Magical Cutie

Known better as a Magical Girl, Magical Cutie is a gender neutral term used to define these powerful, frilly, and beautiful creatures. Magical Cuties wield Cutie Wands that allow them to enhance their abilities and transform into powerful heroes of divine or arcane might, flipping around the battlefield and causing their own brand of super cute destruction or protecting friends and innocents from the crimes of the world.

**Role**: Magical Cuties are powerful spellcasters and combatants that can be damaging powerhouses, hindrances to foes, or support units on the battlefield.

**Alignment**: Any

**Hit Die**: D8

**Requirements**

**Base Attack Bonus:** +4

**Spells:** Must have access to 2nd level spells

**Skills:** Must possess at least 7 ranks in the disguise skill

**Feats**: Must possess skill focus for use magic device, and at least 1 meta magic feat

**Special:** Must have watched at least 1 full season of a magical girl anime.

**Class Skills**

The Magical Cutie's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), stealth (Dex), Intimidate (Cha), Acrobatics (Dex), Swim (Str), any two previous Martial Knowledge skills the Magical Cutie already knows, and any one other class skill you wish to retain from previous class levels.

**Skill Ranks at Each Level**: 4 + Int modifier.

**Class Features**

All of the following are class features of the Magical Cutie prestige class.

**Weapon and Armor Proficiency**: A Magical Cutie gains proficiency in any 2 weapons of her choice. Alternatively she can choose a shield or type of armor to be proficient in.

**Techniques and Spells Known**: At levels 1, 2, 4, 5, 6, 8, and 10,  a Magical Cutie gains the ability to Cast spells as if they had leveled up in it’s previous class. And at levels 2,3,4,7,8, and 9 they gain the ability to perform martial techniques as if they had leveled up in it's previous class. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Magical Cutie Wand (Su):**

At 1st level a Magical Cutie gains a Magical Cutie wand. This wand is necessary to perform her Magical Transformation. The Magical Cutie’s wand can be any weapon of at least masterwork quality that the Magical Cutie can carry on her person. The Magical Cutie can also choose to instead select a weapon from the equipment section worth 5,000 hl or less and gain that item immediately. This cannot be a magical item when selected like this. A Magical Cutie can perform a ritual that takes 24 hours, 1,000 hl per Magical Cutie level and 100 mana per Magical Cutie level to switch her Magical Cutie wand to a different item.

Once selected, the Magical Cutie’s item is treated as a minor artifact. As such it can be destroyed, but is very difficult to destroy completely. The item’s hardness increases by 5 for every Magical Cutie level you possess, and it gains 15 hitpoints for every Magical Cutie level you possess as well.

In addition the Item gains 2 charges and is treated as a Staff. If the item was already a staff, it’s number of charges increase by +2. At levels 4, 7, the staff gains +2 more charges, and it gains +4 at 10th level for a total of 10 charges at 10th level.

The wand may gains abilities from the Magical Cutie Focus selected, or possibly from Magical Tricks that the Magical Cutie selects, and that also determines the spells that can be cast from the Magical cutie wand.

**Magical Cutie Transformation (Su):**

At 1st level the Magical Cutie gains a magical transformation that allows her to become a great hero or villain. The Magical Cutie can take a full round action to transform into a Magical Cutie. The Magical Cutie gains a +2 bonus to all Strength based d20 rolls, and to any saving throw DC that may be dependent on Strength. In addition she gains a +1 bonus to reflex saving throws. The Magical Cutie also gains an additional bonus and ability while in this form based on her Magical Cutie Focus listed below. Whenever the magical Cutie transforms, if they have levels as an Idol or as a vigilante, their magical cutie form is treated as their alter ego for the purpose of utilizing any of those abilities. A Magical cutie can stay transformed for a number of rounds per day equal to her unmodified relevant spellcasting modifier +4. At every Magical cutie level she gains, the number of rounds increase by an additional +2. These rounds need not be used consecutively.

These bonuses increase to +4 to strength based rolls, and +2 to reflex saving throws at 5th level, and to +6 to strength based rolls, and +3 to reflex saving throws at 10th level.

**Magical Cutie Focus (Su):**

At 1st level, a Magical Cutie selects a focus. A Focus to a Magical Cutie is similar to a bloodline for a sorcerer, a domain to a Cleric, or a dominion for a Witch. It is the theme for the Magical Cutie’s power and where her capabilities derive from, and it determines many of her class abilities. When a Magical Cutie selects a Focus, they cannot alter it, save for the Dark focus, which is described in the Dark Focus section.

The Magical Cutie selects one of the following Foci. If any of the abilities of the Magical Cutie’s Foci require a saving throw, the save DC is 10+ Magical cutie level+ Relevant casting modifier. If the ability replicates a spell, the Magical Cutie uses their entire character level to determine the strength of the spell instead of just their magical cutie levels.

Flame Cutie

Frost

Sky

Cosmic

Flower Cutie

Pretty Guardian

Purity

Dark

**WAND SPELLS (Sp):**

The following spells are available to the Magical cutie for use with their wand. A Magical cutie also adds the listed spells to their list of spells known. The spells are determined by the Magical Cutie’s focus.

***FLAME:***

*1st  level:* Minor Fireball (1 charge), Burning hands (1 charge), Fire (1 charge), Scorching ray (1 charge)

*4h level:* Fire becomes quickened fire (1 charge), Mega Fire (1 charge), Giga fire (2 charges), Flame Strike (2 charges), Flame Counter (2 charges)

*7th level:* Giga fire becomes empowered Giga fire (2 charges), Omega Fire (2 charges), Delayed blast fireball (2 charges), Tera fire (3 charges)

*10th level:* Peta fire (4 charges), Omega Summon (Fire only) (4 charges)

***FROST:***

*1st level:* Obscuring Mist (1 charge), Hydraulic Push (1 charge), Ice (1 charge), Fog Miasma (1 charge)

*4th level:* Ice becomes quickened Ice (1 charge), Mega Ice (1 charge), Giga Ice (2 charges), Fog Counter (2 charges), Cone of cold (2 charges)

*7th level:* Giga Ice becomes empowered Giga Ice (2 charges), Omega Ice (2 charges), Fog Weakening (2 charges), Tera Ice (3 charges)

*10th level:* Peta Ice (4 charges), Omega Summon (Frost only) (4 charges)

***SKY:***

*1st level:* Alter Winds (1 charge), Feather fall (1 charge), Wind (1 charge), Thrashing Wind Sphere (2 charges), Vacuum Wind Tunnel (2 charges)

*4th level:* Wind becomes quickened Wind (1 charge), Mega Wind (1 charge), Giga Wind (2 charges), Gale Force Triad (2 charges), Shredding Wind (2 charges), Vacuum Vortex (2 charges)

*7th level:* Giga Wind becomes empowered Giga Wind (2 charges), Omega Wind (2 charges), Tornado Sentry Wall (3 charges), Tera Wind (3 charges)

*10th level:* Peta Wind (4 charges), Omega Summon (Wind only) (4 charges)

***COSMIC:***

*1st level:* Unseen Servant (1 charge), Star (1 charge), Magic missile (1 charge), Ablative Barrier (1 charge), Force Punch (1 charge)

*4th level:* Star becomes quickened Star (1 charge), Mega Star (1 charge), Giga Star (2 charges), Force Anchor (1 charge), Battering Blast (1 charge), Resilient sphere (2 charges),

*7th level:* Giga Star becomes empowered Giga Star (2 charges), Omega Star (2 charges), Forcecage (2 charges), Eyes of the void (2 charges),  Orb of the void (3 charges)

*10th level:* Peta Star (4 charges), Omega Summon (Star only) (4 charges)

***FLOWER:***

*1st level:* Defoliate (1 charge), Greensight (1 charge), Barkskin (1 charge), Detect animals or Plants (1 charge), Forest Friend (1 charge)

*4th level:* Wilderness Soldiers (1 charge), (Speak with plants 1 charge), Antiplant Shell (2 charges), Quickened Barkskin (2 charges), Quickened Forest Friend (2 charges), Blight (2 charges), Command plants (2 charges), Fire Seeds (2 charges), Erupting Briar (2 charges)

*7th level:* Command Plants (2 charges), Transport Via plants (2 charges), Quickened Wilderness Soldiers (2 charges), Quickened Command plants (2 charges), Animate plants (3 charges), Quickened Erupting Briar (3 charges)

*10th level:* Control Plants (3 charges), Shambler (4 charges), Quickened empowered maximized Erupting Briar (4 charges)

***PRETTY GUARDIAN:***

*1st level:* Shock Shield (1 charge), Silk to Steel (1 charge), Shield companion (1 charge), Mage Armor (1 charge), Wave Shield (1 charge), Stone Shield (1 charge), Guardian Armor (1 charge)

*4th level:* Shield (1 charge), Anti-summoning shield (1 charge), Bullet Shield (1 charge), Ward Shield (2 charges), Dream Shield (2 charges), Ward Shield (2 charges), Barrier (2 charges)

*7th level:* Fire Shield (2 charges), Vampiric Shadow Shield (2 charges), Unwilling Shield (2 charges), Quickened Mage Armor (2 charges), Body Reinforcement (2 charges), Spellbinding Circle (3 charges)

*10th level:* Dimensional Blade (2 charges), Wreath of blades (2 charges), Seamantle (3 charges), Mind Blank (3 charges), Psionic Shield (4 charges)

***PURE:***

*1st level:* Heal (1 charge), Consecrate (1 charge), Holy Ice Weapon (1 charge), Bless Water (1 charge), Empower Holy Water (1 charge), Holy Javelin (1 charge), Healing Token (1 charge), Holy Ice (2 charges)

*4th level:* Heal becomes quickened Heal (1 charge), Divine Arrow (1 charge), Mega Heal (1 charge), Giga Heal (2 charges), Holy word (2 charges),

*7th level:* Giga Heal becomes empowered Giga Heal (2 charges), Health (2 charges), Omega Heal (2 charges), Tera Heal (3 charges), Holy Aura (3 charges)

*10th level:* Peta Heal (4 charges), Omega Summon (Heal only) (4 charges), Mass Health (4 charges)

***DARK:***

*1st level:* Desecrate (1 charge), Curse Water (1 charge), Unholy Ice Weapon (1 charge), Bestow curse (1 charge), Detect Desires (1 charge), Detect Anxieties (1 charge), Unholy Ice (2 charges), Unholy Sword (2 charges)

*4th level:* Dark Whispers (1 charge), Phantasmal Affliction (1 charge), Unholy Blight (2 charges), Unholy Ward (2 charges), Hellfire Ray (2 charges), Poisonous Balm (2 charges), Shadow Creeping (2 charges), Shadow Wave (2 charges)

*7th level:* Unholy Aura (3 charges), Life of Crime (3 charges), Quickened Hellfire Ray (3 charges), Black Magic Barrier (3 charges), Deathseeker bolts (3 charges), Crippling Shadow Weave (3 charges)

*10th level:* Dominate Monster (4 charges), Darkness Curse (4 charges), Quickened Black Magic Barrier (4 charges)

**Magical Trick (Su):**

Magical tricks are special abilities that Magical Cuties can perform to harness their true magic cutie powers. The Magical cutie gains a magical trick at levels 2, 3, 5, 6, 8, and 9. The Magical Cutie must meet the prerequisites to select the Magical Trick. Some Magical Tricks are available only to cuties of a specific focus. If the ability has a saving throw the save DC is 10+ Magical cutie level+ Relevant casting modifier. These abilities can only be used while the magical cutie is transformed unless otherwise stated.

*Dashing Transformation (Su):* When the Magical Cutie uses her magical cutie transformation, she can either move up to her movement speed while doing so, or activate one of her magic cutie abilities that requires a standard action to use, having it trigger and her transformation end as the dust settles from the attack or movement.

*Cutieportation (Sp):* Whenever a magical cutie uses her magical cutie transformation, she can effect herself with a dimension door spell, appearing as her magical cutie alter ego wherever she arrives. This can be used as an immediate action if ending the magical cutie transformation to disappear and reappear as your un-transformed self.

*Cutie Sense (Su):* Magical Cuties have the ability to feel with their heart to learn information on topics and locate things much like following their heart. The Magical cutie gains the scent ability that is triggered by specific situations, and is never effected by the wind. The Magical Cutie can select four of the following from this list that are effected by her Scent. When her scent picks up something, it tells her which it is detecting, and the creature is given a colored hue or outline to the magical cutie. In some situations it may not be evident what exactly is causing the scent, however it will always lead the Magical Cutie to within 30 feet of the source. Weather or not it is found immediately is up to GM discretion. Evil creatures or locations, Chaotic creatures or locations, Neutral creatures or locations, Good creatures or locations, Lawful creatures or locations, creatures in trouble, fear effects, Invisible creatures, Creatures under mind control, Creatures afflicted by an illusion, creatures suffering from a powerful emotion and what emotion it is, amorous creatures, sick creatures, wounded creatures, unnatural areas or creatures, Areas hidden through magic, magic items, arcane magic, divine magic, psychic ability, and magical leylines. This ability can be selected multiple times, selecting 4 more options every time it is selected. This ability can be used outside of the Magical Cutie Transformstion.

*Greater Cutie Sense (Su):* The Magical cutie must possess Cutie Sense to select this ability. The Magical cutie doubles the range of their scent ability. In addition they add to their list of things that they can locate with scent, the object of their desire. This could be something that they wish to have or own, a person whom they care about, or whatever could aid them the most in the current situation. If used to attempt to discern what could aid them in their current situation it will direct them to the general location, but it will never tell them exactly what they want or what they are looking for. If it is something the creature already cares about or is informed about it works as normal. This ability can be used outside of the Magical Cutie Transformstion.

*Combat Cutie Sense (Su):* The Magical Cutie must possess the Cutie Sense ability to select this ability. While within the Magical Cutie Transformation, the Magical Cutie is effected by a Foresight spell. In addition whenever she transforms, all allies within 60 feet of her are effected by a status spell for the duration of her transformation.

*Cutie Love Punishment (Su):* The Magical Cutie can expend a charge from their magical cutie wand to increase their base damage for their Magical cutie wand by +1 damage die for every 2 magical cutie levels they possess. This is a swift action and lasts for 1 round.

*Bestow Might of the Cutie (Su):* The Magical Cutie can grant a creature power temporarily, giving it the ability to transform into a magical cutie. As a full round action, the Magical cutie designates a number of her own rounds of magical transformation and touches a creature within reach. That creature can then use the Magical Cutie’s transformation just as the Magical cutie can, being able to access any of her abilities using the Magical cutie’s number of uses. Just like with the Magical cutie, the rounds need not be consecutive. This power fades once all of the rounds have been used up, or once the Magical cutie takes her power back. The Magical cutie cannot gain the rounds back that are given until they have been used or returned. The Magical cute must be at least 6th level to select this.

*Cute Vigilante (Su):* The magical cutie can select a vigilante talent that it qualifies for. It is not considered to be a stalker or avenger vigilante, and cannot select any that require that as a prerequisite. It uses twice it’s Magical Cutie level as it’s vigilante level to determine what can be selected.

*Bewitching Cutie (Su):* The Magical cutie gains a single witch Hex and the ability to use hexes 3 times per day. If the Magical Cutie is a witch already it gains a new hex and 3 additional hex uses per day. The Magical Cutie cannot select a dominion specific hex. The Magical cutie is treated as a witch of twice her magical cutie level to determine the abilities of the Hex.

*Greater Bewitching Cutie (su):* The Magical cutie must possess the Bewitching Cutie ability to select this. The Magical Cutie can select another Witch Hex and gains 1 more use of hexes per day. The Magical cutie must follow the same rules as with bewitching cutie to select this. This can be selected multiple times, each time gaining a new hex and another use of hexes.

*Dominion Cutie (Su):* The Magical Cutie must possess Bewitching Cutie to select this ability. The Magical cutie gains 1 dominion specific hex ability that it can use, following the other rules of Bewitching cutie. The dominions that can be selected from are as follows, once selected you must always pick from that dominion if you select this ability again. This ability can be selected multiple times, selecting a new option each time.

*Flame:* Flame, Sun

*Frost:* Thin Ice, Fog

*Sky:* Air, Dust

*Cosmic:* Time, Sun, Abyss, Darkspace

*Flower:* Flower, Forest, Pumpkin

*Pretty Guardian:* Soul, Puppet

*Pure:* Soul, Sun

*Dark:* Darkspace, Calamity, Tar, Puppet, Beast

*Cutie Transformation (Su):* Whenever you activate your magic cutie transformation, you can allow any other magic cuties within 60 feet of you to transform as an immediate action at the same time.

*Prism Cutie (Su):* Select a single Prism Ranger color. You are treated as that color of prism ranger whenever you transform for the purpose of other prism rangers gaining benefits. In addition you gain one of the following while transformed. This can be selected multiple times, selecting a different color each time.

*Red:* +1 to melee attack rolls.

*Orange:* +5 feet to movement speed.

*Yellow:* +1 dodge bonus to armor class.

*Green:* +1 bonus to all saving throws.

*Blue:* +1 to ranged attack rolls.

*Indigo:* +1 to CMB and CMD.

*Purple:* +1 to all skill rolls.

Cutie Speech (Ex): A Magical cutie can give a rousing speech as a full round action. Allies that hear this speech within 60 feet of the Magical cutie gain a +1 morale bonus to attack rolls, damage rolls, armor class, and will saving throws. This morale bonus stacks with other morale bonuses, and can stack with the cutie speech bonus up to 5 times, but only if it comes from different magical cuties. The magical cutie also gains this bonus. This bonus lasts for 1 round per magical cutie level. This can be used once per day for every 3 levels in magical cutie you possess.

*Focused Cutie Speech (Su):* A Magical cutie must possess the Cutie speech ability to select this. A Magical cutie giving it’s cutie speech also heals the creatures for 1d8 damage per 2 magical cutie levels, and also grants the following to those who are effected by it.

*Flame:* +1d6 fire damage on all damage rolls.

*Frost:* +1d6 frost damage on all damage rolls.

*Sky:* +1d6 sonic or electricity damage on all damage rolls.

*Cosmic:* +1d4 force damage on all damage rolls.

*Flower:* The target Gains fast healing 5.

*Pretty Guardian:* The target gains 1d12+Magical cutie level temporary hitpoints.

*Purity:* +1d6 holy damage on all damage rolls.

*Darkness:* +1d6 unholy damage on all damage rolls.

*Love Implant (Sp):* A Magical cutie can cast the spell calm emotions at will.

*Improved Wand (Sp):* The Magical cutie can select a number of additional spells to cast with their wand. The spells must possess the emotion descriptor. The Magical cutie can select one for every 2 levels the magical cutie possesses. Spells of level 1-3 cost 1 charge to use, 4-6 cost 2 charges, 7-8 cost 3 charges, and 9th level spells cost 4 charges to cast. This can be selected multiple times, each time adding new spells to the Magical Cutie Wand.

*Greater Wand (Sp):* The Magical cutie can select any spells, not just spells with the emotion descriptor, to add to their wand. This otherwise follows the same rules as Improved Wand. This can be selected multiple times, gaining new spells each time. You must possess Improved wand to select this ability. This cannot be used to select wish, limited wish, or miracle.

*Supercharged Wand (Su):* The Magical cutie wand gains 3 additional charges in total. This can be selected multiple times.

*Cutie Tech (Ex):* All of the spells on the Magical cutie wand increase their cost by 1 charge. However they are no longer treated as magic and cannot be effected by dispel magic or an anti-magic zone. This cannot be selected until 5th level.

*Efficient Cutie (Su):* Select one spell per two magical cutie levels that you can cast from your wand. This spell now costs 1 charge less to cast with your wand. If this makes the cost 0, it can be used so long as you have 1 charge remaining on your magical cutie wand. This can be selected multiple times, however you cannot select the same spell twice with this effect and must always select different spells.

*Cutie Sneeze (Su):* You possess insane power that can sometimes accidentally slip out with your sneezes. As a standard action you can spend a charge from your cutie wand to sneeze. This effects all creatures in a 60 foot cone emanating from the magical cutie. Creatures in this area must make a reflex saving throw or be knocked back 100 feet per magical cutie level. Creatures of small size or smaller take a -4 penalty to this saving throw. The falling damage dealt by this has it’s cap increased by +1d6 per magical cutie level, and falling damage dealt is calculated normally. If effected by an ability that would cause the cutie to sneeze, she can do this as an immediate action without spending a charge from her wand.

*Magical Cutie Purity Party (Su):* When casting a spell with other magical cuties in a round, all magical cuties within 60 feet gain a +2 bonus to their attack roll, spell saving throw DC, or +2 to their caster level when using spells. If 3 or more magical cuties with the Magical Cutie Purity Party ability join hands, they can spend a full round action and expend 1 charge from each of their wands to cast a miracle spell. If 3 magical cuties use their final attack in the same round, they can choose to trigger this ability as part of that attack. This can be done once per week. Only Magical cuties of 6th level or higher can select this ability.

*Cutie Dark Infliction (Su):* This can only be selected by a dark cutie of 4th level or higher. Whenever a creature is effected by your Crime of opportunity effect, the Dark cutie can spend a charge from her wand. While they are committing crimes, all damage from normal attacks (With a normal attack being a simple attack action or standard attack action that does not include a magic ability or technique) are cut in half. At 10th magical cutie level all damage from normal attacks is mitigated by this effect. If the creature ever makes any of it’s own decisions or is snapped out of it, it immediately loses this effect.

*Cutie Skipping Sparks (Su):* This can only be selected by a flame cutie of 4th level or higher. Whenever the cutie moves, it can spend a charge from it’s cutie wand. Every square the Magic cutie touches lights on fire for 1 round per magic cutie level. Creatures passing through the fire must make a reflex saving throw or take damage as if struck by the magic cutie’s wand. All of the damage is fire damage.

*Cutie Snow Brigade (Su):* This can only be selected by a Frost cutie of 4th level or higher. The Cutie can expend 1 charge from it’s cutie wand to cast a doppelganger spell as a standard action. This use of the spell only creates 1 doppelganger per 5 magical cutie levels. The Doppelganger otherwise works as the spell, and possesses 1/10th of the magical cutie’s health. The Doppelganger and the magical cutie for this duration can spend a standard action to make a ranged touch attack out to 60 feet with a snow ball. If the target is struck, it suffers damage as if struck by the Magic Cutie’s wand and it’s speed is decreased by 5 feet per 5 magic cutie levels you possess. This reduction of speed lasts for 1 round but it stacks with it’s self. This ability lasts 1 round per magical cutie level.

*Turbo Twisting Cutie (Su):* This can only be selected by a Sky cutie of 4th level or higher. As a standard action, the Magic cutie can spend 1 charge from her wand to cast a shredding wind spell centered on herself. This does not cover any other squares when it is used in this way. The Magical cutie is immune to it’s effects and it moves with her. Creatures damaged by this spell take additional damage equal to the magical cutie’s wand damage. Creatures that come within 5 feet of the magical cutie are effected by the spell. It’s duration lasts for 1 round per Magical cutie level.

*Star Force Cutie (Su):* This can only be selected by a Cosmic cutie of 4th level or higher. As a standard action, the Magic cutie can spend 1 charge from her wand to cast a call lightning storm spell. Each bolt deals force damage instead, and an additional amount of damage equal to the Magical cutie’s wand damage. The damage is not increased in cloudy weather but instead if it is night time or if you can see the stars of space. This spell lasts for 1 minute per magical cutie level.

*Flower Fluff Cutie (Su):* This can only be selected by a Flower cutie of 4th level or higher. As a standard action, the Flower Cutie can create a 30 foot area of pollen centered on it’s self. Enemies within this area take 1d6 damage per 2 magical cutie levels every round and must make a fortitude saving throw or become fatigued. If they fail a second saving throw they are exhausted, and if they fail a third they are put to sleep. A creature put to sleep by this effect does not awaken until they take damage from another source or are effected by an ability from another source than this. Allies within this area heal 1d6 damage per magical cutie level every round. If they are asleep they become exhausted instead, if they are exhausted they become fatigued, and if they are fatigued they are cured of the ailment. This lasts for 1 round per level.

*Cutie Blockade (Su):* This can only be selected by a Pretty Guardian cutie of 4th level or higher. By spending a point from their wand as a standard action, the pretty guardian cutie can defend creatures within 60 feet of it’s self. Any attack that targets an ally within 60 feet will instead target the Pretty Guardian even if she is not within range of the attack. The Pretty Guardian cannot trigger abilities that cause the attack to automatically miss, however they can still apply the attack to their own armor class. If an area effect is used within this range, the Pretty Guardian takes the damage and gets no saving throw, but no other ally within this range is effected. This lasts for 1 round.

*Pure Pure Cutie Pacifism (Su):* This can only be selected by a Pure cutie of 4th level or higher. As a standard action, the cutie can expend a charge from their wand to target all allies within 60 feet with a sanctuary spell. When a creature attempts to attack the creature with the sanctuary spell active, they must make the saving throw on every attack, and they must roll twice and take the lower result. This lasts for 1 round per magical cutie level.

*Cute Socialite (Ex):* The Magical cutie can select a social talent from the vigilante talent list. This ability is usable outside of her magic cutie form. This can be taken multiple times, each time selecting a different social talent.

**Final Attack (Su):**

At 10th level, the Magical Cutie gains their final attack which is used to devastate their foes!

Once per day, the Magical cutie can spend a standard action to make a single attack against an enemy. This attack can be a vital strike, and it can be a technique with a performance time of no more than a standard action. Whenever this attack hits, it deals an additional +2d6 per magical cutie level, This damage is determined by their cutie focus. The creature struck must succeed in a will saving throw or suffer from an effect determined by her Magical Cutie Focus.

*Flame:* The damage dealt is half fire and half divine damage. The area around the target becomes lava for 1d6 rounds following this attack. If they fail their will saving throw, their soul is burning and the creature takes 1 negative level every hour for 1 hour per magical cutie level. Whenever the creature takes this negative level they also suffer the 2d6 per magical cutie level damage of this attack again. This damage is increased if the target is weak to fire, however it does not apply fire immunity or resistance, nor does it apply immunity to negative levels. These negative levels become permanent after 24 hours if the creature fails a second saving throw, though the Magical Cutie can choose to lift this secondary effect.

*Frost:* The damage dealt is half frost and half divine damage. The area around the target becomes rough terrain and super chilled dealing 3d6 frost damage to anyone who enters for 1d6 rounds following this attack. If they fail their will saving throw, their soul is frozen, and the creature is effected by a temporal stasis spell for 1 week per Magical cutie level.

*Wind:* The damage dealt is half Sonic or electricity and half divine damage. A Vacuum Vortex spell centers on the creature for 1d6 rounds afterward. If they fail their saving throw, their soul is dashed to the wind and is constantly in tumbling turmoil. The creature becomes nauseated for 1 day per level, and cannot make concentration checks or use any spell that requires concentration even if the nausea is bypassed.

*Star:* The damage dealt is half Force and half divine damage. A Prismatic sphere spell is centered on the creature after it is effected by this for 1d6 rounds. The attacker can choose to be inside or outside of this prismatic sphere whenever it activates. If the creature fails it’s saving throw, it gains the ghost template and is transported to a randomly determined plane of existence. If it finds it’s body it can return to it freely, though doing so is often difficult.

*Flower:* The damage dealt is half piercing and half divine. A field of flowers grows within 30 feet of the target and works as a thorny entanglement spell to anyone who steps inside for 1d6 rounds. If the target fails their saving throw, they are transmuted into a tree as per the spell Polymorph any object. The creature can still be conscious and still see, hear, and feel, but cannot move, speak, or use any abilities. The creature remains in this form permanently, though a remove curse spell can remove the effect from the creature.

*Pretty Guardian:* The damage dealt is half bludgeoning and half divine. All enemies who see this effect are shaken with no saving throw for 1d6 rounds. If the creature fails it’s will saving throw, it loses any immunities it may possess, and suffers a -2 penalty to armor class and saving throws for every magical cutie level you possess. This lasts for 1 day per magical cutie level. You can choose to leave an enemy at 1 hitpoint with this attack instead of slaying the creature if you’d like.

*Purity:* The damage dealt is all divine damage. All enemies within 60 feet of the attack must make the will saving throw as well or be blinded for 1d6 rounds. If any of the creatures are effected by a mind effecting ability or some sort of enchantment they gain another saving throw against the effect with a bonus equal to the attacker’s magical cutie level. This attack can leave the enemy at 1 hitpoint instead of killing the creature should it slay them if the attacker would like. If the creature targeted by this attack fails it’s will saving throw, it has it’s alignment shift one step closer to good. If the target is a Dark Cutie, and they fail their saving throw, they can choose to immediately swap their magical girl focus to a different one if they would like and be reborn as a hero. If using the Karma rules, the creature loses 2 karma when they fail their saving throw against this attack.

*Dark:* The damage dealt is all unholy damage. All enemies within 60 feet of the attack must make the will saving throw or be effected by the abyss ailment for 1d6 rounds. If the target fails it’s saving throw, it has it’s alignment shift one step closer to evil. If the target is a Magical Cutie, and they fail their saving throw, they can choose to immediately swap their magical girl focus to become a Dark Cutie and immediately be reborn as a villain or anti-hero. If the target is a witch the Dark cutie can lower the DC by 5. If they do and the witch fails her saving throw, she becomes a dark witch or Venefica. If using the Karma rules, the creature gains 2 karma when they fail their saving throw against this attack.