Prestige Path Abilities
- Vatic Focus
- Sever Spell Weave
- Magic is the Life-Blood
- Consummate Cleave
- Annulling Stance
- Unmake Dweomer
- Zone of Inhibition
- Zone of Cancellation
- Reshape Dweomer
- Reverse Dweomer
- Omnipresent Strike
- Improved Omnipresent Strike (I)
- Improved Omnipresent Strike (II)
- Improved Omnipresent Strike (III)
- Improved Omnipresent Strike (IV)
- Weave-Severing Strike
- Mind-Shattering Strike
- The Sword of Iron Cleaves
the Wall of Light
The baseline abilities of this prestige path (Vatic Focus, Sever Spell Weave, and Magic is the Life-Blood) are acquired at a cost of 20,000 XP.
VATIC FOCUS
(baseline)
As a swift action, you can focus on one creature that you can see with both normal sight and auravision. You remain focused on that creature for the duration of the encounter, or until you fall unconscious or otherwise unable to act, or can no longer perceive the creature.
When using mind over magic against the target of your vatic focus, you gain a +2 bonus on the check.
SEVER SPELL WEAVE
(baseline)
As a standard action, you can make a melee attack against an ongoing spell effect (whether that be a spell affecting a creature or object, or a spell effect in an area) to attempt to dispel that effect.
If there are multiple spell effects in place, select one (if you are able to identify a specific spell effect); otherwise you affect the highest-level spell effect in place.
Your bonus on the dispel check is equal to your mind over magic bonus (including the bonus from your vatic focus, if you are attempting to sever a spell effect on your focused target, or an effect which you have observed your target create while you were focused on him).
If your dispel check is successful, the spell effect is dispelled. If the severed effect was on a creature or object, that creature or object takes 2 points of force damage per level of the effect. If the severed effect was in an area, all creatures and objects within the area take the same force damage. (Note that you must strike at the center or point of origin of an area effect in order to sever it.)
For every 5 points by which your dispel check beats the DC, you may sever an additional spell effect (if any). You may not select which additional effect(s) to sever; the remaining spell effects are affected in decreasing order of spell level. (You may choose to sever no additional effects, if you wish.)
You must be wielding your bonded weapon to use sever spell weave.
MAGIC IS THE LIFE-BLOOD
(baseline)
You can derive nourishment from ambient magic. You gain the following benefits:
- You no longer need to eat or drink.
(You can eat or drink if you wish, such as for social reasons or for enjoyment; but you no longer derive sustenance from such things.) - You gain fast healing 1.
These benefits cease while in an antimagic field or a dead magic zone (this is generally not dangerous unless you spend days or weeks in such a place, but it means that you can sense the absence of magic like hunger or thirst).
If you have spent at least 70,000 XP on this path’s abilities, you gain the following benefits:
- You no longer need to sleep, as magic refreshes your mind.
(You can sleep if you wish, but sleep no longer refreshes you.) - You gain fast healing 2.
These benefits cease while in an antimagic field or a dead magic zone (this is generally not dangerous unless you spend days or weeks in such a place, but it means that you grow tired in the absence of magic, as if you are unable to sleep).
If you have spent at least 120,000 XP on this path’s abilities, you gain the following benefits:
- You no longer need to breathe, as magic now sustains all of your body’s life-supporting processes.
(You can make the motions of breathing if you wish, if, for instance, you are disguised and seek to avoid giving yourself away by your lack of respiration, but breathing has no benefit for you.) - Inhaled poisons and similar attack forms no longer threaten you (although corrosive gases, and similar gaseous attacks that affect the skin and otherwise need not be inhaled for their detrimental effects, can still harm you).
- You gain fast healing 3.
These benefits cease while in an antimagic field or a dead magic zone; you begin to suffocate in such a place, and although this cannot kill you directly, it severely weakens you, preventing the use of your powers and (within days or even hours) inflicting a terrible physical deterioration; your eventual death in such a circumstance (mere weeks later) comes from “old age”. (Such deterioration, however, is reversed over a period of several days if you are able to return to a place where magic is present.)
When you reach this last stage, your type changes to aberration (augmented humanoid). You no longer age at a human rate (your life span remains finite, but is increased so greatly as to make its actual length irrelevant for most purposes).
CONSUMMATE CLEAVE
7,000 XP
(requires Sever Spell Weave)
When you make a successful sever spell weave attack against a creature, that creature’s magical defenses are damaged for one round. The DC to dispel spell effects on the creature is reduced by 4, and any spell resistance it has is also reduced by 4.
Conversely, if you attempt a sever spell weave attack against a creature which has had one or more of its magical defenses stripped away within the current round (i.e. less than one round ago) — a spell dispelled, etc. — you gain a +4 bonus on your dispel check.
ANNULLING STANCE
7,000 XP
(requires Sever Spell Weave)
When you would be affected by an area or effect spell that allows spell resistance, you can make a dispel check as an immediate action, with your mind over magic bonus. The result of this check acts as your spell resistance against the spell.
You must be wielding your bonded weapon to use annulling stance.
UNMAKE DWEOMER
10,000 XP
(requires Annulling Stance)
When you use your annulling stance ability and successfully resist a spell, the spell is entirely countered; it has no effect.
ZONE OF INHIBITION
15,000 XP
(requires Annulling Stance)
You can create a zone of inhibition as a standard action, and it lasts while you wield your weapon and are conscious, or until you collapse it (a free action).
The zone is 10 feet in radius. While it lasts, spellcasting within the zone inhibited:
- A spell that normally takes a standard or full round action to cast now takes one full round;
- A spell that normally takes one full round or more to cast now takes double the number of rounds;
- Any spell that normally takes a free, swift, or immediate action to cast now takes a standard action.
ZONE OF CANCELLATION
10,000 XP
(requires Zone of Inhibition)
You can create a zone of cancellation as a standard action, and it lasts for one round. The zone is 10 feet in radius; while it lasts, spells cannot be cast within it (nor may spell-like abilities or spell completion items be used).
If you already have a zone of inhibition active, you can create a zone of cancellation as a swift action (but doing so collapses the zone of inhibition).
Location, Location, Location
Three abilities (Reshape Dweomer, Reverse Dweomer, and Omnipresent Strike) allow you to make a Spellcraft check to alter magic in some way. The structure and working of magic differs from one place in the universe to another, and so all three of these abilities are affected by location, in two ways.
First, your familiarity with the region (realm, plane, etc.) in question affects your use of these abilities — they are more difficult to use in unfamiliar places (e.g. if you are visiting an extraplanar realm where you’ve never or seldom been), while on your home plane you can use them more easily. This variation in difficulty generally takes the form of a penalty or bonus on the Spellcraft check.
Second, the unique properties of certain realms affect what sort of magic is easier or more difficult to create. The shifting nature of the Shadow Realm, for instance, makes it easier to manipulate shadow magic, as well as magic involving teleportation; while the Realm of Fire is congenial to the working of fire magic, and hostile to spells of cold, water, etc.
RESHAPE DWEOMER
15,000 XP
(requires Unmake Dweomer)
When you use your annulling stance ability and successfully resist a spell, or when you use your mind over magic ability, you can reshape the spell into a beneficial effect. To do so, you must succeed on a Spellcraft check against a DC equal to the spell’s caster level + twice the spell’s level; if you fail this check, the spell is not reshaped (you are still unaffected, but the spell otherwise takes effect as normal). (The bonus from your vatic focus applies to this check.)
The consequences of reshaping a spell vary widely. A fire spell may be reshaped into a blast of flame, a fiery aura on your weapon, a protective flame shield, or a conjured fire elemental. In general, the effect produced by the reshaped spell may be appropriate to a spell two levels lower than the reshaped spell; and the effect cannot be very complex or obscure. Superior margins of success on the Spellcraft check permit greater specificity and complexity of effect.
You must successfully identify the spell (using the Spellcraft skill) in order to reshape it. You cannot use the reshape dweomer ability if you have a zone of inhibition or a zone of inhibition active. You can reshape or reverse any given spell, but not do both at once.
REVERSE DWEOMER
15,000 XP
(requires Unmake Dweomer)
When you use your annulling stance ability and successfully resist a spell, you can cause the spell to turn back upon the caster. To do so, you must succeed on a Spellcraft check against a DC equal to the spell’s caster level + twice the spell’s level; if you fail this check, the spell is not reversed (you are still unaffected, but the spell otherwise takes effect as normal). (The bonus from your vatic focus applies to this check.)
The consequences of turning back an area or effect spell vary between spells, but often this means that the spell takes its effect but is now centered upon, or aimed at, the caster.
You must successfully identify the spell (using the Spellcraft skill) in order to reverse it. You cannot use the reverse dweomer ability if you have a zone of inhibition or a zone of inhibition active. You can reshape or reverse any given spell, but not do both at once.
OMNIPRESENT STRIKE
10,000 XP
(requires Vatic Focus)
Extra Distance | Spellcraft DC |
---|---|
Up to 30 feet | 40 |
31–60 feet | 41 |
61–120 feet | 42 |
121–200 feet | 43 |
201–360 feet | 44 |
361–480 feet | 45 |
481–660 feet | 46 |
661–900 feet | 47 |
901–1200 feet | 48 |
1201–1500 feet | 49 |
1501–2000 feet | 50 |
As a standard action, you may make a melee attack against the target of your vatic focus, even if you are at a distance from that opponent (up to 60 feet). In all ways beneficial to you, you are considered to be both adjacent to the target and in your actual location simultaneously. Your target perceives you as suddenly and temporarily being in two places at once, whereas to most onlookers it appears as if you strike at empty space and your form wavers slightly.
If teleportation, telekinetic, space-warping, or other similar magic is available, you can use it to extend the range of this ability. (“Available” in this case means that such magic is either currently active within 60 feet of you, or has been used within the past round.) Make a Spellcraft check against the DC indicated on the table at right, minus the caster level of the magic you are attempting to reshape for this purpose. (You cannot extend the range of your omnipresent strike in this way if you have a zone of inhibition or a zone of inhibition active.)
IMPROVED OMNIPRESENT STRIKE (I)
5,000 XP
(requires Omnipresent Strike)
You may make a sever spell weave attack in place of a normal melee attack when you use omnipresent strike.
IMPROVED OMNIPRESENT STRIKE (II)
5,000 XP
(requires Omnipresent Strike)
You may make two melee attacks instead of just one when you use omnipresent strike. Both attacks are at your full base attack bonus.
IMPROVED OMNIPRESENT STRIKE (III)
5,000 XP
(requires Omnipresent Strike)
You can use omnipresent strike as an immediate action. If you do so, you may not take a standard action on your next turn.
IMPROVED OMNIPRESENT STRIKE (IV)
5,000 XP
(requires Omnipresent Strike)
You can use omnipresent strike against an opponent other than the target of your vatic focus, but suffer a −5 penalty to your attack roll unless the opponent is within your normal melee reach.
WEAVE-SEVERING STRIKE
20,000 XP
(requires Sever Spell Weave)
You can combine the effect of a sever spell weave attack with any normal melee attack.
When making a weave-severing strike on a secondary (iterative) attack of a full attack sequence, the reduced base attack bonus (5, 10, or 15 points lower than your full BAB) is used when calculating the mind over magic bonus for that attack.
MIND-SHATTERING STRIKE
10,000 XP
(requires Sever Spell Weave)
When you make a sever spell weave attack against a spell-casting opponent, regardless of whether you dispel any spell effect from him, you force him to make a Will save (DC equal to your mind over magic bonus) or lose 2d6 spell levels of spell slots or prepared spells (as if due to level drain). If the opponent has no spell slots but has spell-like abilities instead, he loses access to 2d6 spell levels’ worth of (randomly determined) spell-like abilities for one round.
When making a mind-shattering strike on a secondary (iterative) attack of a full attack sequence, the reduced base attack bonus (5, 10, or 15 points lower than your full BAB) is used when calculating the mind over magic bonus (and thus the save DC) for that attack.
If you also have Consummate Cleave, that bonus (if applicable) applies to the save DC of this ability.
THE SWORD OF IRON CLEAVES THE WALL OF LIGHT
7,000 XP
(requires Weave-Severing Strike)
As a full-round action, you can use your sever spell weave attack against effects that normally cannot be dispelled, such as a wall of force, prismatic sphere, etc.