THE CONDUIT
Table of Contents
Perhaps you were born with a connection to an Elemental Spirit, or were marked by one of the Geniekin, or simply exposed to a tear in the world that leaked extraplanar energy. No matter what the source, you have become intrinsically linked to the energies of another plane and can channel them through yourself.
Key Attribute: Strength or Dexterity
At first level, your class gives you an Attribute Boost to your choice of Strength or Dexterity
Hit Points: 10 + Your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Possession
You must be Possessed to use abilities with this Trait, and their effects end when your Possession does.
Roleplaying a Conduit
During Combat Encounters…
You overwhelm your foes with combined martial and planar force. While your spells are stronger than some others, your use of them is limited and you may rely on cantrips unless necessary.
While Exploring…
You lead the charge, trusting your instincts and your connection to the magic around you. You take the risks that your less durable companions might not be able to, combining physical and Magical ability to overcome.
In downtime…
Perhaps you use the opportunities to let off steam and relax at the local watering holes, or spend time bolstering your connection to your Planar Influence
You might…
- View your Planar Influence with fascination, fear, or something in between, anything from wholehearted acceptance to vehement rejection
- Feel attuned to the natural magic of the world around you whether you embrace or reject that part of yourself
- Have a strong independent streak or stubborn temperament, taking umbrage at the idea of being restricted or constrained
Others Might…
- Mistake you for some sort of Elemental Spirit or Genie in disguise
- Assume you're a Druid, if not a fantastic one
- Rely on your innate understanding of Planar Magics
Initial Proficiencies
Perception
- Trained in Perception
Saving throws
- Expert in Fortitude
- Expert in Will
- Trained in Reflex
Skills
- Trained in Athletics or Acrobatics
- Trained in a skill determined by your Planar Influence
- Trained in a number of additional skills equal to 3 plus your Int mod
Attacks
- Trained in Simple Weapons
- Trained in Martial Weapons
- Trained in Unarmed Attacks
Defenses
- Trained in Light Armor
- Trained in Medium Armor
- Trained in Unarmored Defenses
Spells
- Trained in the Spell Attacks matching your Planar Influence
- Trained in Spell Dc's matching your Planar Influence
Class Features
Level | Class Features |
---|---|
1 | Ancestry and background, Attribute Boost, initial proficiencies, Planar Influence, Instinctual Possession, Planar Possession, Outburst, Spell Repertoire, Conduit Spellcasting |
2 | Skill Feat, Conduit Feat |
3 | 2nd-Ranks spells, general feat, Unlimited signature spells,skill increase |
4 | Skill Feat, Conduit Feat |
5 | 3rd-Rank Spells, Attribute Boosts, skill increase, ancestry feat, (Weapon Expertise + Crit specialization while Possessed) |
6 | Skill Feat, Conduit Feat |
7 | 4th-Ranks Level spells, skill increase, general feat, Channeled Boon, Weapon Specialization, Juggernaut |
8 | Skill Feat, Conduit Feat |
9 | 5th-rank spells, skill increase, ancestry feat, Lightning Reflexes, Expert Spellcaster, Planar Well |
10 | Attribute Boosts, Skill Feat, Conduit Feat |
11 | 6th-Rank Spells, skill increase,general feat, Alertness |
12 | Skill Feat, Conduit Feat |
13 | 7th-rank spells,skill increase, ancestry feat, Weapon Mastery, Medium Armor Expertise |
14 | Skill Feat, Conduit Feat |
15 | 8th-Rank Spells, Attribute Boosts, skill increase, general feat, Greater Weapon Specialization |
16 | Skill Feat, Conduit Feat |
17 | 9th-Rank Spells, skill increase, ancestry feat,Resolve, Master Spellcaster |
18 | Skill Feat, Conduit Feat |
19 | Skill increase, general feat, (Planar Avatar) |
20 | Attribute Boosts, Skill Feat,Conduit Feat |
You gain these features as a Conduit. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Conduit Spells Per Day
Your Level | Cantrip | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | 5 | 1 | - | - | - | - | - | - | - | - |
2 | 5 | 2 | - | - | - | - | - | - | - | - |
3 | 5 | 2 | 1 | - | - | - | - | - | - | - |
4 | 5 | 2 | 2 | - | - | - | - | - | - | - |
5 | 5 | - | 2 | 2 | - | - | - | - | - | - |
6 | 5 | - | 2 | 2 | - | - | - | - | - | - |
7 | 5 | - | - | 2 | 2 | - | - | - | - | - |
8 | 5 | - | - | 2 | 2 | - | - | - | - | - |
9 | 5 | - | - | - | 2 | 2 | - | - | - | - |
10 | 5 | - | - | - | 2 | 2 | - | - | - | - |
11 | 5 | - | - | - | - | 2 | 2 | - | - | - |
12 | 5 | - | - | - | - | 2 | 2 | - | - | - |
13 | 5 | - | - | - | - | - | 2 | 2 | - | - |
14 | 5 | - | - | - | - | - | 2 | 2 | - | - |
15 | 5 | - | - | - | - | - | - | 2 | 2 | - |
16 | 5 | - | - | - | - | - | - | 2 | 2 | - |
17 | 5 | - | - | - | -- | - | - | - | 2 | 2 |
18 | 5 | - | - | - | - | - | - | - | 2 | 2 |
19 | 5 | - | - | - | - | - | - | - | 2 | 2 |
20 | 5 | - | - | - | - | - | - | - | 2 | 2 |
Level 1
Ancestry and Background
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background
Attribute Boost
In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.
Planar Influence
Your very essence is connected to another Plane, granting you unique features. Your Planar Influence determines your spellcasting tradition, your initial Planar Spell, and adds benefits to your Planar Possession, as well as allowing you to select feats connected to your Planar Influence and further benefits at higher levels. Additionally, you add half your Charisma Modifier to checks in the skill determined by your Planar Influence, as you have an instinctual understanding of your magic. Planar Influences can be found here.
Planar Possession
You gain the Planar Possession action, letting you channel the power of another plane at a cost. Planar Possession gains the same trait as your Conduit Spellcasting Tradition
You aren't Fatigued or Possessed
You open yourself to your Planar Influence, letting it fill you with power. You become Possessed. This lasts for 1 minute, until there are no enemies you can see, or you fall unconscious, whichever comes first. Once you open this connection, you cannot close it voluntarily. While Possessed you add your Planar Die to your Weapon and Unarmed strikes damage. Any Strike that benefits from this damage gains the trait matching your spellcasting tradition, making it magical. Once your Possession ends, you cannot use this action again for 1 minute.
Instinctual Possession
You're able to slip into the state of channeling your planar energy almost reflexively. You gain the Instinctual Possession Free Action
You roll Initiative
You activate the Planar Possession action.
Planar Spells
Your bond to a different plane gives you access to Planar Spells, a type of focus spell. You learn the Initial Planar Spell of your Planar Influence.
It costs 1 Focus Point (FP) to cast a focus spell. And you start a focus pool of 1 FP. You refill your focus pool during your daily preparations, and you regain 1 FP by spending 10 minutes using the refocus activity to meditate on your connection to the Plane your magic stems from. If you have a feature or feat that requires taking no more than 10 minutes to recenter with your Planar Influence for an effect, You may perform that recentering at the same time as Refocusing.
Planar Spells are of a tradition determined by your Planar Influence. Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool.
Outburst
You expend a spell slot to unleash a wild surge of energy from your Planar Influence in a 15 foot cone or a 30 foot line, chosen when you gain this feature. You gain the Outburst Action. This action gains the Trait matching your Conduit Spellcasting Tradition, and counts as Casting as Spell from a Spell Slot for the purpose of Feats, abilities, and Items. The DM may make you roll the dc 10 Flat Check in times of great stress or emotional turmoil at their discretion, though you only trigger the Planar Cascade and don't lose access to the action on a failure in these situations.
You expend a spell slot, and release a wild blast of Planar Energy. Each creature in the area makes a basic Reflex save, taking 2d6 damage per rank of spell slot spent, of a type determined by your Planar Influence. You then make a dc 10 flat check. On a failure, you roll on the Planar Cascade table, and cant use this action again until you take at least 10 minutes re-centering yourself with your Planar Influence. This Action triggers your Planar Charge as if it was a Spell with the required traits.
Spell Repertoire
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two Rank 1 spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your Planar Influence, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Conduit Spells per Day table), you add a spell of the same rankto your spell repertoire. At 2nd level, you select another Rank 1 spell. At 3rd level, you add the first Rank 2 spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of four spells.
At 5th level, in addition to adding two Rank 3 spells to your repertoire, you lose your lowest rank of spell slots. Any time you lose a rank of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below.
- Swapping Spells In Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. If it's a level at which you lose a set of lower-rank slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.
At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a level you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one Rank 2 spell, but all your other spells could be Rank 3.
Conduit Spellcasting
Your connection to other planes gives you limited spellcasting connected to your Planar Influences nature. You can cast spells using the Cast a Spell activity. As a Conduit, you cast your spells directly from your planar connection, so your body may visibly charge with energy, rifts may open around you, or your voice may change to the sound of your Planar Influence's Environment for incantations
Each day, you can cast one Rank 1 spell and five cantrips. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a Conduit, the magical link with your Planar Influence grants you additional, more powerful spell slots. Your total number of spell slots and the highest Rank of spells you can cast are shown in the Conduit Spells per Day Table. Because of the way you draw magic from your connection to your Planar Influence, you begin to lose lower-rank spell slots once you reach 5th level. The maximum number of spell slots you get from the Conduit class is four, starting when you reach 4th level.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear in Spell Attack Roll.
- Heightening Spells
When you gain spell slots of Rank 2 and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
- Cantrips
A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of spell you can cast as a Conduit. For example, as a 1st-level Conduit, your cantrips are Rank 1 spells, and as a 5th-level Conduit, your cantrips are Rank 3 spells.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
Level 2
Conduit Feat
At 2nd level, and every even numbered level, you gain a Conduit Class Feat
Skill Feat
At 2nd level, and every even numbered level, you gain a Skill Feat
Level 3
General Feat
At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increase
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.
At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
Unlimited Signature Spells
All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-Rank spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-rank versions without learning them separately.
Level 5
Ability Boosts
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
Ancestry Feat
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
(Weapon Expertise + Crit Spec while Possessed)
Your Possession makes your weapons more lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While Possessed, you gain access to the critical specialization effects for melee weapons and unarmed attacks.
Level 7
Channeled Boon
You've learned how to channel your Planar Influence more naturally, causing your Planar Possession to give you even more advantages. You gain access to your Planar Influences Channeled Boon effect.
Juggernaut
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Weapon Specialization
You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.
Level 9
Lightning Reflexes
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
Expert Spellcaster
Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your Planar Influence's tradition increase to expert.
Planar Well
Your Planar Magic flows more naturally through you, allowing you to Outburst more often. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check.
You gain a temporary spell slot of your choice from among ranks you have access to, which can only be used to Outburst. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate wellspring surge.
As critical success, except you randomly determine the rank of spell slot. The slot lasts 3 rounds instead of 1 minute.
You generate a Planar Cascade, with a spell rank chosen randomly from the level of spells you have access to.
Level 11
Alertness
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Level 13
Weapon Mastery
You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
Medium Armor Expertise
You've learned to defend yourself better against incoming attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
Level 15
Planar Specialization
Your Planar Possession makes your weapons truly fearsome. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary. Additionally, while Possessed, your strikes now add 2 of your Planar Damage Die, instead of one, to the damage.
Level 17
Resolve
You've steeled your mind with resolve. Your proficiency rank for Will saves increase to master. When you roll a success at a Will save, you get a critical success instead.
Master Spellcaster
You have achieved mastery over the magic from your Influence. Your proficiency ranks for spell attack rolls and spell DCs for spells of your Planar Influence's tradition increase to master.
Level 19
Planar Avatar
You've learned to enter a state of true connection to your Planar Influence, at the cost of Planar Cascade, albeit more controlled. Once per day, when you use the Planar Possession action, you can instead spend 2 actions to gain the following bonuses for the duration of your Possession:
- You Gain Temp HP equal to your Con Mod+Your Level
- You gain a Flight Speed of 20 Feet, or increase your flight speed by 10 feet if you already have a flight speed.
- At the end of each of your turns, each enemy in a 10 foot emanation takes damage equal to your charisma Mod, of the same type as your Planar Die
You then roll on the Planar Cascade table twice, and choose which result you wish to use.
Conduit Feats
Feat 1
The power of your Planar Influence have bolstered your body permanently. Increase the Damage Dice of all your Unarmed Attacks granted by an Ancestry or Heritage by one step. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks additionally gain the trait matching your Spellcasting Tradition, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group. However, the changes to your body does draw some attention to you, and you take a -1 penalty to Thievery checks
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.
Your connection to your Planar Influence grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's rank.
FREQUENCY: Once per turn
Your last action was to cast a spell
Your spells power linger for a moment, and you can use this to empower your martial attacks. Your next Unarmed or Weapon Strike this turn gains a Status Bonus to damage equal to the number of Damage Dice. That strike gains the same trait as your spellcasting tradition, and the bonus damage is the same as the damage dealt by the spell. If the spell dealt no damage, this bonus damage is instead the same as your Planar Die's damage type.
PREREQUISITE: You can cast spells using the Primal Tradition
You've taught yourself a unique method of manipulating your Planar Energies into a benevolent form, rather than aggression. Add the Heal Spell to your Repertoire, and it gains the trait that would trigger your Planar Charge (For Example, Fire if you are a Fire Conduit, or Plant if you are a Wood Conduit)
If you have Void Healing, you instead may instead add the Harm Spell to your Repertoire.
Feat 2
You unleash a surge of Planar force into your attack, but weaken your planar connection as a cost. Make a Strike. If it hits, treat your Planar Damage Die as if it's one step higher for the damage roll. However, your Planar damage die decreases by one step afterwards, until you spend at least 10 minutes recentering yourself with your Planar Influence
A greater understanding of your magic broadens your range of simple spells.
You can prepare two additional cantrips each day.
Add two additional cantrips from your spell list to your repertoire.
A foe within reach attempts to move away from you.
You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use No Retreat to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type
PREREQUISITE: You have a Familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
You coalesce your planar energies, increasing your power but risking a Planar Cascade. Increase your Planar Damage Die by one step, then make a DC 10 flat check. On a failure, you trigger a Planar Cascade. If you used this action in the last hour, increase the dc of the flat check by 5. This effect lasts for 1 minute.
Feat 4
You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.
If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
PREREQUISITE: Expert in Arcana or Occultism
Access: You are a member of the College of Mysteries
Your face bears an intricate magical tattoo known as the irezoko, a badge of your understanding of your chosen field of magic and a recognition of your advancement within Absalom's College of Mysteries. Choose a class that you are a member of that grants you access to a focus pool. When you take this feat, it gains the trait that applies to your chosen class. Once per day, you may concentrate upon the pattern of your irezoko to recover 1 Focus Point as a three-action activity.
Your Planar Influence fills you with might, allowing you to bypass physical obstacles. While you are Possessed, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.
Your Planar Damage Die would be decreased by one or more steps
You put all your focus into mantaining the strength of your Planar connection,but leave yourself open to attacks as a result. You become Off Guard to all enemies until the start of your next turn and roll a DC 10 flat check. If you succeed, your Planar Damage Die stays the same size. Increase the DC of this check by 3 each time you use this ability. The DC resets during your daily preparation.
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
You take damage of the same type as your Planar Damage Die
You temporarily open your planar connection wider than normal, allowing you to use it to shield yourself at risk of a Planar Surge. You gain Resistance equal to your level to the triggering damage type, then make a DC 15 Flat Check, triggering a Planar Surge on a Failure
Your connection to another plane causes Extraplanar beings, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +2 circumstance bonus to Diplomacy, Deception, and Intimidation checks when interacting with creatures from your Planar Influence, and you gain a +2 circumstance bonus to Perception and saving throws against such creatures. For example, a Fire Conduit would gain this benefit against creatures with the Elemental and Fire traits. The GM is the final arbiter of which creatures this applies to. Additionally, You can speak the language associated with your Influence (Sussuran for air, Petran for earth, Pyric for fire, Talican for metal, Thalassic for water, Muan for wood, Celestial for Creation, Necril for Void, Shadowtongue for Netherworld, or any one of the above for Astral).
Feat 6
PREREQUISITE: Planar Spells
You have studied your Influence to learn the secrets of its magic. You gain the advanced planar spell associated with your Influence. Increase the number of Focus Points in your focus pool by 1.
Leads Into: Greater Influence
A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
You Kill or knock an enemy unconscious
You create a surge of planar energy as your foe falls. Each creature other than you adjacent to the triggering foe takes damage equal to one of your Planar Die (Basic Reflex Save against Spell DC). This damage increases to two planar die at 11th level, and 3 at 16th. This Feat gains the same trait as your Spellcasting tradition
Leads Into: Chain Burst
PREREQUISITE: Earth Conduit
When you invoke the Plane of Earth, you become as sturdy as the stones you channel. While Possessed, You ignore Difficult and Hazardous terrain made of earth and stone, and you may add your Charisma mod to any checks you make against being Pushed, Pulled, or Knocked Prone.
PREREQUISITE: Fire Conduit
When you invoke the Plane of Fire, you can open your connection further to loose your flames upon the world. Your Weapon and Unarmed Strikes deal additional Persistent Fire Damage equal to your Charisma Mod.
PREREQUISITE: Water Conduit
FREQUENCY: Once per 10 minutes
You draw forth the tides of the Plane of Water into a crushing blow. Make a Weapon or Unarmed Strike. If you hit and deal damage, the target makes a Fort Save against your Spell DC. On a failure, it either is knocked 5 feet in a direction of your choice, or falls prone. If you are using a weapon with the Shove trait, increase the DC by your weapons Item bonus.
PREREQUISITE: Air Conduit
You havent used this ability since the last time you became Possessed.
You breathe deeply and exhale a rending gale in a 30-foot cone, dealing 1d6 Slashing damage per level you have. If you used this ability in the last hour, the area and the damage are halved (15-foot cone; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save against your Spell DC.
PREREQUISITE: Metal Conduit
FREQUENCY: Once per 10 minutes
You conjure duplicates of your weapon, natural or otherwise, from the Plane of Elemental Metal, and strike from all angles to leave your foe off guard. Feint, treating your proficiency in deception as trained if you are untrained, or gaining a +2 circumstance bonus if you are trained or higher, then make a Weapon or Unarmed Strike. This Strike deals a bonus 2d8 slashing damage.
PREREQUISITE: Wood Conduit
You wreathe yourself in sharp thorns during your Planar Possession, and can pass through the natural world unhindered. Any creature that would Strike you with a Non-Reach Melee Strike, an Unarmed Melee Strike, Shoves you, is grappled by you, or would Grapple you takes Piercing damage equal to your Charisma mod. Additionally, you ignore Difficult and Hazardous terrain made primarily of plants.
PREREQUISITE: Creation Conduit
RANGE: 30 feet
You are healed by a Vitality effect or your Channeled Boon.
You use incoming positive energy to extend your connection to the Plane of Positive Energy to those around you. Choose another creature in range. Both you and the target gain half the healing of the triggering effect.
PREREQUISITE: Void Conduit
You draw on your Planar Influence to sap the life of a creature. Make a Weapon or Unarmed Strike. If you hit and deal damage, the creature must make a Fort save and against your Spell DC. On a failure, the Target becomes Enfeebled 1 for one round, and you gain Temp HP equal to your Cha mod + your Level. On a critical failure, they become Enfeebled 2 for two rounds, and you gain double the Temp Hp as on a failure.
PREREQUISITE: Netherworld Conduit
RANGE: Your Speed
You are in Dim Light or Darkness
You use your connection to the Netherworld to form new passages across the battlefield. You disappear into the Dim light or Darkness, moving though the Plane of Shadows to reappear from the shadow of a creature or object within range, or a location shrouded in Dim light or Darkness, into the nearest empty space. Any creature adjacent to where you reappear is Flat-Footed to your next attack this turn.
PREREQUISITE: Astral Conduit
You haven't used this ability since the last time you became Possessed.
You open a short-lived rift to the Astral Plane with a sudden swipe. Each creature in a 30 foot Line takes 1d8 Force Damage for each level you have (Basic Reflex save against your Spell DC). If you used this ability in the last hour, the area and the damage are halved (15 foot Line; 1d8 for every two levels)
Feat 8
PREREQUISITE: A Planar Influence that grants Divine or Occult Spells
You have opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects.
You haven't used this ability since you last became Possessed
You channel some of your Planar Influence into an ally. While you are Possessed, one willing creature within 30 feet gains the effects of the Planar Possession action using your Planar Influence, except with a Planar Die of 1d4. They gain your Planar Charge, but not your Channeled Boon. This action gains the same trait as your Planar Possession.
You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.
If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike.
Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can't Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
Your Planar Influence spills forth from you, altering the world around you. At the end of your turn, each creature within 5 feet of you takes damage equal to your Charisma mod, of the same type as your Planar Damage Die. Additionally, those spaces count as difficult terrain for all other creatures as the material plane warps around your Planar Influence.
This feat gains the same traits as your Spellcasting Tradition and Planar Influence.
FREQUENCY: Once Per Round
Trigger: You sustain a spell that has the traits required for your Planar Charge
You channel some of your focus into your Planar Influence, and gain the benefits of your Planar Charge as if you had cast the triggered spell.
PREREQUISITE: Outburst
You merge your magic and martial abilities into a single flurry of action. Make a Weapon or Unarmed Strike, then Outburst. If Strike hit and dealt damage, and the target of the Strike is also in the area targeted by Outburst, the target of the strike gets one degree of success less than it rolled on the save for Outburst. Each time you use this Action, increase the DC of Outburst's Flat check by two until you spend at least 10 minutes recentering yourself with your Planar Influence
PREREQUISITE: Outburst
Your Outburst is stronger, but also harder to control. Increase the damage dice of Outburst by one stage. The DC of Outburst's Flat Check increases by 2 as well.
PREREQUISITE: Outburst
You siphon some of the excess power from your Outburst into a follow-up attack. Outburst, then Make a Weapon or Unarmed Strike. For the purposes of this Strike, your Planar Die is one step higher than normal.
Feat 10
PREREQUISITE: Burst
You've learned to siphon off the energy of a successful Burst to potentially start another. If your Burst also kills or knocks a target unconscious, you may Burst again as a free action from the new targets location. You can continue taking these free actions until you trigger a Burst that does not kill or knock a creature unconscious.
You fall at least 10 feet and land on a solid surface
You release a blast of planar energy at the last second, cushioning your landing and potentially damaging your foes. Treat the fall as 10 feet shorter. You land on your feet. All adjacent spaces become difficult terrain as the surge of planar energy warps the material plane about you, and creatures in those spaces when you land take 5 damage of the same type as your Planar Damage Die and are off guard until the start of their next turn.
PREREQUISITE: Advanced Influence
You've unlocked the secrets of your Planar Influence. You gain the Greater Planar Spell associated with your Planar Influence. Increase the number of Focus Points in your Focus Pool by 1.
You channel your Planar Influence into a blow that shakes the spaces between planes. Make a Weapon or Unarmed Strike on a creature in your reach, or your first Range Increment. On a hit, add an additional Planar Damage Die to your damage, and then every square in a 5 foot burst centered on a corner of the space the target is in becomes dangerous terrain based on your Planar Influence for one minute. Your Planar Damage Die then decreases by one step until you spend at least 10 minutes re-entering yourself.
This feat gains the same traits as your Spellcasting Tradition and Planar Influence. Additionally, if you have the Reckless Conduction feat, you can spend 3 actions to also treat your Planar Damage Dice as one step higher for the purpose of the Strike.
FREQUENCY: Once Per Day
You trigger a Planar Cascade
You've learned how to better control your chaotic magic, somewhat. Roll on the Planar Cascade Table a second time, and choose which result you wish to take.
FREQUENCY: Once Per Turn
Your most recent action was to cast a non-cantrip spell that dealt energy damage.
You trap energy from the last spell you cast within your body, coating your flesh in a protective ward. Until the start of your next turn, you gain resistance 5 to one type of energy damage dealt by the spell you just cast.
You wreath yourself in your Influence and charge forward. Create a 5 foot Emanation about yourself, then Stride twice. Each other creature in the emanation at any point during your movement takes damage of your Influences type equal to your Cha Mod + Your Level (Basic Fort Save). You can increase the number of actions this activity takes to Three to Stride three times instead.
This feat gains the same traits as your Spellcasting Tradition and Planar Influence.
PREREQUISITE: Fire, Water, Wind, Earth, Metal, or Wood Planar Influence
FREQUENCY: Once Per Day
You are not in Planar Possession
You open your connection to your Planar influence and allow it to flood your being. You're affected by an elemental form spell with the same trait as your Planar Influence. You can heighten it to any spell rank up to half your level rounded up.
You've learned how to cast a spell not normally affected by your Planar influence in a new way, thus broadening your magical capabilities. Choose a spell on your Spell List that does not have the required trait for your Planar Charge. You learn this spell, and it gains the trait of your Planar Influence when you cast it using a Conduit Spell Slot.
Feat 12
Your Turn Begins
You can feed energy from your Planar Influence with barely a thought. You immediately Sustain a Spell that can be Sustained.
PREREQUISITE: Planar Spell
Your focus recovers faster. Whenever you Refocus, completely refill your Focus Pool.
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a Rank 1 detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Feat 14
You can sustain yourself on nothing but the energy of your Planar Influence. You gain a +2 status bonus to saving throws against poisons, sleep, and effects that would make you paralyzed. You don't need to breathe, eat, or sleep, though you must still take a full night's rest every 24 hours to be able to make your daily preparations. During this time, you remain awake and alert, but you must spend the time meditating or attuning to your Planar Influence rather than engaging in other complex activities. Each Conduit attunes in their own individual way.
Leads into: Planar Apotheosis
Feat 18
PREREQUISITE: Planar Nourishment
You take on an elemental countenance, appearing like a type of elemental of your element. You gain any Speeds listed in the elemental form spell for your element and gain darkvision if you don't already have it. You also gain the elemental trait and the trait of your chosen element. If your Planar Influence is The Forge of Creation, Void, Astral, or Netherworld, use the following speeds and Traits (if any) instead:
- Creation: Speed 30 Feet, Burrow 25 Feet
- Void: Speed 50 Feet
- Netherworld: Speed 40 Feet, Fly 20 Feet, Shadow trait
- Astral: Fly 40 Feet
Planar Influences
- Reading a Planar Influence Entry
A Planar Influence entry contains the Following Information:
Trait: Your Planar Possession and Outburst actions gain a choice of one of the traits listed
Planar Damage Die: The size of your Planar Damage Die for features that use it, as well as the type of Damage dealt by features that use your Planar Damage Die for it
Spell List and Tradition: You use this Magical Tradition and Spell List
Influenced Skill: You become Trained in the listed skill at 1st level
Planar Spell: You automatically gain the initial Planar spell at 1st level and can gain more by selecting the Advanced Planar Influence and Greater Planar Influence feats.
Planar Charge: While Possessed, spells that have the listed trait gain the following Effects. Additionally, your Outburst action gains these bonuses regardless of whether you are Possessed.
Channeled Boons: Starting at 7th level, you can channel your Planar Influence more effectively, gaining the listed benefits
Plane of Fire Fire
Strikes: Your Planar Damage Die is 1d8, increasing to 1d10 when you gain Weapon Specialization, and the damage type is Fire.
Spell List and Tradition: Elemental Spell List, Primal Tradition
Influenced Skill: Nature
Planar Spells: Initial: Explosive Leap, Advanced: Flare Halo , Greater: Deathfire Grasp
Planar Charge: You focus the fires of your magic around your foe. When you cast a spell with the Fire trait, one creature in its area, within its range, or targeted by it takes Persistent Fire Damage equal to your Cha mod. If the spell already deals Persistent Fire damage, increase it by your Cha mod against the chosen target. If the spell does not target an enemy, or have an enemy in its area, you may instead choose a creature within 15 feet.
Channeled Boons (7th Level): While Possessed, at the end of your turn, each creature in a 10 foot Emanation takes Fire Damage equal to 2d4+your Cha mod.
Plane of Earth Earth
Planar Damage Die: Your Planar Damage Die 1d6, Increasing to 1d8 when you gain Weapon Specialization, and the damage type is Bludgeoning
Spell List and Tradition: Elemental Spell List, Primal Tradition
Influenced Skill: Nature
Planar Spells: Initial: Stunning Boulder , Advanced: Stone's Grasp, Greater: Seismic shove
Planar Charge: You channel the Immovable nature of elemental earth into your spells. When you cast a spell with the Earth Trait, you may have one creature in it's area, range, or targeted by it take a 10-foot penalty to its speed as the earth and soil grasp at its feet. At the start of each of its turns, it may make a Will save against your spell DC to end the effect. If the spell does not target an enemy, or have an enemy in its area, you may instead choose a creature within 15 feet
Channeled Boons (7th Level): While Possessed, you gain +2 AC
Plane of Air Air
Planar Damage Die: Your Planar Damage Die is 1d6, increasing to 1d8 when you gain Weapon Specialization, and the damage type is Slashing
Spell List and Tradition: Elemental Spell List, Primal Tradition
Influenced Skill: Nature
Planar Spells: Initial: Razor Wind, Advanced: Gale Step , Greater: Zephyr Blade
Planar Charge: You focus the raging winds as you cast your spells. When you cast a spell with the Air trait, choose a creature within 15 feet you. An Unwilling Creature may make a Reflex Save against your Spell DC. On a failure, or if they were willing, you may push them up to 10 feet in a direction of your choice. On a critical Failure the target falls prone at the end of the movement.
Channeled Boons (7th Level): The winds of the Plane of Air fill you with vigor. You gain a 10 foot bonus to your movement speed while Possessed.
Plane of Water Water
Planar Damage Die: Your Planar Damage Die is 1d6, increasing to 1d8 when you gain Weapon Specialization, and the damage type is Piercing
Spell List and Tradition: Elemental Spell List, Primal Tradition
Influenced Skill: Nature
Planar Spells: Initial: Bubble Shell, Advanced: Tidal Pull, Greater: Pelagic Oubliette
Planar Charge: You call upon the Plane of Water to bolster those around you while casting. When you cast a spell with the Water trait, you or an ally within 15 feet gains an amount of temp HP equal to your Cha Mod + Twice the Level of the spell (minimum of 2)
Channeled Boons (7th Level): The cleansing nature of Elemental Water protects you. While Possessed, You gain a +2 bonus to Fort saves, increased to +4 if that save is against Disease or Poison
Plane of Wood Plant
Planar Damage Die: Your Planar Damage Die is 1d6, increasing to 1d8 when you gain Weapon Specialization, and the damage type is Piercing
Spell List and Tradition: Primal
Influenced Skill: Nature
Planar Spells: Initial: Parasitic Fruit , Advanced: Dupliseed, Greater: Death Blossom
Planar Charge: Your spells encourage the growth of plant life around you. When you cast a spell with the Plant or Wood trait, vicious brambles sprout in a 5 foot burst centered on a point you can see within 15 feet, until the start of your next turn. This area is Hazardous Terrain, and deals piercing damage equal to the spells rank for each space a creature moves through. You are immune to the this terrain.
Channeled Boon (7th Level): Vines and branches sprout from you to aid you in combat. While Possessed, Your Melee Strikes gain Reach, as well your spells with a Range of Touch. If the Strike already has Reach, its reach increases to 15 feet instead.
Plane of Metal Metal
Planar Damage Die: Your Planar Damage Die is 1d8, increasing to 1d10 when you gain Weapon Specialization, and the damage type is Slashing
Spell List and Tradition: Arcane
Influenced Skill: Arcana
Planar Spells: Initial:Steel Shroud , Advanced: Carpet of Nails , Greater: Ferrofluid Mass
Planar Charge: Your spells fragment into further shards of metal. When you cast a spell with the Metal trait, one creature in its area, within its range, or targeted by it takes Slashing damage equal to your Cha mod plus the Spells Rank. If the spell does not target an enemy, or have an enemy in its area, you may instead choose a creature within 15 feet
Channeled Boon (7th Level): Your flesh hardens as you take on a metallic sheen. While Possesssed, You gain resistance to Physical Damage equal to 2 plus half your level
The Forge of Creation Spirit Vitality
Planar Damage Die: Your Planar Damage Die is 1d6, increasing to 1d8 when you gain Weapon Specialization. When you take the Planar Possession action, you may choose for it to instead deal Spirit Damage. This does not apply to other feats that use your Planar Damage die.
Spell List and Tradition: Divine Spell List and Tradition
Influenced Skill: Religion
Planar Spells: Initial: Pulse of Vitality , Advanced:Healing Rift , Greater:Radiant Glory
Planar Charge: The vital force of the Forge of Creation radiates from your magic. When you cast a spell with the Vitality or Sonic traits, you or a creature within 15 feet of you is healed for an amount equal to your Cha Mod + the Spells level. Additionally, a creature healed in this way gains a +1 Status bonus to the next damage roll it makes before the end of your next turn
Channeled Boons (7th Level): Vital force suffuses through you, knitting your flesh back together. While Possessed, You gain Fast Healing equal to your Cha Mod. This healing cannot bring you over half your HP maximum
Void Spirit Void
Planar Damage Die: Your Planar Damage Die is 1d8, increasing to 1d10 when you gain Weapon Specialization. When you take the Planar Possession action, you choose for it to instead deal Spirit damage. This does not apply to other feats that use your Planar Damage die.
Spell List and Tradition: Occult Spell List and Tradition
Influenced Skill: Occultism
Planar Spells: Initial: Ghastly Wail, Advanced: Deathly Roil, Greater: Withered Crown
Planar Charge: Your spells sap away the strength of your foes. When you cast a spell with the Void Trait, you may choose one creature in its area, range or targeted by it. That creature becomes Enfeebled 1. At the start of each of its turns, a creature Enfeebled in this way can make a Fort save against your Spell DC to end this effect. If the spell does not target an enemy, or have an enemy in its area, you may instead choose a creature within 15 feet
Channeled Boons (7th Level): Negative energy suffuses you so fully it leaks out into your strikes. While Possessed, Weapon and Unarmed Strikes deal additional bonus Damage of the same kind as you chose when you became Possessed, equal to your Cha mod.
Netherworld Darkness
Planar Damage Die: Your Planar Damage Die is 1d6, increasing to 1d8 when you gain Weapon Specialization,, and the damage type is Mental
Spell List and Tradition: Occult Spell List and Tradition
Influenced Skill: Occultism
Planar Spells: Initial: Haunting Guise, Advanced: Congealed Darkness, Greater: Alone in the Dark
Planar Charge: You use your magic to shroud yourself and your allies. When you cast a spell with the Darkness, Shadow or Mental traits, you or an allied creature within 15 feet of you becomes wrapped in shadows, gaining the Concealed condition until the end of their next turn and counting as being in Darkness.
Channeled Boons (7th Level): You become as one with the shadows around you. While Possessed, You gain Darkvision if you didn't already have it, and gain a +1 bonus to AC. If you're in dim light or darkness, this is increased to a +3 bonus to AC.
Astral Plane Force
Planar Damage Die: Your Planar Damage die is 1d8, increasing to 1d10 when you gain Weapon Specialization, and the damage type is Force
Spell List and Tradition: Arcane Spell List and Tradition
Influenced Skill: Arcane
Planar Spells: Initial: Astral Weapon, Advanced: Astral Chain, Greater: Astral Shards
Planar Charge: You siphon off some of the Astral Plane while casting certain spells, making yourself or a nearby ally slightly less tangible. Whenever you cast a spell with the Force trait, you or a creature within 15 feet of you becomes slightly ethereal, gaining resistance to physical damage equal to half your Cha mod until the start of their next turn.
Channeled Boons: Your Connection to the Astral Plane allows you to interact with even intangible creatures.While Possessed, Your Weapon and Unarmed Strikes affect incorporeal creatures as though etched with a ghost touch property rune, and You can see incorporeal creatures inside of solid objects and can attack them with Strikes without penalty; an incorporeal creature in a solid object that takes damage from your Strike is expelled from the object to the nearest available space. Additionally, your Weapon and Unarmed Strikes, as well as your Non-Cantrip Spells, deal bonus Force damage equal to half your Cha mod.
Planar Spells
Initial Planar Spells
CAST: 2 Actions
RANGE: 30 feet
AREA: 10 foot Emanation
SAVING_THROW: Basic Reflex
You wrap yourself in flames before leaping 15 feet straight up, then come crashing down at an open space in range. Each creature in the area where you land takes 2d6 Fire damage.
Heightened (+1): The damage increases by 1d6
CAST: 2 Actions
RANGE: 60 feet
TARGET: 1 Creature
You reach into the Plane of Elemental Earth and tear out a massive chunk of stone, before hurling it at a foe. Make a spell attack roll, dealing 2d10 Bludgeoning Damage on hit. On a critical hit, the target also becomes Stunned 1.
Heightened (+1): The Damage increases by 1d10
CAST: 1 Action
DURATION: 1 Minute
You wreath yourself and your weapons in tearing winds that intensify when you strike your foes. Whenever you make a Weapon or Unarmed Strike, the target of that strike and each creature other than you adjacent to it takes slashing damage equal to the number of damage dice of the strike.
Heightened (5th): The bonus damage becomes double the number of damage dice instead.
CAST: 2 Actions
RANGE: 30 feet
TARGET: 1 Creature
DURATION: 1 Creature
You wrap a creature in range in a watery shell. For the Duration, the target gains a +1 status bonus to AC. Additionally, as long as the target has this bonus, they can detonate the shell as a reaction to being hit by an Attack. If they do, the spell immediately ends, and the attacker takes 1d8 Piercing damage (Basic Reflex Save) as long as they are within 10 feet.
Heightened (+1): The Damage increases by 1d8
CAST: 2 Actions
TARGET: 1 Creature
RANGE: 30 Feet
DURATION: 1 Minute
SAVING_THROW: Reflex
You conjure thorned vines to coil about a creature in range. It takes 2d4 Piercing damage, and makes a Reflex Save.
The Target is unaffected
The target takes half damage, and the spell ends.
The target takes full damage, and the vines remain coiled about them. The Target makes the same save again at the start of their next turn.
The Target takes double damage, and the vines remain coiled about them. The Target makes the same save again at the start of their next turn.
- Heightened (+1): The Target takes an additional 1d4 damage
- Heightened (3rd Rank): If the creature fails its save, it additionally becomes immobilized. On a critical failure, it becomes Restrained.
- Heightened (5th Rank): In addition to the other effects, each time a creature is damaged by this spell, the Vines sprout a citrus fruit. An Adjacent Ally can use a single Interact Action to harvest and eat the fruit to regain 1d4+4 HP per spell rank.
CAST: 2 Actions
TARGET: Self
DURATION: 1 Minute
You conjure fragments from the Plane of Elemental Metal to augment your existing armor. For the duration of the spell, you gain +2 AC. Additionally, for the duration, you gain the Armor Specialization effects of either Heavy Plate, Heavy Composite, or Heavy Chain armor, chosen when you cast this spell. You use your armor's runes for the purpose of calculating the resistance values.
CAST: 2 Actions
AREA: 10 Foot Emanation
DURATION: 1 Minute
You tap into your connection to your Planar Influence, allowing it to pour out into the world around you, fortifying your companions. You and Each living Ally in the area gains a +1 status bonus to Fort Saves and Attack rolls.
Heightened (5th Rank): The bonus to Fort Saves increases to +2
CAST: 2 Actions
AREA: 15 Foot Cone
SAVING_THROW: Basic Fortitude
You channel the withering powers of the Negative plane into a horrid scream. Each creature in the area takes 2d6 Void Damage
Heightened (+1): The Damage increases by 1d6
CAST: 2 Actions
AREA: 5 Foot Emanation
DURATION: 1 Minute, Sustained
You cloak yourself in a horrific, shadowy façade using the powers of the Shadow Plane. Each creature in the area takes 2d6 Mental damage and makes Will Save.
The Target is Unaffected
The target takes Half damage and becomes Frightened 1
The Target takes full damage and becomes Frightened 2
The Target takes double damage, becomes Frightened 2, and cannot reduce their Frightened Condition below 1 for the duration.
Heightened (+1) The damage increases by 1d6
CAST: 2 Actions
TARGET: 1 Creature
RANGE: 30 Feet
A Held Melee Weapon or Melee Unarmed Strike
You reach through the Astral plane with a Melee Weapon or Melee Unarmed Strike, creating an Astral copy to strike a target in the spell's range. Make a Spell Attack Roll using the required Weapon or Unarmed Strike. On a hit, you deal Force damage instead of the Strike's normal damage type, and deal an additional amount of damage equal to One of your Planar Damage Die.
Heightened (+1): Increase the Bonus Damage by an additional Planar Damage Die
Advanced Planar Spells
CAST: 1-3 Actions
TARGET: 1+ Creatures
RANGE: 60 Feet
You create a halo of orbiting flares, which you then launch at your foes. Make a spell attack roll on a creature within range. On a hit, you deal 3d6 fire damage, twice as much on a critical. For each action spent while casting, you create an additional flare and may make an additional attack, choosing each flares target individually, to a maximum of 3 flares for 3 actions. If you fire more than one flare at the same target, combine the damage before applying Resistances. Each flare counts towards your multi-attack penalty, but you don't increase it until all attacks have been made.
Heightened (+2): You conjure an additional flare for each action spent.
CAST: 2 Actions
AREA: 10 Foot Emanation
SAVING_THROW: Basic Reflex
DURATION: 1 minute
You make the earth around you rise up in grasping hands. Each creature in the area takes 4d8 bludgeoning damage. If they critically fail, they also become restrained until the end of their next turn. Additionally, for the duration the area counts as difficult terrain for all other creatures.
Heightened (+1): The Damage increases by 1d8
CAST: 1 Action
You rocket ahead on a powerful gale. You gain a Flight speed equal to your movement, then Move two times: Stride, Step, or Fly, then Stride, Step or Fly again. Immediately after these two movements, you lose this flight speed, and if you aren't standing on a solid surface, you begin to fall.
Heightened (7th Rank): You instead retain your flight speed until the end of your next turn.
CAST: 2 Actions
AREA: 20 Foot Burst
RANGE: 60 Feet
SAVING_THROW: Reflex
You conjure a sudden roaring whirlpool at a point in range. Each creature in the area takes 4d6 Bludgeoning damage and makes a Reflex Save. It extinguishes non-magical fires in the area, and it attempts to counteract any magical fires in it's area.
The Creature is unaffected.
The Creature takes half damage
The Creature takes full damage and is pulled 10 feet towards the center of the whirlpool. If it collides with an object or creature before moving the full distance, its movement stops and it falls prone.
The Creature takes double damage, and is pulled to the space nearest to the center of the whirlpool before falling prone. If it collides with an object or creature before moving the full distance to the center, it and whatever it collides with takes a 2d6 bludgeoning damage and the movement stops.
Heightened (+1): The damage increases by 1d6, as does the collision damage from a critical failure
CAST: 2 Actions
RANGE: 30 Feet
DURATION: 1 Minute
You toss a seed at an open space within range, which quickly sprouts into a duplicate of you, albeit rooted in that space. This duplicate counts as difficult terrain, and for the duration of the spell, whenever you would make an Unarmed or Weapon Strike, you can choose the Duplicates location instead of yours to Strike from. Once per turn, as a single action with the Concentrate trait, you may make the Duplicate wither and regrow from a new open space within range.
- Heightened (5th Rank): You gain the Reactive Strike reaction for the duration of the spell, but it can only be used from the Duplicate's location. If you already have Reactive Strike, it can be used from the Duplicate's location as well as your own.
- Heightened (7th Rank): You can also cast spells from the Duplicates location.
CAST: 2 Actions
RANGE: 15 Feet
DURATION: 1 Minute
You conjure a mass of Caltrops, before rolling them out across the field. Choose an open space within range, then place Caltrops in up to 12 contiguous spaces, starting in that space. These function identical to the item Caltrop, except the damage is magical for the purpose of Weaknesses and Resistance, and the Save DC is your Spell DC. These Caltrops last for the Duration of the spell.
Heightened (+3): Increase the number of spaces you can place caltrops in by 2
CAST: 2 Actions
RANGE: 15 Feet
DURATION: 1 Minute
You open a slightly permeable rift into the Plane of Positive energy, that you and your allies can use to recover. The rift appears as a prismatic tear in the air of the targeted space. At any time during the duration, if you or an ally are adjacent to the rift, that character can Interact to tap into the rift's power, recovering 2d8 Hit Points. When the rift has been tapped five times, the spell ends. The rift is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space.
If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the rift.
Heightened (+1): The healing increases by 3.
CAST: 2 Actions
RANGE: 30 Feet
DURATION: Sustained up to a Minute
SAVING_THROW: Basic Fortitude
You conjure a mass of Void energy 10 feet in diameter in a space in range. When you Cast the Spell and each time you Sustain the Spell, you can move the mass, moving it up to 10 feet along the ground or the surface of a liquid. You can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The mass can move through the spaces of creatures or obstacles, and creatures can move through it. The first time in a turn the mass comes in contact with a creature other than you, or a creature other than you moves through its space, that creature takes 2d8 Void damage (Basic Fortitude save).
Heightened (+1): The Damage increases by 1d8
RANGE: 30 Feet
TARGET: 1 Creature
SAVING_THROW: Fortitude
You fling a glob of shadows at the target, which condenses into a slime-like mass on impact to interfere with their senses. The target makes a fortitude Save.
The target is unaffected
The Target is Blinded and deafened until the Start of its next turn.
The Creature is Blinded and Deafened until the start of your next turn, or until it spends at least 1 interact action to scrape off the shadows.
The Target is Blinded and deafened for 1 minute, or until it spends at least 3 interact actions to scrape the shadows off.
CAST: 2 Actions
RANGE: 30 Feet
TARGET: 1 Creature
DURATION: 1 Minute
You conjure chains of pure planar energy and use them to ensnare a foe. Make a Ranged Spell Attack on a creature within range, dealing 5d6 Force Damage. Additionally, the creature becomes snared in the chains for the duration, and cannot move in a way that would take them further from you than they were at the start of the movement. On a critical hit, they become Restrained, instead. Each turn they can attempt to Escape, ending the spells effects immediately, against your Spell DC. If a creature was Restrained by this spell, the first time it passes the save, it is no longer restrained but still cannot move in a way that would take it further from you until it Escapes again. As a single action with the Concentrate trait, once each turn for the duration, you can force the target to make a Reflex Save or be pulled ten feet in a direction of your choice, falling prone on a critical failure.
Heightened (+1): The Damage increases by 1d6
Greater Planar Spells
CAST: 1 Action
TARGET: 1 Creature
RANGE: Touch
You wreath yourself in devastating flames, using them to restrict your foes movements. Make a melee Spell Attack on a creature within range, dealing 5d6 fire damage, or twice that on a critical hit. On a hit, the target is also Grabbed, or Restrained on a Critical Hit. Additionally, if the target is below half health, increase the damage dice of this spell by one step.
Heightened (+1): Increase the damage by 1d6
CAST: 2 Actions
AREA: 10 Foot Burst
RANGE: 30 Feet
SAVING_THROW: Reflex
You make earth and stone explode upwards at an angle to fling your foes away. Each creature in the area takes 5d8 Bludgeoning damage and makes a Reflex save.
The Target is unaffected.
The target take half damage, and is pushed 5 feet in a direction of your choice.
The target takes full damage, and is pushed 10 feet in a direction of your choice.
The target takes double damage, and is flung 15 feet into the air, landing in an open space within 15 feet of their starting position. They also take fall damage upon landing.
Heightened (+1): Increase the damage by 1d8
CAST: 2 Actions
RANGE: 30 Feet
TARGET: 1-3 Creatures
You become one with the wind, making a flurry of strikes faster than your foes can follow. Make up to three Melee Spell attacks on creatures within range. Each strike deals 2d8 Slashing damage on a hit, double that on a crit, and does not increase your multi-Attack penalty until all strikes have been made. After all strikes are finished, you may then choose to teleport to an open space adjacent to one of the creatures targeted by this spell.
Heightened (+2): Increase the damage of each strike by 1d8
CAST: 1-3 Actions
TARGET: 1 Creature
RANGE: 30 Feet
DURATION: 1 Minute
You conjure chains water from the icy depths of the darkest waters to bind your foes. For each action spent, Make a Spell attack on a creature within Range. This counts towards your Multi-Attack Penalty, but does not increase it until all attacks are finished. On a hit, each attack deals 1d8 Piercing and 1d8 Cold damage and wraps a single chain around the target. Each critical hit deals twice that damage and wraps two chains on the target.If you make more than one Attack on a single target, combine the damage before applying Resistances. For each chain on a target, their speeds are decreased by 5 feet for the duration, and as long as a given target has 3 or more chains, they are instead Restrained. A single chain can be removed by the target making an Escape check, or by another creature spending two Interact actions to remove the Chain.
Heightened (+2): Each chain deals an additional 1d8 Piercing and 1d8 Cold damage.
CAST: 2 Actions
RANGE: 60 Feet
AREA: 15 foot Burst
SAVING_THROW: Basic Reflex
You call up a whirling blossom of pain and suffering. Each creature in the spell's area takes 6d8 slashing damage (Basic Reflex Save).
- Heightened (+1): The Damage increases by 1d8
- Heightened (7th Rank): The target also takes 2d6 persistent Poison Damage on a failure.
- Heightened (9th Rank): You conjure a second blossom of the same size, centered on another point within range. The blossoms cannot overlap, and any given creature can only be affected by a single blossom
CAST: 2 Actions
RANGE: 30 Feet
DURATION: Sustained up to 1 Minute
A churning mass of liquid iron forms in a space within range. This mass can take one of three forms. When you cast this spell, and the first time each turn you sustain it, you choose which form it takes. Each form has additional effects as listed below:
The mass shapes into a melee weapon of your choice. When you choose this form, you may move the mass up to 15 feet in any direction, then make a single Melee Spell Attack roll on a creature adjacent to the mass at any point during this movement. Regardless of its appearance, the weapon deals damage equal to 2d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply. Despite making a spell attack, the Mass is a weapon for purposes of triggers, resistances, and so forth.
The mass shapes into a large shield. When you choose this form, you may move the mass up to 20 feet in any direction, then it orbits one adjacent creature until the start of your next turn. While the shield is Orbiting a creature, that creature gets a +2 status bonus to AC, and gains the Shield Block reaction. The shield has Hardness 12, and if a creature uses Shield Block with the Mass, they cannot use it again for the duration of the spell.
The mass becomes a shifting sheet on a nearby surface. When you choose this form, choose a point within range, and a physical damage type. The mass becomes Difficult and Hazardous terrain in a 10 foot burst centered on that point. This terrain deals 1d4+Cha damage of the type you chose for each space a creature passes through.
Heightened (+2): Weapon: The Strike deals an additional 1d8 damage, Shield: The shield gains +2 hardness, Hazard: The Hazards deals 1 additional damage.
CAST: 2 Actions
TARGET: 1 Living Creature
RANGE: 30 Feet
DURATION: 1 minute
You wreathe a creature in the prismatic light of Life and Vitality. For the Duration, the target gets a +2 status bonus to Attack and Damage rolls, and gains temp HP equal to your Charisma Modifier at the start of each of it's turns. The Target can spend an Interact action to transfer these benefits to a living creature within Touch range, ending the effect on them immediately but transferring the benefits for the remainder of the duration and healing the new target equal to it's Constitution Modifier plus it's level immediately. A creature that transfers the effects in this way becomes immune to this spell for the remaining duration.
CAST: 2 Actions
TARGET: 1 Creature
RANGE: 30 Feet
SAVING_THROW: Fortitude
You conjure a tear into the Plane of Negative Energy in the shape of a jet crown on a creatures temples, to siphon away their life. The target takes 5d8 Void damage and makes a Fort Save.
The Target is unaffected
The target takes half damage.
The Target takes full damage, and takes persistent Void damage equal to your Cha mod, the Crown remaining until the damage ends.
Same as a Failure, except the target takes double the initial damage,though not the persistent Damage, and the Persistent Damage doesn't end until they've succeeded on two flat checks.
Heightened (+1): The Initial damage increases by 1d8 and the persistent damage increases by 1.
CAST: 2 Actions
TARGET: One Creature
RANGE: 60 Feet
SAVING_THROW: Will
DURATION: 1 minute
You wreath the target's senses in shadow, filling their mind with sinister illusions and potentially causing them to faint of fear. The Target makes a Will save.
The Target is unaffected
The target is Frightened 1
The target is Frightened 2, and as long as it remains frightened, it treats all other creatures as hostile.
As with a failure, except the creature cannot reduce its frightened condition below 1 for the duration. Additionally, before applying the Frightened Condition, it makes a second Will Save, becoming unconscious for the duration on a failure, or unconscious for 1d4 hours on a critical failure. This is an Incapacitation effect.
CAST: 2 Actions
RANGE: 60 Feet
AREA: 10 Foot Burst
SAVING_THROW: Basic Reflex
You shatter the barrier between the Material and Astral plane with an overwhelming surge of magic, sending shards of reality tearing into your foes. Each creature in the area takes 5d8 Force damage (Basic Reflex Save). Additionally, the shards remain until the end of your next turn, making the area difficult terrain.
Heightened (+1): The Damage increases by 1d8
Planar Cascade
When you use the Outburst Action, other actions granted by Conduit feats, or in times of great stress at the DM's discretion, the DM will make you roll a flat check, which is usually dc 10 but the action or feature may list a different dc. On a Failure, your connection your Planar Influence grows unstable and causes extraplanar forces to leak out in chaotic ways. When this happens, roll 1d12 and use the Cascade Table below to determine the effects. The Cascade uses your spell DC. You have no control over the way your Cascade manifests. You are the point of origin for your Cascades, and you are not excluded from their effects. The Cascade's Level is usually of a random spell level you have access to Spell Slots for, unless the source of the Cascade states otherwise.
If your Planar connection was granted by a being like a god or a powerful Geniekin, the entity's intentions might sometimes alter the results of the Planar Cascade, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies.
A Planar Cascade always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the Cascades effects.
If the Cascade deals damage and doesn't list a type, it is determined by your Planar Influence as listed.
Damage Table
Planar Influence | Damage Type |
---|---|
Plane of Elemental Fire | Fire |
Plane of Elemental Water | Piercing |
Plane of Elemental Earth | Bludgeoning |
Plane of Elemental Air | Slashing |
Plane of Elemental Wood | Piercing |
Plane of Elemental Metal | Slashing |
Plane of Positive Energy | Spirit |
Plane of Negative Energy | Void |
Plane of Shadows | Mental |
Astral Plane | Force |
Cascade Table
Dice Rolls | Effect |
---|---|
1 | Open Door (Mental, Incapacitation) Your Connection to your Planar Influence opens wider than normal, so wide in fact that a confused Elemental Spirit is pulled through into your body. For 1 minute, you treat all creatures as hostile, and must attack the nearest creature on each of your turns at least once as the Elemental lashes out in panic. At the start of each of your turns that the Elemental is in your body, you may roll a Will save to regain control and send the Elemental back. |
2 | Energy Unleashed Raw energy deals 2d6 damage per spell level of the Cascade(basic Reflex save) in a 10-foot burst. |
3 | Magical Nemesis (teleportation) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by summon animal of the spell level, although it can be of any type, and gains the same trait as your Planar Influence. The GM determines the specific creature. The creature is unfriendly to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not summoned or a minion. |
4 | Planar Transformation (mental, morph) Your head and arms transform into an exaggerated imitation of a creature connected to your Planar Influence for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be confused until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. |
5 | Planar Ripple Planar energy ripples through the ground in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall prone. The surface then becomes difficult terrain for 1 minute. |
6 | Intrusive Surge (Mental, nonlethal) The Energy of your Planar Influence suddenly overwhelms you. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also stunned 1 (stunned 2 on a critical failure). |
7 | Elemental Squall (illusion, visual) Visual illusions of energies related to your Planar Influence fills a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to disbelieve this illusion. |
8 | Emotional Turmoil (emotion, mental) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks until the start of your next turn; on a failure, you take a –2 status penalty to them instead |
9 | Life Sap (Void) The Cascade flows in the reverse of standard, draining your life force and strength. You become drained 1 and doomed 1, and you are enfeebled 2 for 1 minute. |
10 | Ablative Barrier Planar Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the Cascade's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. |
11 | Luminous Wisps (illusion, visual) Numerous tiny flying wisps formed of bright colorful light, and themed about your Planar Influence, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be dazzled for 1 minute, or blinded for 1 round and then dazzled for 1 minute on a critical failure. |
12 | Overflowing Surge You immediately use an Outburst of the same level as the Planar Cascade as a free action, without consuming a Spell slot. This forces a roll for Planar Cascade as normal. |
Multiclass Archetype
ARCHETYPE: Conduit Multiclass
PREREQUISITE: Cha +2, Str or Dex +2
You gain the Planar Possession Action, with a Planar Die of 1d4. Choose a Planar Influence. You become trained in the Influenced Skill, and are subject to the Backlash of, that Influence and it determines the damage type of your Planar Die. You also can cast spells like a Conduit. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your Planar Influence or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for Conduit archetype spells is Charisma. You gain no other benefits from your Influence.
ARCHETYPE: Conduit Multiclass
PREREQUISITE: Conduit Dedication
You gain a first or second level Conduit Feat of your Choice.
Leads Into: Advanced Conduction
ARCHETYPE: Conduit Multiclass
PREREQUISITE: Conduit Dedication; Class granting no more Hit Points per level than 8 + your Con Mod
You gain 3 additional Hit Points for each Conduit archetype class feat you have. As you continue selecting Conduit archetype class feats, you continue to gain additional Hit Points in this way.
ARCHETYPE: Conduit Multiclass
PREREQUISITE: Conduit Dedication
You gain your Planar Influence's Initial Planar Spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating on your connection to the Plane your magic stems from.
ARCHETYPE: Conduit Multiclass
PREREQUISITE: Basic Conduction
You gain one Conduit Feat. For the purpose of meeting its prerequisites, your Conduit level is equal to half your characters level.
You can take this feat more than once. Each time you select it, you gain another Conduit Feat
ARCHETYPE: Conduit-Multiclass
PREREQUISITE: Conduit Dedication
You gain the ability to trigger your Influences Planar Charge when you cast spells with the required Traits.
ARCHETYPE: Conduit Multiclass
PREREQUISITE: Conduit Dedication
You gain the basic bounded spellcasting benefits. You can only use the spell slots from this feature to cast spells from your Conduit Spell Repertoire.
Leads Into: Expert Conduit Spellcasting
ARCHETYPE: Conduit Multiclass
PREREQUISITE: Basic Conduit Spellcasting, Master in your Influenced Skill
You gain the expert bounded spellcasting benefits.
Leads into: Master Conduit Spellcasting
ARCHETYPE: Conduit Multiclass
PREREQUISITE: Expert Conduit Spellcasting, Legendary in your Influenced Skill
You gain the master bounded spellcasting benefits.