Volatility

#### Spells gained:

Volatile Philosophers gain all evocation spells at their lowest level to their formulae list

#### Mutagen Effect:

Volatile mutagens are unstable and rattle the mind, while filling the philosopher with energy. They gain a bonus to Strength and penalty to Wisdom while under its effects.

At 5th level their mutagen is created associated with fire, electricity, cold, or acid damage. When drunk any of the philosopher’s evocation spells that deal one of the above damage types instead change to that of the mutagen’s associated element.

At 10th level while under the effects of your mutagen you radiate an aura of its associated element, dealing as many d4’s in its damage as your bomb’s damage die (Ex 5d6 bombs, 5d4 aura) within 5ft. You gain a +4 bonus to overcome spell resistance if casting an evocation spell that deals the same damage as your aura without being modified by your mutagen.

At 15th level your aura extends to 10ft and deals d6’s to creatures within 5ft instead of d4’s.

At 20th level your mutagen may associate with a second element, or may align with Force or Sonic instead. You may choose to treat effects as half damage for both, or entirely one or the other as a free action once per round.

#### **Bombs:**

A volatile Philosopher gains the bomb class feature at 1st level, scaling damage as an alchemist of the same level. However in order to create a bomb the philosopher must prepare the materials ahead of time similarly to an extract, expending a spell allows a number of bombs equal to the sacrificed spell’s level. You may only prepare a number of bombs equal to your level + Intelligence modifier.

#### **Chemical Alteration (Ex):**

At 3rd level your bombs may now deal fire, cold, acid, or electrical damage chosen as you create them. Should you have a discovery which replaces your bombs normal damage to the type you choose (Such as Frost bombs on a bomb which deals cold damage) the bomb deals additional damage equal 1.5 times your intelligence instead of the normal bonus granted by Lobber if you apply that discovery.

#### **Evocative Principles (Su):**

At 6th level your understanding of evocation blends to your explosive knowledge. You may apply metamagic feats up to a modified spell level of +1 per 6 Philosopher levels to your bombs. You may also apply bomb altering discoveries to evocation spells, treating them as increasing the spell level by +1. For each requirement the discovery has increase the level by +1. For each spell level increase on your bombs they consume an additional use of the ability (A bomb modifier by a +1 metamagic uses 2 bombs effectively, +2 uses 3, so on). Bombs may only have metamagic which specifically alter a spell with the same elemental damage as the bomb.

Ex: A bomb cannot be empowered, but a bomb dealing cold damage can have the Rime spell metamagic.

#### **Spellburn (Su):**

At 9th level whenever a creature suffers a direct hit from your bombs they must make a Will save DC 10 + ½ philosopher level + Intelligence modifier or have their spell resistance lowered by a number equal to your intelligence modifier for one round. If a creature does not have spell resistance they instead take a -2 save penalty to any evocation extract you use for one round.

#### **Overwhelming Blast (Su):**

At 15th level as a full round action you may choose to combine a bomb with an evocation spell, applying discoveries and metamagic as if it were a bomb. This bomb uses the bomb’s base reflex DC improved by any feats or abilities which would increase one of an evocation spell. The bomb may be either thrown or carried by the spell’s power using the greater range of the two, uses both saving throws, and applies the bomb’s damage and abilities first.