.
  Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author
  Chris Aylott.
  Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker,
  Adam Bank, Chris Jones, Scott Reeves, and Elton Robb.
  Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith
  Baker.
  Fading Suns: D20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy
  Harmon.
  D20 Modern System Reference Document, Copyright 2002, Wizards of the Coast, Inc.;
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
  Cordell, John Tynes, Andy Collins, and JD Wiker.
  Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage,
  Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott
  Stoecker, Wil Upchurch.
  Love and War, Copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart.
  Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook.
  Poisoncraft: The Dark Art, Copyright 2004, Justin D. Jacobson.
  Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal and Skreyn’s Register: The Bonds
  of Magic,Vol. 2: The Faithful Copyright 2002 Sean K Reynolds. All rights reserved.
  The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, and
  Book of Eldritch Might III: The Nexus Copyright 2001, 2002 Monte J. Cook. All rights
  reserved.
  50 New Ways to turn things into other things: Transmutation copyright Silven Publishing
  and Matthew J. Hanson.
  50 New Ways to Blow Things Up: Evocation copyright Silven Publishing and Matthew
  J. Hanson.
  Curses! Copyright ©2002 Kosala Ubayasekara. All Rights Reserved. Author Eytan
  Bernstein
  Encyclopedia Arcane: Necromancy – Beyond the Grave Copyright 2001, Mongoose
  Publishing.
  The Compleat Librum of Gar.Udok.s Necromantic Artes Copyright 2002, Ambient
  Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas II
  Encyclopaedia Arcane: Necromancy . Beyond the Grave Copyright 2001, Mongoose
  Publishing.
  Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.
  Joe.s Book of Enchantment Copyright 2002, Joseph Mucchiello, Jr. Published by
  Throwing Dice Games.
  Plexus – Potent Portals Copyright 2002 Mark Alexander Clover.
  Plexus -Open Spells Collection Copyright 2002 Mark Alexander Clover.
  Interludes: Brief Expeditions to Bluffside Copyright 2001,
  Thunderhead Games, Inc., and Mystic Eye Games, LLC.
  Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc., and Mystic Eye
  Games, LLC.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPCnamed
  spells from the Player’s Handbook that were renamed in the System Reference
  Document. The Compendium can be found on the legal page of http://www.necromancergames.
  com.
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger,
  Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson,
  Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff
  Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al
  Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland,
  Gary Schotter, Joe Walmsley, and Bill Webb.
  Oathbound: Mysteries of Arena, Copyright 2004, Bastion Press
  Wildwood, Copyright 2004, Bastion Press, Inc.
  Minions: Fearsome Foes, Copyright 2001, Bastion Press
  Oathbound: Domains of the Forge, Copyright 2002, Bastion Press
  Oathbound: Arena, Copyright 2004, Bastion Press
  Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press
  Pantheon and Pagan Faiths ©2004 Mystic EyeGames.
  Book of Beyond: Spells of Boon and Burden ©2016 Lost Spheres Publishing, Author: Christen N. Soward
  Book of Beyond: Liminal Power ©2016 Lost Spheres Publishing, Author: Christen N. Sowards
  Classes of the Lost Spheres: Shadow Weaver ©2017 Lost Spheres Publishing, Authors: David N. Ross, 
  Christen N. Sowards
  
  33
  In worlds where psions are the undisputed masters of Astral quintessence and the energies of 
  the mind, sorcerers are the scions of Elemental bloodlines ancient and powerful, and clerics draw 
  forth the powers of the Outer worlds; what does the universe present for the illusory deceits and 
  rippling half-reality of the Shadow Plane?
  Nothing? No One?
  Hints scattered through a dozen traditions and many spells allude to a greater truth, a master 
  unseen but from the corner of the eye or the flicker of a shadow by an owner unmoving. Illusion-
  ists whisper of a power glimpsed in the edges of their trickery. The tilted perspective of one who 
  knows the worlds half-formed and has the Will to drive them to fullness.
  The shadow weaver is that one. A master of self-enforced realities and perspectives bent toward 
  the end of design over the drudgeries of truth. As varied as the wills they command, witness a 
  brief glimpse into the world of the masters of illusory writ and worlds imagined.
  Welcome to the Classes of the Lost Spheres: Shadow Weaver! 
  A new base class for the Pathfinder Roleplaying Game, the shadow weaver puts the power of the 
  Shadow Plane’s quasi-reality in your hands! Through the power of Perspectives, each shadow 
  weaver gains unique abilities from expanded spell access to the ability simulate psionic powers! 
  Over 50 new spells usable for the class and other classes like specialist illusionists or those from 
  the Pathfinder Roleplaying Game Occult Adventures rulebook.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Lost Spheres/Classes of the Lost Spheres Shadow Weaver.pdf