TEXT: Gothic
  Grimoires
  Book Two:
  On the Inverse Calculus of 
  Unseen Refraction
  BY JASON NELSON
  WITH THE LEGENDARY GAMES DESIGN TEAM
  Gothic
  Grimoires
  Book Two:
  On the Inverse Calculus of 
  Unseen Refraction
  BY JASON NELSON
  WITH THE LEGENDARY GAMES DESIGN TEAM
  CC09
  MAKE YOUR GAME LEGENDARY!
  A RULES SUPPLEMENT DELVING INTO SECRET SCIENCE OF THE ALCHEMIST, EXPLORING WHAT IT MEANS TO BE UNSEEN AND 
  INVESTIGATING THE MANY VARIED MANIFESTATIONS OF INVISIBILITY. A STOLEN AND DANGEROUS KNOWLEDGE THAT REVEALS MUCH 
  BY SHOWING HOW TO HIDE EVERYTHING, ON THE INVERSE CALCULUS OF UNSEEN REFRACTION IS AN IDEAL COMPLEMENT TO 
  A GOTHIC ADVENTURE PATH OR ANY GAME WHERE THE DEMENTED EXCESSES OF MADMEN CROSS PATHS WITH THE SIMPLE YET 
  HAUNTING QUESTION OF HOW TO AVOID LOOKING YOURSELF IN THE MIRROR.
  
  JASON NELSON 
  JASON NELSON 
  On the Inverse CalCulus Of unseen refraCtIOn.  
  GOthIC GrIMOIres: BOOK tWO
  On the Inverse CalCulus Of unseen refraCtIOn.  
  GOthIC GrIMOIres: BOOK tWO
  Credits
  Author: Jason Nelson
  Art: Frank Hessefort
  Layout & Design: Timothy K. Wickham
  Legendary Games Design Team Members: Clinton J. Boomer, Matt Goodall, Jim Groves, Rob Lazzaretti,  
  Jason Nelson, Neil Spicer, Russ Taylor, Greg Vaughan, Timothy K. Wickham, and Clark Peterson
  Special Thanks:  
  Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for their excellent  
  Carrion Crown and Council of Thieves Adventure Paths.
  About Legendary Games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of  
  Necromancer Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you,  
  the Paizo fan, the best expansion material for your game. We are gamers and storytellers first, and we  
  believe that passion shows in our products. So check us out, and Make Your Game Legendary! 
  Visit us on Facebook and follow us on Twitter @legendary_games.
  On the Inverse Calculus of  
  Unseen Refraction
  Gothic Grimoires: Book Two
  On the Inverse Calculus of  
  Unseen Refraction
  Gothic Grimoires: Book Two
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License. 
  Open Game Content may only be Used under and in terms of the Open Game License.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  On the Inverse Calculus of Unseen Refraction © 2012, Legendary Games; Author Jason Nelson.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, 
  Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Gothic Grimoires: The NEcrotic Verses. Copyright 2012, Legendary Games. All rights reserved.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest fantasy roleplaying game.  
  The OGL can be found below.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the  
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 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/compatibility for more information on the compatibility license.
  
  ADVENTURE PATH PLUG-IN
  ADVENTURE PATH PLUG-IN
  LEGENDARY GAMES
  LEGENDARY GAMES
  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for 
  use with Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top 
  of a Legendary Games product, you can expect it is designed to fit directly with the themes of a particular 
  Adventure Path campaign. The all-star team of designers here at Legendary Games is committed to bring-
  ing you—the busy GM or player—the absolute best third party support for your Pathfinder campaign. To 
  deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designers and 
  layout experts so that you can feel comfortable that Legendary Games products will be the most creative, 
  rules-legal and well-designed content you can find. Though Adventure Path Plug-Ins all share a theme 
  with a specific Adventure Path campaign, they are designed to be easily incorporated into your home 
  game regardless of what campaign you may be running. 
  What You Will Find Inside These Gothic Grimoires
  This supplement is a departure from the larger products Legendary Games has produced for our Adven-
  ture Path Plug-Ins, a way to capture the creative energies (and logistical realities) of our team and provide 
  you with a steadier stream of content for your Gothic Adventure Path campaigns or any game where hor-
  ror, madness, or tragedy play a central theme. Each Gothic Grimoire is evocative and richly detailed, with 
  history and character that makes them far more than a collection of dusty pages that deliver intriguing 
  possibilities for introducing novel applications of the rules of your favorite role-playing game. These are 
  Tomes of Ancient Knowledge and Meditations of the Imperial Mystics, dialed up to eleven.
  Rather than gathering a number of different magical tomes, often with somewhat dissimilar themes, into 
  a single compilation, the Gothic Grimoires product line takes each tome singly, expanding its lore and 
  developing its mechanical and conceptual uniqueness more robustly. We think every one of these tomes 
  is terrific and deserving of this expansive treatment and we hope you’ll agree, but even if a given Gothic 
  Grimoire is not your cup of tea, we hope you’ll be looking forward to the next one! The Legendary Games 
  tradition is to combine rich story and background, innovative layout, beautiful aesthetics, and excellence 
  in design that is second to none. This product is the latest in that tradition, and we hope you enjoy using it 
  as much as we enjoyed making it. Game on! 
  Hey, What’s With the Names?
  You will see us use phrases such as “Gothic Campaign” instead of the title of a recent Adventure Path. Or you may 
  see us use the names “Raven” for the town or “the temple” instead of the regular proper names of specific locations 
  and characters from those adventures. There are legal reasons for this. While we can create compatible products  
  under the Open Game License, we still have to be respectful of certain content that Paizo owns. Because we want  
  to be very respectful of their content and work in partnership with them we use these “replacement phrases” for  
  certain content. Plus, this helps the product have a more general appeal to those who may be running a home  
  campaign that fits the same themes. In any event, we are 100% confident you know what we are talking about and 
  will have no problem making the required connection. So enjoy Gothic Grimoires in your gothic Adventure Path,  
  set in a small gothic town, helping the Professor’s Daughter and cleansing the unquiet spirits in the ruins of the  
  local prison. See, that wasn’t so hard, now was it.
  Special Electronic Features
  We’ve hyperlinked this product externally with links to the Pathfinder Reference Document, the official online com-
  pendium of game rules (when not present there, we also used the d20PFSRD). If it is in the core rulebook, we gener-
  ally didn’t link to it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help 
  support you, the player, in accessing the rules, especially those from newer books or that you may not have memorized.
  Jason Nelson
  3
  
  JASON NELSON 
  JASON NELSON 
  On the Inverse CalCulus Of unseen refraCtIOn.  
  GOthIC GrIMOIres: BOOK tWO
  On the Inverse CalCulus Of unseen refraCtIOn.  
  GOthIC GrIMOIres: BOOK tWO
  On the Inverse Calculus of 
  Unseen Refraction: Alchemical Tome 
   
  This alchemical treatise was assembled over years of study and 
  experimentation by the noted alchemist Adye Jaffers, who built 
  his career upon the study of optics and lenses and their effects 
  on alchemy. He claimed his curiosity arose from a misspent 
  childhood using focusing lenses to scorch hapless insects but 
  opening his curiosity to the possibilities inherent in optical 
  manipulation. Through his studies, he became a renowned 
  expert on the field of invisibility, pioneering a variety of unique 
  applications of invisibility magic from traditional glamers that 
  simply altered the appearance of things to accomplishing the 
  same result by purely physical means. 
  Jaffers himself disappeared under mysterious circumstances 
  along with his notes, and evidence began to surface in sub-
  sequent years that Jaffers was a fraud. While some synthesis 
  and a few experiments were his own, the bulk of his theories, 
  principles, and formulae were plagiarized from the scattered 
  notes of a half-mad scholar named Hawley Kemp, driven out 
  of his mind by a combination of psychotropic side effects of 
  his experimental compounds along with the physical trauma 
  of his mind literally unraveling as he suffered from permanent 
  invisibility. Kemp’s original notes were taken from his makeshift 
  laboratory by a blind beggar he had befriended named Cuss 
  Griffin, perhaps in an act of compassion as Griffin sought to 
  help his friend escape the researches that were destroying him. 
  A drunken Griffin inadvertently tipped off local authorities to 
  Kemp’s location as they sought him on suspicion of several prior 
  murders, and they were able to take him unawares and capture 
  him, but an enraged mob deemed he was too dangerous and 
  elusive to stand trial and beat the invisible Kemp to death in the 
  street as the handful of constables looked on helplessly. Griffin 
  fled with the few mementoes of his friend he could collect and 
  at some point was taken in by Jaffers, a middling scientist who 
  discovered Kemp’s legacy and took it for his own from the dis-
  solute Griffin, replacing it with a blank duplicate book that felt 
  identical to the blind man and sending him on his way.
  Appearance: On the Inverse  
  Calculus of Unseen Refraction is a hefty 
  tome with covers of gray leather and 
  mithral fittings. Depending from a fine 
  mithral chain is a mithral loop containing 
  a lens of polished crystal, a simple mag-
  nifier for examining some of the intricate 
  diagrams and alchemical diagrams within. 
  The tome’s most distinctive feature, 
  however, is that the book’s inks and cover 
  dyes are derived from the spores of the 
  phantom fungus, this treatment rendering 
  it naturally invisible and normally can  
  be read only by creatures able to see 
  invisible objects or creatures. The tome’s 
  invisibility can be dispelled (DC 20 caster 
  level check), but this merely suppresses 
  the binding enchantments temporarily; 
  the natural invisibility of the spore  
  compounds reactivates and renders the 
  book invisible again 1 hour later. In 
  addition, a strange quirk in the book’s 
  enchantment allows any invisible creature 
  to read it normally.
  Benefits: After studying the tome for one week, the reader 
  gains a +2 circumstance bonus on Craft checks involving the 
  crafting of lenses and optical devices and can craft such items in 
  one-tenth the normal amount of time. The reader also gains a 
  +2 bonus on Knowledge (arcana) and Spellcraft checks regard-
  ing any spells or magic items related to invisibility. In addition, 
  a spellcaster (including an alchemist) with a caster level of 
  9th or greater can create any of the following magical items as 
  though he possessed the appropriate item creation feats: eyes of 
  the eagle, eyes of minute seeing, gem of seeing, lens of detection, 
  ring of invisibility. These benefits apply only as long as the tome 
  is available to consult throughout the time when such items or 
  skill checks are made. 
  Contents: This encyclopedic reference contains the book con-
  tains the methods for mastering an unusual metamagic as well 
  as six alchemist discoveries and 15 spell and extract formulae, 
  eight of which are unique to this tome. 
  Unseen Spell (Metamagic)
  You can render your spells invisible. 
  Benefit: You can modify a spell to hide its visual manifes-
  tations, making its effects impossible to see without the aid 
  of magic. The spell effect is rendered invisible, so creatures 
  cannot see the spell, its area, or its point of origin unless able to 
  see invisible objects or creatures. Only the spell effect itself is 
  invisible; its aftereffects are clearly apparent, including wounds, 
  death, transmutations, and damaged or destroyed objects. Any 
  portion of your spell within the area of an invisibility purge spell 
  is clearly visible. 
  Unseen spells are more difficult to dodge. If the spell allows a 
  Reflex save, creatures unable to see the spell take a -2 penalty to 
  their save and cannot use evasion to avoid its effects. Creatures 
  with improved evasion treat that ability as evasion instead. 
  Creatures with uncanny dodge take no penalty to their saving 
  throw and can use evasion and improved evasion normally.  
  4
  
  ADVENTURE PATH PLUG-IN
  ADVENTURE PATH PLUG-IN
  LEGENDARY GAMES
  LEGENDARY GAMES
  This feat does not affect conjuration (calling), conjuration 
  (summoning), or transmutation spells, nor does it affect conju-
  ration (creation) spells with an instantaneous duration. Spells 
  which rely on visual effects, such as figments, patterns, or symbol 
  spells, have no effect on creatures that cannot see them when 
  cast as unseen spells, though non-visual figments function nor-
  mally. An unseen spell provides no concealment and does not 
  alter the level of illumination within its area, making it neither 
  lighter nor darker. Unseen spells with the light descriptor cannot 
  blind or dazzle creatures but otherwise function normally.
  An unseen spell uses up a spell slot two levels higher than the 
  spell’s actual level.
  Special: This feat can be applied to an alchemical extracts, using 
  up an extract slot one level higher than he extract’s actual level. 
  Discoveries: This tome contains several innovative alchemical 
  discoveries:
  Compounding Formulary: The alchemist can create alchemical 
  items in powdered rather than liquid form if desired, though 
  powdered acid, alchemist’s fire, antitoxin, and the like follow 
  the same game rules as alchemical liquids. In addition, she can 
  infuse powders and liquids together into a variety of stable 
  magical compounds, from chemicals to cosmetics, creating 
  magical dusts, elixirs, glues, ointments, pigments, powders, 
  salves, soaps, solvents, unguents, and similar substances (such 
  as silversheen) as if she possessed the Craft Wondrous Item feat 
  and a caster level equal to her alchemist level. An alchemist 
  must be at least 4th level before selecting this discovery. 
  Effectual Invisibility: Whenever an alchemist uses an extract, 
  potion, or spell-completion or spell-trigger item to create an 
  invisibility effect, she uses her alchemist level as her caster level 
  rather than the actual caster level of the item. An alchemist 
  must be at least 4th level before selecting this discovery.
  Invisible Bomb: When the alchemist creates a bomb, he can 
  choose to render the bomb and its explosion invisible. The 
  bomb itself remains visible until thrown. Your target is denied 
  its Dexterity bonus to AC against an invisible bomb, though you 
  do not gain the +2 attack bonus that invisible creatures typically 
  gain unless you yourself are also invisible. In addition, creatures 
  struck by an invisible bomb or within its blast radius take a -2 to 
  Reflex saves against the bomb.
  Creatures able to see invisible objects or creatures treat an 
  invisible bomb as a normal bomb, as do creatures with uncan-
  ny dodge, Greater Blind-Fight, or, if you are within 30 feet, 
  Improved Blind-Fight. An alchemist must be at least 8th level 
  before selecting this discovery.
  Tenacious Invisibility: When the alchemist creates an extract 
  or mutagen that provides invisibility, whenever the invisibility 
  effect would be ended prior to the end of its duration, including 
  being dispelled or being broken by an attack, the invisibility 
  effect lingers for a number of rounds equal to her Intelligence 
  modifier. If a second event occurs during this time that would 
  end the invisibility effect, it is ended immediately. In addition, 
  the DC to dispel an extract that provides invisibility is increased 
  by an amount equal to her Intelligence modifier. An alchemist 
  must be at least 6th level before selecting this discovery. 
  Transparency Mutagen: When the alchemist imbibes her 
  mutagen, she becomes invisible. This invisibility lasts for 
  the duration of the mutagen. This invisibility is broken if she 
  attacks, but this does not affect any other effects of the mutagen. 
  In addition, she can resume invisibility by concentrating for 
  1 full round. An alchemist must be at least 10th level before 
  selecting this discovery. 
  True Invisibility: When the alchemist creates an extract or 
  mutagen that provides invisibility, the target of that extract or 
  mutagen is also protected against all devices and spells that 
  gather information about the target through divination magic 
  (such as detect magic, locate creature, scrying, and see invisibility) 
  for as long as the invisibility effect lasts. An alchemist must be at 
  least 14th level before selecting this discovery.
  Formulae: This book contains a number of unique alchemical 
  formulae, which are also transcribed in the form of sorcerer/
  wizard spells where applicable. It includes the following spells 
  and formulae: alchemical inscrutability*, alchemical opacity*, 
  alchemical sequestration*, asynchronous invisibility*, greater 
  invisibility, invisibility, invisibility sphere, invisibility well*, mass 
  invisibility, not there*, see invisibility, sequester, simple transpar-
  ency*, vanish, vitrific visibility*. An alchemist reading this tome 
  may learn vanish as a 1st-level extract, invisibility sphere as a 
  3rd-level extract, and mass invisibility as a 6th-level extract.
  * Spell or formula described below.
  Alchemical Inscrutability
  School abjuration; Level alchemist 6
  CASTiNG
  Casting Time 1 minute
  Components V, S, M (a hollow lead sphere filled with an extract 
  or potion of nondetection)
  DESCRiPTiON
  This alchemical formula protects against divinations in a man-
  ner equivalent to mind blank, though it provides no protection 
  against mind-affecting spells other than divinations. 
  Alchemical Opacity
  School abjuration; Level alchemist 2
  CASTiNG
  Casting Time 1 standard action
  Components V, S, M (a hollow crystal sphere filled with an 
  extract of see invisibility)
  EFFECT
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  DESCRiPTiON
  You surround yourself with a spherical emanation that in-
  terferes with the functioning of invisibility effects within 5 
  feet per caster level. This emanation renders invisible objects 
  or creatures opaque and visible as hazy, colorless versions of 
  themselves, as if they were made from milky, smudged glass. 
  The location of opacified invisible creatures or objects is clearly 
  visible to all. Attacks against an opacified invisible creature have 
  a 20% miss chance, but an opacified creature does not other-
  5
  
  JASON NELSON 
  JASON NELSON 
  On the Inverse CalCulus Of unseen refraCtIOn.  
  GOthIC GrIMOIres: BOOK tWO
  On the Inverse CalCulus Of unseen refraCtIOn.  
  GOthIC GrIMOIres: BOOK tWO
  wise gain any of the benefits of concealment. The duration of 
  invisibility effects continues to elapse while an invisible creature 
  is affected by alchemical opacity. A creature whose invisibility 
  effect expires or is dispelled, broken, or otherwise negated is no 
  longer affected by alchemical opacity unless it becomes invisible 
  again within the area of effect. 
  Alchemical Sequestration
  School transmutation; Level alchemist 6
  CASTiNG
  Casting Time 1 minute
  Components V, S, M (an extract or potion of invisibility), F (a lead-
  ed crystal vial with a stopper of mixed lead and gold—100 gp)
  EFFECT
  Range touch
  Target one willing creature or object (up to a 2-ft. cube/level)
  Duration 1 day/level (D)
  Saving Throw none or Fortitude negates (object);  
  Spell Resistance no or yes (object)
  DESCRiPTiON
  This alchemical formula causes the target object or creature to 
  gradually become diminish in size and opacity, its substance 
  transmuted into a colorless alchemical solution and drawn like 
  a vapor into a prepared crystal vial, where it condenses into a 
  colorless liquid. In this fluid state the target creature or object 
  is treated as if under a sequester spell. If the vial is broken or the 
  stopper unsealed, the alchemical sequestration is ended as if dis-
  pelled. Whenever the spell ends, whether by breakage of the vial 
  or by dispel magic, the creature or object slowly returns to normal 
  size, solidity, and visibility over the following 1d4 rounds. This 
  expansion does not harm the object or nearby objects. If there 
  is insufficient space for the creature or object to re-expand, the 
  fluid flows to the nearest available open space before reforming. 
  Asynchronous Invisibility
  School illusion (glamer); Level alchemist 3, sorcerer/wizard 3
  CASTiNG
  Casting Time 1 standard action
  Components V, S, F (silver hourglass filled with crushed to-
  paz-100 gp)
  EFFECT
  Range touch
  Target one creature
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless);  
  Spell Resistance yes (harmless)
  DESCRiPTiON
  This spell functions as invisibility, but in addition to being 
  hidden from normal sight the target’s appearance to all senses 
  becomes diffused in time, flashing ahead or lagging behind her 
  actual movements by a moment. This asynchronous imaging 
  makes it difficult to locate the target precisely, granting the 
  effect of blur even against creatures that can see invisible or if 
  invisibility is temporarily suppressed by invisibility purge or a 
  similar effect. This sensory dissociation affects extraordinary 
  senses including blindsight, but true seeing and similar effects 
  that allow a creature to see through illusions or effects that spe-
  cifically negate concealment from illusions negate this effect.
  Asynchronous invisibility is broken when if target attacks, as 
  normal; however, because of the temporal lag in her image she 
  does not become visible until the end of her turn (if the target 
  attacks when it is not her turn, such as an attack of opportunity, 
  she instead becomes visible at the beginning of her next turn).
  The temporal dissociation caused by this spell causes minor 
  dizziness and disorientation when the target’s image “snaps 
  back” to its proper temporal location, causing the target to be-
  come dazzled for 1d4 rounds after the spell expires. In addition, 
  each time the caster uses this spell, there is a 1% non-cumula-
  tive chance that a hound of Tindalos takes note of the temporal 
  anomaly and begins to hunt the target. 
  Invisibility Well
  School illusion (glamer); Level alchemist 6, sorcerer/wizard 6
  CASTiNG
  Casting Time 1 standard action
  Components V, S, M (an extract or potion of invisibility),  
  F (a clear crystal bowl—100 gp)
  EFFECT
  Range touch
  Target one 5-foot square
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a self-renewing font of invisible energies in a 
  single 5-foot square you designate when casting the spell. Any 
  creature beginning its turn in this space becomes invisible, as 
  invisibility. This invisibility ends if an affected creature attacks, 
  as normal for the spell, but if the creature returns to the invis-
  ibility well and begins a turn in the area it becomes invisible 
  again. Creatures larger than Medium that occupy the space of 
  the invisibility well with a portion of their body become invisible 
  at the beginning of their turn. 
  When the invisibility well expires or is dispelled, all creatures 
  lose their invisibility immediately; otherwise, the invisibility that 
  each creature gains from the invisibility well functions inde-
  pendently, and one creature can lose its invisibility (whether by 
  attacking or being dispelled) without affecting the invisibility 
  that other creatures have gained from the invisibility well. Crea-
  tures using the same invisibility well cannot see each other.
  If the invisibility well is dispelled, the crystal bowl focus 
  shatters. This does not occur if the invisibility well is temporarily 
  suppressed by an antimagic field or similar effect. You can move 
  the invisibility well by taking the focus item to a new location 
  and concentrating for 1 full round. 
  6
  
  ADVENTURE PATH PLUG-IN
  ADVENTURE PATH PLUG-IN
  LEGENDARY GAMES
  LEGENDARY GAMES
  Not There
  School illusion (shadow); Level alchemist 3, sorcerer/wizard 3
  CASTiNG
  Casting Time 1 standard action
  Components V, S
  EFFECT
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  DESCRiPTiON
  The target becomes invisible, and in addition gains a limited 
  ability to flicker almost out of existence, becoming a living 
  invisible illusion by concentrating. At any point during the 
  spell, the target can concentrate as a standard action, becoming 
  incorporeal until the beginning of the target’s next turn. Each 
  round she becomes incorporeal in this fashion uses 1 minute 
  of the spell’s duration. The spell ends immediately if the target 
  attacks, as invisibility. 
  Simple Transparency
  School transmutation (polymorph); Level alchemist 3,  
  sorcerer/wizard 3
  CASTiNG
  Casting Time 1 standard action
  Components V, S, M (vial of powdered glass)
  EFFECT
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  DESCRiPTiON
  The target’s body becomes wholly transparent, gaining a +40 
  bonus to Stealth checks while motionless, +20 while moving. If 
  the target is perfectly still, it gains total concealment until the 
  beginning of its next turn. This requires remaining motionless, 
  taking no actions which require physical movement, though 
  slight movements such as breathing and speaking (including 
  casting spells without somatic components) do not break this 
  total concealment. If the target moves or attacks, it does not 
  become visible but gains concealment rather than total conceal-
  ment until the beginning of its next turn as blurred flickers of 
  movement betray its presence.
  Unlike invisibility, this spell affects only the target’s body, 
  not his armor, clothing, weapons, or any other items worn or 
  carried. If the target wears or carries an object, he gains only 
  concealment (rather than total concealment) even if stationary, 
  his location can be pinpointed automatically, and the Stealth 
  bonus provided by the spell is halved. This is also true if the 
  target catches on fire or has an object attached to them involun-
  tarily, such as a tanglefoot bag or manacles. The target’s blood 
  is transparent, so wounds and blood do not reveal his position, 
  though the target’s blood that falls upon the ground or adjacent 
  objects becomes visible 1 minute after it is shed. If the target is 
  within the area of natural or magical fog, mist, or precipitation, 
  clinging condensation reveals his location as a carried object.
  This spell is a polymorph effect, not an illusion; hence, a 
  creature affected by simple transparency cannot be seen with see 
  invisibility nor revealed by invisibility purge or any other effect 
  that detects, dispels, or suppresses illusions or invisibility effects 
  (though it can be outlined and revealed by dust of appearance, 
  faerie fire, and glitterdust). True seeing also reveals the target’s 
  true (visible) form. This spell cannot be used in conjunction 
  with other polymorph effects.
  Each time a creature uses this spell, there is a 1% cumulative 
  chance its effects become permanent. Permanent simple trans-
  parency is treated as a curse effect and cannot be dispelled unless 
  a successful remove curse is first used, though break enchantment 
  can remove it. Restoring the target to their normal state does 
  not reduce this chance if this spell is used again in the future. 
  In addition, once this curse effect has manifested, any time the 
  target uses any invisibility effect she may once again become 
  afflicted with permanent simple transparency when that effect 
  expires. Only a limited wish, miracle, or wish can reduce this 
  chance to zero. Every 24 hours a creature spends permanently 
  transparent causes her to gain 1 Madness point (DC 13 Will save 
  negates; the DC increases by 1 for each day after the first).
  Vitrific Visibility
  School transmutation; Level alchemist 4, sorcerer/wizard 5
  CASTiNG
  Casting Time 1 standard action
  Components V, S, M (a handful of ground glass)
  EFFECT
  Range 15 feet
  Area cone-shaped burst
  Duration instantaneous 
  Saving Throw Fortitude negates (see text); Spell Resistance yes 
  DESCRiPTiON
  You coat any invisible creatures within the area with a glassy 
  layer of crystalline facets that adheres and melds onto the tar-
  get’s skin and clothing or armor. This effect outlines the target as 
  glitterdust for 1 round per level. In addition, living creatures are 
  temporarily petrified for the same duration on a failed Forti-
  tude save, turned into statues of solid glass. A vitrified creature 
  retains its normal hit points but has hardness 0 while petrified. 
  Break enchantment, dispel magic, and stone to flesh all return a 
  vitrified creature to normal. This spell has no effect on visible 
  creatures, though it affects invisible creatures outlined by dust of 
  appearance, faerie fire, glitterdust, or similar effects. 
  7
  
  CC09
  COMING SOON FROM LEGENDARY GAMES!
  Look for these other titles from Legendary Games, coming soon to the Paizo.com store! 
  Use the links on the front cover/home page to ﬁ nd out more, to discuss them on the Paizo boards and 
  to purchase them when available at paizo.com!
  IMPERIAL HEROES
  A set of  8 rules-legal, fully ﬂ eshed out, ready to play pregenerated 1st level characters created 
  speciﬁ cally to shine in an imperial-themed Adventure Path campaign, using Pathﬁ nder Society 
  20-point-buy method (with notes for 15-point builds), includes advancement notes, roleplaying 
  tips and more! Useable by players as PCs, by GMs as NPCs or rival adventurers.
  ALSO FROM LEGENDARY GAMES!
  On the Inverse Calculus of 
  Unseen Refraction
  Gothic Grimoires: Book Two
  BY JASON NELSON
  WITH THE LEGENDARY GAMES DESIGN TEAM
  On the Inverse Calculus of 
  Unseen Refraction
  Gothic Grimoires: Book Two
  BY JASON NELSON
  WITH THE LEGENDARY GAMES DESIGN TEAM
  GOTHIC ADVENTURE PATH PLUG-INS
  TREASURY OF THE MACABRE
  GOTHIC HEROES
  THE MURMURING FOUNTAIN 
  THE FIDDLER’S LAMENT 
  TOMES OF ANCIENT KNOWLEDGE
  CONSTRUCT CODEX
  GOTHIC VISIONS
  GOTHIC GRIMOIRES: BOOK ONE
  THE NECROTIC VERSES
  IMPERIAL ADVENTURE PATH PLUG-INS
  UNDER FROZEN STARS
  THE BALEFUL COVEN
  THE WAY OF KI
  MEDITATIONS OF THE IMPERIAL MYSTICS
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Gothic Horror/CC09 - Gothic Grimoires Book 2 - On the Inverse Calculus of Unseen Refraction.pdf