TEXT:  
  Graham Seeney 
  Traris games 
   
  
   
   
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc. 
  Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to learn 
  more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
  Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo 
  are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used 
  under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this 
  license. 
   
  DESIGNATION OF PRODUCT IDENTITY: 
  Traris Games (TRG) company name and logo; “TRG Magic” name and logo; “Traris Games” name and logo; all artwork, 
  backgrounds, and logos; all trade dress, and graphic design elements. 
   
  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. 
  Graham Seeney 
  Roger Seeney 
  All artwork in this rulebook is royalty free  
  Graham Seeney, Roger Seeney, Lewi Jones, Joseph Kent, Jason 
  Dennis, Mike Major & Julia Seeney 
  To my wife Julia Seeney who puts up with my constant geeking 
  and who supports me in all ventures. 
  Traris Games - https://www.traris.co.uk/ 
  TRG Magic © 2020 Traris Games
  Magic & Alchemy……………………………….1 
  Shifting & Summoning……………………….4 
  New Feats………………………………………..6 
  
   
  1 
   
  The Vancian Spell system has been used by 
  d20 roleplaying games for a number of years. 
  It has its merits but often stumbles with the 
  number of spells available to a caster during 
  the course of the day. Historically, this often 
  means an adventuring party making their way 
  into a dungeon, have to leave after a couple of 
  encounters to rest for the day and come back. 
  This results in taking many days or even 
  weeks to explore the hostile area.  
  The Spell Meditation rules for spell casters and 
  the Recover Infusion rules for alchemists offer 
  a balanced solution to this problem. 
  The below systems allow casters and 
  alchemists to regain their spell energy or 
  alchemical batches throughout the day. 
  Initially we will focus on the Spell Meditation 
  action. 
  SPELL MEDITATION 
  Requirements You have the ability to cast 
  spells, and you have expended at least one 
  spell slot since you last regained any spell 
  slots using Spell Meditation. 
  You spend 10 minutes in quiet meditation in 
  an attempt to regain vital spell energy. At the 
  end of this time you must make a skill check 
  appropriate to your spell realm, Arcana, 
  Nature, Occultism or Religion. The DC of the 
  check is determined by the amount of spell 
  levels that you choose to regain. The amount 
  of spell levels that you wish to regain is also 
  limited by your current spell casting 
  proficiency.  
   
  Proficiency 
  Spell Levels 
  DC 
  Trained 
  1 
  15 
  Trained 
  2 
  18 
  Trained 
  3 
  20 
  Expert 
  4 
  23 
  Expert 
  5 
  26 
  Expert 
  6 
  28 
  Expert 
  7 
  31 
  Master 
  8 
  34 
  Master 
  9 
  36 
  Legendary 
  10 
  39 
   
  The outcome is determined by the result of 
  your skill check. 
  • 
  Critical Success You regain the spell 
  levels and may use Spell Meditation 
  again immediately. Your next Spell 
  Meditation check increases in 
  difficulty by one step. 
  • 
  Success You regain the spell levels 
  and may not use Spell Meditation 
  again for 10 minutes. Your next Spell 
  Meditation check increases in 
  difficulty by one step. 
  • 
  Failure You regain no spell levels but 
  may try again after 1 hour. Your next 
  Spell Meditation check increases in 
  difficulty by one step. 
  • 
  Critical Failure You regain no spell 
  levels and may not attempt this action 
  again until after your daily 
  preparation.  
  Check 
  DC Modifier 
  1 
  - 
  2 
  +2 
  3 
  +5 
  4 
  +10 
  5+ 
  +5 per step 
  The GM might adjust the DC based on the 
  circumstances, such as meditating in a storm, 
  or in a rowdy environment such as a tavern.  
  If your Spell Meditation check is interrupted 
  (GM discretion), you must succeed at a DC 5 
  flat check to begin the process again with no ill 
  effect. If you take any hit point damage whilst 
  using the Spell Meditation skill, the flat check 
  DC increases to 10. Failing this flat check 
  treats the Spell Meditation as a failed check 
  (see above). 
  Prepared Casters 
  Regaining spell levels as a prepared caster 
  enables you to restore a number of spells that 
  you have already cast that day, up to the 
  maximum amount of spell levels. As an 
  example, if you were to regain 4 spells levels, 
  you could restore a previously cast 4th level 
  spell, a 3rd level and a 1st level, or any other 
  combination of spell thereof. A prepared caster 
  can also use Spell Meditation to restore any 
  additional charges which they placed in their 
  staff during their daily preparations (but not 
  the core charges the staff receives). 
  A Bard may choose to make a Performance 
  check instead of using the Occultism skill. 
  
   
  2 
   
  Spontaneous Casters 
  Regaining spell levels as a spontaneous caster 
  enables you to restore a number of spell slots 
  that you have already used that day, up to the 
  maximum amount of spell levels. As an 
  example, if you were to regain 4 spells levels, 
  you could restore a previously cast 4th level 
  slot, a 3rd level and a 1st level, or any other 
  combination of spell slot thereof. Please note 
  that a spontaneous caster cannot restore 
  charges to a staff using Spell Meditation. 
  Feats 
  Some feats in the Core Pathfinder ruleset can 
  be used with Spell Meditation and they are 
  explained below. 
  Assurance (Skill Feat) can be used to make 
  Spell Meditation checks, but a critical success 
  can never be achieved when using this feat. 
  Steady Spell casting (Class Feat) makes it 
  harder for you to be interrupted when making 
  Spell Meditation checks. Your flat check DC’s 
  are reduced by 2 to 3 and 8 respectively. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Kistan is a 7th level Wizard who has a +18 
  bonus in the Arcana skill. After an intense 
  battle with some evil clowns, Kistan expended 
  a large number of spells and only has his 
  cantrips remaining. Whilst the cleric is 
  patching the party up, he decides to use Spell 
  Meditation to regain some spells. As an expert 
  in the Arcana skill, he can go for a maximum 
  of 7 spells levels with a DC 31. This would 
  require a roll of 13 to get a success. Kistan 
  decides to go for 5 spell levels and due to the 
  fact that this is his first Spell Meditation 
  attempt of the day, he has a DC 26 and needs 
  to roll an 8. Kistan rolls a 9 and gets a 
  success. He regains 5 spell levels and chooses 
  to restore his Fireball (level 3) and See 
  Invisibility spells. The next Spell Meditation 
  check that Kistan makes before his Daily 
  Preparation will have its DC increased by 2. 
  Be aware that if you regain the spell levels of 
  a spell that is currently active, that spell ends 
  immediately 
  
   
  3 
   
  RECOVER INFUSION 
  Requirements You have the quick alchemy 
  class ability, and you have expended at least 
  one Infused Reagent since your last Daily 
  Preparation.
  You spend 10 minutes in quiet meditation in 
  an attempt to regain vital alchemical 
  knowledge. At the end of this time you must 
  make a Crafting skill check.  
  The skill check DC is dependent upon your 
  Alchemist level. 
  Alchemist Level 
  DC 
  1-2 
  17 
  3-4 
  20 
  5-6 
  22 
  7-8 
  25 
  9-10 
  28 
  11-12 
  30 
  13-14 
  33 
  15-16 
  36 
  17-18 
  38 
  19-20 
  41 
  The outcome is determined by the result of 
  your skill check. 
  • 
  Critical Success You regain 1 batch 
  which may be used for either 
  advanced alchemy or quick alchemy 
  and you may use Recover Infusion 
  again in 10 minutes. 
  • 
  Success You regain 1 batch which 
  may only be used for quick alchemy 
  and may use Recover Infusion again in 
  10 minutes.  
  • 
  Failure You regain no batches but 
  may try again in 1 hour. 
  • 
  Critical Failure You regain no batches 
  and may not attempt this action again 
  until after your daily preparation.  
  The GM might adjust the DC based on the 
  circumstances, such as meditating in a storm, 
  or in a rowdy environment such as a tavern.  
  If your Recover Infusion check is interrupted 
  (GM discretion), you must succeed at a DC 5 
  flat check to begin the process again with no ill 
  effect. If you take any hit point damage whilst 
  using the Recover Infusion skill, the flat check 
  DC increases to 10. Failing this flat check 
  treats the Recover Infusion as a failed check 
  (see above). 
   
   
  Haldir is a 2nd level Alchemist. After a legendary battle with a squad of vicious Goblins, 
  Haldir has only a couple of venoms left and no Quick Alchemy slots. Haldir has +8 in 
  Crafting and chooses to spend ten minutes on a Recover Infusion action. He rolls a 10 
  on the check and gets a success. Haldir regains 1 batch which may only be used for 
  quick alchemy and may use Recover Infusion again in 10 minutes. 
  
   
  4 
   
  STUDY FORM 
  Requirements You have the ability to alter 
  your form, either using magic or by some 
  supernatural means. 
  You spend 1 minute studying a creature to 
  memorise its form for future form alteration. 
  At the end of this time you make a Study Form 
  check using a skill appropriate to the creature 
  that you are studying.  
  Creature Trait 
  Skills 
  Aberration 
  Occultism 
  Animal 
  Nature 
  Astral 
  Occultism 
  Beast 
  Arcana, Nature 
  Celestial 
  Religion 
  Construct 
  Arcana, Crafting 
  Dragon 
  Arcana 
  Elemental 
  Arcana, Nature 
  Ethereal 
  Occultism 
  Fey 
  Nature 
  Fiend 
  Religion 
  Fungus 
  Nature 
  Humanoid 
  Society 
  Monitor 
  Religion 
  Ooze 
  Occultism 
  Plant 
  Nature 
  Spirit 
  Occultism 
  Undead 
  Religion 
  Each character may store a number of forms 
  based upon the following table. 
  Modifier Type 
  Bonus 
  INT ability modifier 
  * 
  WIS ability modifier 
  * 
  CHA ability modifier 
  * 
  Professions 
   
  Barbarian, Champion, 
  Fighter, Investigator, 
  Monk, Ranger, Rogue, 
  Swashbuckler 
  +1 per 4 levels 
  Alchemist, Bard, Cleric, 
  Oracle 
  +1 per 2 levels 
  Druid, Sorcerer, Witch, 
  Wizard 
   +1 per level 
   
   
   
  Forms do not have to be specific. So, if you 
  were to Study the form of an Orc, you could 
  use this form to assume the form of a general 
  orc or a specific orc that you have met (if you 
  have the ability to do so).  
  You do not need to study multiple variations of 
  the same form to assume a more advanced 
  form. So, if you were to study a Young White 
  Dragon, you would be able to change into an 
  Adult using this form (again, assuming you 
  have the ability to do so). 
  Your GM will ultimately determine how 
  accurate such form variations need to be. 
  If you reach your maximum stored forms and 
  wish to replace one with a new form, you may 
  discard an existing form by spending 1 minute 
  in meditation. 
   
   
   
  Be aware that the ability score modifier is the 
  sum of all three ability scores. The level bonus 
  is always rounded down. 
  Ragabash is a 17th level Wizard with a +4 INT 
  modifier, +2 WIS and +3 CHA. This gives him a 
  total of 26 stored forms. 
  Conna is a 3rd level Rogue with a +1 INT 
  modifier, +2 WIS and +3 CHA. This gives him a 
  total of 6 stored forms. 
  
   
  5 
   
  SUMMONING CREATURES 
  As soon as you gain access to a spell which 
  summons creatures you bring forth a wide and 
  fantastic array of summoning options 
  automatically.  
  With this optional system, you may only 
  summon creatures that you have some prior 
  knowledge of.  
  STARTING FORMS KNOWN 
  At 1st level, all characters who are capable of 
  summoning creatures automatically gain the 
  knowledge of an amount of summoned forms 
  equal to their Key spell casting ability score. 
  This amount is known as their Summoned 
  Forms Known. 
  For each spell which allows you to summon 
  creatures, you add an additional form 
  (appropriate to the spell) to your total amount 
  of summoned forms known. 
  GAINING ADDITIONAL FORMS KNOWN 
  If you make a successful Recall Knowledge 
  check upon a creature you encounter that is 
  available as one of your summoning options, 
  you may add this creature to your list of 
  Summoned Forms Known. 
  HIGHER LEVEL CHARACTERS 
  Unfortunately, it is not always possible to start 
  the life of your character at 1st level. Character 
  deaths, higher level starting campaigns and a 
  range of situations can force you to bring a 
  character into the game that begins at a level 
  higher than 1st.  
  If you bring a character into the game at a 
  level of greater than 1st, add an additional two 
  forms per spell level to your list of Summoned 
  Forms Known for each Summoning spell that 
  you possess.  
   
   
   
   
   
  
   
  6 
   
  The magic rules that are detailed in this 
  supplement are supported by a number of 
  unique feats. The first section deals with Skill 
  Feats 
  KNOW THE FORM                FEAT 1 
  Prerequisites ability to alter your form. 
  You have taught yourself to deduce the 
  workings of the physical form.  You gain a +1 
  circumstance bonus to Study Form checks. 
  LINKED SUMMONS              FEAT 2 
  When you cast a Conjuration spell that 
  summons a creature, you may use this feat to 
  grant the creature an additional 10 hit points. 
  Doing this gives you the Drained 1 condition 
  which lasts until the creature is dismissed or 
  destroyed. If the spell used to summon the 
  creature is at least 4th level, the amount of hit 
  points gained increases to 20, at 8th level 30 
  and at 10th level 40.  
  PERSONAL CONJURATION    FEAT 2 
  You may allocate one creature that you are 
  capable of Summoning as your Personal 
  Conjuration. This creature acts instinctively. If 
  you do not use an action during your round to 
  command it, the creature will continue to 
  follow any command that was issued in the 
  previous round. 
  PRACTISED MEDITATION    FEAT 2 
  Prerequisites expert in Arcana, Nature, 
  Occultism, or Religion and have the Assurance 
  feat with that skill. 
  You trained yourself to be very disciplined 
  when it comes to recovering your magical 
  energy.  You gain a +1 circumstance bonus to 
  Spell Meditation checks when using the skill 
  which is associated with Assurance. 
   
   
   
  PRACTISED RECOVERY       FEAT 2 
  Prerequisites expert in Crafting and have the 
  Assurance feat with that skill. 
  You trained yourself to be very disciplined 
  when it comes to recovering your alchemical 
  infusions.  You gain a +1 circumstance bonus 
  to Recover Infusion checks. 
  ADVANCED SUMMONS           FEAT 8 
  Once per day, when you cast a Conjuration 
  spell that summons a creature, you may grant 
  this creature the Elite Template.  
  QUICK STUDY     
     FEAT 7 
  Prerequisites Know the Form. 
  You can Study Form swiftly. You take only a 3-
  action activity when using Study Form. If 
  you’re a master with the skill that you are 
  using, it takes a 1-action activity, and if you’re 
  legendary, it is a Free Action. 
  VERSATILE MEDITATION   FEAT 7 
  Prerequisites expert in Arcana, Nature, 
  Occultism, or Religion and have the Assurance 
  feat with that skill. 
  You have successfully crossed the divide 
  between magical realms with your meditative 
  technique. When making Spell Meditation 
  checks to recover spells from an archetype, 
  you may use your primary realm skill. 
  Davos is a Cleric with the Wizard archetype. 
  He has +15 in Arcana & +10 in Religion. 
  After taking this feat, he can now use his 
  Arcana bonus to make Spell Meditation 
  checks to recover Divine spells. 
  
   
  7 
   
  INFUSION MASTERY         FEAT 15 
  Prerequisites master in Crafting and have the 
  Assurance feat with that skill. 
  You have perfected your technique when 
  restoring alchemical infusions. When making a 
  Recover Infusion check, you treat a failure as a 
  success and a success as a critical success. 
  The first critical failure you roll each day is 
  treated as a failure.  
   
  MEDITATION MASTERY      FEAT 15 
  Prerequisites master in Arcana, Nature, 
  Occultism, or Religion and have the Assurance 
  feat with that skill. 
  Restoring your magical abilities through 
  meditation has become an art form for you. 
  When making a Spell Meditation check, your 
  difficulty does not increase after your first 
  successful check. Additionally, if your first 
  check results in a Critical Failure, you may 
  treat it as a Failure. 
  EXTENDED SUMMONS 
     FEAT 16 
  Prerequisites Personal Conjuration
  Your skill with summoning magic has reached 
  exceptional levels and you are capable of 
  holding the form of a summoned creature 
  much longer than most spell casters. When 
  you summon your Personal Conjuration, the 
  creature remains for 10 minutes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  8 
   
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  9 
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Traris Games - TRG Magic.pdf