recursal/Fanatic-Fandom huggingface dataset:
Abjuring Step

School: Abjuration

Tier: 1

Components: V,S

Casting Time: 1 Standard Action

Range: personal

Target: You

Duration: 1 round/level or until discharged

This spell creates a subtle and complicated force effect that is most
effective when used by a still or slow-moving spellcaster or formula
user. While you are subject to this spell, you can take two 5-foot steps
 each round and still cast spells and use spell-like abilities without provoke attacks of opportunity.
 This spell automatically discharges as soon as you make an attack, cast
 a harmful spell against another creature, or move more than 5 feet with
 a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
Accept Affliction

School: Conjuration (Healing) [Good]

Tier: 3

Components: V, S, M/DF (A dove's heart)

Casting Time: 1 Standard Action

Range: Touch

Target: Creature Touched

Duration: instantaneous

Saving Throw: Fort negates (harmless)

Spell Resistance: yes (harmless)

The caster can transfer the effects of afflictions such as curses,
diseases, and poisons from the target creature to himself. This spell
can also transfer the blinded, deafened, fatigued, nauseated, shaken, and sickened
 conditions. All aspects of the transferred afflictions (save DCs,
remaining duration, removal conditions, and so on) remain the same, but
affect the caster instead of the original target. After transferring the
 affliction or condition, the caster is free to cure it in any way he
can.
Athanatism

A psion who specializes in athanatism is known as a conduit. Where most psions interact with the world by manipulating raw forces, the conduit has learned to interact with the energy of the dead. She understands that spiritual energy is simply another type of energy that can be used just as a kineticist manipulates fire or electricity, or can be shaped like ectoplasm.

## Abilities

### **Spirit Affinity**

At 2nd level, the conduit gains the Negative Energy Affinity feat as a bonus feat. In addition, once per day when meditating for power points, you can commune with your ancestral spirits to exchange one of your powers known from the anathatism discipline for another power from the athanatism discipline of an equal level.

### **Poltergeist Aura (Su)**

Beginning at 8th level, you gain an aura that emanates in a 30-foot radius from you. You can emanate this aura for a number of rounds per day equal to your conduit level and the aura can be activated or deactivated as a free action on your turn. All enemies inside this aura are battered by angry spirits. The affected creatures treat the area within the aura as difficult terrain, can’t make attacks of opportunity while in the aura, and take a penalty to attacks equal to half your Intelligence modifier (minimum -1 penalty). You can expend your psionic focus as a swift action to have the spirits concentrate on one enemy in the aura, making that creature gain the staggered condition in addition to the other penalties unless the target creature succeeds on a Fortitude save (DC 13 plus your Intelligence modifier).

### **Hand of the Grave (Su)**

Once per day beginning at 14th level, you can make a melee touch attack against a creature. You are treated as incorporeal for the purposes of this attack, ignoring natural armor, armor, and shield bonuses to armor class, but are affected by deflection bonuses and force effects. If the attack is successful, the creature dies and its soul becomes a shadow spirit (as the *blackest shade* power) for 1 minute per level. This is considered a death effect. At the end of the duration, the soul returns to the body, which is at -1 hit points but stabilized.

### **Straddling Both Worlds (Su)**

The conduit’s armor (if any) and weapons (if any) are always treated as if they have the *ghost touch* special ability. By expending psionic focus, the conduit can become incorporeal for a number of minutes equal to his Intelligence modifier. In addition, the conduit can choose to affect any incorporeal creature as if they were corporeal, for the purpose of his powers or abilities.
Agonizing Rebuke

School: Illusion (Phantasm) [Emotion, Mind-Affecting, Pain]

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: Single Living Creature

Duration: 1 Round/Level

Saving Throw: Will Negates

Spell Resistance: Yes

With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful spell, or otherwise takes an action that would harm you, it takes 2d6 points of nonlethal damage.
Adult Vekinbug

**CR** 10

**XP** 0

TN Medium Vermin

**HP** 110

**AC** 18 (FF 15/TAC 13) (3 Dex, 5 Natural Armor)

**Land Movement Speed** 40 ft

**Fly Movement Speed** 20 ft

**Fort** +10

**Ref** +6

**Will** +4

## Statistics

**STR** 14 [18]

**DEX** 16 [20]

**CON** 16 [20]

**INT** X

**WIS** 12 [16]

**CHA** 4 [8]

## Abilities

### Evolve (Ex)

An Adult Vekinbug can enter a pod as a full-round action to evolve. The Pod has an AC of 15 and HP of 80. If the pod isn't destroyed within 1 round, the Adult Vekinbug evolves into a Mother Vekinbug.
Alchemy Subdomain

## Abilities

### Divine Alchemy (Su)

You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells.

You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. These potions are treated as alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

This replaces Artificer's Touch if you have the Artifice Domain.

This replaces Hand of the Acolyte if you have the Magic Domain.
Animal Blessings

## Abilities

### Animal Fury (Minor)

At 1st level, you can touch one ally and grant it feral features. The ally gains 2 claw attacks that each deal 1d6 points of damage if the ally is Medium or 1d4 if it’s Small, or 1 bite attack that deals 1d8 points of damage if the ally is Medium or 1d6 if it’s Small. These are primary natural attacks that replace any similar primary natural attacks the ally might have. This effect lasts for 1 minute.

### Battle Companion (Major)

At 10th level, you can summon a battle companion. This ability functions as summon nature’s ally V with a duration of 1 minute. This ability can summon only one animal, regardless of the list used. For every 2 levels beyond 10th, the level of the summon nature’s ally spell increases by 1 (to a maximum of summon nature’s ally IX at 18th level).
Arcane Warden

Arcane wardens are wizards who specialize in the discovery or generation of places of safety and refuge.

## Abilities

### Universal Magic

An arcane warden values all schools of magic and recognizes that, faced with an unpredictable world, versatility is one of the greatest tools for survival. All arcane warden wizards must be universalists.

This alters arcane school.

### Generous Touch (Su)

Arcane wardens are talented at enhancing the magical effects they create to bolster allies. When an arcane warden casts a spell with a target of “creature touched” on a willing target other than himself, he can cause the effects of the spell to last longer than normal. A spell with a duration of 1 round per level lasts an additional number of rounds equal to the arcane warden’s Intelligence modifier (minimum of 1 additional round). A spell with a duration of 1 minute per level lasts for an additional number of minutes equal to the arcane warden’s Intelligence modifier (minimum of 1 additional minute). Spells with different durations than this are not enhanced by this ability. Only one spell can be enhanced in this way on any individual creature at a time.

This replaces the hand of the apprentice universalist school ability.

### Restorative Shelter (Su)

While an arcane warden can find refuge in many naturally occurring hideaways, his preferred places of rest are magically created cottages, homes, and even manors. An arcane warden learns the following spells: mage’s magnificent mansion, rope trick, secure shelter, and tiny hut. These spells do not take up room in the arcane warden’s spellbook, and he does not need his spellbook to prepare these spells. He must still be the appropriate level to prepare the spell in question. The arcane warden’s caster level is treated as 2 higher than his actual caster level for the purposes of determining the duration of these spells and resolving attempts to dispel these spells. Any creature that spends at least 8 hours relaxing in one of these shelters gains a bonus equal to the level of the spell that created it on any saving throws against disease or poison effects made in the next 24 hours.

This replaces the metamagic mastery universalist school ability.
Aberrant

Using ectoplasm is the way a typical aegis protects and enhances the physical body. Others have discovered that by directly altering the body, they can achieve similar results, although they might have a more grisly appearance. These aberrants often have misshapen or twisted forms, yet they are equally deadly.

## Abilities

### Transformed Body (Su)

An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. The aberrant gains a +1 natural armor bonus to his AC. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases by 1.

An aberrant can modify his form in a fashion similar to the aegis’s customization, but his options are more limited. He can choose customizations from the customization list below, as well as new customizations exclusive to the aberrant. Because the aberrant is modifying his own body, he can wear armor as normal.

The aberrant gains Hardened Strikes and Brawn as a free customization. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.

This ability replaces Astral Suit.

### *Vim* (Ps)

The aberrant gains *vim* as a psi-like ability usable at will at first level as long as he maintains psionic focus.

This ability replaces *Astral Repair*.

### Intimidate (Ex)

Beginning at 2nd level, an aberrant gains a +1 bonus to Intimidate checks. At 6th level and every four levels thereafter, this bonus increases by 1.

This ability replaces Craftsman.

### Psionic Form (Ex)

At 5th level, the aberrant gains 1 hit point for each psionic feat he has. Whenever he takes a new psionic feat, he gains 1 more hit point. These bonus hit points stack with those gained from the Psionic Body feat.

This ability replaces Master Craftsman.
Allegiance Relic

*These mass produced square relics come in a variety of company colors, each with their respective logos.*

The Allegiance Relic grants bonuses to attack and damage with weapons made by a specified manufacturer. Allegiance Relics are made by their respective manufacturer.

## Variants

1. Alc-Zed Allegiance Relic
2. Appel Allegiance Relic
3. Arachnid Allegiance Relic
4. Celestial Allegiance Relic
5. Drake Allegiance Relic
6. F.E.D. Allegiance Relic
7. Greenhaus Allegiance Relic
8. Happy Inc Allegiance Relic
9. Hellbound Allegiance Relic
10. Ireto Allegiance Relic
11. Jubatus Allegiance Relic
12. Junk Allegiance Relic
13. Maner Allegiance Relic
14. Penumbra Allegiance Relic
15. Personal Allegiance Relic
16. Poe Allegiance Relic
17. Retalius Allegiance Relic
18. Sky High Allegiance Relic
19. Solum Allegiance Relic
20. W-0 Allegiance Relic

## Rarity Tiers

 2 (Uncommon)
 3 (Rare)
 4 (Very Rare)
 5 (Ultra Rare)

## Legendary Relic

The Self-Allegiance Relic is a "Legendary" relic that grants a +5 bonus to any weapons with the "Homemade" bonus.
Abjuration Subdomain

This sub-domain focuses on the protective qualities of the school of abjuration.

## Abilities

### Faithful Shield (Su)

You may create a shield of force as a swift action 3 + your wisdom modifier times per day. This shield grants you a +1 deflection bonus to your AC and lasts for a number of rounds equal to your class level. This bonus increases by +1 for every five class levels you possess (maximum of +5 at 20th level).

This replaces the hand of the acolyte Magic domain power or resistant touch Protection domain power.
Amazing Accuracy

## DESCRIPTION

The superhero has a precise and deadly eye. For every level of this power, he gains a +1 bonus to all his ranged attack rolls. This does not alter his Base Attack, and therefore cannot affect his attack progression. The superhero can take this trait multiple times. Its effects stack.

## ENHANCEMENTS AND LIMITATIONS

* **Limitation: Power (Value: 1 JP per two levels):** *Activate:* 1 PP per level; free action. *Sustain:* 1 PP per level per round; free action. His Amazing Accuracy is a power.
Amazing Fighting

## DESCRIPTION

The superhero is a prodigy in close combat. For every level of this power, the superhero gains a +1 bonus to all his mêlée attack rolls.

## ENHANCEMENTS AND LIMITATIONS

* **Limitation: Power (Value: 1 JP per 2 levels):** *Activate:* 1 PP per level; swift action. *Sustain:* 1 PP per level per round; free. His Amazing Fighting is a power.
Amazing Deflection

## DESCRIPTION

For every level of this power, the superhero gets a +1 deflection bonus to AC. The superhero can take up to 5 levels of this power.

## ENHANCEMENTS AND LIMITATIONS

* **Limitation: Power (Value: 1 JP per two levels):** *Activate:* 1 PP per level; free. *Sustain:* 1 PP per level per round; free. His Amazing Deflection is a power. This limitation costs 1 JP for every 2 levels of Amazing Deflection.
Animalia Subdiscipline

**Replacement Abilities:** The following discipline abilities replace the shared effect and resilient body abilities of the psychometabolism discipline.

### **Bestial Enhancement (Su)**

Starting at 8th level, when you manifest a psychometabolism power, you can expend 3 additional power points to gain a +2 insight bonus to one physical ability score of your choice for one minute. This counts as an augment for the power and follows the manifestation still follows the rules for the manifester level cap. This bonus increases to +4 if you are manifesting a power that’s 4th level or above, and to +6 if you are manifesting a power that’s 8th level or above.

### **Animalistic Retaliation (Su)**

Starting at 14th level, once per day when a critical hit would be confirmed against you, you may make an attack of opportunity with a +4 morale bonus to attack and damage against the creature which confirmed the critical hit. You can do this once more per day for every level beyond 14th.
Angelic Seal

School: Abjuration [Good]

Tier: 6

Components: V, S, M (5,000g), DF

Casting Time: 10 Minutes

Range: Touch

Effect: a hemisphere with a diameter of 10 ft. per caster level, or up to one 10 ft. cube per caster level

Duration: Permanent; see text

Saving Throw: see text

Spell Resistance: no

You ward a location with angelic power to prevent the entry of evil. During the casting, you inscribe an angelic seal on a solid surface—such as the ground, floor, wall, or ceiling—and infuse the area with holy energy. Outdoors, this creates a protective hemisphere in a radius centered on the seal. Indoors or underground, the seal conforms to the shape of the building, including floors, ceilings, walls, and doorways, up to the maximum area allowed. If the structure is too large to be covered by the spell’s area, you may shape the area as you see fit.

Evil creatures cannot enter the warded area using extradimensional travel, as per the forbiddance spell. Any evil creature attempting to enter the area warded by the seal, or coming into physical contact with doors, windows, or walls under its effects, immediately takes 10d6 hp damage, is flung back 5 ft. for every 5 hp damage taken, is knocked prone, and is stunned for 1 round. a successful Fortitude save halves the damage and negates the stunning effect. Evil creatures with the extraplanar subtype must also make a Will save or be forced back to their home plane. If the angelic seal is visible to such a creature, the DC of the save increases by 4.

The angelic seal is well-guarded against physical attacks, and it resists any damage done by weaponry, unless that weapon has the holy property or is good-aligned, whether manufactured or a natural weapon. a successful greater dispel magic, limited wish, miracle, or wish spell can remove an angelic seal. Also, any Lawful Good outsider can remove the seal as a standard action by simply touching the seal and speaking a word.
Aerie Protector

The aerie protector guards nature’s nests and lairs in the highest mountains, and she is only ever truly at ease when under vast expanses of open sky.

## Abilities

### Weapon and Armor Proficiency

Aerie protectors are proficient with javelins and shortbows but not with scimitars or scythes. Aerie protectors are not proficient with medium armor.

This alters the druid’s weapon and armor proficiency.

### Animal Companion

The Aerie Protector must choose an animal with a fly speed. She can use spells or other effects to alter her companion’s fly speed, but it must be able to fly on its own before it becomes her companion.

This alters Animal Companion.

### Wild Empathy (Ex)

An aerie protector gains a +4 bonus on wild empathy checks on flying animals, but she takes a –4 penalty on checks on other animals.

This alters wild empathy.

### Sky and Stone (Ex)

At 2nd level, an aerie protector gains a bonus equal to half her level on Knowledge (geography) and Survival checks involving mountainous terrain or high altitudes, and she cannot be tracked in such an environment.

This replaces woodland stride.

### Wind at Her Back (Su)

At 9th level, an aerie protector gains a +4 bonus to CMD and on saving throws against the effects of high altitude and effects that rely on air pressure or strong wind to move her or impede her flight. This bonus also applies to Reflex saves against effects that deal electricity damage.

This replaces resist nature’s lure.

### Wild Shape

An aerie protector gains this ability at 6th level, except her effective druid level is her druid level – 2. If she takes on the form of a flying animal, she instead uses her druid level + 2.

### In the Wind (Ex)

At 16th level, the climb and fly speeds of forms the aerie protector assumes with her wild shape ability (if any) increase by 10 feet. The maneuverability of her flying forms improves by one category.

This replaces venom immunity.
Animate Tools

School: Transmutation

Tier: 0

Components: V, S

Casting Time: 10 Minutes

Range: Close (25 ft + 5 ft/2 levels)

Target: one tool or one set of related tools

Duration: 8 Hours

Saving Throw: Will Negates (Harmless, object)

Spell Resistance: Yes (Harmless, object)

The spell causes a tool — or a group of tools used together to perform a task — to animate and perform a task you designate. These tools follow your directions to the best of their abilities, but can only be used for their intended purpose. This spell allows you to complete an amount of work equivalent to a single person working for eight hours. The tools use your Craft or Profession check as appropriate. The tools may aid another. There are many other common uses of this spell that require no check, such as commanding a broom to sweep the floor or a shovel to dig a trench.

Only mundane tasks can be accomplished with this spell. It has no effect on crafting magic items. Under no circumstance can tools be used to attack a creature, though items can damage a structure if that is their intended purpose (such as a pick or an axe).
Mechans

**Mechans** is a Steel-type Pokémon; the Alter Forme of Ekans.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### Design origin

Mechans and Mecharbok have a basic inspiration of a robotic snake.
Air Geyser

School: Evocation [Air]

Tier: 3

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Target: Single Creature or object up to size Large

Duration: Instant

Saving Throw: Reflex partial (see text)

Spell Resistance: Yes

You create a powerful blast of air capable of flinging an opponent upward. If the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 × your caster level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.
Absorbing Touch

School: Transmutation

Tier: 3

Components: S

Casting Time: 1 Standard Action

Range: Touch

Target: Objects Touched

Duration: 1 day/level

Saving Throw: Fortitude Negates (object)

Spell Resistance: No

You absorb the next object your hand touches into your body. If you
are already holding an object, you can attempt to absorb it; otherwise,
you may touch an object as a standard action separate from casting the spell. You can absorb any nonmagical, nonliving object weighing no more than 1 pound per caster level. A container and its contents count as a single object. Objects in the possession of another creature receive a Fortitude Saving Throw to prevent absorption. You may continue to attempt to absorb objects until one is absorbed.

An absorbed object melds with your hand and cannot be targeted, but
the object’s weight still counts against your carrying capacity. If you
dismiss the spell, the item appears in the hand that absorbed it, or
falls to the ground if that hand is full. Multiple castings let you
absorb additional items, but you can only store a single item per hand.
Angelic Aspect

School: Transmutation [Good]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level (D)

Saving Throw: None

Spell Resistance: No

You take on an aspect of an angelic being, including some of its physical characteristics.

You gain low-light vision, resistance to acid 5, resistance to cold 5, and the benefits of *Protection From Good and Evil,* but only against Evil creatures of any type.
Acidic Grease

School: Conjuration

Tier: 6

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft + 5 ft/2 levels)

Effect: Acidic grease

Duration: 1 Minute/Level

Saving Throw: see text

Spell Resistance: no

You conjure a solid surface (up to a 40-ft. square) of slippery, highly acidic grease that can make creatures in the area slip and burn their flesh. Any creatures caught in the area must make a Reflex save or fall prone. a creature can walk within or through the area at half normal speed with a DC 10 Acrobatics check. Failure means the creature can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means the creature falls (see the Acrobatics skill for details). Immobile creatures do not need to make this check and are not considered flat-footed.

Creatures that fall in the area and unattended objects touching the grease take 1d6/caster level hp acid damage (maximum 15d6). On your turn in each of the next 2 rounds, creatures and objects that have taken acid damage take an additional 1d6 hp acid damage per 2 caster levels (maximum 8d6) unless the acid is neutralized, dispelled, or washed away.
Additional Identity

## DESCRIPTION

The superhero has constructed at least one false persona, in addition to his every-day identity and his adventuring identity. The usefulness and depth of this alternate identity both depend on how many JPs the superhero invests in it. The superhero can have multiple Additional Identities. The superhero must purchase them separately.

* **Tier 1 (1 JP):** Competent Forgeries. His secondary identity withstands casual perusal. It has fake addresses (email and physical), a well-forged picture ID, a false employment record, and even a small bank account. DC 15 to reveal this identity as fake.
* **Tier 2 (2 JP):** Expert Forgeries. His secondary identity is quite well developed. It includes all of the above, plus a driver’s license, passport, work permits, multiple bank accounts, rent and property records, criminal records, and school records. DC 20 to reveal this identity as fake.
* **Tier 3 (3 JP):** Superb Forgeries. His secondary identity has a great deal of substantiating background evidence. It has all of the above, plus photos, mementos, letters from fictitious relatives, awards and plaques, school papers, and mentions in newspapers and other media dating back at least several years. DC 25 to reveal this identity as fake.

## ENHANCEMENTS

* **Enhancement: Shadowy Past (Cost: 1 JP):** There is a certain amount of uncertainty about the superhero’s past. A –4 penalty applies on any skill checks that involve digging up facts about the superhero or his past.
* **Enhancement: Secret Life (Cost: 1 JP):** The superhero is a mystery wrapped in an enigma. A –8 penalty applies on any skill checks that involve digging up facts about the superhero or his past. This penalty replaces the penalty from Shadowy Past enhancement. *Prerequisite:* The superhero must have the Shadowy Past enhancement to select this enhancement.
* **Enhancement: Mystery Man (Cost: 1 JP):** The superhero covers his tracks so well that he wonders who he really is sometimes. A –15 penalty applies on any skill checks that involve digging up facts about the superhero or his past. The penalty applies as long as the superhero take even simple precautions to protect his secrets. There’s no hiding the fact that the superhero is also the mysterious vigilante Jet Justice if he runs around as Jet Justice with his face uncovered. However, a ruse as simple as wearing glasses in his secret identity baffles the most astute observers. This penalty replaces the penalty from Shadowy Past and Secret Life enhancements. *Prerequisites:* The superhero must have the Shadowy Past and Secret Life enhancements to select this enhancement.
Amazon

The Amazon is a Berserker that specializing in using their home terrain to their advantage.

## Abilities

### Home Ground Advantage (Ex)

At 3rd level, a jungle rager learns how to make optimal use of the natural cover of her homeland. She chooses a specific terrain type from the ranger list of favored terrains. When in this terrain, she increases her bonus to AC and on Reflex saving throws gained from cover, partial cover, and improved cover (but not soft cover) by 1. In this terrain, she also increases the miss chance caused by concealment for attacks against her by 5%.

This ability replaces always ready.

### Jungle Endurance (Ex)

At 3rd level, a jungle rager gains a +1 bonus on Fortitude saves to resist the effects of hot weather and diseases. This bonus increases by +1 every 3 barbarian levels after 3rd.

This ability replaces dabger sense.

### Home Ground Supremacy (Ex)

At 7th level, a jungle rager becomes even more capable when navigating and fighting in her preferred terrain. She gains the woodland stride ranger ability, though this ability works only in the terrain she selected for the home ground advantage ability. In this terrain, she gains an additional +1 bonus to AC when benefiting from cover or improved cover (but not soft cover).

This ability replaces counter-flank.
Alter Self

School: Transmutation (Polymorph)

Tier: 2

Components: V, S, M (A piece of the creature whose form you plan to assume)

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Min/level

When you cast this spell, you can assume the form of any Small or Medium creature of the ponykin type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

*Small creature*: If the form you take is that of a Small ponykin, you gain a +2 size bonus to your Dexterity.

*Medium creature*: If the form you take is that of a Medium ponykin, you gain a +2 size bonus to your Strength.
Age Resistance

School: Transmutation

Tier: 5

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 24 Hours

Saving Throw: None

Spell Resistance: No

This spell functions as *lesser age resistance*, except you ignore the Strength, Dexterity, and Constitution penalties gained at middle age and old age.
Accursed Hex

*You can make a second attempt at failed hexes.*

**Prerequisites:** Hex class feature

**Benefit:** When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

**Normal:** You can only target a creature with these hexes once per day.

### Mythic

When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving throw twice and take the lower result.
Ablative Barrier

School: Abjuration [Force]

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

**Range** touch

**Target** creature touched

**Duration** 1 hour/level or until discharged

**Saving Throw** Will negates (harmless);

**Spell Resistance:** no

Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.

### Mythic

Add 1/4th of your level to the spell’s armor bonus. Add 1/4th of your level to the amount of lethal damage from each attack that is converted to non-lethal damage and to the DR against non-lethal damage.

Add 1/4th of your level to your caster level when determining how much damage the spell converts before it’s discharged.
Adjustable Polymorph

School: Transmutation (Polymorph)

Tier: 4

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 minute/level (D)

Saving Throw: None

Spell Resistance: No

This spell functions as *Alter Self*, except you can as a swift action alter the disguise (within the limitations of alter self). For example, you could transform yourself into a Batpony, then a Dragon, then an Earth Pony, and so on. You can change your form a number of times equal to your caster level.
Air Master

The air master is a monk who, rather than focusing on the development of his own ki powers, has studied the spiritual connection between self-perfection and the elemental essence of the air.

## Abilities

### Spells

The air master can learn and cast a limited number of magic spells. These spells may be drawn from the cleric, druid, or sorcerer/wizard spell lists. Only spells with the [air] descriptor may be selected. These spells are treated as divine spells but the air master suffers arcane spell failure if wearing armor, even for spells taken from divine spellcasting lists. The air master uses his monk level as his caster level when using these spells.

The air master’s command of these air spells is more limited than typical spellcasters, as he powers them with his internal energy. The air master can cast each spell he knows only once per day. An air master may choose to know the same spell multiple times if he wishes. An air master is not normally able to use metamagic feats, though he can use metamagic rods.

This ability replaces flurry of blows, the bonus feat gained at 2nd level, ki pool, or the wholeness of body, abundant step, and empty body class abilities. Since an air master has no ki pool, he cannot spend ki points as part of the high jump ability.
Abjuration School

The abjurer uses magic against itself, and masters the art of defensive and warding magics.

They can use any Abjuration Spells with their bonus spell slots.

## Abilities

#### Resistance (Ex)

You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

#### Protective Ward (Su)

As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

#### Energy Absorption (Su)

At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
Acid Salt

School: Evocation [Acid]

Tier: 2

Components: V, S, M (Ground stone dust)

Casting Time: 1 Standard Action

Range: Long (400 ft + 40 ft/level)

Area: cylinder (30 ft./level radius, 100 ft. high)

Duration: Instant

Saving Throw: Reflex halves

Spell Resistance: yes

This spell creates a vast area of airborne corrosive salts that deal 1d3+1 points of acid damage to creatures and objects.
Allfood

School: Transmutation

Tier: 2

Components: V, S, M (A pinch of salt and pepper)

Casting Time: 1 Standard Action

Range: Touch

Target: object touched, weighing up to 5 lbs./level

Duration: Instant

Saving Throw: Wil Negates (object)

Spell Resistance: Yes (object)

You can transform one object, weighing up to 5 lbs. per caster level, into an edible substance that any living creature can chew, swallow, and safely digest. This allfood always has a bland taste and slightly gooey consistency when chewed regardless of its original nature.

One pound of allfood provides enough sustenance to support a Medium creature for an entire day.

Objects of similar nature in close proximity, such as a pile of rocks, count as a single object for the purpose of this spell. You cannot use this spell to transform objects with magical or other exceptional qualities. An object’s hardness is considered to be 0 for the purposes of eating it, but it retains its normal hardness for all other situations, and becomes no more vulnerable to sunder attacks, break attempts, or any other action typically directed against objects. Objects such as hot coals or a burning torch continue to produce energy even after you transform them into allfood and if a creature attempts to eat such an object, it takes damage accordingly.
Alexander

Alexander is the Deity of the Holy. Alexander appears as a colossal white, gold, and black castle, with four towers on each corner of the castle. The castle is also the home of the followers of Alexander. The castle is capable of appearing and disappearing, moving from place to place on Alexander's free will.

 Symbol
 Portfolio
 Typical Worshipers
 Alignment
 Domains
Amazing Costume

## DESCRIPTION

Most super-heroes have to fret over the state of their costumes, checking them for the constant wear-and-tear that a life of adventuring entails. Costumes are regularly burned, shot, cut, boiled, and blasted off their wearers, and must be completely replaced… but not his! The superhero owns a nigh-miraculous costume that is probably tougher than the superhero. An Amazing Costume simply cannot be destroyed, damaged, discolored, or distorted. It will re-size itself to the wearer’s frame, keep itself clean, and allow itself to be worked or reworked when its owner (and only its owner) desires a change. The costume may contain whatever regular armor or materials the character desires, other than Power Armor. Although the costume cannot actually be affected by any force on the planet, it will offer no special protection to its wearer. The superhero could fall into a vat of lava and die, but the Amazing Costume would bubble up to the surface, unharmed. Where the superhero got this miraculous bit of tailoring is up to him.
Arcane Subdomain

Click here to return to Magic Domain.

## Abilities

### Arcane Beacon (Su)

As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. This replaces Hand of the Acolyte.
Acrobat

Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues.

## Abilities

### Expert Acrobatics (Ex)

At 1st Level, the Acrobat does not suffer any penalties to Dex-based skill checks while wearing Light Armor. If they are not wearing armor, the gain +2 to Acrobatics and Fly checks. This replaces Trapfinding

### Second Chance (Ex)

At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd.

This replaces Danger Sense.
Anger Focus

Phantoms with this emotional focus are filled with seething anger from events in their past lives. Phantoms with this focus often take the form of hulking brutes with furrowed brows or of frenzied creatures that always seem ready to strike down those who come too near. Many times, these phantoms exude a bright red aura, especially when they are engaged in combat, or they seem to breathe a red mist in shallow pants from behind clenched, phantasmal teeth.

**Good Saves**: Fortitude and Will.

**Strength Focus**: The phantom gains a +2 bonus to Strength and a –2 penalty to Dexterity. Instead of the phantom gaining a bonus to Dexterity as the spiritualist gains levels, an anger-focused phantom gains a bonus to Strength instead.

## Abilities

### Powerful Strike (Ex)

A phantom with this focus deals more damage with its slam attacks. It deals slam damage as a creature one size category larger than its current size.

The phantom also gains Power Attack as a bonus feat.

### Aura of Fury (Su)

When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 20-foot-radius aura of fury. Creatures within the aura gain a +2 bonus on melee attack rolls but take a –2 penalty to AC. Ending the aura is a free action. The phantom can use this ability in either ectoplasmic or incorporeal form.

### Ferocious Mien (Su)

When the spiritualist reaches 12th level, once per day as a swift action, a phantom in ectoplasmic form can grow more ferocious and frightening.

It becomes one size category larger than its current size, as affected by an enlarge person spell, and grows fiercer in combat, as if affected by a rage spell. This effect lasts for 1 round per class level of the spiritualist. When the spiritualist reaches 18th level, a phantom using ferocious mien also gains the frightful presence extraordinary ability (Bestiary 300; range 30 feet, duration 5d6 rounds).

### Furious Wail (Su)

When the spiritualist reaches 17th level, once per day as a standard action, the phantom can emit a single angry wail that acts as wail of the banshee. The phantom uses its Hit Dice as its caster level for the effect, and the DC of the effect is 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modif ier. The phantom can use this ability in either ectoplasmic or incorporeal form.
Aura Weapon

School: Conjuration (Creation)

Tier: 1

Components: V, S

Casting Time: 1 Swift Action

Range: Personal

Effect: A single weapon made of pure aura energy

Duration: 1 Round/Level

Saving Throw: None

Spell Resistance: No

Creates a weapon made of aura energy. Only the caster is capable of using this weapon. If they let go of the weapon, the weapon evaporates. The caster is fully proficient with the weapon. The weapon counts as a magical weapon.
Arms Master

Some Technomancers adjust their body so they can summon firearms to their side without need to carry them around. The Automaton uses advanced technology to construct firearms out of thin air into their hands.

## Abilities

### Class Proficiency

The Automaton is not proficient with Light Martial weapons. The Automaton is proficient in Heavy Firearms.

### Auto-Struct Firearms (Ex)

The Automaton replaces some of their body parts with the technology required to create these weapons. The Automaton cannot gain any arm and back upgrades.

The Automaton has a pool of digital energy that they can call upon to construct weapons. The number of points they have in this Auto-Struct Pool is equal to their Class Level + Con modifier. Whenever they construct a firearm, they use these points to construct them. If they dismiss a firearm, they regain the points they had to use to create it. They can only have a number of firearms active that the pool allows them.

As a move action, the Automaton can use 2 Auto-Struct points to construct a single Light Firearm of their choice. This firearm can be used by any other creature and can be disarmed or thrown. The Automaton can dismiss a firearm as a free action on their turn. If the firearm is more than 30 ft away from the Automaton, the firearm is automatically dismissed. If the firearm is destroyed in any way, the Automaton loses those Auto-Struct points until their next full rest.

At 7th Level, the Automaton can, spending 4 Auto-Struct points, summon any Heavy Firearm (except for Arcannon or Launchers) as a move action. Summoning a Light Firearm now takes a swift action.

At 14th Level, the Automaton can, spending 6 Auto-Struct points, summon a grenade as a move action or a launcher as a full-round action. Throwing a grenade and having it explode does not refund your Auto-Struct points.

This changes Tech Upgrades.

This replaces Comparison and Improved Critical.
Ball Lightning

School: Evocation [Air, Electricity]

Tier: 4

Components: V, S, M/DF (Small iron ring)

Casting Time: 1 Standard Action

Range: Medium (100ft + 10ft/level)

Effect: Two or more 5ft diameter spheres

Duration: 1 Round/level

Saving Throw: Reflex Negates

Spell Resistance: Yes

You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere’s course.

If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a -4 penalty on this Saving Throw.

Each globe moves as long as you actively direct it (it’s a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A *ball lightning* globe winks out if it exceeds the spell’s range.
Bad Driver

## DESCRIPTION

The superhero just sucks at driving anything with an engine.

* **Tier 1 (2 JP):** The superhero takes a -4 penalty to Drive/Pilot checks.
* **Tier 2 (4 JP):** The superhero takes a -8 penalty to Drive/Pilot checks.
* **Tier 3 (6 JP):** The superhero takes a -12 penalty to Drive/Pilot checks.

*Special:* This Comp is incompatible with all Vehicle/Airship feats.
Air Domain

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

## Abilities

### Lightning Arc (Sp)

As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

### Electricity Resistance (Ex)

At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Aboleth Bloodline

The star-spawned aberrations known as aboleth are constantly experimenting with fleshwarping other creatures. You, or an ancestor, were the subject of such a process before escaping the malignant clutches of the aboleth. Or, perhaps the foul taint of a nearby aboleth city has infused your body with aberrant power.

*A dire and evil intelligence permeates your mind. Even if you are not evil, you cannot help but view other creatures as mere pests.*

## Feats

Blind-Fight, Combat Casting, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Iron Will, Spell Penetration, Skill Focus (Knowledge [dungeoneering]).

## Arcana

You add your Charisma modifier to all Will saves instead of your Wisdom modifier.

## Abilities

### Slime Glob (Sp)

At 1st level, you can hurl a glob of acidic slime as a standard action, targeting any foe within 30 ft. as a ranged touch attack. The glob deals 1d4+1 hp acid damage for every 2 Mage levels you possess, and 1 hp splash damage for every 2 Mage levels you possess. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

### Alien Presence (Ex)

At 3rd level, your aberrant taint becomes more obvious. You gain a +2 inherent bonus to Intimidate skill checks. Animals will not attack you unless they succeed on a Will save (DC 10 + half your level + your Charisma modifier). At 11th level, your bonus to Intimidate checks increases to +4 and to +6 at 17th level.

### Malignant Intelligence (Ex)

At 9th level, you gain a +2 inherent bonus to your Intelligence, and you add your Intelligence modifier to all Intimidate skill checks.

Your bonus to Intelligence increases to +4 at 13th level and to +6 at 17th level.

### Tentacles (Su)

At 15th level, you can deploy up to four otherwise hidden tentacles with a reach of 15 ft. Each tentacle can make a melee touch attack that deals 1d6 hp acid damage/Mage level but does not otherwise increase your threatened area. Attacking with more than one tentacle in a round is a full-attack action. You may use these tentacles for a number of rounds per day equal to your Charisma modifier.

These rounds need not be consecutive.

### Skum Lord (Ex)

At 20th level, your aberrant heritage is plain to everyone; your eyes grow larger, your gills are visible, and so forth. You can breathe underwater, and you gain blindsight 60 ft. Your strange anatomy grants you DR 5/— and a 25% chance critical hits and sneak attacks fail against you. Any foe you demoralize in combat is frightened instead of shaken.