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Chapter 1: Getting Started Table 1.1: Ability Modifiers and Bonus Mana Ability Score Modifier Bonus Mana per Day by Maximum Spell Level 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th 1 -5 Can't cast spells tied to this ability 2-3 -4 4-5 -3 6-7 -2 8-9 -1 10-11 0 12-13 +1 1 14-15 +2 1 2 16-17 +3 1 2 3 18-19 +4 1 2 3 4 20-21 +5 2 2 3 4 5 22-23 +6 2 4 3 4 5 6 24-25 +7 2 4 6 4 5 6 7 26-27 +8 2 4 6 8 5 6 7 8 28-29 +9 3 4 6 8 10 6 7 8 9 30-31 +10 3 6 6 8 10 12 7 8 9 32-33 +11 3 6 9 8 10 12 14 8 9 34-35 +12 3 6 9 12 10 12 14 16 9 36-37 +13 4 6 9 12 15 12 14 16 18 38-39 +14 4 8 9 12 15 18 14 16 18 40-41 +15 4 8 12 12 15 18 21 16 18 42-43 +16 4 8 12 16 15 18 21 24 18 44-45 +17 5 8 12 16 20 18 21 24 27 etc. ...

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Page 1: pfmtg.files.wordpress.com · Chapter 2: Races DWARVES An ancient race whose days of glory are long past, the dwarves are a stalwart and noble race. Dwarves are often determined, honorable,

Chapter 1: Getting Started

Table 1.1: Ability Modifiers and Bonus Mana

Ability Score

Modifier Bonus Mana per Day by Maximum Spell Level

1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 -5

Can't cast spells tied to this ability

2-3 -4

4-5 -3

6-7 -2

8-9 -1

10-11 0 — — — — — — — — —

12-13 +1 1 — — — — — — — —

14-15 +2 1 2 — — — — — — —

16-17 +3 1 2 3 — — — — — —

18-19 +4 1 2 3 4 — — — — —

20-21 +5 2 2 3 4 5 — — — —

22-23 +6 2 4 3 4 5 6 — — —

24-25 +7 2 4 6 4 5 6 7 — —

26-27 +8 2 4 6 8 5 6 7 8 —

28-29 +9 3 4 6 8 10 6 7 8 9

30-31 +10 3 6 6 8 10 12 7 8 9

32-33 +11 3 6 9 8 10 12 14 8 9

34-35 +12 3 6 9 12 10 12 14 16 9

36-37 +13 4 6 9 12 15 12 14 16 18

38-39 +14 4 8 9 12 15 18 14 16 18

40-41 +15 4 8 12 12 15 18 21 16 18

42-43 +16 4 8 12 16 15 18 21 24 18

44-45 +17 5 8 12 16 20 18 21 24 27

etc. ...

Page 2: pfmtg.files.wordpress.com · Chapter 2: Races DWARVES An ancient race whose days of glory are long past, the dwarves are a stalwart and noble race. Dwarves are often determined, honorable,

Chapter 2: Races

DWARVESAn ancient race whose days of glory are long past, the dwarves are a stalwart and noble race. Dwarves are often determined, honorable, and stoic, but can also be dour, avaricious, and xenophobic. Though their kingdoms and empires once stretched far and wide throughout the mountains of the multiverse, they are now found in isolated pockets, surrounded by the far more numerous goblins and orcs.

Physical Description: Dwarves are short and stocky. Despite their short stature, they possess muscular, burly builds, standing around 4 feet tall and weighing around 150 lbs. Dwarven men commonly sport rich, luxurious facial hair, and both men and women typically wear their hair long. Dwarven hair color spans the human range, with red and yellow the most common, and their eyes are most commonly brown and black.

Society: Dwarves are known for their mountain dwellings, which tend to be isolated. Despite this isolation, dwarven society places a strong emphasis on tradition that serves to preserve a common culture. Dwarves value family, hard work, and duty, while deemphasizing frivolity and individualism.

Relations: Dwarves distrust elves, who don't share their values. They tolerate humans, although they usually don't form close bonds. Dwarves have poor relations with orcs and goblins, with whom they've battled through the ages for territory and resources.

Color: Hailing from the mountains, dwarves tend towards Red, with few exceptions. While they don't display the wild emotion, passion, and frenzy that often defines Red creatures, their ties to their mountain homes overpower any tendencies towards other colors.

Adventurers: Dwarves require strong reasons to leave their homelands, but once they do, they're likely to remain committed to those reasons. Dwarves commonly adventure to protect their homelands, to gain wealth, and to find new sources and markets for their work.

DWARF RACIAL TRAITS+2 Constitution, +2 Wisdom, -2 Charisma: Dwarves are both

tough and wise, but also a bit gruff.Medium: Dwarves are Medium creatures, and have no bonuses

or penalties due to their size.Slow and Steady: Dwarves have a base speed of 20 feet, but

their speed is never modified by armor or encumbrance.Darkvision: Dwarves can see in the dark up to 60 feet.Defensive Training: Dwarves get a +4 dodge bonus to AC against

monsters of the giant subtype.Greed: Dwarves receive a +2 racial bonus on Appraise skill

checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblins subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecutting: Dwarves receive a +2 racial bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. A dwarf receives a check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking.

Weapon Familiarity: Dwarves are proficient with axes, hammers, and picks, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence often choose from the following bonus languages: Giant, Gnome, Goblin, and Orc.

ELVES

ELF RACIAL TRAITS+2 Dexterity, +2 Intelligence, -2 Constitution: Elves are

nimble, both in body and mind, but their form is frail.Medium: Elves are Medium creatures and have no bonuses or

penalties due to their size.Normal Speed: Elves have a base speed of 30 feet.Low-Light Vision: Elves can see twiece as far as humans in

conditions of dim light.Elven Magic: Elves receive a +2 racial bonus on caster level

checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores often choose from the following bonus languages: Draconic, Goblin, and Sylvan.

SUBRACE: LLANOWAR ELFLlanowar elves share the racial traits of elves, in addition to the

following:Green Magic: Llanowar elves gain one bonus racial green mana

per day. This mana is inherent to the Llanowar elf, and is not drawn through a ley line.

GOBLINSGoblins are small, savage creatures driven by impulse and emotion. At their best, they can be creative and dynamic, but they can also be lazy and cruel. A warlike people, they sometimes surge forth from their mountain homes to bring war to others, but more often bicker and amongst themselves in petty conflict.

Physical Description: Despite their great physical diversity, goblins tend to be short and wiry, rarely surpassing 3 ½ feet in height and 50 lbs. in weight. Skin color ranges from gray to green to brown, eye color ranges from black to red, and hair, if present, is usually black. Goblins have large mouths with pointed teeth, sharp noses, and pointed ears, and small, narrow eyes.

Society: Goblins can be found almost everywhere, and their culture has shifted and fractured countless times through distance and necessity. Most goblin societies are tribal, with a strong leader who keeps his or her subjects together by force of personality and fear. However, goblins are nothing if not adaptable, and other forms of goblin communities are found on occasion.

Relations: Other races tend to see goblins negatively, as sneaky, brutal, weak, and stupid savages. For their part, goblins are quick to return the negative feelings shown to them. They share the outlooks of orcs and often distrust elves and humans. They reserve their greatest enmity for dwarves, who they have warred with for ages over shared lands and resources.

Color: As goblins tend to be impulsive, violent, and barbaric, they gravitate towards Red with very few exceptions. Even when a goblin is of another color, it is often in addition to Red.

Adventurers: Goblins are often drawn to adventure by their greed or lust for battle. Less often, a goblin may take up adventuring out of necessity as an outcast or refugee. A few rare goblins set out from their homes seeking knowledge, fame, or other abstract goals.GOBLIN RACIAL TRAITS-2 Strength, +4 Dexterity, -2 Charisma: Goblins are fast, but

weak and unpleasant to be around.Small: Goblins are Small creatures, and gain a +1 size bonus to

their AC, a +1 size bonus to their attack rolls, a -1 penalty to

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their CMB and CMD, and a +4 size bonus on Stealth Checks.Fast: Goblins are fast for their size, and have a base speed of 30

feet.Darkvision: Goblins cans see in the dark up to 60 feet.Skilled: +4 racial bonus on Ride and Stealth checks.Languages: Goblins begin play speaking Goblin. Goblins with

high Intelligence scores often choose from these bonus languages: Common, Draconic, Dwarven, Orc.

HUMANSHumanity can be found in almost all parts of the multiverse, often as the dominant race in their area. Humans are diverse and adaptable, ranging from savage mountain tribes to studious arcane academies to feudal nations, and any variation in between.

Physical Description: Humans vary widely in appearance, with skin tones ranging from dark to light, hair from black to pale blonde, and eyes from black to light blue. Although height and build vary greatly among humanity, adult male humans tend not to exceed 6 feet, while adult human females tend to be slightly shorter.

Society: Human society is very flexible and varied, manifesting itself in a multitude of governments, attitudes, and lifestyles. As an adaptable people, humans are no less comfortable living in nomadic bands as they are living in sprawling cities, and everywhere in between.

Relations: While certain humans may view other races with attitudes ranging from abject hatred to borderline worship, humanity as a whole tends to possess a neutral attitude towards other races.

Color: Humans can be found almost anywhere in the multiverse, and as such, tend to adapt very quickly and well to the colors of their surroundings. Humans tend to gravitate towards whichever color suits their situation, and as a whole don't prefer any color over another.

Adventurers: Humans are driven to adventure for as many reasons, from curiosity and wanderlust to greed and ambition. Being as flexible as they are, humans can fill any role within an adventuring party with ease.HUMAN RACIAL TRAITS+2 to One Ability Score: Human characters get a +2 bonus to

one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.Bonus Feat: Humans select one extra feat at first level.Skilled: Humans gain an additional skill rank at first level and

one additional skill rank whenever they gain a level.Languages: Humans begin play speaking Common. Humans with

high Intelligence scores choose any bonus language they wish to learn.

MERFOLK

Physical Description: From the waist up, merfolk bear the torsos of humans, but their lower bodies consist of the fins and tail of a great fish. Their skin and hair range from all the typical human shades to more exotic, fish-like colors such as blue and green, and their scales show similar variety in coloration. Merfolk are similar in size to humans.

Society: Relations: Merfolk have Color: As creatures tied strongly to water, merfolk have a

strong affinity towards Blue. Adventurers:

MERFOLK RACIAL TRAITS+2 Dexterity, +2 Constitution, +2 Charisma: Merfolk are

graceful, beautiful, and hale.Medium: Merfolk are Medium creatures and have no bonuses or

penalties due to their size.Aquatic: Merfolk are aquatic and can breathe water. Their land

speed is 5 feet, but their swim speed is 50 ft. They are amphibious, but prefer not to spend long periods out of water.

Low-Light Vision: Merfolk can see twice as far as humans in conditions of dim light.

Languages: Merfolk begin play speaking Common and Merfolk. Merfolk with high intelligence scores often choose from the following bonus languages: Elven, Draconic, and Genie.

ORCS

Physical Description: Society: Relations: Color: Adventurers:

ORC RACIAL TRAITS+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma: Orcs

are brutal and savage.Medium: Orcs are Medium creatures and have no bonuses or

penalties due to their size.Normal Speed: Orcs have a base speed of 30 feet.Darkvison: Orcs can see in the dark up to 60 feet.Orc Ferocity: Once per day, when an orc is brought below 0 hit

points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.

Light Sensitivity: Orcs are dazzled as long as they remain in areas of bright light.

Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores often choose from the following bonus languages: Dwarven, Giant, Goblin.

SUBRACE: IRONCLAW ORCHumanoid Hit Die: Ironclaw orcs have 2d8 racial hit die. An

Ironclaw orc character receives the maximum hit points for his first humanoid hit die. He rolls all hit points from his second humanoid hit die and class levels and does not automatically gain maximum hit points on his first class-level hit die. An Ironclaw orc's racial hit dice also provides a +3 Fortitude saving throw bonus.

Humanoid Skills: An Ironclaw orc's humanoid hit dice grant him skill points equal to 2 x (2 + Intelligence modifier, minimum 1). Class skills for these skill points are Climb, Craft, Handle Animal, Heal, Profession, Ride, Stealth, and Survival.

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Chapter 3: Classes

MageKnown as sorcerers, wizards, clerics, druids, and countless

other names, mages draw upon mana, the power that drives the multiverse, to work wonders.

Role: While white mages might study the magics of healing and order, black mages the magics of death and darkness, red mages the magics of fire and earth, green mages the magics of

life and nature, and blue mages the magics of thought and illusion, all mages are masters of the impossible and can aid their allies in overcoming many dangerous situations.

Color: Any.Hit Die: d6.

Class SkillsA mage's class skills are Appraise (Int), Craft (Int), Fly (Dex),

Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).Skill Ranks per Level: 2 + Int modifier.

Table 3.1: The Mage

LevelBase

Attack Bonus

Fort Save

Ref Save

Will Save Special

Mana per Day Max Spell Level

1st +0 +0 +0 +2 Cantrips, Color Affinity 1 1st

2nd +1 +0 +0 +3 2 1st

3rd +1 +1 +1 +3 4 2nd

4th +2 +1 +1 +4 7 2nd

5th +2 +1 +1 +4 Bonus Feat 10 3rd

6th +3 +2 +2 +5 15 3rd

7th +3 +2 +2 +5 20 4th

8th +4 +2 +2 +6 27 4th

9th +4 +3 +3 +6 34 5th

10th +5 +3 +3 +7 Bonus Feat 43 5th

11th +5 +3 +3 +7 52 6th

12th +6/+1 +4 +4 +8 63 6th

13th +6/+1 +4 +4 +8 74 7th

14th +7/+2 +4 +4 +9 87 7th

15th +7/+2 +5 +5 +9 Bonus Feat 100 8th

16th +8/+3 +5 +5 +10 115 8th

17th +8/+3 +5 +5 +10 130 9th

18th +9/+4 +6 +6 +11 147 9th

19th +9/+4 +6 +6 +11 163 9th

20th +10/+5 +6 +6 +12 Bonus Feat 180 9th

Class FeaturesThe following are the class features of the mage.Weapon and Armor Proficiency: Mages are proficient with

the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a mage's movements, which can cause his spells with somatic components to fail.

Mana: A mage's ability to cast spells is limited by the mana she has available. Her base daily allotment of mana is given on Table 3.1: The Mage. In addition, she receives bonus mana per day if she has a high Intelligence score (see Table 1.1: Ability Modifiers and Bonus Mana). Her race may also provide bonus mana per day, as may certain feats and items.

A mage obtains mana by attuning herself to the land. Different colors of mana come from different lands: black mana bubbles forth from swamps, blue mana flows from islands, green mana comes from forests, red mana surges from mountains, and

white mana hails from plains. A mage starts out play with a number of attuned lands equal to her mana per day, and may choose from any combination of forests, islands, mountains, plains, and swamps for her starting attuned lands. New attuned lands must be gained in play. A mage must travel to the land or lands that she wishes to bond, and spend a day in meditation, exploration, and study, before she can attune herself to the land.

Once a mage has attuned herself to a piece of land, she may ready the land's ley line to draw mana through. A mage may also ready one ley line per round as a free action. Ley lines may be chosen as they are readied, and remain readied for five minutes, after which they must be readied again if they are to be used again.

A mage may draw mana from any number of her readied ley lines as a free action once per round in order to cast spells. A mage is limited to how much mana she can use each day, as per table 3.1. Any mana drawn during a round that is not used before

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the end of the round is lost and inflicts 1d8 points of damage per unused mana.

Spells: Mages draw upon the land's mana to cast spells. To learn, prepare, or cast a spell, the mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mage's spell is 10 + the spell level + the mage's Intelligence modifier.

A mage may know any number of spells, but is limited to accessing seven at a time. She must choose and attune her spells ahead of time by getting 8 hours of sleep and spending 30 minutes studying her spellbook. While studying, the mage chooses her seven spells to attune.

A mage can cast any spell she has attuned at any time, assuming she has not yet reached the limit of her mana per day.

Color AffinityA mage begins play with an affinity for one of the five colors

of mana (black, blue, green, red, or white). This affinity allows the mage to cast spells of that color. A mage may gain affinities for other colors of mana through the use of feats.

Color SpecializationA mage must choose to specialize in one color of magic, and

gains additional powers based on her choice. This choice must be made at 1st level, and the mage must choose to specialize in the same color as she chose for her initial color affinity.

CantripsA mage may choose to attune cantrips, or 0-level spells, each

day, as one or more of her seven attuned spells. These spells are cast like any other spell, but do not cost mana and do not deplete the mage's mana pool. A mage must have affinity for the color of the cantrip to cast it.

Bonus FeatsAt 5th, 10th, 15th, and 20th level, a mage gains a bonus feat.

At each such opportunity, she can choose a metamagic feat, an item creation feat, or Mana Attunement. The mage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The mage is not limited to the categories of metamagic feats, item creation feats, or Mana Attunement when choosing those feats.

Learning SpellsA mage begins play with a spellbook containing all 0-level

spells of her attuned color(s), plus any three 1st-level spells chosen from her attuned colors. The mage also selects a number of additional 1st-level spells chosen from her attuned colors equal to her Intelligence modifier to scribe into her spellbook at the beginning of play. At each new mage level, she may scribe two new spells of any spell level or levels that she can cast (based on her new mage level) into her spellbook, chosen from her attuned colors. At any time, a mage can also copy spells from other spellbooks into her own (see Magic).

Color SpecializationsThe following descriptions detail each color specialization and its corresponding powers.

Black SpecializationCommand Undead (Su): A black mage deals with death and

undeath on a regular basis, and is practiced at dealing with the undead. As a standard action, she may enslave undead within 30 feet of her. Commanded undead obey a mage's commands to the best of their ability, as if under the effects of control magic. A mage may control any number of undead, as long as their total Hit Dice does not exceed her mage level. If a mage wishes to control an undead under the control of another creature, she must make an opposed Intelligence check with the creature; if she succeeds, she wrests control of the undead to herself. Undead unwilling to be commanded receive a Will save to resist command. Intelligent undead receive a new saving throw each day to resist command. The DC of this will save is equal to 10 + 1/2 the mage's mage level + the mage's Intelligence modifier. She can command undead a number of times per day equal to 3 + her Intelligence modifier.

Blue SpecializationStudious Knowledge (Ex): A blue mage adds half of her

mage level to Linguistics skill checks and all Knowledge skill checks, and may make Linguistics skill checks and all Knowledge skill checks untrained. A blue mage may also attune eight spells at once, instead of the seven attuned spells normally allowed.

Green SpecializationAnimal Companion (Ex): A green mage is closely tied to the

natural world, and may form a close bond with an animal companion. This animal is a loyal companion that accompanies the mage on her adventures.

An animal companion uses the basic statistics for a creature of the companion's kind, but with the following changes.

Hit Dice: For the purpose of effects related to the number of Hit Dice, use the mage's mage level.

Hit Points: The animal companion has half the mage's total hit points (not including temporary hit points), rounded down.

Attacks: Use the mage's base attack bonus, as calculated from all her classes. Use the animal companion's Dexterity or Strength modifier, whichever is greater, to calculate the animal companion's melee attack bonus with natural weapons. Damage is that of a normal creature of the companion's kind.

Saving Throws : For each saving throw, use the mage's base save bonus, as calculated from all her clases. The companion applies its own ability modifiers to saves, and doesn't share any of the other bonuses that the mage may have.

Skills: Animal companions have the same skills as those of a normal creature of its kind. If the mage shares a skill with her animal companion, the companion's skill rank is equal to that of the mage.

An animal companion gains a number of abilities as it increases in power. Each of these is described below.

Link (Ex): A mage can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The mage gains a +4 circumstance bonus on all Handle Animal checks made regarding her animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “personal” oh her animal companion (as a spell with a range of “touch”) instead of on herself. A mage may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type. This ability does not allow the animal companion to share abilities that are not spells, even if they function like spells.

Natural Armor Bonus: At 3 Hit Dice, and every 3 Hit Dice thereafter, an animal companion gains a +2 natural armor bonus to its armor class.

Evasion (Ex): At 3 Hit Dice, an animal companion gains Evasion: if subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): At 4, 8, 14, and 20 Hit Dice, an animal companion adds +1 to one of its ability scores.

Devotion (Ex): At 6 Hit Dice, an animal companion gains a +4 morale bonus on Will saves.

Multiattack: At 9 Hit Dice, an animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have the feat. If it does not have the requisite three or more natural attacks, the companion instead gains a second attack with one of its natural weapons, albeit at a -5 penalty.

Improved Evasion (Ex): At 15 Hit Dice, an animal companion gains Improved Evasion: if subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

If an animal companion is lost or dies, it can be replaced 1 week later after a day of communion with nature and search.

A mage may choose among a bear, a cat, and a wolf for her animal companion.

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Red SpecializationDestructive Spells (Su): Whenever a red mage casts a spell

that deals hit point damage, she adds 1/2 of her mage level to the damage (minimum +1). This bonus only applies once per spell. This damage is of the same color as the spell. At 20th level, whenever the mage casts a red spell, she may roll twice to penetrate a creature's spell resistance, and take the better result.

White SpecializationHealing Energy (Su): A white mage is well-versed inhealing.

As a standard action, she may release a healing burst that affects all creatures within a 30-foot radius, centered on and including herself, which heals 1d6 points of damage at 1st level, and an additional 1d6 points of damage for every four mage levels beyond 1st level. Creatures unwilling to be healed receive a Will save to negate the healing. The DC of this save is equal to 10 + 1/2 the mage's mage level + the mage's Intelligence modifier. Creatures healed by the mage's healing energy cannot exceed their maximum hit point total—all excess healing is lost. A mage may use healing energy a number of times per day equal to 3 + her Intelligence modifier. This is a standard action that does not provoke an attack of opportunity.

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Chapter 5: FeatsTable 5.1: Feats

Feat Prerequisites Benefits

Additional Affinity Spellcasting class feature Gain affinity for additional color of magic

Banding Base attack bonus +2 Gain an attack bonus while fighting alongside others

Vigilance — Receive no penalties to attack while fighting defensively

ADDITIONAL AFFINITYYou gain the affinity to an additional color of magic beyond

the one you started with.Prerequisite: Spellcasting class featureBenefit: Choose a color besides one that you already have an

affinity for. You now gains affinity for the color chosen, and may cast spells of the chosen color given sufficient mana.

Special: You may take this feat up to four times, granting affinity to all five colors of magic.

BANDINGYou are skilled at fighting alongside allies.Prerequisite: Base attack bonus +2Benefit: When fighting within 5 ft. of any number of creatures

with the Banding feat and up to one designated creature without the Banding feat, you gain a +1 bonus to your attack rolls, as do all creatures with the Banding feat and the designated creature without the Banding feat within 5 ft. of you. A creature may receive a bonus from only one creature with the Banding feat.

VIGILANCEYou are exceptionally skilled at fighting defensively, and take

no penalties for doing so.Benefit: When fighting defensively, whether as a standard

action or a full-attack action, you receive no penalty to your attacks, but you still gain the dodge bonus to armor class.

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Chapter 6: Equipment

Specialty Substances and Items

Item Cost Weight

Explosive Charge 300 gp 10 lbs

Transport

Item Cost Weight

Goblin Balloon 2000 gp 850 lbs

Specialty Substances and ItemsExplosive Charge: This crude but effective bomb is capable

of leveling walls, excavating rocks, and wreaking massive amounts of destruction. An explosive charge is designed to be placed and detonated through the means of a long fuse. Once lit, the fuse burns for 1d3 +2 rounds before the charge explodes, dealing 8d6 points of damage to all creatures and structures within a 25 ft. radius.

TransportThe prices listed are to purchase the vehicle. These prices generally exclude crew or animals.

Goblin Balloon: This crude envelope of stitched skin attached to a basket and a heat source can transport the equivalent weight of five goblins and their gear. The balloon is 70 feet in diameter, with the passenger basket typically hanging 10 feet beneath the balloon. A balloon requires one skilled operator. A fire is typically used to provide the heat necessary for flight. Once airborne, a goblin balloon is limited to the speed of the wind, and it has a clumsy maneuverability.

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Chapter 7: Magic

CASTING SPELLS

Choosing ManaA mage uses lands to power her spells, gathering the ley lines

from the lands she has bonded. An area of land containing a ley line has no uniform size. Instead, ley lines are often tied to the land's physical features, rather than acreage. A small glen in a forest, for example, may be as rich in mana as a large section of desert cliff.

Multiple mage may bond the same land. The use of the land's ley line by one mage does not deplete the land's mana for other mages who have bonded the same land.

BADLANDSA mage may draw either one black or one red mana from a

readied ley line connected to a badlands. A badlands counts as both a mountain and a swamp for any effects related to land type.

BAYOUA mage may draw either one black or one green mana from a

readied ley line connected to a bayou. A bayou counts as both a forest and a swamp for any effects related to land type.

FORESTA mage may draw one green mana from a readied ley line

connected to a forest.

ISLANDA mage may draw one blue mana from a readied ley line

connected to a island.

MOUNTAINA mage may draw one red mana from a readied ley line

connected to a mountain.

PLAINSA mage may draw one white mana from a readied ley line

connected to a plains.

PLATEAUA mage may draw either one red or one white mana from a

readied ley line connected to a plateau. A plateau counts as both a mountain and a plains for any effects related to land type.

SAVANNAHA mage may draw either one green or one white mana from a

readied ley line connected to a savannah. A savannah counts as both a forest and a plains for any effects related to land type.

SCRUBLANDA mage may draw either one black or one white mana from a

readied ley line connected to a scrubland. A scrubland counts as both a plains and a swamp for any effects related to land type.

SWAMPA mage may draw one black mana from a readied ley line

connected to a swamp.

TAIGAA mage may draw either one green or one red mana from a

readied ley line connected to a taiga. A taiga counts as both a forest and a mountain for any effects related to land type.

TROPICAL ISLANDA mage may draw either one blue or one green mana from a

readied ley line connected to a tropical island. A tropical island counts as both a forest and an island for any effects related to land type.

TUDRAA mage may draw either one blue or one white mana from a

readied ley line connected to a tundra. A tundra counts as both an island and a plains for any effects related to land type.

UNDERGROUND SEAA mage may draw either one black or one blue mana from a

readied ley line connected to a underground sea. An underground sea counts as both an island and a swamp for any effects related to land type.

VOLCANIC ISLANDA mage may draw either one blue or one red mana from a

readied ley line connected to a volcanic island. A volcanic island counts as both an island and a mountain for any effects related to land type.

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Chapter 8: Spells

COLORLESS SPELLS

Variable Level Colorless SpellSummon: Caster may call a creature for aid in combat.

BLACK SPELLS

1st Level Black SpellsDark Ritual: Caster gains 3 black mana the next round.Evil Presence: Ley line produces mana as if connected to a

swamp.

2nd Level Black SpellsDeathlace: Subject's color becomes black.Gloom: White spells are more difficult to cast.Weakness: Subject gains -2 to attack and damage rolls and

takes 1d8 points of damage.

3rd Level Black SpellsBad Moon: Black creatures around caster gain +1 to attack and

damage and gain 1d8 temporary hit points.Drain Life: Touch deals 1d6 damage per black mana spent in

addition to casting cost, caster gains damage as hp.Sinkhole: Unreadies one ley line.Unholy Strength: Subject gains +2 to attack and damage and

1d8 temporary hit points.

4th Level Black SpellsAnimate Dead: Temporarily animates a dead creature in a

weakened state.Cursed Land: Readied ley line deals 1d8 damage/round.Deathgrip: Counter green spells as they are being cast.Wall of Bone: Creates a 25 square ft./caster level wall of bone.

7th Level Black SpellsMind Twist: Target mage unattunes one spell for every additional

mana spent.

8th Level Black SpellsRaise Dead: Restores subject to life.Word of Command: Caster forces another mage to cast a spell

and controls all parameters of the casting.

BLUE SPELLS

2nd Level Blue SpellsCreature Bond: Mage controlling a creature takes damage when

that creature dies.Phantasmal Terrain: Targeted ley line produces mana as if

connected to a forest, island, plains, mountain, or swamp.Psychic Venom: One ley line deals 2d6 damage when used.Thoughtlace: Subject's color becomes blue.

3rd Level Blue SpellsPower Sink: Prevents another spell from being cast if opposing

caster fails to spend equal amount of extra mana.Wall of Air: Creates a 25 square ft./caster level wall of air.Wall of Water: Creates a 25 square ft./caster level wall of water.

4th Level Blue SpellsClone: Creates a duplicate of one creature.Counterspell: Prevents another spell from being cast.Invisibility: Subject is invisible.

5th Level Blue SpellsVolcanic Eruption: One mountainous ley line for each mana

spent in addition to casting cost, all nearby creatures take 1d6 damage per ley line unreadied.

6th Level Red SpellsBlue Elemental Blast: Prevents red spell from being cast,

nullifies ongoing red spell, or damages red creature.

9th Level Blue SpellsTime Walk: Caster gains an additional full-round action.

GREEN SPELLS

1st Level Green SpellsStream of Life: Tagret gains 1d8 hit points for each additional

mana spent.Wild Growth: Ley line produces one additional green mana.

2nd Level Green SpellsFastbond: Allows caster to ready more than one ley line per

round.Lifelace: Subject's color becomes green.Wanderlust: Creature's controller takes 1d6 damage per round.Wall of Wood: Creates a 25 square ft./caster level wall of wood.

3rd Level Green SpellsChannel: Caster gains 1 colorless mana per 4 hp sacrificed.Giant Growth: Increases subject's size and grants temporary hit

points and bonus to attack and damage rolls.Instill Energy: Subject gains an additional move action each

round.Wall of Ice: Creates a 25 square ft./caster level wall of ice.

4th Level Green SpellsAspect of Wolf: Temporarily increases target's hit points and

bonuses to attack and damage rolls according to amount of readied forest ley lines.

Lifeforce: Counter black spells as they are being cast.Wall of Brambles: Creates a 25 square ft./caster level wall of

brambles.

RED SPELLS

2nd Level Red SpellsChaoslace: Subject's color becomes red.Lightning Bolt: Deals 2d6 damage to one target.Stone Rain: Unreadies one ley line.

3rd Level Red SpellsFalse Orders: Compels subject to follow a stated course of

action.Wall of Fire: Creates a 25 square ft./caster level wall of fire.

4th Level Red SpellsOrcish Oriflamme: Allied creatures around caster gain +1 bonus

to attack and damage rolls.Wall of Stone: Creates a 25 square ft./caster level wall of stone.

5th Level Red SpellsDisintegrate: Reduces one creature or object to dust.Shatter: Destroys one artifact.

6th Level Red SpellsFork: Duplicate a spell as it is being cast.Red Elemental Blast: Prevents blue spell from being cast,

nullifies ongoing blue spell, or damages blue creature.

WHITE SPELLS

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1st Level White SpellsCircle of Protection: Black: Caster prevents black damage

upon expenditure of mana.Circle of Protection: Blue: Caster prevents blue damage upon

expenditure of mana.Circle of Protection: Green: Caster prevents green damage

upon expenditure of mana.Circle of Protection: Red: Caster prevents red damage upon

expenditure of mana.Circle of Protection: White: Caster prevents white damage

upon expenditure of mana.Consecrate Land: One ley line cannot be targeted by further

spells and dispels spells already affecting it.

2nd Level White SpellsBlack Ward: Subject gains protection from black creatures and

spells.Blue Ward: Subject gains protection from blue creatures and

spells.Green Ward: Subject gains protection from green creatures and

spells.Purelace: Subject's color becomes white.Red Ward: Subject gains protection from red creatures and

spells.White Ward: Subject gains protection from white creatures and

spells.

3rd Level White SpellsCrusade: White creatures around caster gain +1 to attack and

damage and gain 1d8 temporary hit points.Holy Strength: Subject gains +1 to attack and damage and 3d8

temporary hit points.

4th Level White SpellsConversion: Ley lines connected to mountains are treated as if

they are connected to plains.Karma: Deals 1d6 damage/round for each ley line connected to a

swamp target mage has readied.Wall of Swords: Creates a 25 square ft./caster level wall of

swords.

5th Level White SpellsRighteousness: Defending creature gains +7 to hit and 7d8

temporary hitpoints for one round.

6th Level White SpellsDisenchant: Nullifies ongoing spell, damages artifact creature, or

destroys non-creature artifact.

7th Level White SpellsBalance: All mages within range retain attuned spells and

readied ley lines equal in number to those attuned and readied by the mage with the least of each.

8th Level White SpellsArmageddon: Temporarily severs the ley lines of all mages

around caster, including caster.

ANIMATE DEADColor black; Level mage 4Mana Required 2BBCasting Time 1 standard actionRange touchTarget corpse touchedDuration 1 round/caster levelSaving Throw none; Spell Resistance no

The affected corpse is reanimated as a temporarily unliving creature that obeys the caster's spoken commands. This creature can be made to follow the caster, or they can be made to remain in an area and attack any creature (or just a specific kind of

creature) entering the place. A creature animated by Animate Dead retains all abilities, but receives a -2 penalty to all attack and damage rolls.

A mage can't animate more HD of creatures than twice his or her caster level with a single casting of Animate Dead.

The unliving created remain under the caster's control for 1 round per mage level. No matter how many times Animate Dead is cast, however, a mage can control only 4 HD worth of creatures per mage level at one time. If this number is exceeded, all the newly animated creatures fall under the caster's control, and any excess animated creatures from previous castings become uncontrolled. The caster controls which creatures are released.

Once the mage loses control of unliving created by Animate Dead, the animated creature reverts to a dead state.

ARMAGEDDONColor white; Level mage 8Mana Required 4WWWWCasting Time 1 standard actionRange 25 ft. radius, centered on casterDuration instantaneousSaving Throw Will negates; Spell Resistance yes

A wave of holy power bursts forth from the caster, temporarily severing the ley lines between all casters caught within its reach and the lands that they draw their mana from, including the caster of Armageddon. Armageddon unreadies all ley lines readied by all creatures within the spell's area of effect. These ley lines may be readied again as normal. Ley lines from other sources, such as artifacts, are not affected by Armageddon. A mage may not use mana from unreadied ley lines.

The lands which the unreadied ley lines are connected to are not adversely affected, but are covered by a pall of dust and smoke. This dust and smoke lasts until it dissipates naturally, and does not harm the inhabitants of the land or the structures built upon it.

ASPECT OF WOLFColor green; Level mage 4Mana Required 2GGCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance yes

(harmless)Aspect of Wolf empowers the target with the strength of the

forest. The target creature gains a +1 bonus to all attack and damage rolls for every two ley lines connected to forests that the caster has readied, rounded down, and 1d6 temporary hit points for every two ley lines connected to forests that the caster has readied, rounded up.

BAD MOONColor black; Level mage 3Mana Required 1BBCasting Time 1 standard actionRange 25 ft. radius, centered on casterDuration 1 round/caster levelSaving Throw none; Spell Resistance no

An upwelling of dark energy suffuses all black creatures near the caster, granting unnatural power to each. Each black creature in the area of effect gains a +1 bonus to attack and damage rolls 1d8 temporary hit points for the duration of the spell. These effects fade away if the affected creatures move out of the area of effect.

BALANCEColor white; Level mage 7Mana Required 3WWWWCasting Time 1 standard actionRange 25 ft. radius, centered on casterDuration 1 round/caster level

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Saving Throw Will negates; Spell Resistance yesA flash of equality shines on all mages caught within its reach,

reducing the power of all to that of the least. Balance unreadies a number readied ley lines of all mages

within the spell's area of effect, leaving all mages with only the number of ley lines readied equal to the number of readied ley lines of the mage with the least number of ley lines readied. Each mage may choose which of their ley lines remain readied. These ley lines may be readied again as normal. Ley lines from other sources, such as artifacts, are not affected by Balance. A mage may not use mana from unreadied ley lines.

Balance unattunes a number of attuned spells of all mages within the spell's area of effect, leaving all mages with only the number of spells attuned equal to the number of spells attuned with the least number of attuned spells. Each mage may choose which of their spells remain attuned. These spells may be attuned again as normal.

BLACK WARDColor white; Level mage 2Mana Required WWCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance no

This spell wards a creature from attacks by black creatures and the effects of black spells. It creates a protective aura about the creature, which provides DR 5/non-black. Furthermore, the warded creature gains a +2 bonus to all saves against black spells.

BLUE ELEMENTAL BLASTColor blue; Level mage 6Mana Required UUUUUUCasting Time 1 immediate actionRange medium (100 ft. + 10 ft/level)Target one mage, creature, or spellDuration instantaneousSaving Throw see text; Spell Resistance see text

Blue Elemental Blast can be used to counter a red spell as it is being cast, destroy a red ongoing spell effect, or damage a red creature.

If the caster uses Blue Elemental Blast to counter a red spell, the caster of Blue Elemental Blast and the caster of the targeted spell must make opposed caster level checks. If the caster of Blue Elemental Blast is successful, the targeted spell fails and the mana used to cast the targeted spell is expended. The caster of the targeted spell does not get a saving throw or receive the benefits of Spell Resistance if Blue Elemental Blast is used in this manner.

If the caster uses Blue Elemental Blast to destroy an ongoing red spell after it has been cast, the caster of Blue Elemental Blast and the caster of the targeted spell must make opposed caster level checks. If the caster of Blue Elemental Blast is successful, the targeted spell ends. The caster of the targeted spell does not get a saving throw or receive the benefits of Spell Resistance if Blue Elemental Blast is used in this manner.

When Blue Elemental Blast is used against a red creature, the targeted red creature takes 10 points of damage for each mage level the caster has. If the targeted creature succeeds in making a Reflex saving throw, it takes half damage. The targeted red creature receives the benefits of spell resistance if Blue Elemental Blast is used in this manner.

BLUE WARDColor white; Level mage 2Mana Required WWCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster level

Saving Throw Will negates (harmless); Spell Resistance noThis spell wards a creature from attacks by blue creatures and

the effects of blue spells. It creates a protective aura about the creature, which provides DR 5/non-blue. Furthermore, the warded creature gains a +2 bonus to all saves against blue spells.

BURROWINGColor red; Level mage 1Mana Required RCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

The affected creature gains the ability to easily move through mountainous territory. The spell grants the subject a +6 bonus to Stealth checks while in mountainous territory.

CHANNELColor green; Level mage 3Mana Required GGGCasting Time 1 immediate actionRange personalTarget selfDuration instantaneousSaving Throw none; Spell Resistance no

The caster fuels his or her spellcasting with the power of his or her lifeforce. When Channel is in cast, the caster may choose to take any number of points of damage. For every four points of damage taken, the caster gains 1 colorless mana. This additional mana does not count against the mage's total mana per day. If the mana gained through the use of Channel is not used by the end of the round, it is lost and the caster takes 1d8 points of damage for each unused mana.

A mage may cast Channel only once per day.

CHAOSLACEColor red; Level mage 2Mana Required RRCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 creature or spellDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

Through the application of raw red mana, the caster forces the targeted creature's or spell's essence to temporarily change to red. To affect a spell, Chaoslace must target the spell as it is being cast. The creature or spell's former color or colors are overridden for the duration of the spell, and spells or abilities that affect the original color or colors of the target have no effect, while spells or abilities that affect red creatures or spells affect the targeted creature or spell as if it were red.

CIRCLE OF PROTECTION: BLACKColor white; Level mage 1Mana Required WCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster is encircled by a field of protective magic which can be empowered to prevent damage from black spells and creatures. As a free action, the caster may spend any amount of mana to empower Circle of Protection: Black. For each mana spent in this manner, the spell prevents 1d6 damage inflicted to the caster by a black creature or spell. The mana must be spent as the damage is being inflicted; damage already taken cannot be healed by Circle of Protection: Black.

CIRCLE OF PROTECTION: BLUEColor white; Level mage 1

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Mana Required WCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster is encircled by a field of protective magic which can be empowered to prevent damage from blue spells and creatures. As a free action, the caster may spend any amount of mana to empower Circle of Protection: Blue. For each mana spent in this manner, the spell prevents 1d6 damage inflicted to the caster by a blue creature or spell. The mana must be spent as the damage is being inflicted; damage already taken cannot be healed by Circle of Protection: Blue.

CIRCLE OF PROTECTION: GREENColor white; Level mage 1Mana Required WCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster is encircled by a field of protective magic which can be empowered to prevent damage from green spells and creatures. As a free action, the caster may spend any amount of mana to empower Circle of Protection: Green. For each mana spent in this manner, the spell prevents 1d6 damage inflicted to the caster by a green creature or spell. The mana must be spent as the damage is being inflicted; damage already taken cannot be healed by Circle of Protection: Green.

CIRCLE OF PROTECTION: REDColor white; Level mage 1Mana Required WCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster is encircled by a field of protective magic which can be empowered to prevent damage from red spells and creatures. As a free action, the caster may spend any amount of mana to empower Circle of Protection: Red. For each mana spent in this manner, the spell prevents 1d6 damage inflicted to the caster by a red creature or spell. The mana must be spent as the damage is being inflicted; damage already taken cannot be healed by Circle of Protection: Red.

CIRCLE OF PROTECTION: WHITEColor white; Level mage 1Mana Required WCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster is encircled by a field of protective magic which can be empowered to prevent damage from white spells and creatures. As a free action, the caster may spend any amount of mana to empower Circle of Protection: White. For each mana spent in this manner, the spell prevents 1d6 damage inflicted to the caster by a white creature or spell. The mana must be spent as the damage is being inflicted; damage already taken cannot be healed by Circle of Protection: White.

CLONEColor blue; Level mage 4Mana Required 3UCasting Time 1 standard actionRange close (25 ft. + 5 ft./2 levels)Target one creature

Duration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster calls forth a copy of one touched creature, which appears where the caster chooses and may act upon the caster's next turn. It may attack the caster's opponents, and if the caster can communicate with cloned creature, the caster may direct it not to attack, to attack particular enemies, or to perform other actions. Clone may duplicate any creature with Hit Dice equal to the caster's mage level or fewer. A cloned creature shares the appearance, personality, and mundane equipment of the creature it is cloned from. Any magical equipment the original creature is carrying is replaced by nonmagical equivalents for the cloned creature.

A cloned creature may not summon or otherwise conjure another creature, nor may it use any teleportation abilities.

When the duration of clone expires, the cloned creature disappears. It is not known whether the creature dissipates from existence, or if it continues its existence somewhere else in the multiverse.

CONSECRATE LANDColor white; Level mage 1Mana Required WCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster level

The caster protects one of the ley lines between his or her soul and the land. This protection prevents any one readied ley line of the caster's choice from being unreadied or affected by other spells. Existing spells affecting the readied ley line are dispelled as per the Disenchant spell.

CONVERSIONColor white; Level mage 4Mana Required 2WWCasting Time 1 standard actionRange 25 ft. radius, centered on casterDuration concentrationSaving Throw Will negates; Spell Resistance yes

The readied ley lines connected to mountains of all mages in the affected area are treated as if they are connected to plains instead of mountains. For the duration of Conversion, ley lines connected to mountains produce white mana instead of red, are affected by spells and effects that affect ley lines connected to plains, and are not affected by spells or effects, other than Conversion, that affect ley lines connected to mountains. If a mage leaves the area of effect or Conversion expires, his or her readied ley lines connected to mountains revert to normal.

Conversion lasts as long as the caster maintains it by spending WW each subsequent round after it is cast. Spending mana to maintain Conversion is treated as a free action. The caster may voluntarily end the spell at any time.

COUNTERSPELLColor blue; Level mage 4Mana Required UUUUCasting Time 1 immediate actionRange medium (100 ft. + 10 ft/caster level)Target one mageDuration instantaneousSaving Throw none; Spell Resistance no

Counterspell nullifies another spell as it is being cast. The caster of counterspell and the targeted mage must make opposed caster level checks. If the caster of counterspell succeeds, the spell being cast by the targeted mage fails and the mana used to cast it is expended.

CREATURE BONDColor blue; Level mage 2Mana Required 1UCasting Time 1 standard action

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Range close (25 ft. +5 ft./2 caster levels)Target one controlled creatureDuration 1 round/caster levelSaving Throw no; Spell Resistance no

Creature Bond disrupts the link between a mage and a creature which he or she has under his or her control. If a creature under a mage's control, such as a creature summoned by a Summon spell or under the affect of a Control Magic spell, is killed while affected by Creature Bond, the mage controlling the creature takes 1d6 damage per hit die of the controlled creature.

CRUSADEColor white; Level mage 3Mana Required WWWCasting Time 1 standard actionRange 25 ft. radius, centered on casterDuration 1 round/caster levelSaving Throw none; Spell Resistance no

A flash of holy energy shines upon all white creatures near the caster, granting additional power to each. Each white creature in the area of effect gains a +1 bonus to attack and damage rolls and 1d8 temporary hit points for the duration of the spell. These effects fade away if the affected creatures move out of the area of effect.

CURSED LANDColor black; Level mage 4Mana Required 2BBCasting Time 1 standard actionRange close (25 ft. + 5 ft./2 levels)Target one mageDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

The caster may curse any one of the target's readied ley lines. As long as the ley line remains readied, Cursed Land deals 1d8 points of damage each round to the target.

DARK RITUALColor black; Level mage 1Mana Required BCasting Time 1 full-round actionRange personalTarget selfDuration instantaneousSaving Throw Will negates; Spell Resistance yes

By ritually concentrating for a complete round, the caster may tap into primal darkness to draw upon its power. The round after Dark Ritual is cast, the caster gains three black mana as a free action, usable until the end of that round. This additional mana does not count against a mage's mana per day. If this additional black mana is not used before the end of the round, it is lost and and the caster takes 1d8 points of damage per unused mana.

DRAIN LIFEColor black; Level mage 3Mana Required 1BBCasting Time 1 standard actionRange touchTarget creature touchedDuration instantaneousSaving Throw none; Spell Resistance yes

The caster's touch becomes imbued with the force of death and steals the lifeforce of a touched creature, granting it to the caster. Upon a successful touch attack, the caster's touch inflicts 1d6 points of damage to the creature touched for each black mana spent in addition to Drain Life's casting cost. The caster gains a number of temporary hit points equal to the damage inflicted by Drain Life, to a maximum of the target's current hit points + the target's Constitution score. These temporary hit points last for 1 hour.

DEATHGRIP

Color black; Level mage 4Mana Required BBBBCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster of Deathgrip may nullify a green spell as it is being cast. While under the affect of Deathgrip, a mage may spend, as a free action, two black mana when a green spell is cast. The caster of the green spell and the mage activating Deathgrip must make opposed caster level checks. If the mage activating Deathgrip succeeds, the green spell being cast fails and the mana used to cast it is expended.

DEATHLACEColor red; Level mage 2Mana Required BBCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 creature or spellDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

Through the application of raw black mana, the caster forces the targeted creature's or spell's essence to temporarily change to black. To affect a spell, Deathlace must target the spell as it is being cast. The creature or spell's former color or colors are overridden for the duration of the spell, and spells or abilities that affect the original color or colors of the target have no effect, while spells or abilities that affect black creatures or spells affect the targeted creature or spell as if it were black.

DISENCHANTColor white; Level mage 6Mana Required 3WWWCasting Time 1 immediate actionRange medium (100 ft. + 10 ft./caster levels)Target one artifact or ongoing spellDuration instantaneousSaving Throw see text; Spell Resistance see text

Disenchant can be used to dispel an ongoing spell effect or damage an artifact.

When Disenchant is used against an ongoing spell effect, the caster of disenchant must make an opposed caster level check against the caster of the targeted spell. If the caster of disenchant succeeds, the ongoing spell is ended.

When Disenchant is used against a non-creature artifact, if the the targeted artifact fails a Fortitude saving throw, it loses all special abilities, and becomes a normal item.

When Disenchant is used against an artifact creature, the targeted artifact creature takes 10 points of damage for each mage level the caster has. If the targeted creature succeeds in making a Fortitude saving throw, it takes half damage. The targeted artifact creature receives the benefits of spell resistance if Disenchant is used in this manner.

DISINTEGRATEColor red; Level mage 5Mana Required RRRRRCasting Time 1 standard actionRange medium (100 ft. + 10 ft./caster level)Effect rayDuration instantaneousSaving Throw Fortitude half; Spell Resistance yes

A thin green ray springs from the caster's finger and disrupts any material that it touches. The caster must succeed in a ranged touch attack to hit with Disintegrate, and may spend any amount of mana in addition to Disintegrate's casting cost. For each mana spent in this manner, Disintegrate inflicts 1d6 points of damage to any creature touched by the ray. Any creature reduced to 0 hit points or less by this spell is disintegrated, leaving behind only a trace of dust.

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When used against an object, Disintegrate destroys up to a 10' cube of nonliving material. Objects which succeed in making saving throw take 1d3 points of damage for each mana spent in addition to the spell's casting cost. An object reduced to 0 hit points or less by this spell are disintegrated as if it failed the saving throw.

Disintegrate only affects one creature or object per casting.

EVIL PRESENCEColor black; Level mage 1Mana Required BCasting Time 1 standard actionRange touchTarget mage touchedDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

The caster may place an evil aura upon any one of the target's readied ley line from a land. The ley line affected by Evil Presence produces black mana as if it was connected to a swamp, instead of the mana it would normally produce.

FALSE ORDERSColor red; Level mage 3Mana Required RRRCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 levels)Target one living creatureDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

The caster insinuates his will into the target's mind, allowing the suggestion of a course of activity (limited to a sentence or two). These False Orders must be worded in such a manner as to sound reasonable. Asking the target to follow an obviously harmful course of action automatically negates the effects of the False Orders. The target must be able to understand the caster for the spell to take effect.

The suggested course of action may continue for the entirety of the spell's duration. If the suggested activity is completed in a shorter amount of time, the spell ends.

Very reasonable False Orders causes the save to be made with a penalty (such as -1 or -2).

FASTBONDColor green; Level mage 2Mana Required GGCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster levelSaving Throw no; Spell Resistance none

Fastbond allows a mage to ready many ley lines at once. Each round that Fastbond is in effect, a mage may attempt to ready ley lines as a free action. This ability replaces the mage's normal process of readying a ley line. The caster of Fastbond takes 1d6 points of damage for every ley line beyond the first that she readies in a round.

Ley lines readied through the use of Fastbond remain readied after the spell ends.

FORKColor red; Level mage 6Mana Required RRRRRRCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 spellDuration instantaneousSaving Throw none; Spell Resistance no

Fork duplicates a spell as it is being cast. The caster may target any spell cast within the previous round, and duplicate it, choosing a new target. The spell duplicated with Fork has the same caster level, save DC, and effect as the original spell, but is Red colored. If the original spell needs additional requirements

beyond mana to be cast, the caster of Fork does not need to pay these requirements to duplicate it. If the caster of the original spell spent additional variable mana during the casting of the original spell, the caster of Fork does not need to pay additional variable mana to duplicate it, but cannot specify a different value of additional variable mana for the duplicate.

GIANT GROWTHColor green; Level mage 3Mana Required GGGCasting Time 1 immediate actionRange touchTarget creature touchedDuration 1 roundSaving Throw Will negates (harmless); Spell Resistance no

Giant growth increases the size of the targeted creature and grants it great strength and durability. When under the affect of the spell, the targeted creature gains a +3 to all attack and damage rolls, 3d8 temporary hit points, and grows two size categories. (Gargantuan creatures become colossal, and colossal creatures remain colossal.) The targeted creature gains the size modifier of its new size.

Upon expiration of Giant Growth, the targeted creature returns to its normal size.

GLOOMColor black; Level mage 2Mana Required 1BCasting Time 1 standard actionRange 25 ft radius, centered on casterDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

Gloom suffuses the area around the caster with a dark miasma, inhibiting and weakening white magic. Mages attempting to cast white spells in the area must spend an additional 3 mana for each spell. Furthermore, any effects of ongoing white spells that require mana expenditure cost an additional 3 mana for each effect. If the additional mana cost is not paid, the spell or effect fails and any mana used to power it is expended.

GREEN WARDColor white; Level mage 2Mana Required WWCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance no

This spell wards a creature from attacks by green creatures and the effects of green spells. It creates a protective aura about the creature, which provides DR 5/non-green. Furthermore, the warded creature gains a +2 bonus to all saves against green spells.

HOLY STRENGTHColor white; Level mage 3Mana Required WWWCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance no

Holy Strength infuses a creature with celestial energy, empowering the body and granting unusual toughness. The targeted creature gains +1 to all attack and damage rolls, and gains 3d8 temporary hit points.

INSTILL ENERGYColor green; Level mage 3Mana Required GGGCasting Time 1 standard action

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Range touchTarget 1 creatureDuration 1 round/caster levelSaving Throw none; Spell Resistance no

Instill Energy grants a creature a slight increase in speed. The targeted creature may take an additional move action each turn while under the spell's effect.

If Instill Energy is cast on a summoned creature, the summoned creature may attack, cast a spell, or use a special ability on the turn in which is summoned.

INVISIBILITYColor blue; Level mage 4 Mana Required UUUUCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance yes

(harmless)The creature touched, and any gear and clothing worn by the

creature, becomes invisible to all, including the caster of Invisibility and his or her allies.

Items dropped or put down by an invisible creature become visible, while items picked up disappear if tucked into clothing or pouches worn by the invisible creature. Light, however, never becomes invisible, although light sources may become invisible. Any part of an item carried by an invisible creature that extends more than 10 feet from it becomes visible.

An invisible creature may still affect its surroundings in a detectable manner (such as ripples formed by stepping through a puddle or the sound of footsteps made by walking down a stone hallway). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks, and a moving invisible creature has a +20 bonus.

KARMAColor white; Level mage 4Mana Required 2WWCasting Time 1 standard actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 mageDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

Karma brings retribution to any foolish enough to dabble in Black magic. Each round, Karma inflicts 1d6 points of damage to the targeted mage for each ley line connected to a swamp he or she has readied.

LANCEColor white; Level mage 2Mana Required WWCasting Time 1 standard actionRange touchTarget 1 creatureDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance yes

Lance grants a creature increased speed and sharper reflexes. The targeted creature gains the Improved Initiative feat for the duration of the spell. If the creature already has the Improved Initiative feat, Lance has no effect.

LIFEFORCEColor green; Level mage 4Mana Required GGGGCasting Time 1 standard actionRange personalTarget selfDuration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster of Lifeforce may nullify a black spell as it is being cast. While under the affect of Lifeforce, a mage may, as a free

action, spend two green mana when a black spell is cast. The caster of the black spell and the mage activating Lifeforce must make opposed caster level checks. If the mage activating Lifeforce succeeds, the black spell being cast fails and the mana used to cast it is expended.

LIFELACEColor green; Level mage 2Mana Required GGCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 creature or spellDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

Through the application of raw green mana, the caster forces the targeted creature's or spell's essence to temporarily change to green. To affect a spell, Lifelace must target the spell as it is being cast. The creature or spell's former color or colors are overridden for the duration of the spell, and spells or abilities that affect the original color or colors of the target have no effect, while spells or abilities that affect green creatures or spells affect the targeted creature or spell as if it were green.

LIGHTNING BOLTColor red; Level mage 2Mana Required RRCasting Time 1 immediate actionRange medium (100 ft. + 10 ft./caster level)Target 1 creatureDuration instantaneousSaving Throw Reflex half; Spell Resistance yes

Lightning Bolt calls forth a massive arc of electricity to strike the target. The spell inflicts 3d6 points of damage to the targeted creature.

MIND TWISTColor black; Level mage 7Mana Required BBBBBBBCasting Time 1 standard actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 mageDuration instantaneousSaving Throw Will negates; Spell Resistance yes

Mind Twist violates the target mage's brain, wringing out its knowledge and leaving it empty. The caster may spend any number of mana in addition to the cost of casting Mind Twist. For each mana spent in this manner, the targeted mage unattunes one spell of his or her choice. If the caster spends more additional mana than the target has spells attuned, the target unattunes all attuned spells. These spells may be reattuned in the normal manner.

ORCISH ORIFLAMMEColor red; Level mage 4Mana Required 3RCasting Time 1 standard actionRange 25 ft. radius, centered on casterDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance yes

A traditional spell employed by generations of orcish shamans, Orcish Oriflamme empowers the aggression and strength of those allied to the caster. While in effect, all creatures of an indifferent, friendly, or helpful attitude within the area of effect gain a +1 modifier to all attack and damage rolls while they are not fighting defensively.

PHANTASMAL TERRAINColor blue; Level mage 2Mana Required UUCasting Time 1 standard actionRange short (25 ft. + 5 ft/2 caster levels)Target one mage

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Duration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

The caster of Phantasmal Terrain chooses one of the target's readied ley lines. For the duration of the spell, the targeted ley line produces mana as if it were connected to a forest, island, plains, mountain, or swamp, as per the caster's choice.

POWER SINKColor blue; Level mage 3Mana Required UUUCasting Time 1 immediate actionRange medium (100 ft. + 10 ft/caster level)Target one mageDuration instantaneousSaving Throw none; Spell Resistance no

Power Sink nullifies a spell as it is being cast. The caster may spend any number of mana in addition to the cost of casting Power Sink. If the caster of the target spell fails to spend an equal amount of mana, the caster of Power Sink and the caster of the targeted spell must make opposed caster level checks. If the caster of Power Sink wins, the targeted spell fails, the mana used to cast the targeted spell is consumed, and the caster of the countered spell cannot use any mana for the rest of the round.

PSIONIC BLASTColor blue; Level mage 3Mana Required 2UCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 levels)Target 1 creatureDuration instantaneousSaving Throw Will half; Spell Resistance yes

The caster of Psionic Blast unleashes a surge of mental energy, harmful to both the caster and the target. Psionic Blast inflicts 4d8 points of damage to the targeted creature, and inflicts 2d8 points of damage to the caster.

PSYCHIC VENOMColor blue; Level mage 2Mana Required 1BCasting Time 1 standard actionRange close (25 ft. + 5 ft./2 levels)Target one mageDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

The caster poisons any one of the caster's readied ley lines. When the target uses the mana obtained from the targeted ley line, Psychic Venom deals 2d6 points of damage to the target.

PURELACEColor red; Level mage 2Mana Required WWCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 creature or spellDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

Through the application of raw white mana, the caster forces the targeted creature's or spell's essence to temporarily change to white. To affect a spell, Purelace must target the spell as it is being cast. The creature or spell's former color or colors are overridden for the duration of the spell, and spells or abilities that affect the original color or colors of the target have no effect, while spells or abilities that affect white creatures or spells affect the targeted creature or spell as if it were white.

RAISE DEADColor black; Level mage 8Mana Required BBBBBBBBCasting Time 1 minuteRange touchTarget dead creature touched

Duration instantaneousSaving Throw Will negates (see text); Spell Resistance yes

The caster restores to life a target that has been dead for no longer than 1 day per caster level. If the target's soul is not willing to return, it may attempt a Will save; if it succeeds, the spell does not work. A willing target's soul needs make no save.

The target of Raise Dead is restored to life with 0 hit points. The creature is unconscious but stable, and remains unconscious until it regains at least one hit point from natural healing. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the target, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature raised must be whole. Otherwise, missing parts are still missing when the creature is raised from the dead. None of the dead creature's posessions are affected in any way by this spell.

Slain undead creatures can be affected by Raise Dead, but are returned to their undead states instead of their living states. Raise Dead cannot return to life a creature that has died of old age.

RED ELEMENTAL BLASTColor red; Level mage 6Mana Required RRRRRRCasting Time 1 immediate actionRange medium (100 ft. + 10 ft/level)Target one mage, creature, or spellDuration instantaneousSaving Throw see text; Spell Resistance see text

Red Elemental Blast can be used to counter a blue spell as it is being cast, destroy a blue ongoing spell effect, or damage a blue creature.

If the caster uses Red Elemental Blast to counter a blue spell, the caster of Red Elemental Blast and the caster of the targeted spell must make opposed caster level checks. If the caster of Red Elemental Blast is successful, the targeted spell fails and the mana used to cast the targeted spell is expended. The caster of the targeted spell does not get a saving throw or receive the benefits of Spell Resistance if Red Elemental Blast is used in this manner.

If the caster uses Red Elemental Blast to destroy an ongoing blue spell after it has been cast, the caster of Red Elemental Blast and the caster of the targeted spell must make opposed caster level checks. If the caster of Red Elemental Blast is successful, the targeted spell ends. The caster of the targeted spell does not get a saving throw or receive the benefits of Spell Resistance if Red Elemental Blast is used in this manner.

When Red Elemental Blast is used against a blue creature, the targeted blue creature takes 10 points of damage for each mage level the caster has. If the targeted creature succeeds in making a Reflex saving throw, it takes half damage. The targeted blue creature receives the benefits of spell resistance if Red Elemental Blast is used in this manner.

RED WARDColor white; Level mage 2Mana Required WWCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance no

This spell wards a creature from attacks by red creatures and the effects of red spells. It creates a protective aura about the creature, which provides DR 5/non-red. Furthermore, the warded creature gains a +2 bonus to all saves against red spells.

RIGHTEOUSNESSColor white; Level mage 5Mana Required WWWWWCasting Time 1 immediate action

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Range close (25 ft. + 5 ft./2 caster levels)Target 1 creatureDuration 1 roundSaving Throw Will negates (harmless); Spell Resistance yes

(harmless)When cast upon a creature fighting defensively, the target

gains +7 to all attack and damage rolls and 7d8 temporary hitpoints. Righteousness has no effect on targets that are not fighting defensively.

SHATTERColor red; Level mage 5Mana Required 2RRRCasting Time 1 immediate actionRange touchTarget artifact touchedDuration instantaneousSaving Throw see text ; Spell Resistance see text

Shatter destroys artifacts, whether animate or inanimate.When Shatter is used against a non-creature artifact, if the

the targeted artifact fails a Fortitude saving throw, it loses all special abilities, and becomes a normal item.

When Shatter is used against an artifact creature, the targeted artifact creature takes 10 points of damage for each mage level the caster has. If the targeted creature succeeds in making a Fortitude saving throw, it takes half damage. The targeted artifact creature receives the benefits of spell resistance if Shatter is used in this manner.

SINKHOLEColor black; Level mage 3Mana Required BBBCasting Time 1 standard actionRange medium (100 ft. + 10 ft./caster level)Target 1 mageDuration instantaneousSaving Throw Will negates; Spell Resistance yes

Through an application of entropic decay, the caster temporarily severs any one of the ley lines between the target's soul and the land. Sinkhole unreadies any one of the target's readied ley lines. This ley line may be readied again as normal. A mage may not use mana from the unreadied ley line.

A small portion of the land connected to the severed ley line collapses into a gaping pit, which quickly fills back in with native soil and rock within an hour of the collapse. The collapse does not damage the land, its inhabitants, or any structures built upon the land.

STONE RAINColor red; Level mage 2Mana Required 1RCasting Time 1 standard actionRange medium (100 ft. + 10 ft./caster level)Target 1 mageDuration instantaneousSaving Throw Will negates; Spell Resistance yes

Through a barrage of rocky force, the caster temporarily severs any one of the ley lines between the target's soul and the land. Stone Rain unreadies any one of the target's readied ley lines. This ley line may be readied again as normal. A mage may not use mana from the unreadied ley line.

The land connected to the severed ley line is pelted with a rain of phantasmal pebbles and stones. The falling rock does not damage the land, its inhabitants, or any structures built upon the land.

SUMMONColor see text; Level see textMana Required see textCasting Time 1 standard actionRange close (25 ft. + 5 ft./2 levels)Target one creature

Duration 1 round/caster levelSaving Throw none; Spell Resistance no

The caster calls forth a creature from elsewhere in the multiverse, which appears where the caster chooses and may act upon the caster's next turn. It may attack the caster's opponents, and if the caster can communicate the summoned creature, the caster may direct it not to attack, to attack particular enemies, or to perform other actions. The color, level, and mana required by summon depends on the creature summoned, according to table 8.1: Summoned Creatures.

A summoned creature may not summon or otherwise conjure another creature, nor may it use any teleportation abilities.

When the duration of summon expires, the summoned creature is returned to the location from which it was summoned.

Summon must be attuned separately for each type of creature to be summoned.Table 8.1: Summoned Creatures

Creature Summoned Spell Level

Spell Color

Mana Required

Bird of Paradise mage 1 green G

Drudge Skeleton (Human) mage 1 black B

Dwarven Demolisher mage 1 red R

Goblin Balloon Brigadier mage 1 red R

Llanowar Elf mage 1 green G

Merfolk of the Pearl Trident mage 1 blue U

Mons's Goblin Raider mage 1 red R

Prodigal Sorcerer mage 1 blue U

Savannah Lion mage 1 white W

Scryb Sprite mage 1 green G

Benalish Hero mage 2 white WW

Mesa Pegasus mage 2 white 1W

Shanodin Dryad mage 2 green GG

Ironclaw Orc mage 3 red 1RR

Fungusaur mage 4 green 3G

Gray Ogre mage 4 red 2RR

Pearled Unicorn mage 4 white 2WW

Air Elemental mage 5 blue 3UU

Craw Wurm mage 5 green 3GG

Earth Elemental mage 5 red 3RR

Hill Giant mage 5 red 3RR

Juggernaut mage 5 none 5

Serra Angel mage 5 white 3WW

Water Elemental mage 5 blue 3UU

Obsianus Golem mage 6 none 6

Sengir Vampire (Human Fighter 8)

mage 6 black 3BBB

Vesuvan Doppelganger mage 6 blue 3UUU

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Force of Nature mage 8 green 4GGGG

Lord of the Pit mage 8 black 4BBBB

STREAM OF LIFEColor green; Level mage 1Mana Required GCasting Time 1 standard actionRange touchTarget creature touchedDuration instantaneousSaving Throw Will half (harmless); Spell Resistance yes

(harmless)The caster may spend any amount of mana in addition to

Stream of Life's casting cost. For each mana spent in this manner, the caster may lay his or her hands upon one creature and cure 1d8 points of damage.

THOUGHTLACEColor blue; Level mage 2Mana Required UUCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 creature or spellDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

Through the application of raw blue mana, the caster forces the targeted creature's or spell's essence to temporarily change to blue. To affect a spell, Thoughtlace must target the spell as it is being cast. The creature or spell's former color or colors are overridden for the duration of the spell, and spells or abilities that affect the original color or colors of the target have no effect, while spells or abilities that affect blue creatures or spells affect the targeted creature or spell as if it were blue.

TIME WALKColor blue; Level mage 9Mana Required 4UUUUUCasting Time 1 immediate actionRange personalTarget selfDuration instantaneousSaving Throw none; Spell Resistance no

After the end of the round in which Time Walk is cast, the caster may take one full-round action before the next round starts. If more than one mage casts Time Walk in the same round, their extra actions proceed in the order in which the Time Walk spells were cast.

A mage may cast Time Walk only once per day.

UNHOLY STRENGTHColor black; Level mage 3Mana Required BBBCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance no

Unholy Strength infuses a creature with demonic energy, empowering the body and granting unnatural toughness. The targeted creature gains +2 to all attack and damage rolls, and gains 1d8 temporary hit points.

VOLCANIC ERUPTIONColor blue; Level mage 5Mana Required UUUUUCasting Time 1 standard actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 or more magesDuration instantaneousSaving Throw Will negates; Spell Resistance yes

Volcanic Eruption unleashes a surge of energy capable of destroying a mage's links to mountainous ley lines. The caster may spend additional mana upon casting this spell; for each extra mana spent, he or she may unready one ley line connected to a mountain readied by any mage within the spell's range. Multiple mages may be targeted by the same spell, assuming enough additional mana is spent to target them.

For each ley line unreadied in this manner, all creatures within a 25 ft. radius of the caster take 1d6 points of damage, with no saving throw, as the energy bound by the ley line is violently released.

Ley lines unreadied by Volcanic Eruption may be readied again as normal.

WALL OF AIRColor blue; Level mage 3Mana Required 1UUCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Air creates a barrier of gusting wind. The wall created has an area of 25 square feet per caster level, and is on average 2 feet thick. The wall created is vertical, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall. The wall does not need to rest on a firm foundation, and may even float in midair.

Each 5 foot x 5 foot square section of the Wall of Air has a hardness of 5 and 10 hit points. A section of wall whose hit points is reduced to 0 is breached.

A creature who strikes a Wall of Air takes 1d6 points of damage.

WALL OF BONEColor black; Level mage 4Mana Required 2BBCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Bone creates a barrier of bones of many kinds of creature, of all sizes. The wall created has an area of 25 square feet per caster level, and is on average 2 feet thick. The wall created is vertical and must rest on a firm foundation, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall.

Each 5 foot x 5 foot square section of the Wall of Bone has a hardness of 4 and 8 hit points. A section of wall whose hit points is reduced to 0 is breached.

A creature who strikes a Wall of Bone takes 1d6 points of damage.

Each round, the caster of Wall of Bone may regenerate the wall as a free action. By spending a black mana, the caster repairs all damage to a 25 square foot section of the wall per caster level.

WALL OF BRAMBLESColor green; Level mage 4Mana Required 2GGCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Brambles creates a barrier of living thorns, vines, and branches. The wall created has an area of 25 square feet per caster level, and is on average 2 feet thick. The wall created is vertical and must rest on a firm foundation, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall.

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Each 5 foot x 5 foot square section of the Wall of Brambles has a hardness of 3 and 6 hit points. A section of wall whose hit points is reduced to 0 is breached.

A creature who strikes a Wall of Brambles takes 2d6 points of damage.

Each round, the caster of Wall of Brambles may regenerate the wall as a free action. By spending a green mana, the caster repairs all damage to a 25 square foot section of the wall per caster level.

WALL OF FIREColor red; Level mage 3Mana Required 1RRCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Fire creates a barrier of leaping flames, cinders, and ash. The wall created has an area of 25 square feet per caster level, and is on average 2 feet thick. The wall created is vertical and must rest on a firm foundation, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall.

Each 5 foot x 5 foot square section of the Wall of Fire has a hardness of 5 and 10 hit points. A section of wall whose hit points is reduced to 0 is breached.

Each round, the caster of Wall of Fire may regenerate the wall as a free action. By spending a black mana, the caster repairs all damage to a 25 square foot section of the wall per caster level.

Each round, the caster of Wall of Fire may empower the wall as a free action, whipping it into an inferno of blistering flame. For each red mana spent to empower the wall, the Wall of Water inflicts 1d6 points of damage to any creature striking the wall.

WALL OF ICEColor green; Level mage 3Mana Required 2GCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Ice creates a slab of granite, basalt, marble, or other similarly durable stone. The wall created has an area of 25 square feet per caster level, and is 6 inches thick. The wall created is vertical and must rest on a firm foundation, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall.

Each 5 foot x 5 foot square section of the Wall of Ice has a hardness of 7 and 14 hit points. A section of wall whose hit points is reduced to 0 is breached.

WALL OF STONEColor red; Level mage 4Mana Required 1RRRCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Stone creates a slab of granite, basalt, marble, or other similarly durable stone. The wall created has an area of 25 square feet per caster level, and is 6 inches thick. The wall created is vertical and must rest on a firm foundation, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall.

Each 5 foot x 5 foot square section of the Wall of Stone has a hardness of 8 and 16 hit points. A section of wall whose hit points is reduced to 0 is breached.

WALL OF SWORDSColor white; Level mage 4

Mana Required 3WCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Swords creates a barrier of sharp steel swords. The wall created has an area of 25 square feet per caster level, and is on average 3 feet thick. The wall created is vertical, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall. The wall does not need to rest on a firm foundation, and may even float in midair.

Each 5 foot x 5 foot square section of the Wall of Swords has a hardness of 5 and 10 hit points. A section of wall whose hit points is reduced to 0 is breached.

A creature who strikes a Wall of Swords takes 3d6 points of damage.

WALL OF WATERColor blue; Level mage 3Mana Required 1UUCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Water creates a barrier of raging, swirling water. The wall created has an area of 25 square feet per caster level, and is on average 2 feet thick. The wall created is vertical and must rest on a firm foundation, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall.

Each 5 foot x 5 foot square section of the Wall of Water has a hardness of 5 and 10 hit points. A section of wall whose hit points is reduced to 0 is breached.

Each round, the caster of Wall of Water may empower the wall as a free action, whipping it into a frenzy of whirlpools, geysers, and crashing waves. For each blue mana spent to empower the wall, the Wall of Water inflicts 1d6 points of damage to any creature striking the wall.

WALL OF WOODColor green; Level mage 2Mana Required GGCasting Time 1 standard actionRange medium (100 ft. + 10 ft./level)Duration 1 round/caster levelSaving Throw none; Spell Resistance no

Wall of Wood creates a slab of roughly shaped wood. The wall created has an area of 25 square feet per caster level, and is on average 2 feet thick. The wall created is vertical and must rest on a firm foundation, but may be shaped to allow for crude crenelations, ramparts, and the like. If so shaped, the total area of the wall must remain the same as a featureless wall.

Each 5 foot x 5 foot square section of the Wall of Wood has a hardness of 3 and 6 hit points. A section of wall whose hit points is reduced to 0 is breached.

WANDERLUSTColor green; Level mage 2Mana Required 1GCasting Time 1 standard actionRange touchTarget 1 summoned creatureDuration 1 round/caster levelSaving Throw no; Spell Resistance none

Wanderlust disrupts the link between a mage and a creature which he or she has under his or her control. Each turn a creature under a mage's control, such as a creature summoned by a Summon spell or under the affect of a Control Magic spell, is under the affect of Wanderlust, the mage controlling the creature takes 1d6 damage.

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WEAKNESSColor black; Level mage 2Mana Required BBCasting Time 1 standard actionRange touchTarget 1 creatureDuration 1 round/caster levelSaving Throw Fortitude half; Spell Resistance yes

Weakness saps a creature's vital energy, weakening both the victim's strength and health. The targeted creature gains -2 to all attack and damage rolls, and takes 1d8 points of damage.

WHITE WARDColor white; Level mage 2Mana Required WWCasting Time 1 standard actionRange touchTarget creature touchedDuration 1 round/caster levelSaving Throw Will negates (harmless); Spell Resistance no

This spell wards a creature from attacks by white creatures and the effects of white spells. It creates a protective aura about the creature, which provides DR 5/non-white. Furthermore, the warded creature gains a +2 bonus to all saves against white spells.

WILD GROWTHColor green; Level mage 1Mana Required GCasting Time 1 standard actionRange short (25 ft. + 5 ft/2 caster levels)Target one mageDuration 1 round/caster levelSaving Throw Will negates; Spell Resistance yes

Wild Growth imbues one readied ley line with the power of nature. When the target draws mana through the affected readied ley line, he or she gains 1 green mana in addition to the mana that the readied ley line normally produces. This additional mana counts against a mage's total mana per day.

WORD OF COMMANDColor black; Level mage 8Mana Required BBBBBBBBCasting Time 1 immediate actionRange close (25 ft. + 5 ft./2 caster levels)Target 1 mageDuration instantaneousSaving Throw Will negates; Spell Resistance yes

The caster of Word of Command may force the targeted mage to cast any spell that the targeted mage has attuned. The caster determines all parameters of the spell, including target and variable mana spent, while the target spends his or her own mana to cast the spell. The target may only be forced to spend mana from ley lines connected to lands, the caster may not force the target to use mana from ley lines from other sources.

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Chapter 9: Artifacts

BASALT MONOLITHAura none; CL 3rd

Slot none; Weight immobileDESCRIPTION

A towering massif of black volcanic rock, a Basalt Monolith acts as a store of mana. Any mage within a quarter-mile of a Basalt Monolith may, as a free action, spend three mana to charge the monolith. These three mana must be spent during one action to charge the Basalt Monolith.

Once charged, the mage may, as a free action, draw forth three colorless mana from the Basalt Monolith, which must be used before the end of the round. This mana does not count against a mage's total mana per day. If the mana obtained from the Basalt Monolith is not used by the end of the round, it is lost and the mage takes 1d8 points of damage for each unused mana.

A mage must charge the Basalt Monolith himself or herself to draw mana from a Basalt Monolith. Multiple mages may use the same Basalt Monolith at the same time.CONSTRUCTION

A Basalt Monolith can be created from any suitable outcropping of basalt. Such an outcropping must be hewn into a tower, with the finished tower at least 100 feet tall, taller than it is wide, and a natural part of the surrounding bedrock.Requirements Craft Wondrous Item, fastbond; Cost 5500

gp

BLACK LOTUSAura all; CL 9th

Slot none; Weight –DESCRIPTION

The fabled bloom of an exceedingly rare plant, the black lotus blossom not only possesses great beauty, but also holds raw power. When the smoke of a black lotus blossum is inhaled, it grants the breather 3 mana of any one color. This additional mana does not count against the mage's total mana per day. If the mana gained from the black lotus is not used by the end of the round, it is lost and the caster takes 1d8 points of damage for each unused mana.CONSTRUCTION

As the living flower of a natural plant, Black Lotuses must be grown, not constructed. There have been no recorded instances of successful cultivation; black lotuses must be collected from wild-growing plants. The black lotus plant blooms rarely, and the demand for these valuable flowers ensures that known populations of black lotuses are heavily guarded.

CELESTIAL PRISMAura all; CL 7th

Slot none; Weight 1 lb.DESCRIPTION

A five-sided piece of luminescent glass, a celestial prism is able to convert mana of one color to another. Each round, a mage holding a celestial prism may, as a free action, spend two mana to produce one mana of any color. Mana obtained in this manner does not count against a mage's total mana per day. If the mana obtained from a celestial prism is not used by the end of the round, it is lost and the caster takes 1d8 points of damage for each unused mana.CONSTRUCTION

Requirements Craft Wondrous Item; Cost 3000 gp

CHAOS ORBAura none; CL 17th

Slot none; Weight 3000 lbs.DESCRIPTION

A floating sphere of stone and iron wrought with a twisted, leering face, the chaos orb's very nature poses a threat to existence. Normally found hovering motionless, a chaos orb can be controlled by thought. A creature can make a control check of

1d20 + character level + Intelligence modifer against a DC of 30 to direct a chaos orb. The control check must be made each round to maintain direction. Once directed, a chaos orb moves at 100 ft. per round until it touches an object or creature or it is directed differently. Directing a chaos orb at a creature requires the director to make a ranged touch attack against the targeted creature.

A creature must be within 100 ft. of a chaos orb to attempt to direct it. A chaos orb, once moving, can be directed to stop. If a chaos orb is being directed by a different creature, the DC to direct a chaos orb becomes the result of the current director's control check.

When a chaos orb comes into contact with a creature or object, the chaos orb is destroyed in a flash of blinding light, and the creature or object touched must make a Fortitude saving throw against a DC of 30 or be utterly destroyed. CONSTRUCTION

Requirements Craft Wondrous Item, armageddon, disenchant, shatter, wrath of god; Cost 30,000 gp

CRYSTAL RODAura blue; CL 5th

Slot held; Weight 1 lb.DESCRIPTION

A rod of spiky, multicolored mineral, a crystal rod is attuned to blue magic and provides restoration to those who hold it. At any time a blue spell is cast within a 25 ft. radius of a crystal rod, a mage may channel 1 mana into the rod as a free action. A mage must be within 25 ft. of the crystal rod to channel into the rod. When thus activated, the crystal rod cures 1d6 points of damage on any creature who holds it.CONSTRUCTION

Requirements Craft Wondrous Item, healing salve; Cost 1000 gp

DISRUPTING SCEPTERAura none; CL 13th

Slot none; Weight 5 lbs.DESCRIPTION

This arm-long scepter of iron and silver is capable of disrupting a mage's ability to cast spells. As a standard action, a mage holding a Disrupting Scepter may spend three mana to target another mage. If the targeted mage fails a Will saving throw, he or she must unattune one of his or her attuned spells. The targeted mage chooses which spell becomes unattuned.CONSTRUCTION

Requirements Craft Rod, mind twist; Cost 18500 gp

GAUNTLET OF MIGHTAura red; CL 15th

Slot hands; Weight 2 lbs.DESCRIPTION

This ornate gauntlet grants the raw strength of the earth to the wearer and those around him. When worn, it grants a +1 bonus to hit and 4 temporary hit points to all red creatures within a 25 foot radius of the wearer. In addition, any mage within a 25 foot radius of the wearer gains an additional red mana for each mana drawn through a readied ley line connected to a mountain. This additional mana counts against a mage's total mana per day. CONSTRUCTION

Requirements: Craft Arms and Armor, mana flare; Cost: 18000 gp.

GLASSES OF URZAAura none; CL 10th

Slot head; Weight — DESCRIPTION

A brass-wire framed pair of crystal lenses, the glasses of Urza allow the wearer to know what spells to which a mage has attuned himself or herself. While worn, the wearer may make an opposed Intelligence check against any mage. If the wearer

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succeeds, he or she learns which spells the mage currently has attuned.CONSTRUCTION

Requirements Craft Wondrous Item, word of command; Cost 2000 gp

HELM OF CHATZUKAura none; CL 5th

Slot head; Weight 3 lbs.DESCRIPTION

An ornate helmet which grants its wearer a fearsome visage, the Helm of Chatzuk grants its wearer the ability to cooperate with others. The wearer of the Helm of Chatzuk gains the Banding feat as long as he or she wears it. If the wearer already has the Banding feat, the Helm of Chatzuk grants no additional abilities.CONSTRUCTION

Requirements Craft Magic Arms and Armor, cooperation; Cost 2600 gp

LIBRARY OF LENGAura none; CL 15th

Slot none; Weight immobileDESCRIPTION

Not only does the Library of Leng contain a vast quantity of rare and obscure volumes, but it is suffused with an aura of knowledge and learning. While within its walls, a mage treats all spells that he knows as if they are attuned. When the mage leaves the Library of Leng, he may choose a number of spells which remain attuned as if he or she has rested for 8 hours and spent 30 minutes studying his spellbook. All other spells that he knows become unattuned.CONSTRUCTION

Requirements Craft Wondrous Item, demonic tutor, wheel of fortune; Cost 15000 gp.

IRON STARAura none; CL 5th

Slot held; Weight 1 lb.DESCRIPTION

An eight-pointed star of inscribed metal, an iron star is attuned to red magic and provides restoration to those who hold it. At any time a red spell is cast within a 25 ft. radius of an iron star, a mage may channel 1 mana into the star as a free action. A mage must be within 25 ft. of the iron star to channel into the star. When thus activated, the iron star cures 1d6 points of damage on any creature who holds it.CONSTRUCTION

Requirements Craft Wondrous Item, healing salve; Cost 1000 gp

IVORY CUPAura none; CL 5th

Slot held; Weight 1 lb.DESCRIPTION

A finely detailed chalice of carved ivory, an ivory cup is attuned to white magic and provides restoration to those who hold it. At any time a white spell is cast within a 25 ft. radius of an ivory cup, a mage may channel 1 mana into the cup as a free action. A mage must be within 25 ft. of the ivory cup to channel into the cup. When thus activated, the ivory cup cures 1d6 points of damage on any creature who holds it.CONSTRUCTION

Requirements Craft Wondrous Item, healing salve; Cost 1000 gp

JADE STATUEAura none; CL Slot none; Weight 4100 lbs.DESCRIPTION

Although the jade statue is naturally a sculpture of semi-

precious stone, it holds a spark of animation within it. When empowered, this spark brings the jade statue to life. As a free action, a mage may channel 2 mana into the jade statue to animate it for one round. A mage must be within 25 ft. of the jade statue to animate it.

Once animated, a jade statue becomes a creature with statistics as listed below. When not animated, a jade statue is not considered a creature.JADE STATUE CR 8XP 6400Large ConstructInit -1; Senses darkvision 60 ft., low-light vision; Perception +0DEFENSE

AC 20, touch 8, flat-footed 24 (-1 Dex, +12 natural, -1 size)hp 93 (12d10+28)Fort +4, Ref +3, Will +4OFFENSE

Speed 20 ft.Melee 2 slams +17 (2d10+5/x2)Space 10 ft.; Reach 10 ft.STATISTICS

Str 21, Dex 8, Con –, Int –, Wis 10, Cha 1Base Atk +12; CMB +18; CMD 27SQ partially animateECOLOGY

Environment anyOrganization solitaryTreasure noneSPECIAL ABILITIES

Partially Animate (Su) A jade statue must be animated each round. While not animated, the jade statue reverts to an inanimate state, in which it is not considered a creature. The jade statue may be animated at any time it is not already animate.

CONSTRUCTION

Requirements Craft Construct, animate artifact, creator must be caster level 9th; Skill Craft (sculpture) or Craft (stonemasonry) DC 19; Cost 55000 gp

JAYEMDAE TOMEAura none; CL 13th

Slot none; Weight 50 lbs.DESCRIPTION

A large ironbound book, illuminated with vibrant ink and encrusted with gems and gilt, the Jayemdae tome allows its reader access to vast knowledge. As a full-round action, a mage may channel 4 mana into the tome to attune any spell that he or she knows. If the spell attuned through the use of the Jayemdae tome exceeds the maximum number of spells that the mage may attune, the mage must deattune an attuned spell of his or her choice at the end of the round in which the Jayemdae tome is used.CONSTRUCTION

Requirements Scribe Scroll, braingeyser; Cost 29000 gp

MOX EMERALDAura green; CL 5th

Slot neck; Weight –DESCRIPTION

A flawless green gem in a gold setting, the Mox Emerald holds the power of the forests in its depths. When worn, a mage may access the ley line inside the jewel. This ley line is always readied, and produces 1 green mana when drawn upon.CONSTRUCTION

Requirements: Craft Wondrous Item, fastbond; Cost: 9500 gp.

MOX JETAura black; CL 5th

Slot neck; Weight –DESCRIPTION

A glossy black gem in a gold setting, the Mox Jet holds the

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power of the swamps in its depths. When worn, a mage may access the ley line inside the jewel. This ley line is always readied, and produces 1 black mana when drawn upon.CONSTRUCTION

Requirements: Craft Wondrous Item, fastbond; Cost: 9500 gp.

MOX PEARLAura white; CL 5th

Slot neck; Weight –DESCRIPTION

A perfect white gem in a gold setting, the Mox Pearl holds the power of the plains in its depths. When worn, a mage may access the ley line inside the jewel. This ley line is always readied, and produces 1 white mana when drawn upon.CONSTRUCTION

Requirements: Craft Wondrous Item, fastbond; Cost: 9500 gp.

MOX RUBYAura red; CL 5th

Slot neck; Weight –DESCRIPTION

A glittering red gem in a gold setting, the Mox Ruby holds the power of the mountains in its depths. When worn, a mage may access the ley line inside the jewel. This ley line is always readied, and produces 1 red mana when drawn upon.CONSTRUCTION

Requirements: Craft Wondrous Item, fastbond; Cost: 9500 gp.

MOX SAPPHIREAura blue; CL 5th

Slot neck; Weight –DESCRIPTION

An exquisite blue gem in a gold setting, the Mox Sapphire holds the power of the islands in its depths. When worn, a mage may access the ley line inside the jewel. This ley line is always readied, and produces 1 blue mana when drawn upon.CONSTRUCTION

Requirements: Craft Wondrous Item, fastbond; Cost: 9500 gp.

SOL RINGAura none; CL 5th

Slot finger; Weight —DESCRIPTION

A brilliant loop of twisting fire, the sol ring binds raw power and allows a mage to draw upon it. When worn, a mage may access the ley line entwined into the fire of the ring. This ley line is always readied, and produces 2 colorless mana when drawn upon.CONSTRUCTION

Requirements Forge Ring, fastbond; Cost 13000 gp.

SOUL NETAura none; CL 5th

Slot shoulders; Weight —DESCRIPTION

An ethereal web of glowing filament, a soul net is attuned to death and provides restoration to its wearer. At any time a creature dies within a 25 ft. radius of a soul net, a mage may channel 1 mana into the net as a free action. A mage must be within 25 ft. of the soul net to channel into the net. When thus activated, the soul net cures 1d6 points of damage on any creature who wears it.CONSTRUCTION

Requirements Craft Wondrous Item, healing salve; Cost 1000 gp

THRONE OF BONEAura none; CL 5th

Slot held; Weight 1 lb.DESCRIPTION

A miniature bone chair, a throne of bone is attuned to black magic and provides restoration to those who hold it. At any time a black spell is cast within a 25 ft. radius of a throne of bone, a mage may channel 1 mana into the throne as a free action. A mage must be within 25 ft. of the throne of bone to channel into the throne. When thus activated, the throne of bone cures 1d6 points of damage on any creature who holds it.CONSTRUCTION

Requirements Craft Wondrous Item, healing salve; Cost 1000 gp

WINTER ORBAura none; CL 15th

Slot held; Weight 2 lbs.DESCRIPTION

A pale blue sphere of unmelting ice, the winter orb radiates a numbing coldness. While held in hand, it prevents ley lines connected to lands from replenishing themselves normally. Any mage within a 25 ft. radius of a held winter orb may expend mana as normal, but once used, any ley lines connected to lands become useable again at a rate of 1 each round for each mage. A winter orb does not affect the readying of additional ley lines.CONSTRUCTION

Requirements Craft Wondrous Item, stasis; Cost 11000 gp.

WOODEN SPHEREAura none; CL 5th

Slot held; Weight 1 lb.DESCRIPTION

An ever-growing sphere of roots and wood, a wooden sphere is attuned to green magic and provides restoration to those who hold it. At any time a green spell is cast within a 25 ft. radius of a wooden sphere, a mage may channel 1 mana into the sphere as a free action. A mage must be within 25 ft. of the wooden sphere to channel into the star. When thus activated, the wooden sphere cures 1d6 points of damage on any creature who holds it.CONSTRUCTION

Requirements Craft Wondrous Item, healing salve; Cost 1000 gp

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Chapter 10: Bestiary

AIR ELEMENTAL CR 5XP 1600Blue Large primal (air, elemental)Init +11; Senses darkvision 60 ft.; Perception +13DEFENSE

AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, -1 size)

hp 68 (8d10+24)Fort +9, Ref +13, Will +2Defensive Abilities air mastery traitsOFFENSE

Speed fly 100 ft. (perfect)Melee 2 slams +14 (1d8+6/x2)Space 10 ft.; Reach 10 ft.STATISTICS

Str 22, Dex 25, Con 16, Int 6, Wis 11, Cha 11Base Atk +8; CMB +15; CMD 32Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Mobility,

Weapon FinesseSkills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge

(nature) +5, Perception +13, Stealth +11Languages AuranECOLOGY

Environment islands and oceansOrganization solitary or pairTreasure noneSPECIAL ABILITIES

Air Mastery (Ex) Airborne creatures take a -1 penalty to attack and damage rolls against an air elemental.

BENALISH HERO CR 1XP 400Human fighter 2White medium humanoid (human)Init +1; Senses Perception +0DEFENSE

AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)hp 16 (2d10+6)Fort +5, Ref +1, Will +0Defensive Abilities bravery +1OFFENSE

Speed 20 ft.Melee masterwork longsword +6 (1d8+2/19-20)STATISTICS

Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 11Base Atk +2; CMB +4; CMD 15Feats Banding, Cleave, Power Attack, Weapon Focus (longsword)Skills Handle Animal +5, Profession (soldier) +5, Ride -1Languages BenalishECOLOGY

Environment BenaliaOrganization team (2-4), squadron (11-20)Treasure NPC Gear (chainmail, heavy steel shield, masterwork

longsword, other treasure)

BIRD OF PARADISE CR 1/6XP 65Green Tiny animalInit ; Senses low-light vision; Perception +6DEFENSE

AC 12, 12 touch, 12 flat-footed (+2 size)hp 3 (1d8-1)Fort +1, Ref +2, Will +2OFFENSE

Speed 10ft., fly 40 ft. (average)Melee bite -2 (1d3-4/x2)Space 21/2 ft., Reach 0 ft.

STATISTICS

Str 2, Dex 10, Con 8, Int 1, Wis 15, Cha 13Base Atk +0; CMB -2; CMD 4Feats Acrobatic, Skill Focus (perception)Skills Fly +5, Perception +6SQ Mana GenerationECOLOGY

Environment tropical forestsOrganization solitary, pair, flock (4-8)Treasure noneSPECIAL ABILITIES

Mana Generation (Su) A bird of paradise naturally produces mana, which may be used by mages. A mage touching a bird of paradise may draw one mana of any color from it once per day. This additional mana does not count against the mage's total mana per day. If the mana gained from the bird of paradise is not used by the end of the round, it is lost and the caster takes 1d8 points of damage for the unused mana.

CRAW WURM CR 6XP 2400Green Huge animalInit +1; Senses low-light vision; Perception +9 DEFENSE

AC 17, touch 9, flat-footed 16 (+1 Dex, +8 natural, -2 size)hp 76 (8d8+40)Fort +12, Ref +9, Will +4OFFENSE

Speed 40 ft., climb 40 ft.Melee bite +16 (2d6+11/x2), tail +11 (1d8+5/x2)Space 15 ft.; Reach 10 ft. (15 with bite)STATISTICS

Str 32, Dex 12, Con 19, Int 2, Wis 14, Cha 10Base Atk +6; CMB +19; CMD 30Feats Great Fortitude, Lightning Reflexes, Run, ToughnessSkills Climb +26, Perception +9ECOLOGY

Environment forestsOrganization solitary, pair, or pack (3-6)Treasure none

DRUDGE SKELETON CR 1/3XP 135Black Medium undeadInit +2; Senses darkvision 60 ft.; Perception +0DEFENSE

AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)hp 4 (1d8)Fort +0, Ref +2, Will +2DR 5/bludgeoning; Immune cold, undead traitsOFFENSE

Speed 30 ft.Melee longsword +1 (1d8+1/19-20 x2), claw or 2 claws +1

(1d4+1/x2)STATISTICS

Str 16, Dex 14, Con –, Int –, Wis 10, Cha 10Base Atk +0; CMB +2; CMD 14ECOLOGY

Environment swampy terrainOrganization anyTreasure chain shirt, longsword

(The above drudge skeleton uses a human fighter 1 as the base creature.)Creating a Drudge Skeleton“Drudge skeleton” is an acquired template that may be added to any corporeal creature (other than undead) that has a skeletal system (hereafter referred to as the base creature).

Challenge Rating: Challenge rating changes to the following:Table 10.1: The Drudge Skeleton

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HD CR XP

1/21/6 65

1 1/3 135

2-3 1 400

4-5 2 600

6-7 3 800

8-9 4 1200

10-11 5 1600

12-14 6 2400

15-17 7 3200

18-20 8 4800

Color: Always black.Type: The creature's type changes to undead. It does not gain

the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.

Armor Class: Natural armor bonus changes as follows:Table 10.2: Drudge Skeleton Armor Bonus

Drudge Skeleton Size Natural Armor Bonus

Tiny or smaller +0

Small +1

Medium or Large +2

Huge +3

Gargantuan +6

Colossal +10

Hit Dice: A drudge skeleton drops any Hit Dice gained from class levels and changes racial Hit Dice to d8s. Creatures without racial Hit Dice are treated as if they have 1 racial Hit Dice. A skeleton uses its Charisma modifier (instead of its Constitution modifier) to determine bonus hit points.

Fast Healing: A drudge skeleton gains fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).

Saves: Base save bonuses are Fortitude +1/3 Hit Dice, Reflex +1/3 Hit Dice, and Will +1/2 Hit Dice +2.

Defensive Abilities: A drudge skeleton loses the base creature's defensive abilities and gains DR 5/bludgeoning and immunity to cold. It also gains all of the standard immunities and traits possessed by undead creatures.

Speed: A winged skeleton can't use its wings to fly. All other movement types are retained.

Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the drudge skeleton can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the skeleton's size (see table x-x). If the base creature already had claw attacks with its hands, use the drudge skeleton claw damage only if it's better.

Special Attacks: A drudge skeleton retains none of the base creature's special attacks.

Abilities: A drudge skeleton's Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.

BAB: A drudge skeleton's base attack bonus is equal to 3/4 of its Hit Dice.

Skills: A drudge skeleton loses all skill ranks possessed by the

base creature and gains none of its own.Feats: A drudge skeleton loses all feats possessed by the

base creature and gains none of its own.Special Qualities: A drudge skeleton loses most special

qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

Environment: Any, usually swampy terrain.Organization: Any.Treasure: Generally none.

DWARVEN DEMOLITION TEAM CR 1/3XP 135Dwarf expert 1Red Medium humanoid (dwarf)Init +0; Senses darkvision 60 ft.; Perception +5DEFENSE

AC 14, touch 10, flat-footed 14 (+4 armor)hp 6 (1d8+1)Fort +1, Ref +0, Will +3OFFENSE

Speed 20 ft.Melee battleaxe +2 (1d8+2/x3)STATISTICS

Str 14, Dex 10, Con 12, Int 14, Wis 12, Cha 8Base Atk +0; CMB +2; CMD 12Feats Skill Focus (knowledge (engineering))Skills Climb +4, Craft (stonemasonry) +6, Disable Device +2,

Knowledge (engineering) +8, Perception +5, Profession (engineer) +6, Sleight of Hand +2, Stealth +2, Survival +5

Languages Common, Dwarven, Giant, GoblinECOLOGY

Environment mountainous terrainOrganization crew (3-6)Treasure NPC Gear (battleaxe, chain shirt, explosive charge,

other treasure)

EARTH ELEMENTAL CR 5XP 1600Red Large primal (elemental)Init -1; Senses darkvision 60 ft.; Perception +12DEFENSE

AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)hp 86 (9d10+36)Fort +9, Ref +2, Will +6OFFENSE

Speed 20 ft., burrow 20 ft.Melee 2 slams +15 (2d6+7/19-20 x2)Space 10 ft.; Reach 10 ft.STATISTICS

Str 24, Dex 8, Con 16, Int 6, Wis 10, Cha 10Base Atk +9; CMB +17; CMD 26Feats Cleave, Great Cleave, Improved Critical (slam), Power

Attack, ToughnessSkills Climb +19, Knowledge (nature) +10, Perception +12,

Stealth +7Languages PrimalECOLOGY

Environment mountainous terrainOrganization solitary or pairTreasure none

FORCE OF NATURE CR 12XP 19200Green Huge primalInit -1; Senses darkvision 60 ft.; Perception +19DEFENSE

AC 23, touch 7, flat-footed 23 (-1 Dex, +16 natural, -2 size)hp 168 (16d10+80)Fort +15, Ref +4, Will +10OFFENSE

Speed 30 ft.

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Melee 2 slams +28 (2d10+14/x2)Space 15 ft.; Reach 15 ft.STATISTICS

Str 38, Dex 8, Con 20, Int 10, Wis 10, Cha 10Base Atk +16; CMB +32; CMD 41Feats Cleave, Diehard, Endurance, Great Cleave, Greater

Overrun, Improved Natural Armor, Improved Overrun, Power Attack

Skills Climb +33, Intimidate +16, Knowledge (nature) +19, Perception +19, Survival +16, Swim +30

Languages PrimalSQ vengeful independenceECOLOGY

Environment forestsOrganization solitaryTreasure noneSPECIAL ABILITIES

Vengeful Independence (Ex) A force of nature is extraordinarily determined to control its own destiny, and resists all attempts of others to impose their will on it. A force of nature is immune to effects that compel it to specific actions, such as control magic or the direction imparted by summon. It may be bargained with in such a situation, and may agree to render its services in exchange for other services such as large amounts of raw green mana. If an agreement cannot be reached, a force of nature is likely to become hostile towards any foolish enough to demand its obedience.

FUNGUSAUR CR 3XP 800Green Large animalInit +1; Senses low-light vision, scent; Perception +6DEFENSE

AC 18, touch 10, flat-footed 17 (+8 armor, +1 Dex, -1 size)hp 30 (4d8+12); fast healing 3Fort +8, Ref +5, Will +2OFFENSE

Speed 30 ft., Climb 30 ft.Melee bite +5 (2d6+3/x2)STATISTICS

Str 17, Dex 12, Con 15, Int 2, Wis 12, Cha 10Base Atk +3; CMB +7; CMD 18Feats Great Fortitude, ToughnessSkills Climb +16, Perception +6ECOLOGY

Environment forested terrainOrganization solitary, family (4-6)Treasure noneSPECIAL ABILITIES

Injury-Induced Growth (Ex) A fungusaur that survives an injury grows to be stronger and tougher. If a fungusaur sustains half of its total hit points in damage, it permanently gains 1 hit die and an inherent +2 bonus to its strength score. The fungusaur does not gain hit points from its increased hit dice immediately, and must heal to full health to obtain them.

GOBLIN BALLOON BRIGADE CR 1/2XP 200Goblin fighter 1Red Small humanoid (goblinoid)Init +4; Senses Darkvision 60 ft.; Perception +0DEFENSE

AC 16, touch 15, flat-footed 12 (+1 armor, +4 Dex, +1 size)hp 7 (1d10+1)Fort +2, Ref +4, Will +0OFFENSE

Speed 30 ft.Melee scimitar +1 (1d4/18-20 x2)Ranged shortbow +6 (1d4/x3)STATISTICS

Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8Base Atk +1; CMB +0; CMD 14Feats Skill Focus (fly), Throw AnythingSkills Acrobatics +5, Fly +10, Knowledge (engineering) +5;

Racial Modifiers +4 Ride, +4 StealthLanguages Goblin, OrcECOLOGY

Environment mountainous terrainOrganization crew (3-5)Treasure NPC Gear (padded armor, scimitar, shortbow, other

treasure)

GRAY OGRE CR 3XP 800Red Large humanoid (giant)Init -1; Senses darkvision 60 ft., low-light vision; Perception +4DEFENSE

AC 17, touch 8, flat-footed 17 (+4 armor, -1 Dex, +5 natural, -1 size)

hp 30 (4d8+12)Fort +6, Ref +0, Will +1OFFENSE

Speed 30 ft. (40 ft. base)Melee greatclub +5 (2d8+4/x2)Ranged javelin +1 (1d8/x2)Space 10 ft.; Reach 10 ft.STATISTICS

Str 17, Dex 8, Con 14, Int 6, Wis 10, Cha 6Base Atk +3; CMB +7; CMD 16Feats Endurance, ToughnessSkills Intimidate +3, Survival +5Languages GiantECOLOGY

Environment mountainsOrganization solitary, pair, gang (3-4)Treasure standard (greatclub, hide armor, 4 javelins, other

treasure)

HILL GIANT CR 4XP 1200Red Large humanoid (giant)Init -1; Senses low-light vision; Perception DEFENSE

AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)

hp 51 (6d8+24)Fort +9, Ref +1, Will +2OFFENSE

Speed 30 ft.Melee greatclub +8 (2d8+7/x2) or 2 slams +8 (1d8+5/x2)Space 10 ft.; Reach 10 ft.STATISTICS

Str 21, Dex 8, Con 18, Int 8, Wis 10, Cha 7Base Atk +4; CMB +10; CMD 19Feats Cleave, Martial Weapon Proficiency (greatclub), Power

AttackSkills Climb +7, Intimidate +3, Survival +5Languages GiantECOLOGY

Environment mountainous terrainOrganization solitary, gang (2-5)Treasure standard (hide armor, greatclub, other treasures)

IRONCLAW ORCS CR 2XP 600Orc (Ironclaw) fighter 1Red Medium humanoid (orc)Init +0; Senses darkvision 60 ft.; Perception -1DEFENSE

AC 17, touch 10, flat-footed 17 (+6 armor, +1 natural)hp 25 (2d8+1d10+10)

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Fort +7, Ref +0, Will -1OFFENSE

Speed 30 ft.Melee greataxe +5 (1d12+4/x3)Ranged shortbow +2 (1d6/x3)STATISTICS

Str 17, Dex 10, Con 15, Int 8, Wis 8, Cha 8Base Atk +2; CMB +5; CMD 15Feats Ironhide, Power Attack, ToughnessSkills Climb +3, Intimidate +3, Survival +3 Languages OrcishECOLOGY

Environment mountainous terrainOrganization gang (3-8), warband (8-13)Treasure NPC gear (20 arrows, breastplate, greataxe, shortbow,

other treasure)

JUGGERNAUT CR 6XP 2400Huge constructInit -2; Senses darkvision 60 ft., low-light vision; Perception -5DEFENSE

AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)hp 73 (6d10+40)Fort +2, Ref +0, Will -3OFFENSE

Speed 40 ft.Melee 2 slams +13 (2d6+13/x2)Space 15 ft.; Reach 15 ft.Special Attacks smash wallsSTATISTICS

Str 29, Dex 6, Con —, Int —, Wis 1, Cha 1Base Atk +6; CMB +17; CMD 25SQ relentlessECOLOGY

Environment anyOrganization solitaryTreasure noneSPECIAL ABILITIES

Relentless (Ex) Once a juggernaut begins to attack, it continues to attack until no other creatures remain to attack or it is prevented from attacking by another creature.

Smash Walls (Ex) When attempting to break through a wall, a juggernaut treats each 5-foot square of the wall as if it has a hardness of 0 and 0 hit points per inch of thickness. A juggernaut takes no damage from making contact with a wall.

CONSTRUCTION

CL 9thRequirements Craft Construct, animate artifact, creator must be

caster level 9th; Skill Craft (sculpture) or Craft (blacksmithing) DC 19; Cost 75000 gp

LLANOWAR ELVES CR 1/2XP 200Elf (Llanowar) mage 1Green Medium humanoid (elf)Init +1; Senses low-light vision 60 ft.; Perception +3DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 6 (1d6+2)Fort +1, Ref +1, Will +2OFFENSE

Speed 30 ft.Melee quarterstaff +0 (1d6/x2)Ranged dagger +0 (1d4/19-20 x2)Special AttacksMana 2GColor Affinities greenMage Spells Attuned (CL 1st; concentration +4)1st— to be determined0 (at will)— to be determined

STATISTICS

Str 10, Dex 12, Con 12, Int 16, Wis 10, Cha 10Base Atk +0; CMB +0; CMD 11Feats Widen SpellSkills Knowledge (Arcana) +7, Knowledge (Nature) +7,

Perception +3, Spellcraft +7, Survival +1; Racial Modifiers +2 Perception

Languages Common, Draconic, Elven, Goblin, SylvanECOLOGY

Environment Llanowar forestOrganization patrol (2-5), band (8-15)Treasure NPC Gear (dagger, quarterstaff, other treasure)

LORD OF THE PIT CR 11XP 12800Black Large primal (demon)Init +2; Senses darkvision 60 ft., low-light vision; Perception +31DEFENSE

AC 31, touch 15, flat-footed 29 (+4 deflection, +2 Dex, +16 natural, -1 size)

hp 203 (14d10+126)Fort +22, Ref +10, Will +19OFFENSE

Speed 40 ft, fly 90 ft. (good)Melee 2 slams +27 (1d10+13/x2)Space 10 ft.; Reach 10 ft.STATISTICS

Str 36, Dex 14, Con 29, Int 23, Wis 22, Cha 26Base Atk +14; CMB +28; CMD 44Feats Cleave, Combat Reflexes, Great Cleave, Greater Overrun,

Improved Overrun, Power Attack, Weapon Focus (slam)Skills Acrobatics +16, Bluff +25, Climb +27, Diplomacy +25, Fly

+21, Heal +20, Intimidate +25, Knowledge (arcana) +20, Knowledge (planes) +23, Perception +31, Sense Motive +23, Stealth +15, Survival +20; Racial Modifiers +8 Perception

Languages Common, Demonic, telepathy 100 ft.SQ vengeful independenceECOLOGY

Environment swampy terrainOrganization solitaryTreasure standardSPECIAL ABILITIES

Vengeful Independence (Ex) A lord of the Pit is extraordinarily determined to control its own destiny, and resists all attempts of others to impose their will on it. A lord of the Pit is immune to effects that compel it to specific actions, such as control magic or the direction imparted by summon. It may be bargained with in such a situation, and may agree to render its services in exchange for other services such as living sacrifice. If an agreement cannot be reached, a lord of the Pit is likely to become hostile towards any foolish enough to demand its obedience.

MERFOLK OF THE PEARL TRIDENT CR 1/2XP 200Merfolk Fighter 1Blue Medium humanoid (aquatic)Init +1; Senses low-light vision; Perception +0DEFENSE

AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)hp 8 (1d10+2)Fort +3, Ref +1, Will +0Defensive Abilities ; Immune Weaknesses OFFENSE

Speed 5 ft., swim 50 ft.Melee trident +3 (1d8+2/x2)STATISTICS

Str 15, Dex 13, Con 12, Int 12, Wis 10, Cha 12Base Atk +1; CMB +3; CMD 15Feats Dodge, Power Attack

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Skills Acrobatics +2, Survival +4, Swim +14Languages Common, Elven, MerfolkSQ AmphibiousECOLOGY

Environment oceansOrganization solitary, company (2-4)Treasure NPC gear (trident, other treasure)SPECIAL ABILITIES

Amphibious (Ex) Merfolk of the Pearl Trident have the aquatic subtype, but can survive indefinitely on land.

MONS'S GOBLIN RAIDERS CR 1/2XP 200Goblin barbarian 1Red Small humanoid (goblinoid)Init +6; Senses darkvision 60 ft.; Perception +4DEFENSE

AC 14, touch 11, flat-footed 12 (+3 armor, +2 Dex, +1 size, -2 rage)

hp 13 (1d12+7)Fort +4, Ref +2, Will +2OFFENSE

Speed 40 ft.Melee battleaxe +5 (1d6+3/x3)Ranged short bow +4 (1d4/x3)Special Attacks rage (6 rounds/day)Base Statistics When not raging, the raider's statistics are AC

16; hp 11; Fort +4, Will +0; Melee battleaxe +3 (1d6+1/x3); Str 12, Con 14, CMB +1, CMD 13

STATISTICS

Str 16, Dex 14, Con 18, Int 10, Wis 10, Cha 8Base Atk +1; CMB +3; CMD 15Feats ToughnessSkills Intimidate +3, Perception +4, Stealth +13, Survival +4;

Racial Modifiers +4 Ride, +4 StealthLanguages GoblinECOLOGY

Environment Rundveldt mountainsOrganization gang (4-9), warband (10-16)Treasure NPC Gear (battleaxe, short bow with 20 arrows,

studded leather armor, other treasure)

OBSIANUS GOLEM CR 8XP 6400Large constructInit -1; Senses darkvision 60 ft., low-light vision; Perception +0DEFENSE

AC 24, touch 8, flat-footed 24 (-1 Dex, +16 natural, -1 size)hp 93 (12d10+28)Fort +4, Ref +3, Will +4OFFENSE

Speed 20 ft.Melee 2 slams +19 (2d10+7/x2)Space 10 ft.; Reach 10 ft.STATISTICS

Str 25, Dex 8, Con –, Int –, Wis 10, Cha 1Base Atk +12; CMB +20; CMD 29ECOLOGY

Environment anyOrganization solitaryTreasure noneCONSTRUCTION

CL 11th

Requirements Craft Construct, Animate Artifact, creator must be caster level 11th; Skill Craft (sculpture) or Craft (stonemasonry) DC 19; Cost 25000 gp

PEARLED UNICORN CR 3XP 800White Large magical beastInit +3; Senses darkvision 60 ft., low-light vision; Perception +10

DEFENSE

AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size)hp 34 (4d10+12)Fort +7, Ref +7, Will +6Immune poisonOFFENSE

Speed 60 ft.Melee gore +6 (1d8+3/x2), 2 hooves +1 (1d3+1/x2)Space 10 ft.; Reach 5 ft.Special Attacks powerful charge (gore, 2d8+6/x2)STATISTICS

Str 17, Dex 17, Con 16, Int 11, Wis 21, Cha 24Base Atk +4; CMB +8; CMD 21 (25 vs. trip)Feats Multiattack, Weapon Focus (horn)Skills Acrobatics +8, Perception +10, Stealth +8, Survival +7;

Racial Modifiers +4 StealthLanguages Common, SylvanECOLOGY

Environment plainsOrganization solitary or pairTreasure none

PRODIGAL SORCERER CR 1/2XP 200Human mage 1Blue Medium humanoid (human)Init +1; Senses Perception +3DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 6 (1d6+2)Fort +1, Ref +1, Will +2OFFENSE

Speed 30 ft.Melee dagger +0 (1d4/19-20 x2)Ranged dagger +1 (1d4/19-20 x2)Mana 2Color Affinities blueReadied Ley Lines 1 islandMage Spells Attuned (CL 1st; concentration +4)1st— psychic purge, to be determined0 (at will)— to be determinedSTATISTICS

Str 10, Dex 13, Con 12, Int 16, Wis 10, Cha 10Base Atk +0; CMB +0; CMD 11Feats Alertness, Combat CastingSkills Knowledge (arcana) +7, Knowledge (history) +7,

Perception +3, Sense Motive +3, Spellcraft +7Language Common, Draconic, Elven, MerfolkECOLOGY

Environment anyOrganization solitaryTreasure NPC gear (2 daggers, other treasure)

SAVANNAH LION CR 1XP 200White Large animalInit +3; Senses low-light vision; Perception +5DEFENSE

AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size)hp 13 (2d8+4)Fort +5, Ref +6, Will +1OFFENSE

Speed 40 ft.Melee bite +3 (1d8+3/x2 plus grab), 2 claws +3 (1d4+3)Space 10 ft.; Reach 5 ft.Special Attacks pounce, rake (2 claws +3, 1d4+3)STATISTICS

Str 17, Dex 16, Con 14, Int 2, Wis 12, Cha 6Base Atk +1; CMB +5; CMD 18Feats RunSkills Perception +5, Stealth +7 (+11 in undergrowth); Racial

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Modifiers +4 Stealth (+8 in undergrowth)ECOLOGY

Environment plains, savannah terrainOrganization solitary, pair, or pride (3-10)Treasure none

SCRYB SPRITE CR 1/2XP 200Green Small feyInit +3; Senses low-light vision; Perception +5DEFENSE

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)hp 5 (1d6+1)Fort +1, Ref +5, Will +3OFFENSE

Speed 20 ft., fly 60 ft. (good)Melee dagger +4 (1d3/19-20 x2)Ranged dagger +4 (1d3/19-20 x2) or sling +4 (1d3/x2)STATISTICS

Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 14Base Atk +0; CMB -1; CMD 12Feats Weapon FinesseSkills Acrobatics +7, Escape Artist +7, Fly +13, Knowledge

(nature) +5, Perception +5, Stealth +11, Survival +2Languages Common, SylvanECOLOGY

Environment forestsOrganization solitary, gang (2-4), band (6-10), or tribe (20-80)Treasure standard (dagger, sling, other treasure)

SENGIR VAMPIRE CR 8XP 6400Human Sengir vampire fighter 8Black Medium undead (augmented humanoid)Init +1; Senses darkvision 60 ft.; Perception DEFENSE

AC 25, touch 11, flat-footed 24 (+6 armor, +1 Dex, +8 natural)hp 78 (8d10+34)Fort +8, Ref +3, Will +2Defensive Abilities bravery +2Weaknesses sunlight vulnerabilityOFFENSE

Speed 30 ft., fly 90 ft. (good)Melee masterwork longsword +17 (1d8+8/19-20 x2) or 2x slam

+16 (1d4+8/x2)Ranged masterwork longbow +10 (1d8/x3)Special Attacks blood drain, create spawn, weapon training

(heavy blades +2)STATISTICS

Str 26, Dex 12, Con —, Int 12, Wis 12, Cha 15Base Atk +8; CMB +16; CMD 27Feats Alertness, Cleave, Combat Reflexes, Great Cleave,

Improved Critical (longsword), Intimidating Prowess, Leadership, Power Attack, Stealthy, Toughness

Skills Fly +5, Intimidate +17, Perception +19, Stealth +19; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth

Languages CommonSQ armor training +2, shadowlessECOLOGY

Environment AnyOrganization SolitaryTreasure NPC Gear (masterwork breastplate, masterwork

longbow, masterwork longsword, other treasure)SPECIAL ABILITIES

Blood Drain (Su) A Sengir vampire gains strength from drinking the blood from a fallen creature. After draining a victim of its blood, the Sengir vampire gains a temporary +1 bonus to all attack and damage rolls and 1d8 temporary hit points. These temporary bonuses persist for one day, and are cumulative for each victim.

Create Spawn (Su) A Sengir vampire can create spawn out of those it drains the blood of, provided that the drained creature is a humanoid, fey, or monstrous humanoid. The victim rises from death as a Sengir vampire in 1d4 days.

Shadowless (Ex) A Sengir vampire casts no shadows and shows no reflection in a mirror.

Sunlight Vulnerability (Su) Exposing a Sengir vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it doesn't escape.

(The above Sengir vampire uses a human fighter 8 as the base creature.)

Creating a Sengir Vampire“Sengir Vampire” is an acquired template that may be added to any humanoid, fey, or monstrous humanoid.

Challenge Rating: Same as base creature +1.Color: Always black.Type: The creature's type changes to undead (augmented).

Do not recalculate class Hit Dice, Base Attack Bonus, or saves.Senses: A Sengir vampire gains darkvision 60 ft.Armor Class: Natural armor bonus improves by +8.Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are

unaffected. As undead, Sengir vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Weaknesses: A Sengir vampire gains the following weakness:

Sunlight Vulnerability (Su): Exposing a Sengir vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it doesn't escape.

Speed: A Sengir vampire gains a fly speed of 90 ft. (good).Attacks: A Sengir vampire gains a slam attack if the base

creature doesn't have one. Damage for the slam attack depends on the Sengir vampire's size as per table x.x: Natural attacks by size.

Special Attacks: A Sengir vampire gains the following special attacks.

Blood Drain (Su): A Sengir vampire gains strength from drinking the blood from a fallen creature. After draining a victim of its blood, the Sengir vampire gains a temporary +1 bonus to all attack and damage rolls and 1d8 temporary hit points. These temporary bonuses persist for one day, and are cumulative for each victim.

Create Spawn (Su): A Sengir vampire can create spawn out of those it drains the blood of, provided that the drained creature is a humanoid, fey, or monstrous humanoid. The victim rises from death as a Sengir vampire in 1d4 days.

Special Qualities: a Sengir vampire gains the following special quality:

Shadowless (Ex): A Sengir vampire casts no shadows and shows no reflection in a mirror.

Abilities: A Sengir vampire's Strength increases by +10, Intelligence by +2, Wisdom by +2, and Charisma by +4. As an undead creature, it has no Constitution score.

Skills: A Sengir vampire gains a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

Feats: A Sengir vampire gain Alertness, Dodge, and Toughness as bonus feats.

Environment: Any, usually swampy terrain.Organization: Solitary.Treasure: NPC gear.

SERRA ANGEL CR 6XP 2400White Medium primal (angel)Init +4; Senses darkvision 60 ft., low-light vision; Perception +15DEFENSE

AC 29, touch 21, flat-footed 24 (+6 armor, +2 dodge, +3 Dex, +8 natural)

hp 76 (8d10+32)Fort +10, Ref +9, Will +6OFFENSE

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Speed 30 ft., fly 90 ft.Melee longsword +15 (1d8+7/19-20 x2)STATISTICS

Str 25, Dex 16, Con 18, Int 14, Wis 18, Cha 22Base Atk +8; CMB +17; CMD 23Feats Flyby Attack, Lunge, Power Attack, VigilanceSkills Acrobatics +12, Diplomacy +17, Fly +16, Heal +12,

Knowledge (planes) +13, Perception +15, Sense Motive +15, Stealth +12

Languages Angelic, Common, telepathy 100 ft.ECOLOGY

Environment Serra's RealmOrganization solitary, flight (2-4)Treasure standard (breastplate, longsword)

SHANODIN DRYAD CR 1XP 400Green Medium feyInit +1; Senses low-light vision, Perception +2DEFENSE

AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)hp 12 (2d6+6)Fort +3, Ref +4, Will +3Weaknesses tree dependentOFFENSE

Speed 30 ft.Melee dagger +2 (1d4+1/19-20 X2)Ranged longbow +2 (1d8/x3)STATISTICS

Str 13, Dex 13, Con 16, Int 10, Wis 11, Cha 13Base Atk +1; CMB +2; CMD 13Feats AlertnessSkills Climb +4, Handle Animal +3, Heal +2, Knowledge (Local:

Shanodin Forest) +2, Knowledge (Nature) +2, Perception +2, Stealth +3, Survival +2

Languages SylvanSQ forestwalk, tree meldECOLOGY

Environment Shanodin forestOrganization solitary, pair, grove (3-8)Treasure standard (dagger, longbow with 20 arrows, other

treasure)SPECIAL ABILITIES

Forestwalk (Ex) While in forested surroundings, a Shanodin dryad has a +6 racial bonus to stealth checks.

Tree Meld (Su) A dryad can meld herself and her possessions into any oak tree at will. The tree must be large enough to accommodate her body in all three dimensions. While in the tree, the dryad remains aware of the passage of time and can cast spells on herself, and although she cannot see external events, she can hear them. Minor physical damage to the tree does not harm her, but its partial destruction (to the extent that the dryad cannot fit within it) expels her and deals her 5d6 points of damage. Killing the tree expels the dryad and instantly kills her unless she makes a DC 18 Fortitude save. Even if she makes her save, the dryad still takes 5d6 points of damage. A dryad can remain melded with a tree as long as she wishes.

Tree Dependant (Su) A Shanodin dryad is mystically bonded to a single, ancient oak tree, and must never stray more than 1 mile from it. A dryad who moves beyond 1 mile from her bonded tree immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist being nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual and making a successful DC 20 Will save.

VESUVAN DOPPELGANGER CR 8XP 6400Blue Medium monstrous humanoid (shapechanger)Init +1; Senses darkvision 60 ft.; Perception +6DEFENSE

AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)hp 6 (1d10+1)Fort +1, Ref +3, Will +4OFFENSE

Sped 30 ft.Melee 2 claws +0 (1d8/x2)STATISTICS

Str 9, Dex 13, Con 12, Int 12, Wis 15, Cha 13Base Atk +1; CMB +0; CMD 11Feats DodgeSkills Bluff +6, Bluff (while using perfect copy ability) +10,

Diplomacy +2, Disguise +6, Disguise (while using perfect copy ability) +26, Perception +6, Stealth +5

Languages CommonSQ perfect copyECOLOGY

Environment Vesuva IslandOrganization solitaryTreasure NPC gearSPECIAL ABILITIES

Perfect Copy (Su) A Vesuvan doppelganger can change its shape to that of any creature it touches, including specific individuals. While in the shape of another creature, it uses that creature's Initiative, Senses, Armor Class, Hit Points, Hit Dice, Speeds and Movement abilities, Strength, Dexterity, Constitution, Special Attacks, and Special Qualities instead of its own, and adjusts its Saving Throws, Attack Bonuses, Damage, CMB, and CMD accordingly. While in the shape of another creature, it retains its Perfect Copy ability. No matter what shape the Vesuvan doppelganger assumes, it remains Blue.

WATER ELEMENTAL CR 5XP 1600Blue Large primal (elemental)Init +2; Senses darkvision 60 ft.; Perception +11DEFENSE

AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size)

hp 68 (8d10+24)Fort +9, Ref +8, Will +2OFFENSE

Speed 20 ft., swim 90 ft.Melee 2 slams +15 (1d8+8/x2)Space 10 ft.; Reach 10 ft.Special Attacks water masterySTATISTICS

Str 27, Dex 14, Con 16, Int 6, Wis 10, Cha 10Base Atk +8; CMB +17; CMD 30Feats Cleave, Dodge, Great Cleave, Power AttackSkills Acrobatics +13, Perception +11, Stealth +9, Swim +27Languages PrimalECOLOGY

Environment islands and oceansOrganization solitary or pairTreasure noneSPECIAL ABILITIES

Water Mastery (Su) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental take a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

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