Galaxy Mage

Spellcasters who master the elements and seek out secrets of magic long forgotten. Galaxy mages harness the powers of the stars and of the elemental systems to strike down their foes while harnessing the forgotten power of the universe and exploiting magic in ways thought previously to be impossible.

**Alignment**: Any

**Hit Die**: d6

**Requirements**

**Race**: Any

**Feats**: The caster must possess the Star Power, Moon Prism Power, and Galactic Power feats

**Special:** Must be able to cast 3rd level spells.

**Class Skills**

The GALAXY MAGE's class skills (and the key ability for each skill) are Craft (any) (Int), Knowledge(all skills taken individually) (Int), Profession (Wis), Perception (Wis), Spellcraft (Int), And Use Magic Device (Cha).

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

**Class Features**

All of the following are class features of the GALAXY MAGE prestige class.

**Weapon and Armor Proficiency**: A GALAXY MAGE gains no weapon proficiencies.

**Techniques and Spells Known**: At levels 2, and 4,  a GALAXY MAGE gains the ability to ready martial techniques, And at levels 1, 2, 4, and 5 they learn new spells 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.

**Prism Mage (Su):** At 1st level, You no longer are constrained by the cosmic forces. As such, you can learn all of the fire, ice, Wind, and star spells rather in being forced to specialize in one of them. All of the spells of each kind, Mega, Giga, Omega, Terra, and peta, are added to your list of spells up to the maximum level of spell that you can cast.

**Elemental Specialization (Su):** At 1st level, select a two elements (Fire, Ice, Lightning, Acid, Sonic, Divine, Profane, Positive, Negative, Force or Disintegration). This element becomes your Galactic Specialization. Whenever you cast a spell that deals that kind of damage, an enemy applies only 1/2 of their energy resistance against it. If they possess immunity to that element type, they take 1/2 damage instead. If the enemy can be healed from that kind of energy, they instead heal nothing and the spell does no damage as if it were not that kind of energy. In addition spells cast that deal this sort of damage increase gain a +1 bonus to attack rolls and a +1 bonus to their save DC. At levels 3 and 5 the Galaxy mage gains another elemental specialization.

**Galactic Reservoir (Su):** At 1st level, the Galaxy mage gains an energy pool. The Galaxy Mage's energy pool can possess a pool of energy equal to twice your level in this class multiplied by your relevant spellcasting modifier. (For example, a sorcerer with a charisma modifier of +6 who is 5th level in this class could have a pool of 30 points). This pool does not begin with any points in it, and the points do not replenish on their own from resting. To gain points in this pool you must complete specific tasks dictated by the elemental specializations you possess.

The points in your Galactic pool can be expended to do the following things.

-Expend any number of points from this pool when using a spell or magical class ability that you apply your elemental specialization to. You deal an additional amount of damage equal to the number of points spent.

-For every 5 points spent you can increase the caster level of the spell or technique being cast by +1. This can also be used to increase the caster level of class abilities that provide level dependant magical effects, or items that do the same.

-You can expend any number of points from this pool to lessen the cost of a spell that has a hl requirement cost by an amount equal to 100 hl per point spent.

-You can expend 3 points from this pool to utilize a class ability that is usable a number of times per day equal to 3+ an ability score modifier an additional time without expending a use of that power, or use 3 points from this pool as a Grit or Ki point. If this ability deals damage of your elemental specialization, it is treated as an elemental spell for that purpose.

The methods to gain these points are described below. If you possess more than one elemental specialization, you can gain points from each of the methods that you have access to.

***Fire:*** Whenever a creature, object, or structure is destroyed by fire within 60 feet of you, you gain a number of points in your pool equal to 1/2 the creature's hit dice, the object's caster level if a magic item, or if an object you gain 1 point for a medium or smaller sized object, 2 points for large, and so on up to 5 points for a colossal object. You gain 1 point if a creature is caught fire by you or your allies, and gain 1 point per round that the fire remains on the creature to a maximum number of rounds equal to your level in this class. Or you can gain a number of points equal to the level of a spell or technique that you perform that deals fire damage.

***Ice:*** Whenever a creature or magical object is destroyed by Ice within 60 feet of you, you gain a number of points in your pool equal to 1/2 the creature's hit dice, the object's caster level if a magic item. For every hour spent in an extremely cold environment, you gain 1 point. You gain 1 point if a creature is frozen solid by you or your allies, and gain 1 point per round that the creature remains frozen to a maximum number of rounds equal to your level in this class. You gain 1 point per damage die if you take ice damage, Or you can gain a number of points equal to the level of a spell or technique that you perform that deals frost damage.

***Lightning:*** Whenever a creature, object, or structure is destroyed by lightning within 60 feet of you, you gain a number of points in your pool equal to 1/2 the creature's hit dice, the object's caster level if a magic item, or if an object you gain 1 point for a medium or smaller sized object, 2 points for large, and so on up to 5 points for a colossal object. You gain 1 point if a creature is effected by a secondary effect caused by lightning, such as stunning or paralysis by you or your allies, and gain 1 point per round that the effect remains on the creature to a maximum number of rounds equal to your level in this class. You gain 1 point per damage die whenever you take electricity damage. Or you can gain a number of points equal to the level of a spell or technique that you perform that deals electricity damage.

***Acid:*** Whenever a creature, magical object, or structure is destroyed by acid within 60 feet of you, you gain a number of points in your pool equal to 1/2 the creature's hit dice, the object's caster level if a magic item, or if an object you gain 1 point for a medium or smaller sized object, 2 points for large, and so on up to 5 points for a colossal object. You gain 1 point if a creature is doused in acid and takes damage on consecutive turns (such as through the spell corrosive consumption) by you or your allies, and gain 1 point per round that the acid remains on the creature to a maximum number of rounds equal to your level in this class. Or you can gain a number of points equal to the level of a spell or technique that you perform that deals acid damage.

***Sonic:*** Whenever a creature, magical object, or structure is destroyed by sonic damage within 60 feet of you, you gain a number of points in your pool equal to 1/2 the creature's hit dice, the object's caster level if a magic item, or if an object you gain 1 point for a medium or smaller sized object, 2 points for large, and so on up to 5 points for a colossal object. You gain 1 point if a creature is deafened by you or your allies, and gain 1 point per round that the deafness remains on the creature to a maximum number of rounds equal to your level in this class. Or you can gain a number of points equal to the level of a spell or technique that you perform that deals sonic damage.

***Positive:*** Whenever a creature is revived from negative hitpoints, or an undead is slain within 60 feet of you, you gain a number of points in your pool equal to 1/2 the creature's hit dice (Minimum 1). Or you can gain a number of points equal to the level of a spell or technique that you perform that deals Positive or reconstructive Energy damage or otherwise heals a creature. This also applies to spells and techniques that increase a creature's statistics or remove ailments from said creature.

***Negative:*** Whenever a creature is slain, or animated as an undead within 60 feet of you, you gain a number of points in your pool equal to 1/2 the creature's hit dice (Minimum 1). You can sacrifice a soul gem to gain a number of points equal to the captured creature's hit dice. Or you can gain a number of points equal to the level of a spell or technique that you perform that deals Negative Energy damage.

***Divine:*** Whenever you slay an evil creature, or destroy an object, or destroy an evil structure or mundane object such as an altar to an evil deity or a profane sigil of a dark god, you gain an amount of points to this pool equal to the destroyed creature's hit dice or the destroyed object's caster level, or if a mundane object or structure you gain 1 point for a medium or smaller sized object, 2 points for large, and so on up to 5 points for a colossal object. Or you can gain a number of points equal to the level of a spell or technique that you perform that deals Divine or holy damage, grants a divine, holy, or sacred bonus, has the name divine in it's name, or functions as or is the Miracle spell. If you have a holy weapon enchantment or similar effect, you gain 1 point every time you successfully deal damage to an evil creature. If you are a divine caster, you gain a number of points equal to the highest level of divine spells you can cast when you prepare spells in the morning or commune with your deity during rest periods.

***Profane:*** Whenever you slay a good creature, or destroy an object, or destroy a good structure or mundane object such as an altar to a holy deity or a holy symbol, you gain an amount of points to this pool equal to the destroyed creature's hit dice or the destroyed object's caster level, or if a mundane object or structure you gain 1 point for a medium or smaller sized object, 2 points for large, and so on up to 5 points for a colossal object. Or you can gain a number of points equal to the level of a spell or technique that you perform that deals profane or unholy damage, grants a profane or unholy bonus, has the name divine, profane, damnation, or hell in it's name, or functions as or is the Miracle spell. If you have an unholy weapon enchantment or similar effect, you gain 1 point every time you successfully deal damage to a good creature. If you are a divine caster, you gain a number of points equal to the highest level of divine spells you can cast when you prepare spells in the morning or commune with your deity during rest periods.

***Force:*** Whenever you deal force damage to a creature, magical item, or structure, you gain 1 point in this pool. If you destroy a creature, magical item, or structure with force damage, you gain an amount of points to this pool equal to the destroyed creature's hit dice or the destroyed object's caster level, or if a mundane object you gain 1 point for a medium or smaller sized object, 2 points for large, and so on up to 5 points for a colossal object. Whenever you deal falling or crushing damage to a creature, you gain 1 point per damage die they take from the fall or crushing effect. Whenever you land a critical hit, you gain a number of points equal to the critical multiplier. Or you can gain a number of points equal to the level of a spell or technique that you perform that deals force damage.

***Disintegration:*** Whenever you slay a creature, or destroy an object, or structure, in a way that reduces it to ash, dust, or otherwise it is completely destroyed such as through the disintegrate spell or the implosion spell, or any effect that prevents a creature from returning from the dead if destroyed via those methods, you gain an amount of points to this pool equal to the destroyed creature's hit dice or the destroyed object's caster level, or if a mundane object you gain 1 point for a medium or smaller sized object, 2 points for large, and so on up to 5 points for a colossal object. When you reduce something to nothing, such as using all of your spells in a day, all of your magical class features, use a one time use magic item or expend all of the charges on an item, you gain a number of points equal to 1/4 the charges or points that object possessed (minimum 1 point). Or you can gain a number of points equal to the level of a spell or technique that you perform that deals disintegration damage.

**Spell Mod (Su):**

At 1st level, and every level afterward, you gain access to a magical capability known as a Spell Mod. A Spell mod is a powerful magical capability nearly identical to the Arcanist's exploits class abilities, however rather than being magical abilities learned through gaps in arcane knowledge, this magic is mastered and bound to other fundamental magical spells and abilities to empower the spell.

Whenever you select a spell mod, you select a single spell or technique you know and can cast, and you apply the effects to that spell every time the spell is cast. Each spell can only ever apply a single spell mod, and once applied to that spell it cannot be altered save for with the Galactic Power Capstone ability.

These spell mods use twice your galaxy mage level to determine their strength if they are a level dependant ability. The spell mod's ability lasts for the same duration as the spell it is applied to.

If the Spell mod allows for a saving throw, it uses the same save DC as the spell it is applied to. If the spell has a save normally, it uses the type of save for either the spell mod or the initial spell, whichever the caster chooses upon selecting the spell mod. If the spell has no save normally but the spell mod grants it one, the save DC is 10+ twice your Galaxy mage level+ Relevant spellcasting score.

Spell mods cannot be applied to cantrips.

You can select a spell mod multiple times, applying it to a different spell each time.

When applying a spell mod, it applies the mod name to the name of the spell (For example Retributive Fireball).

***Spelldraining:*** Creatures targeted by the spell must make a will saving throw or lose 1 spell slot of the highest level of spell the creature can cast as well as 1 technique slot. If the creature fails it's saving throw, the caster also gains back one point to their Galactic Reservoir for every level of the spell drained, or of the highest level technique the creature can perform, whichever is higher.

***Lifeforce:*** The technique or spell heals 1d6 per galaxy mage level, and grants the creature fast healing 1 for 1 round per galaxy mage level, or for the spell's duration, whichever is longer.

***Hellbinding:*** The Technique or spell deals+1d6 hellfire damage per galaxy mage level. If the creature fails it's fortitude saving throw, and the technique would drop them to 0 or less hitpoints, that creature is effected by a banish spell and sent to Hell.

***Refracting:*** The technique or spell's effects and duration are halved (Minimum 1 round), however the effect is triggered twice upon a single casting. For example a Refracting Lightning bolt cast by a 20th level caster (20d6) could be two separate lines that each deal 10d6 instead.

***Explosive:*** The target of the spell has energy explode from within them. Creatures within 20 feet of the creature must make a reflex saving throw or take 1d6 fire damage per Galaxy mage level. The target creature gains a save only to not be knocked prone. If this is applied to an area effect spell it applies to only on creature as the "Target".

***Dismantling:*** Creatures in the spell area take an additional 2d6 disintegration damage per galaxy mage level if they fail a fortitude saving throw. On a successful save they take 1d6+1 more damage per Galaxy mage level (Max 5).

***Animus:*** Creatures slain by the spell are animated as per the lesser animate dead spell.

***Retributive:*** When you use this spell against a creature that has harmed you within the last round, you gain a +4 bonus to the attack rolls or to the save DC for the spell. If they are unaffected, it increases by +4 until it effects the creature. You add your relevant apellcasting ability modifier to damage dealt to that creature. If the spell doesn't usually deal damage, the creature effected takes that much damage along with the normal effect. This additional damage bypasses Damage Reduction.

***Forceful Nightmare:*** Creatures that suffer the technique's effect must make a will saving throw with a DC equal to the technique's saving throw or be put to sleep for 1 round. if they are immune to sleep, they are staggered instead for 1 round, even if they are usually immune to the staggered effect. A successful saving throw negates the effect. If you use this technique on a creature that is unconscious, sleeping, or otherwise helpless, you heal an amount of hitpoints equal to your relevant spellcasting ability modifier times your current hit dice.

***Extreme Enhancing:*** This must be applied to a spell that has a duration. When using that spell, you gain the Advanced Creature Template for the duration of the spell. This does not stack with it's self.

***Promethean:*** The creature effected by the Promethean spell Must succeed in a reflex saving throw of the same DC or catch fire. This deals 1/2 fire damage and half divine or profane damage. This deals 1d6 damage per level of the spell and lasts for a number of rounds equal to 1/2 of the spell level (Rounded up) Or until the fire is put out through a full round action.

***Ichoric:*** The creature effected by the Ichoric spell Must succeed in a fortitude saving throw of the same DC or take 1d4 ability damage to an ability score of your choice every round as if it were a poison, however it bypasses immunity to ability damage and poison. If this is a 1st, 2nd, or 3rd level spell it deals 1d4, if a 4th or 5th it deals 1d6, if 6th or 7th it's 1d8, and if 8th or 9th it's 1d10. This lasts for the duration of the spell effecting the creature, up to 1 round per level, but if the spell is instantaneous, so is this effect. On a successful saving throw the spell always still deals at least 1 ability damage.

***Cthonic:*** The target of the spell gains DR 10/-, and also gains an additional 10 hitpoints per spell or technique level (Max +90). These effects don't stack with themselves, however if the ability is applied to a wall or summoned creature of some sort it applies these bonuses to the wall.

***Kamikaze:*** The creature effected by the Kamikaze spell is knocked back 10 feet per spell or technique level. They must succeed in a Fortitude saving throw of the same spell level to resist this knock back. If they take falling damage from this effect the damage is maximized. If applied to a spell or a technique that deals falling damage already, the falling damage is calculated from both sources separately.

***Violent Blinding:*** The creature struck must make a fortitude saving throw with a DC of the same as the spell or be permanently blinded. If the creature is already blinded when effected with this spell the spell is treated as if empowered. This stacks with an empowered spell. This does not apply to creatures with Blindsight.

***Rolling Thunder:*** If the spell this is applied to deals damage you deal an additional +2d6 lightning damage and +2d6 sonic damage. If it does not do damage but targets an enemy, the enemy must make a saving throw of the DC of a technique of the same level as the one this is applied to even if it normally doesn't allow for a save. On a failed save the creature is blinded for 1d6 rounds. Ragardless of the target or other effects, when you use this, Your lightning resistance increases by 5, and your armor class increases by +1. This stacks with it's self to a maximum of Lightning Resistance 30 and Armor +6. This lasts for the duration of the technique, or for 1 round per galaxy mage level, whichever is longer.

***Primal Word:*** You learn a single word spell as per the word casting magic. This spell cannot be cast normally and can only be applied to the spell this spell modification is selected for.  This word must must be at least a word of 3 levels lower than the spell or technique this is applied to.

***Improving:*** When applied to a technique, every time you activate that technique you gain a +1 competence bonus to attack and damage rolls for 1 minute. This stacks with it's self up to a +10 bonus, and refreshing the duration.

***Fearful:*** All enemies effected by the spell must make a will saving throw of the same DC as the technique. If that creature fails, it is shaken for 1 minute. If already shaken, it takes an amount of damage equal to your relevant spellcasting modifier and the caster heals the same amount.

You can choose to select an Arcanist exploit instead of a typical spell mod when selecting one of these. Doing so applies the exploit to the spell and doesn't require the spending of points when applied in this way, but it cannot be used as a normal Arcanist exploit. This also uses the Galaxy Mage's relevant ability modifier to determine it's effects instead of strictly it's Charisma modifier as per the Arcanist class. It uses the technique's new area of effect and method to strike if it is an exploit that targets an enemy, and if it has multiple rays or area effects it only applies to one of them. If the Arcanist exploit is an attack normally and has no duration, but is applied to a spell with a duration (Such as Acid Jet being applied as a spell mod to Divine power) it only applies to the first attack during the duration of the spell effect. Otherwise the arcanist exploit triggers at the same time as the spell effect. You cannot select a greater exploit with this ability.

You can however select an Arcanist exploit and choose to select it as an arcanist exploit instead of a spell mod, and use it's normal effects, though doing so does not allow it to apply to a spell and it instead costs 6 points from your galactic pool to utilize it's effects. You can only select one of these every other level if selected as an actual Arcanist Exploit.

The following Arcanist exploits are altered when used as a spell mod.

Altered Shifting: This spell does not require a point cost to shift and can be done freely during the duration of the spell, lowering it's duration as per the initial effect.

Bloodline Development: You must select a bloodline upon selecting this. When the technique or spell is active you have access to the abilities this grants you, but otherwise do not benefit from it.

Consume Magic Items: This adds points to your Galactic pool instead of your arcane reservoir. if you possess an arcane reservoir, you can choose to add points to either.

Familiar: The Familiar exists, but only appears when using the spell or technique the ability is applied to. Applying this spell mod to a summoning spell however does allow a spellcaster to make the summoned creature their familiar for these purposes.

Fiendish Proboscis: When draining an enemy's power, This adds points to your Galactic pool instead of your arcane reservoir. if you possess an arcane reservoir, you can choose to add points to either.

Item Crafting: This exploit is only available if selected as an arcanist exploit, not as a spell mod.

Metamagic Knowledge: The Caster selects a metamagic feat. This feat is only obtained while the spell in question is active.

Potent Magic: While this spell is active, A Galaxy Mage can use this ability to spend 2 points from her Galactic reservoir as a free action whenever she casts a spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

School Understanding: You must select a wizard spell school upon selecting this. When the technique or spell is active you have access to the abilities this grants you, but otherwise do not benefit from it.

Swift Consume: This only applies to the consume spells or consume magic items exploit if you possess them, otherwise it has no effect.

**Galactic Power (Su)**

You achieve true galactic power and extreme cosmic capability. Whenever you deal damage of one of your Prism Mage specializations, you can choose to change that damage type to any one of your other specializations. In addition by spending 5 points from your pool, you can treat a single spell as if it were dealing damage of all of the types of your prism mage abilities. If a creature does not resist or is not immune to all types of damage that spell produces, the creature does not retain their resistances, and it's treated as all of them for the purpose of dealing more damage.

For example if Fuglord the Magnificent is casting a fireball spell and possesses the fire, disintegration, and divine Prism Mage specializations, by spending 4 points the spell is treated as fire, disintegration, and divine damage. If doing this to a creature weak to force  and fire, he would increase the damage by 50% and then 50% again for both weaknesses, and the creature only applies it's resistance if it has it for fire, disintegration, and divine damage.

The Galaxy mage can also reallocate it's capabilities. By spending 2 hours in a ritual, and at least 1/2 of it's total Galaxy Rservoir, the Galaxy mage can Re-allocate what spells and techniques it's spell mods are attached to. After doing so they cannot be changed again for 1 week.

Finally, select a single spell mod that you possess. Once per day for every level you possess in this class, you can apply that spell mod to any spell or technique you possess, including one that has a spell mod already on it. This spell mod selection can also be altered during the 2 hour ritual, however after it is altered it cannot be changed again for 1 month.