Incarnate

“Being a god is being able to recognize within one's self these things that are important, and then to strike the single note that brings them into alignment with everything else that exists. Then, beyond morals or logic or esthetics, one is wind or fire, the sea, the mountains, rain, the sun or the stars, the flight of an arrow, the end of a day, the clasp of love. One rules through one's ruling passions. Those who look upon gods then say, without even knowing their names, He is Fire. She is Dance. He is Destruction. She is Love.”

―Roger Zelazny, Lord of Light (1967)

Far more than a priest of a deity of some planar force, an incarnate is a living embodiment of that force itself. As you gain in power, that force moves more strongly through you, providing you with additional strengths, resistances, and abilities. This class has been altered so as to include the favored soul, the incarnate, and the contemplative (Complete Divine); the shugenja (Oriental Adventures and Complete Divine); the mystic (Dragonlance campaign setting); the healer (Miniatures Handbook); and the “oracle” (Advanced Player’s Guide).

Table 1: The Incarnate Hit Dice: d8

Class Level Base Attack Bonus

Spell

Capacity

Special
1st +0 1st Curse, divine mystery, revelation
2nd +1 2nd Resistance or terrain
3rd +2 3rd Revelation
4th +3 4th Fast recovery
5th +3 5th Damage reduction (+1)
6th +4 6th Purity of body
7th +5 7th Revelation
8th +6/+1 8th Strength of self
9th +6/+1 9th Damage reduction (+2)
10th +7/+2 10th Diamond body
11th +8/+3 11th Revelation
12th +9/+4 12th Planar body
13th +9/+4 13th Damage reduction (+3)
14th +10/+5 14th Diamond soul
15th +11/+6/+6 15th Revelation
16th +12/+7/+7 16th Sheltered vitality
17th +12/+7/+7 17th Damage reduction (+4)
18th +13/+8/+8 18th Sheltered life
19th +14/+9/+9 19th Revelation
20th +15/+10/+10 20th Apotheosis

Saving Throws: Incarnates gain a +2 class bonus to Fortitude and Will saves.

Bonus Skills: You gain one free rank per class level in Concentration. This otherwise counts as a class skill, but does not count against your total number of skill points.

Class Skills: Craft (all), Heal, Knowledge (lore), Knowledge (the planes), Planar Sense, Profession (all), and Spellcraft. In addition, incarnates receive additional class skills depending upon their divine mysteries.

Skill Ranks per Level: 4 + Int modifier.

Favored Class: When gaining a level of incarnate as a favored class, rather than choosing +1 hp or skill point, you can instead choose one of the following:

  • Additional Spells Known: Add one level of spells known from your spell list. Levels of spells gained in this manner can be “saved up” to gain higher-level spells (maximum level equal to the highest-level spell slot you have available). For example, a 5th level incarnate who chose this option 5 times would have an additional 2nd and 3rd level spell known, or one additional 3rd and two additional 1st level spells known, or 5 additional 1st level spells known, or any other combination totaling 5 levels of spells. Alternatively, he or she could continue saving bonus levels for an eventual higher level spell known. Spells gained in this manner must thematically relate to your mystery.

  • Divine Wrath (Su): Your damaging spells and spell-like abilities deal +1 point of damage against creatures with an alignment subtype opposite that of your deity or mystery, if any.

Weapon and Armor Proficiency: Incarnates have Simple proficiency with all weapons, and are proficient with light armor. Some incarnate revelations grant additional proficiencies. You can choose to give up armor proficiencies in order to gain the Canny Defense feat.

Spellcasting: An incarnate spontaneously casts divine spells. Unless otherwise noted for your mystery (see below), your spellcasting attribute is Charisma. Your spells list is special, as follows:

  • Your first and third “spell known” for each spell level are drawn from the cleric and shugenjaCD spell lists.

  • The second (and any additional spells from your favored class bonus) can be taken from any full-caster spell list (cleric, druid, or wizard/sorcerer), but must be thematically appropriate to your mystery (see below)—i.e., share a subtype descriptor, do something similar, etc. Each mystery in Appendix A has guidelines for thematic spells listed.

Unlike a cleric or archivist, you do not need a holy symbol as a focus, nor any material components; rather, the forces that manifest in you mean that you yourself are a living divine focus for your incarnate spells.

Bonus Spells: You learn additional bonus spells known (the “+1” notations in Spellcasting Table 1 in Chapter 7), derived from your mystery (Appendix A)

Curse (Ex): An incarnate can choose Cursed by the Gods at any time as a bonus feat (see Divine Feats in Chapter 5).

Divine Mystery: Each incarnate draws upon a divine mystery (Appendix A)―analogous to a cleric’s domain―to grant his or her spells and powers. This mystery also grants additional class skills and other special abilities. You must pick one mystery upon taking your first level of incarnate. Once made, this choice cannot be changed.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), you uncover a new secret about your mystery that grants you powers and abilities. You must select a revelation from the list of revelations available to your mystery. If a revelation is chosen at a later level, you gain all of the abilities and bonuses granted by that revelation based on your current class level. Unless otherwise noted, activating the power of a revelation is a standard action. Unles otherwise noted, the saving throw DC for revelations allowing a save is equal to 10 + half your class level + your Charisma modifier.

Resistance or Terrain (Su): At 2nd level, you gain resistance 5 against an energy type determined by your mystery (Appendix A). This resistance improves by an additional 5 points per 2 class levels thereafter (to resistance 10 at 4th level, resistance 15 at 6th, etc.). At 18th level, you are immune to the specified energy type(s).

Alternatively, some mysteries instead grant a specific plane as Favored Terrain, as the ranger class feature; the favored terrain bonus is equal to half your class level.

Fast Recovery (Ex): Starting at 4th level, the forces you embody speed your recovery from near-death experiences. You gain Fast Recovery as a bonus feat.

Damage Reduction (Ex): At 5th level, the cosmic forces moving through you grant you gain damage reduction. The number of hit points reduced is equal to half your class level; the enhancement bonus or other properties needed to overcome this resistance are as follows:

Class Level Damage Reduction
5h 2/+1
9th 4/+2
13th 6/+3
17th 8/+4

Purity of Body (Ex): Starting at 6th level, you gain immunity to minor and moderate afflictions (e.g., disease, and the sickened condition).

Strength of Self (Ex): Starting at 8th level, when you suffer any effect that causes attribute damage, attribute drain, or temporary attribute score penalties, the effect is reduced by 1 point per 2 class levels you possess. Against poison and disease, this ability is applied once per dose or case of the disease, not once per instance of ongoing damage.

Diamond Body (Ex): At 10th level, you gain immunity to severe afflictions (e.g., poison and nausea).

Planar Body (Ex): Starting at 12th level, the planar forces you embody allow you to survive nearly anywhere in the multiverse. You are constantly protected as by an planar adaptationAPG spell, except that this is an extraordinary, rather than a spell-like ability.

Diamond Soul (Ex): At 14th level, you gain spell resistance equal to 11 + your class level.

Sheltered Vitality (Ex): At 16th level, you are immune to [debilitation] conditions (Chapter 1).

Sheltered Life (Su): At 18th level, you gain immunity to [death] effects and energy drain.

Apotheosis (Su): At 20th level, you become a living manifestation of the forces associated with your mystery. Your creature type changes to Outsider (native), and you receive the following benefits:

  • You stop aging, becoming effectively immortal unless killed.

  • Penetrating your damage reduction requires aligned weapons (holy, unholy, anarchic, or axiomatic)—i.e., you have DR 10/+4 and aligned.

  • You gain an additional ability or abilities determined by your Mystery.

Appendix A: Incarnate Mysteries

New mysteries can be created with referee and player cooperation, using the guidelines below. In addition, appropriate revelations can be similarly added to the list for an existing mystery.

Non-core spells referenced in the spells lists are indicated with superscripts; sources are cited in Chapter 7.

Akashic

Just outside the range of the senses are collective memories of all sentient creatures. An Akashic is one who can tap into these memories, learning secrets long forgotten and eventually becoming an embodiment of the collective memory. This mystery supersedes the class of the same name from Arcana Evolved (Malhavoc Press), and also the Lore mystery from the Advanced Players Guide.

Class Skills: You treat all skills as class skills. In addition, you gain one free rank per class level in Knowledge (lore).

Spellcasting Attribute: Because you focus on understanding, organizing, and using the collected memories and lore of entire civilizations, you may choose Intelligence (rather than Charisma) as your spellcasting attribute. Once this choice is made, you cannot change it.

Mystery Spells: 1stobject readingSRD, 2ndsensitivity to psychic impressionsSRD, 3rdtongues, 4thmodify memory, 5thcontact other plane, 6thlegend lore, 7thvision, 8thhypercognitionSRD, 9thmetafacultySRD.

Thematic Spells: Sorcerer/wizard spells of the school of Divination, and psion powers of the Clairsentience discipline.

Divine Resistance: Your connection with lore has led you to spend time with bards, and you have become accustomed to their music―and occasional discord. Alternatively, you can remember the sound made at the very beginning of the universe. In either case, you are resistant to sonic damage.

Revelations: Choose from the following.

Arcane Enlightenment (Su): Add a number of arcane spells from the sorcerer/wizard spell list equal to your Charisma modifier to your class list; these spells need not be thematically-appropriate.

Battle Memory (Su): Calling upon the knowledge of the greatest warriors who have ever lived, you can concentrate for 1 round. Afterward, for 1 round per class level, you gain a +1 competence bonus to attack and damage rolls, as well as a +1 dodge bonus to Armor Class. These bonuses increase by +1 per 4 levels after the 1st, to a maximum of +5 at 17th level. You can use this ability once per day, plus an additional time per day per 4 class levels above 1st.

Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives an Intuition save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d6 points of nonlethal damage per class level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Int or Cha modifier (whichever you chose as your spellcasting attribute). This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day for every 4 class levels thereafter.

Confusion Curse (Su): Your command of lore can cause weaker minds to become mired in confusion. As a standard action, choose a single intelligent target within 30 feet; that creature must succeed at an Intuition save or become confused for a number of rounds equal to your spellcasting attribute modifier (minimum 1). You can affect any given creature only once per day with this ability.

Delve into Personal Memory (Su): Once per day as a standard action, you can mentally probe the memory of one other creature within 25 feet. You mentally form a question the creature can answer with a single word. No shared language is needed, nor does it matter whether the creature is conscious or aware. You gain the answer as if the creature mentally answered the question as truthfully as possible (Intuition negates; if the save is successful you gain no information). In either case, the creature does not know you made the attempt. Starting at 13th level, answering the question can require up to 1 word per class level you possess.

Divinatory Awareness (Ex): You gain Spell Focus (Divination) as a bonus feat. At 9th level, you gain Greater Spell Focus (Divination) as a bonus feat.

Feat Memory (Su): Once per day, you can reach into the collective memory and produce an ability normally gained as a feat. You must meet the prerequisites of the feat. After a full round of concentration, you can use the feat for 1 round per class level.

Memory Possession (Su): Once per day, you can absorb the memories of any intelligent creature who is alive or who has ever lived for 1 round per class level. During this time, the creature's personality takes control of your body. Akashics use this ability to allow their allies to speak with and ask questions of the possessing memory (often that of an ancestor, absent friend, or other well-known figure). If the possessing memory seeks to say or do something against your will, you may attempt a DC 20 Will save to prevent it. You must be at least 15th level to gain this revelation.

Mental Acuity (Ex): Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You must be at least 3rd level before selecting this revelation. You gain a +1 inherent bonus to Intelligence upon taking this revelation; this bonus improves by an additional +1 at every 4 class levels thereafter (max. +5 at 19th level).

Perfect Recall (Ex): You gain the effects of the Skill Focus feat, except it applies to all Knowledge skills. In addition, once per day you can re-attempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus to the check. For every 4 class levels beyond the 1st, you can use this ability an additional time per day.

Finally, you can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to deeply delve into the collective memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain an insight bonus equal to your class level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus.

Skill Memory (Su): You can reach into the collective memory and gain insight into a needed skill—even one in which you have no ranks and cannot use untrained. After a full round of concentration, you gain a +1 insight bonus to a single skill check attempt made the next round. The bonus increases by +1 per 2 class levels after the 1st, to a maximum of +10 at 19th level. You can use skill memory to receive this insight bonus a number of times per day equal to half your class level (minimum 1/day).

Sneak Attack (Ex): As the rogue class feature of the same name; sneak attack damage is equal to 1d6, plus an additional 1d6 per 6 class levels you possess.

Spell Memory (Su): You can delve into the collective memory once per day to cast a single spell from any class list. This requires a spell slot of one level higher than the spell’s actual level.

Apotheosis: At 20th level, once per day you can delve into the collective memory once per day to gain any ability of any other class, gained at 20th level or lower. This ability cannot be used to gain spells, a different base attack bonus, or different saving throws—only level-based class abilities. No ability gained lingers longer than 24 hours.

Aspirancy

Some cultures believe divine ascension is possible―that mortals can rise to take a seat beside the gods themselves. This divine mystery is included to model the favored soul from Complete Divine, the mystic (Dragonlance campaign setting), and the Aspirant variant cleric class (Dragon magazine, issue 311). It can also stand in for the Outer Rifts mystery, from the Pathfinder Campaign Setting: Inner Sea Magic.

Ultimately, an Asprirancy incarnate can essentially become a half-celestial, half-fiend, etc., but over 20 levels rather than eight (see Planetouched in Appendix C of Chapter 2), and with the retention of full divine spellcasting capability.

Class Skills: Add Athletics, Bluff, and Fly to your list of class skills. Additionally, you gain automatic Martial proficiency with your deity’s favored weapon (if you do not have a deity, select one martial weapon).

Bonus Spells: An aspirant’s bonus spells depends on the plane from which your powers are drawn. For those embodying the power of the upper or lower planes, the following lists are recommended; other lists can be developed for other planes, subject to player and referee agreement.

Celestial: 1stbless, 2nddaylight, 3rdremove disease, 4thholy smite, 5thdispel evil or hallow, 6thheal, 7thresurrection, 8thholy aura, 9thsummon monster IX (celestials only).

Fiendish: 1stbane, 2nddarkness, 3rdcontagion, 4thunholy blight, 5thdispel good or unhallow, 6thharm, 7thdestruction, 8thunholy aura, 9thsummon monster IX (fiends only).

Thematic Spells: Spells with the appropriate alignment descriptor, or named after a creature of an appropriate plane (e.g., barghest’s feast for a fiendish aspirant).

Planar Terrain: You gain Favored Terrain (Upper or Lower Planes, as appropriate to your aspirancy) with a bonus equal to half your class level.

Revelations: An aspirant can select from the following revelations.

Attribute Boost (Ex): You gain a +1 inherent bonus to one of your attribute scores (select one). This bonus increases to +2 at 7th level, +3 at 11th, +4 at 15th, and +5 at 19th level. You can gain this revelation multiple times; each time, select a different attribute score.

Balefire (Su): You call upon the cleansing or searing fires of the planes to burn your foes. As a standard action, one target within 30 feet is wreathed in screaming flames and takes 1d6 points of fire damage per class level you possess. A successful Reflex save halves this damage. At 9th level, the fire’s howls cause any creatures damaged by it to be staggered for 1 round. At 17th level, creatures who fail their saves against the balefire are staggered for 1d4 rounds and stunned for 1 round. You can use this ability once per day plus one additional time per day at 11th and 19th levels.

Bonus Metamagic Feat: In place of a revelation, you can select any metamagic feat as a bonus feat. In addition to the standard feat, however, you also gain the Innate Metamagic version of the feat, and also the Sudden Metamagic version of the feat. The metamagic level cost of the feat can be no more than 1 spell level per 3 class levels you possess.

Energy Resistance (Su): In addition to your divine resistance, you gain resistance of an equal amount to one of the following energy types: acid, cold, electricity, fire, force, positive energy, negative energy, or sonic. You may gain this revelation multiple times; each time, select a different energy type.

Natural Armor (Ex): You gain a +1 natural armor bonus (or any existing natural armor bonus improves by +1). For every 4 class levels beyond the 1st, this bonus increases by an additional +1. In addition, starting at 9th level your damage reduction requires either silver weapons (for celestial aspirants) or cold iron weapons (for fiendish aspirants) to penetrate, or else weapons with a permanent enhancement bonus of +2 or greater (+3 or greater at 17th level).

Shield of the Divine (Ex): You gain a +1 sacred bonus to AC. At 5th level, and every four levels thereafter, the bonus increases by +1. This bonus applies even when you are flat-footed or helpless.

Smite (Su): Once per day as a swift action you can smite an creature whose alignment or nature is opposite the source of your planar power (i.e,, aspirants who draw their power from the Upper Planes can smite evil, etc.). You gain a sacred or profane bonus to attacks equal to your Charisma bonus against the target of your smite, and deal additional damage equal to your class level. The smite persists until the target is dead or until you rest. At 5th level, and every 4 class levels thereafter, you can use this ability an additional time per day (maximum 5/day at 17th level). If you gain this ability through another class (e.g., Prestige Paladin levels), your levels in the classes granting the smite ability stack (do not keep track of smiting separately for separate classes, unless the targets differ).

Spontaneous Casting (Sp): Once per day, you can expend an unused spell slot to cast any clerical spell of equal or lower level, even one you do not know. At 5th level, and every 4 levels thereafter, you can use this ability an additional time per day.

Telepathy (Su): You can mentally communicate with any other creature within 100 feet that has a language, as per the telepathy power of demons and angels. You must be at least 7th level before selecting this revelation.

Unearthly Terrain (Su): You can twist the material world into the harsh, jagged edges and uneven angles of the outer planes. As a standard action, you can turn one 5-foot square per class levels into difficult terrain; this lasts for 1 round per class level. These squares can be arranged however you see fit, but each must be adjacent to at least one other affected square. You may use this ability a number of times per day equal to 3 + your Charisma bonus.

Wings (Ex): You gain wings and can fly at a speed of 60 feet (good maneuverability). A celestial aspirant grows feathered wings; a fiendish one gains bat-like wings; an anarchic one gains membranous wings like the fronds of a sea creature, etc. You must be at least 15th level to gain this revelation.

Apotheosis: At 20th level, you gain the celestial, fiendish, or other equivalent template. This does not change your effective CR.

Athar

These blessings did not fall from the skies. These benefits did not drop from the outstretched hands of priests. They were not found in cathedrals or behind altars—neither were they searched for with holy candles. They were not discovered by the closed eyes of prayer, nor did they come in answer to superstitious supplication. They are the children of freedom, the gifts of reason, observation and experience—and for them all, man is indebted to man.

―Robert Ingersoll, God in the Constitution (1890)

The Athar work tirelessly to discredit the gods, interfering with their clerics and attempting to sway the faith of their congregations. An athar must abandon the worship of gods and refuse to acknowledge them as beings worthy of praise. Either your spells are granted by some unknown force, or else you (consciously or unconsciously) steal divine power from the gods. Athar cannot gain levels as clerics or archivists. Athars who pray to or call upon a deity for aid become ex-athars and lose all incarnate spells and class features. This mystery supersedes the prestige class of the same name from Dragon magazine (issue 287), the Ur-Priest from Complete Divine, and the Defiant prestige class from the Planar Handbook.

Class Skills: Add Bluff and Perception to your list of class skills.

Bonus Spells: 1stdisdain the divineBEM2, 2ndsee invisibility, 3rddispel magic, 4thdivine interdictionWotC, 5thburden of faithRR2, 6thbanishment, 7thdivine interferenceRRO, 8thspell turning, 9thastral projection.

Thematic Spells: Abjuration spells from the sorcerer/wizard list.

Divine Resistance: You are resistant to divine damage: i.e., any magical damage described as sacred, profane, holy, unholy, anarchic, or axiomatic.

Revelations: An athar can choose from any of the following revelations.

Destroy Planar Servants [Reserve] (Su): As long as you have at least one incarnate spell slot of 1st level or higher remaining, your attacks automatically penetrate damage reduction based on an alignment component. If you have higher-level incarnate spell slots remaining, your attacks deal additional force damage to aligned opponents (those with the [chaotic], [evil], [good], or [lawful] descriptor, and/or who detect as such or are affected by spells as such). The additional damage is equal to 1d6 per 2 levels of the highest-level incarnate spell slot you have unused.

Divine Counterspell (Sp): You gain Improved Counterspell as a bonus feat. In addition, you can counter a divine spell cast by another spellcaster without expending a spell slot. You must be high enough level to cast a spell of the same level as the spell you wish to counter. To do so, you need not determine what the spell is. If the spell cast is not a divine spell, you cannot counter it using this ability.

Divine Interference (Su): You generate a field that interferes with all divine spellcasting (except your own). Any divine spellcaster within 10 feet must succeed at a concentration check (DC 10 + your class level + Cha modifier) in order to successfully cast a divine spell. Failure indicates that the spell does not take effect but is lost as though cast. This ability can be consciously suppressed as a free action. You must be at least 11th level to gain this revelation.

Divine Prevention (Su): As a standard action, you can to bestow temporary spell resistance (15 + your class level) upon a single target by touch. This spell resistance affects only the next divine spell targeted at the subject; if the target has not used the spell resistance within 24 hours, it fades. As a touch attack, you can force this resistance on an unwilling creature, which is then unable to lower it (Intuition save negates).

Divine Resistance: You gain a profane bonus to saving throws against cleric/archivist spells (and spell-like abilities that duplicate cleric-only spells) equal to your Charisma bonus.

Divine Retribution: Any divine spell you successfully counterspell, or that fails to penetrate your spell resistance, can be reflected back at the caster instead of simply failing. You can use this ability only on divine spells that target you, not area-affecting spells or those targeting another creature. You must be at least 11th level to gain this revelation.

Nondetection (Su): You gain the continuous benefits of a nondetection spell. This ability can be suppressed or resumed as a free action. At 19th level, you gain mind blank instead. You can suppress or reestablishing the effects of this revelation a free action.

Siphon Spell Power (Ex): Because you steal whatever power you can, you can learn to manipulate divine spell energy in ways that confound other casters. You can temporarily sacrifice two (or more) lower-level spell slots and use those slots to cast a higher level spell. The higher-level spell must be of a level you can cast, and must come from the cleric spells list, but need not be a spell you know. Only one exchange of this sort can be made each day. The levels of the lower-level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an athar who sacrifices a 3rd level spell slot and a 5th level spell slot can use that energy to cast a a 6th level spell.

Spell Immunity (Ex): You are immune to the following spells: bane, bestow curse, blasphemy, chaos hammer, dictum, doom, forbiddance, holy smite, holy word, geas/quest, order’s wrath, unholy blight, and word of chaos. You can freely attack creatures under the effects of sanctuary, aura of chaos, holy aura (etc.) without ill effects, and can enter areas sealed with forbiddance spells as if you had the password. Effects tied to a hallowed or unhallowed site do not affect you. Finally, when subject to a divine spell that does not allow a saving throw, you gain a Will save to resist the effects.

Steal Spell-Like Ability (Su): You can use the same techniques that siphon off the gods' spell power to steal the spell-like abilities of another creature within 60 ft. of you. As a full attack action, you gain one of the creature’s spell-like abilities (you must have a minimum number of ranks in Concentration equal to twice the spell level of the ability). The creature can resist with a successful Intuition save.

You can use the stolen spell-like ability three times within the next day; if the creature has fewer daily uses, your total number of uses are decreased accordingly (this ability lasts only 24 hours). The creature with the spell-like ability does not lose the ability when you “steal” it.

Because you do not automatically know the creature’s spell-like abilities, this ability is generally used after witnessing the creature using abilities, or in conjunction with an appropriate Knowledge check (Chapter 4). If you try to steal a spell-like ability that the creature doesn't have, or try to steal an ability that is supernatural rather than spell-like, the attempt automatically fails. You must provide a material component if costs more than 1 gp.

Apotheosis: Upon reaching 20th level, you and your motives exist outside of the gods’ established order. You are protected from all devices and spells that detect, influence, or read emotions or thoughts. You are immune to all mind-affecting spells and effects, as well as information gathering by divination spells or effects; even limited wish, miracle, and wish spells fail when they are used in such a way as to affect your mind or to gain information about you. In the case of scrying that scans an area you are in, such as arcane eye, the spell works but you simply aren’t detected. Scrying attempts that specifically target you do not work at all.

Battle

Class Skills: Add Bluff, Endurance, Handle Animal, Knowledge (warfare), and Perception to your list of class skills.

Bonus Spells: 1stenlarge person or shield of faith, 2ndsound burst, 3rdmagic vestment, 4thdivine power, 5thrighteous might, 6thtransformation, 7thspell turning, 8thiron body, 9thmeteor swarm.

Thematic Spells: Abjurations and evocations.

Divine Resistance: Each time you gain 5 points of energy resistance, you choose whether it applies to fire, force, or sonic attacks. For example, a 14th level incarnate of battle (total resistance 35) might have resistance to fire 10, resistance to sonics 10, and resistance to force 15. At 18th level, choose one of your resistances to make an immunity.

Revelations: An incarnate with a battle mystery can choose from any of the following revelations.

Battle Cry (Ex): You gain the ability to inspire courage, as the bardic inspiration of the same name. Your effective bard level, for purposes of determining your rounds per day of use and your college bonus, is equal to your incarnate level (if you have levels in bard, your incarnate levels instead provide Full synergy to your bardic inspiration abilities).

Battlefield Clarity (Ex): You gain Improved Great Fortitude as a bonus feat. Starting at 10th level, you also gain Improved Iron Will.

Combat Mastery (Ex): You gain one [Combat] feat as a bonus feat, plus an additional such feat for every 4 class levels you possess.

Combat Healer (Su): You do not provoke attacks of opportunity when you cast spells that heal allies or remove harmful conditions from them, even if you do not cast on the defensive. In addition, you cast cure spells (cure light wounds, etc., but not heal) as a swift action (as if using the Quicken Spell feat, but without using a higher-level slot).

Curse of Suffering (Su): As a swift action, you can cause any creature(s) you desire within 30 feet to take more damage from bleed effects and to cause their wounds to heal at a slower rate. When a cursed creature takes bleed damage, it takes an additional hit point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore hit points, that effect only restores half the normal hit points. This curse lasts for as long as the victim is within 30 ft., and for a number of additional rounds equal to your class level.

Deadly JuggernautUC (Su): Whenever you reduce a credible opponent to 0 or fewer hp with a melee attack in the heat of combat, you gain a +1 luck bonus on melee attack rolls, melee damage rolls, Strength checks, and Strength-based skill checks, and also DR 2/—. These benefits are cumulative while durations overlap (maximum +5 bonus and DR 10/—). A credible opponent has a minimum number of Hit Dice equal to or greater than your Hit Dice –4, and must be in combat against you or your allies. You must be at least 7th level to select this revelation.

Divine Power (Ex): You gain Permanent Spell (divine power) and Internalize Spell (divine power) as bonus feats. You must be at least 15th level to gain this revelation.

Enemies’ Bane (Su): As a swift action, you can imbue a single weapon you are wielding with the bane weapon special ability, choosing the type of creature affected each time you use this ability. The effect lasts for 1 minute. If the weapon already has the bane special weapon ability of the type chosen, the extra damage dealt by the bane ability increases to 4d6. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fighter Training (Ex): You gain one fighter talent, and thereafter may gain fighter talents in place of battle revelations. These function at an effective fighter level equal to the sum of your fighter level and your incarnate level (as do any talents you receive from fighter levels, if any). If your effective fighter level is at least 11th, you can gain advanced fighter talents in place of battle revelations. Your other battle revelations function at an effective incarnate level equal to the sum of your fighter level (if any) and your incarnate level.

Maneuver Mastery (Ex): When determining your CMB and the effects of combat maneuvers feats you possess, you treat your incarnate level as your base attack bonus. At 5th level, and every 4 levels thereafter, you gain one Improved Maneuvers feat (such as Improved Bull Rush, Improved Grapple, Improved Overrun, Improved Trip, or Improved Weapon Maneuvers). You do not need to meet the prerequisites to receive these feats.

Resiliency (Ex): You gain Skill Focus (Endurance) and Diehard as bonus feats.

Skill at Arms (Ex): You gain Martial proficiency in all weapons, plus proficiency with medium and heavy armor (you cannot gain this revelation if you traded light armor and shields proficiency for Canny Defense). At 5th level, you gain Weapon Focus with one weapon of your choice. At 9th level, you gain Weapon Specialization with that weapon. At 13th level, you gain Improved Critical with that weapon. At 17th level, you have Exotic proficiency with all weapons. You do not need to meet the prerequisites to receive these feats.

Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 5th, 13th, and 17th levels.

War Master (Ex): Your base attack bonus improves by +1. You may select this revelation multiple times; the effects stack.

War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 9th level, you can always act in the surprise round, but if you fail to notice an ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 17th level, you can roll for initiative three times and take any one of the results.

Apotheosis: Upon reaching 20th level, you become an avatar of battle. You can take a full attack action and move up to your speed as a full round action. Whenever you score a critical hit, you can ignore any DR the target might possess. You gain a +4 insight bonus to your AC for the purpose of confirming critical hits against you. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.

Flame

An incarnate with the flame mystery represents a fire shugenja, as from Oriental Adventures or Complete Divine. It is also useful for emulating various highly-specialized fire-using classes such as the pyrokineticist from 3.5 edition System Reference Document (“Psionic Classes”). Charlie McGee, from Stephen King’s Firestarter, is a flame incarnate.

Class Skills: Add Acrobatics, Climb, and Perform to your list of class skills.

Bonus Spells: 1stproduce flame, 2ndresist energy, 3rdhaste, 4thwall of fire, 5thgreater fireburstCA, 6thfire seeds, 7thfire storm, 8thincendiary cloud, 9thmeteor swarm.

Thematic Spells: Spells and psionic powers with the [fire] descriptor.

Planar Terrain: You favored terrain (Elemental Plane of Fire).

Revelations: A fire shugenja can choose from any of the following revelations.

Channel Elemental Energy (Su): You channel elemental energy (fire) as an archivist with the Fire domain, using your incarnate level in place of your cleric/archivist level. In addition, you gain Command/Turn Elemental as a bonus feat.

Cinder Dance (Ex, Sp): You gain one free rank in Acrobatics per class level. You also gain a 10-ft. enhancement bonus to your land speed and flying speed (if applicable). Starting at 9th level, you can use fire strideFR at will as a spell-like ability; activating this ability for use within the next 10 minutes per class level is a full attack action; each “jump” is a move-equivalent action. At 13th level, the range increases to 100 miles per class level you possess. At 19th level, there is no range limit; even other planes are open to you.

Control Fires (Su): This works as the psionic power of the same name from the 3.5 edition System Reference Document, except you can manifest it at will. For purposes of this ability, your manifester level is equal to your number of ranks in Concentration, and you can expend a number of power points’ worth of effects and/or augmentation per round equal to half your class level (round up), with no daily maximum.

Elemental Focus (Ex): You gain Spell Focus (Fire) as a bonus feat. At 9th level, you gain Greater Spell Focus (Fire) as a bonus feat.

Fiery Metamagic (Su): Choose one of the following feats: Extend Spell, Searing Evocation, or Selective Spell. The effects of that feat automatically apply to all of your spells and spell-like abilities with the [fire] descriptor, without any increase in casting time or spell level. Keep track of what the modified spell level would be; this cannot exceed the maximum level of spells you are able to cast. You may select this revelation more than once; each time, choose another feat from the list.

Fire Breath (Su): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d6 points of fire damage per class level (maximum 10d6). A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Fire Lash (Sp): You gain the ability to create a 15-foot-long whip of fire as a move-equivalent action. You take no damage from a fire lash you create. The whip remains in existence as long as you hold it.. You gain Exotic Weapon Proficiency (whip) with the fire lash, which you can use to attack any target within 15 ft. as a ranged touch attack. The lash deals fire damage equal to 1d8 + half your class level; your Strength modifier does not apply. As you increase in power, your skill with the lash increases; you gain the following bonus feats applicable to the lash only) at the indicated level breaks: 5th—Weapon Focus; 9th—Improved Grapple; 13th—Weapon Specialization; 17th—Improved Critical.

Firestarter (Su): You can use spontaneous immolationUC at will as a spell-like ability. You must be at least 3rd level to select this revelation. Starting at 9th level, you can target objects as well as creatures. Also at 9th level, you gain the use of quench at will as a spell-like ability. Starting at 13th level, all of your spells and spell-like abilities with the [fire] descriptor automatically receive the benefits of the Burning Evocation feat (+1 spell level effect); this does not increase their casting times or spell level.

Flame Curse (Su): As a standard action, you can cause one creature within 10 feet per class level to become vulnerable to fire until end of your next turn. Whenever the creature takes fire damage, it takes half again as much damage (+50%). If the creature is immune to fire, this ability has no effect on it. If the creature is already vulnerable to fire, this hex has no effect. At 9th level, the duration increases to 1 round per level; at 17th level, this ability can be used on creatures normally immune to fire; the effect is to temporarily suppress that immunity, rather than impose vulnerability. After the duration ends, a creature cannot be the target of this ability again for 1 day.

Form of Flame (Su): At will as a standard action, you can assume the form of a Medium fire elemental, as elemental body II. At 11th level, you can assume the form of a Large fire elemental, as elemental body III. At 15th level, you can assume the form of a Huge fire elemental, as elemental body IV. You must be at least 7th level before selecting this revelation.

Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body for 1 round. This heat deals 1d6 points of fire damage per level of the highest-level spell slot you have remaining to all creatures within 10 feet (Reflex half). In addition, your form wavers and blurs, granting you 20% concealment. You can use this ability once per day, plus one additional time per day at 5th level and every four levels thereafter.

Heat Death (Sp): By concentrating for a full round, you can raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude save or die horrifically at the start of your next turn as its blood (or other internal fluid) boils. Creatures immune to fire are immune to this ability; creatures with fire resistance gain a +1 resistance bonus to the save per 5 points of fire resistance. On a successful save, the target takes 4d8 points of fire damage from the heat. You can use this ability on any particular creature only once per day, and as a spell-like ability its use provokes attacks of opportunity if you do not cast defensively and is subject to disruption if you are damaged before it takes effect. You must be at least 15th level to learn this revelation, which duplicates the Pyrokineticist’s prestige class feature of the same name, from the 3.5 edition System Reference Document (“Psionic Classes”).

Nimbus of Fire (Su): As a move action, flames that harm neither you nor your equipment engulf your entire body. This functions as a fire shield spell (hot flames only). Dismissing the nimbus of fire is a free action. You can apply the effect to a willing creature instead by touch, but only one creature (including you) can be warded at a time, and creatures other than you can receive this effect only once per day. You must be at least 7th level to select this revelation.

Ray of Fire [Reserve] (Sp): This functions exactly as the eldritch blast ability of a battle sorcerer with the elemental fire bloodline, including the improved blast and greater blast enhancements, iterative attack use, and powerful blast ability.

Sense Elements (Sp): The signature ability of any incarnate with an elemental mystery (a “shugenja”) is the revelation of sense elements. As a full-round action, you can become aware of all sources of one chosen element (air, earth, fire, or water) within 10 feet. You learn the size of the object(s) but not their precise location or actual nature. Each additional round spent in concentration allows you to add 5 feet to the radius of your sense ability, to a maximum of 5 additional feet per shugenja level. Alternatively, you can focus on one source of the sensed element per round, attempting a Spellcraft check to determine more about that single item. The amount of information you learn depends on the check result:

Check Result Information Learned
20+ Item's general location (5-foot square containing it, or its nearest boundary if it is larger than a 5-ft. square).
25+ Whether the item is natural or a spell effect. (A Spellcraft check against DC 20 + spell level can then determine the nature of the spell effect.)
30+ Whether the item is a creature or an object.
35+ The exact nature of the item (for example, whether a creature is an efreeti or a fire elemental, whether an object is gold or stone, whether air is breathable or not).

In subsequent rounds, you can either retry your Spellcraft check on the same item, shift your attention to a different item, or extend the range of your senses.

A 1st level incarnate can use this ability three times per day. You gain an additional daily use at 5th level, and every 4 levels thereafter (5/day at 9th, 6/day at 13th, 7/day at 17th). Like many divination spells, sense elements is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

For example, an incarnate with the flame mystery and the sense elements revelation enters a room and concentrates to sense water. (Although you are a fire shugenja, you can just as easily sense any other element, including water.) A basin of water rests on the nightstand, a person lurks behind the door (living creatures are made of all four elements) holding a vial of poison. You would discover three sources of water within 10 feet of you: one Medium-size, one Small, and one Fine. Focusing on the Medium-size source and concentrating for a round, you make a Spellcraft check and get a result of 31 (for example), in which case you would learn that the Medium-size source of water is a creature, that it is natural, and where it is.

Touch of Flame [Reserve] (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage per level of the highest-level spell slot you have remaining. Any weapon that you wield is treated as a flaming weapon, dealing half as many dice of additional fire damage as your touch attack.

Wings of Fire (Su): As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per incarnate level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.

Apotheosis: Upon reaching 20th level, you can use fiery body (as the spell from the Advanced Player’s Guide) on yourself at will as a supernatural ability. Activating this ability is a move action that does not provoke attacks of opportunity; you can dismiss the effect at will as a free action.

Frost

This mystery also supersedes the Winter Witch prestige class from Paths of Prestige and the Cryokineticist from Frostburn.

Class Skills: Add Athletics, Endurance, and Survival to your list of class skills.

Bonus Spells: 1stendure elements, 2ndchill metal, 3rdcontrol temperatureFB, 4thfire shield (cold flames only), 5thicy prisonUM, 6thfreezing sphere, 7thwhiteoutFB, 8thfrostfellFB, 9thcomet swarm (as meteor swarm, but cold damage instead of fire).

Thematic Spells: Spells with the [cold] descriptor.

Planar Terrain: You gain favored terrain (arctic).

Revelations: A frost shugenja can select from the following list of revelations.

Aura of Cold (Su): As a swift action, you can cause waves of cold to radiate 10 ft. from your body for 1 round. This chill deals 1d6 points of cold damage per level of the highest-level spell slot you have remaining. A Reflex save halves this damage. In addition, your form wavers and blurs, granting you 20% concealment. You can use this ability once per day, plus one additional time per day at 5th level and every four levels thereafter.

Aurora Borealis (Su): As a move action, you cause cold flames that harm neither you nor your equipment engulf your entire body. This functions as a fire shield spell (cold flames only). Dismissing the aurora is a free action. You must be at least 7th level to select this revelation.

Black Ice (Su): Snow and ice effects you create have a melting point of 100 degrees Fahrenheit, rather than 32 degrees; they also take half damage from fire. Non-instantaneous, non-permanent spells and spell-like abilities you use that have the [cold] descriptor have double their normal durations, as if from the Extend Spell feat (but with no increase in spell level or casting time). Finally, you can cast meltCA (choosing which of your snow and ice effects within the area are affected) and thawFB at will as spell-like abilities.

Frozen Metamagic (Su): Choose one of the following feats: Numbing Cold Evocation, Piercing Cold Evocation, or Staggering Spell. The effects of that feat automatically apply to all of your spells and spell-like abilities with the [cold] descriptor, without any increase in casting time or spell level. However, you must keep track of what the modified spell level would be, if you had applied this feat normally; the final spell level cannot exceed the maximum level of spells you are able to cast. You may select this revelation multiple times; each time, choose another feat from the list.

HoarfrostUM (Su): One target within 60 ft. turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (Fort negates; once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this ability for 1 day. You must be at least 11th level to gain this revelation.

Ice Magic (Ex): You gain Spell Focus (cold) as a bonus feat. At 9th level, you gain Greater Spell Focus (cold) as a bonus feat.

Ice TombUM (Su): A storm of ice and freezing wind envelops the target, which takes 1d6 points of cold damage per two class levels you possess (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this ability again for 1 day. You must be at least 11th level to gain this revelation.

Icy Path (Sp): You can use ice slickFB at will as a spell-like ability (as grease, except the area or object is icy instead of greasy). Starting at 9th level, all spells and spell-like abilities you use that have the [cold] descriptor can be modified with the Flash Frost Evocation feat (the +1 spell level cost function) at will; this does not change their normal casting times or spell levels. Starting at 13th level, your cold spells can instead automatically gain the effects of the +2 spell level cost function of Flash Frost Evocation (but again, without any increase in spell level or casting time).

You can also skate at will, as per the psionic power of the same name in the 3.5 edition SRD, on a line of ice you creates ahead of you as you move. The trail remains iced over for one round. On existing ice, you can ice skateFB at will. Starting at 5th level, you can skate across liquids, as water walking, by freezing a path across the surface. At 9th level, you can use pass through iceFB at will. Starting at 13th level, you can skate through the air by creating a sheet of ice to travel across (the steepest angle at which you can travel upwards is 45 degrees (as per the air walk spell). This power is adapted from the Snowscaper class features from the Tome of Tiamat (The Gaming Den).

Numbing Chill (Su): Whenever you cast a spell that deals cold damage, you can imbue the spell with a debilitating chill as a swift action. Choose one of the spell’s targets or a creature within the spell effect. If that creature takes cold damage from the spell, it must also succeed at a Fortitude save or take 1d4 points of Dexterity damage and be staggered for 1 round. The creature need only make this saving throw once per spell, even if the spell deals damage multiple times. If the target saves successfully, it is immune to this power for 1 day. Source: Paths of Prestige.

Ray of Frost [Reserve] (Sp): This functions exactly as the eldritch blast ability of a sorcerer with the Boreal bloodline, including the improved blast and greater blast enhancements, iterative attack use, and powerful blast ability.

Snowsculpt (Sp): You can shape snow and ice to your will, and create sculptures formed from magical ice. This ability manifests as a suite of related powers that work like racial spell-like abilities (Chapter 7): 1stsnowdriftFB, 2ndLeomund’s tiny iglooFB, 3rdice shapeFB, 4thwall of ice, 5thfabricate (snow and ice only), 6thmove snow and iceFB, 7thice castleFB, 8thsimulacrum, 9thice assassin.

Wintry Touch [Reserve] (Su): You gain a melee touch attack that deals 1d6 points of cold damage per level of the highest-level spell slot you have available. In addition, any weapon that you wield is treated as a frost weapon, dealing half as many dice of additional cold damage as your touch attack.

Apotheosis: At 20th level, you become a master of the Frostfell. You can create an ice castle (as the spell from Frostburn) at will as a spell-like ability; or you can extend the duration of an existing ice castle; you may have only two such castles in existence at any one time, however.

Graves

This mystery has been renamed from “bones” to emphasize that not only corporeal undead are the focus. An incarnate with this mystery (a “boccor”) makes an excellent substitute for a True Necromancer or Master of Shrouds (Libris Mortis) or an oracle with the Juju Mystery (Pathfinder Adventure Path, Vol. 39).

Class Skills: Add Bluff, Perform (acting), and Stealth to your list of class skills.

Bonus Spells: 1stcause fear, 2ndfalse life, 3rdspeak with dead, 4thfear, 5thmagic jar, 6thcreate undead, 7thfinger of death, 8thtrap the soul, 9thwail of the banshee or soul bind. At least two of the revelations offered by the Juju Mystery (dream haunter and path of the snake) are best simulated by simply choosing the appropriate spells known (dream/ nightmare and ethereal jaunt, respectively).

Thematic Spells: Sorcerer/wizard spells from the school of Necromancy.

Divine Resistance: You are as one with the powers of unlife, and are resistant to negative energy damage (if you are undead, you are instead resistant to positive energy).

Revelations: An incarnate with the bones mystery can choose from any of the following revelations.

Armor of Bones (Su): At will as a standard action, you can gird yourself in armor made of bones that functions as splint mail armor, but also provides DR/bludgeoning an amount equal to your class level (maximum DR 20/bludgeoning at 20th level). You are always treated as being proficient with your own bone armor. At 5th level, and every 4 class levels thereafter, the armor check penalty is reduced by 1 and the max Dex bonus increases by 1; at 13th level, the armor no longer slows your movement. If multi-classed, you can cast arcane spells from the school of Necromancy while in bone armor with no chance of spell failure. You can dismiss the armor as a free action.

Bleeding Wounds (Su): Whenever a creature takes damage from one of your spells or abilities that causes negative energy damage (such as inflict light wounds or channel negative energy), it begins to bleed, taking 1 point of damage each round per die of damage inflicted. This bleeding can be stopped by a Heal check (normal save DC) or by any effect that heals damage (requiring a successful Concentration check against the same DC).

Bone Lock (Su): With a quick incantation, you can cause a creature within 30 feet to suffer stiffness in the joints and bones. The target is affected as by the slow spell for 1 round (Fortitude negates). At 9th level, the duration is increased to a number of rounds equal to your class level, though the target can attempt a save each round to end the effect. At 17th level, the target no longer can attempt a saving throw each round to end the effect.

Connaissance (Su): You can spend a full-round action to attune yourself to the spirit world, gaining the benefit of a moment of prescience spell with an insight bonus equal to half your class level (minimum +1). You may use this ability a number of times per day equal to your Charisma modifier (minimum 1/day), but you may only have one connaissance effect active at a time.

Curse of Suffering (Su): As a swift action, you can cause any creature(s) you desire within 30 feet to take more damage from bleed effects and to cause their wounds to heal at a slower rate. When a cursed creature takes bleed damage, it takes an additional hit point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore hit points, that effect only restores half the normal hit points. This curse lasts for as long as the victim is within 30 ft., and for a number of additional rounds equal to your class level.

Dark Channeling (Su): You can channel negative energy as a cleric or archivist of level equal to your incarnate level. In addition, you gain Command Undead as a bonus feat.

False Death (Su): Add charm person to your list of spells known. At 8th level, add charm monster to your list of spells known. 10th level, add dominate person. At 19th level, add dominate monster. Any creature under the effect of one of your charm or dominate spells appears dead to any examiners. Although affected creatures do not detect as undead, they look pale and death-like while under the effects of your magic, and those dominated do not need to eat, drink, or breathe. Those familiar with juju magic refer to such beings as “laubo.” An affected creature ordered to lie still gains a circumstance bonus equal to your class level on Perform (acting) skill checks to look like a corpse.

Grave Sight (Su): Your senses are attuned to life and death. You gain deathwatch and detect undead as continuous abilities requiring no concentration on your part. In addition, you gain lifesense 30 ft. (as blindsense, but works on living creatures only). You can automatically sense if any creature you see is diseased, poisoned, or suffering from energy drain.

Life from Unlife (Su): Negative energy heals you, as if you were undead. However, positive energy still heals you as well; this ability is not an exchange. You are not subject to being turned or rebuked.

Path of the Snake (Su): Once per day, as a standard action, you can become incorporeal. While in this form, you can move in any direction and through any object (except for those made of force). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your class level, but you can end this effect prematurely with a move action. You must be at least 9th level to select this revelation. At 13th and 17th levels, you gain an additional use per day.

Reminder of Death (Sp): You can imbue a handful of salt with the power of life, making it a potent ward against undead creatures. As a standard action, you can throw salt at a single undead creature within 5 feet, affecting it as per the spell halt undead. Alternatively, you can spend a full-round action covering a 5-ft. square with imbued salt, causing any single undead creature that enters this square within the next 10 minutes to be affected as per halt undead.

Spiritual Defense (Sp): Your chanting grants protection against your enemies (and sometimes your allies). As a move action, you can begin chanting to gain the benefit of a protection spell (such as protection from evil). This protection lasts until you stop chanting or for the spell’s normal duration, whichever comes first. Chanting after the initial round of the effect is a free action, and you can incorporate verbal components and communication into the chant; magical silence ends a chant and its effects. At 6th level the effect is equal to a magic circle (such as magic circle against evil).

Summon Spirits (Sp): Add the following to your list of spells known of the indicated spell levels: 4thsummon undead IV (allip or shadow); 6thsummon undead VI (wraith); 7thsummon undead VII (spectre or greater shadow); 8thsummon undead VIII (caller in darkness or witchfire); 9thsummon undead IX (banshee, bhuta, or dread wraith). You can use higher-level spell slots to summon more numerous lower-level undead (Chapter 7, Heighten Spell).

True Necromancer (Ex): You gain Spell Focus (Necromancy) as a bonus feat. At 9th level, you gain Greater Spell Focus (Necromancy) as a bonus feat.

Zone of Desecration (Su): You constantly radiate a desecrate effect (as the spell) in a 5-ft. emanation around yourself. The radius of this effect increases by an additional 5 ft. per 4 levels after the 3rd, to a maximum of 25 ft. at 19th level. You must be at least 3rd level to gain this revelation.

Apotheosis: Upon reaching 20th level, you gain all immunities common to the Undead type.

Heavens

Class Skills: Add Fly, Perception, and Survival to your list of class skills.

Bonus Spells: 1stspark shower (as burning hands, but electrical damage), 2ndhypnotic pattern or glitterdust, 3rddaylight or deeper darkness, 4thrainbow pattern, 5thoverland flight, 6thchain lightning, 7thsunburst, 8thprismatic wall, 9thmeteor swarm.

Thematic Spells: Spells related to the Astral Plane, stars, space, the sun, the moon, or other heavenly bodies. Also add phantasmal killer and weird to your list of thematic spells, simulating the “dweller in darkness” revelation.

Planar Terrain: You gain Favored Terrain (Astral Plane).

Revelations: An incarnate with the Heavens mystery can choose from any of the following revelations.

Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Creatures affected by your illusion [pattern] spells are treated as if their total number of Hit Dice were equal to their number of Hit Dice minus your Charisma modifier (if positive, minimum 1).

Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +1 deflection bonus to AC per 4 class levels you possess. In addition, you gain a miss chance of 5% (as if from concealment); this improves by 5% per 4 levels above the 1st (maximum 25% at 17th level).

Energy Resistance (Ex): Choose one energy type; you gain resistance to that energy equal to your divine energy resistance. You may select this revelation multiple times; each time, choose a new energy type.

Guiding Star (Su): Choose a star in the heavens. You always know where this star lies, giving you know direction at will as a spell-like ability. When this star is visible in the sky, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks and Intuition saves. Once per night, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell’s casting time or level, so long as the star is visible.

Heaven’s Leap (Sp): You are adept at creating tiny tears in the fabric of space, and temporarily stitching them to reach other locations with a limited, one-way wormhole. At will, can use jester’s jauntAPG on you or any willing ally within 30 ft. A specific individual can be affected by your use of this ability only once per day, however.

Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. You can channel energy as an archivist of level equal to your incarnate level, using the variant channeling effects for the Winter domain. At 9th level, the interstellar void you channel is so extreme that enemies who fail their saving throws are fatigued. At 15th level, creatures who fail their saves are exhausted and stunned for 1 round.

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. You gain the following additional effects at the indicated level breaks; these are continuous or at will, as appropriate: 5thfeather fall and water walk; 9thair walk; 13thfly; 17thoverland flight.

Mantle of Moonlight (Su): Your innate understanding of the moon renders you immune to lycanthropy. You gain Wolfsbane Strike as a bonus feat, using your incarnate level as your base attack bonus for determining the effects. As you gain access to spells of the indicated levels, you can automatically add the following to your list of spells known: 1stlunar speedRRO, 2ndlunar armorRRO, 3rdrage, 7thinsanity.

Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-ft.-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per class level. The path persists up to 24 hours, or until you dismiss it as an immediate action. For every 4 levels past the 1st that you possess, you can specify one type, subtype, or other description of creatures for whom the bridge is insubstantial (they fall through if they try to use it). Your description can be physical (e.g., “those wearing the symbol of the flaming eye”) or moral (e.g., “[evil] creatures”), but must be precise; “creatures I don’t like” isn’t good enough. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus.

Shooting Stars [Reserve] (Sp): As an attack action, you can unleash a ball that explodes in a 5-ft. radius burst, dealing 1d6 points of fire damage per level of the highest-level spell slot you have available and unused (Reflex half). This otherwise functions as the eldritch blast ability of a Starsoul sorcerer, including the improved blast and greater blast enhancements, iterative attack use, and powerful blast ability.

Apotheosis: Upon achieving 20th level, your rapport with the heavens grants you perfect harmony with the universe. You receive a sacred bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points, are immune to fear effects, and automatically confirm all critical hits. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

Life

Called “healers” or “curates,” incarnates with the Life mystery bring blessings of healing and alleviate the suffering of those in need. An incarnate with the Life mystery supersedes the Healer class, from the Miniatures Handbook.

Class Skills: Add Handle Animal and Survival to your list of class skills. You also adds half your class level as a sacred bonus to all Heal checks, and you do not require a healer’s kit.

Bonus Spells: 1stdetect undead, 2ndlesser restoration, 3rdneutralize poison, 4threstoration, 5thbreath of life, 6thvigorous circleCD, 7thgreater restoration, 8thmass death ward, 9thtrue resurrection.

Thematic Spells: Spells of healing and restoration.

Divine Resistance: You are resistant to negative energy damage.

Revelations: An incarnate with the life mystery can choose from any of the following revelations.

Channel Positive Energy (Su): You can channel positive energy like a cleric, using your incarnate level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 3 + your Charisma modifier. If you can already channel positive energy, your incarnate levels instead provide Full synergy to your existing ability.

Combat Healer (Su): As the Battle mystery revelation of the same name (q.v.).

Deny Succor (Su): As a standard action, you render one target within 30 feet immune to magical healing and effects that relieve conditions (Intuition save negates). This effect lasts for a number of rounds equal to your class level.

Divine Companion (Ex): You gain a magical beast as a special mount. This works similarly to the fighter’s Mount talent, but works according to your class level, rather than your number of ranks in Handle Animal, making the following base creatures available to you at the indicated level breaks: 6th—unicorn (CR 3); 10th—water naga (CR 7); 11th—lammasu or gynosphinx (CR 8); 12th—androsphinx or shedu (CR 9); 13th—couatl (CR 10).

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the [elemental] and [positive energy] subtypes and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per class level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.

If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per class level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space.

You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your class level.

Enhanced Cures (Su): Whenever you cast a cure spell, the effect is automatically Maximized, as if using the Maximize Spell metamagic feat (except that the spell level and casting time are unaffected). Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your class level).

Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long-term care for yourself.

Healer’s Blessing (Su): Whenever you cast a cure spell, the amount of damage healed is automatically increased by 50% (as if you had applied the Empower Spell feat) but without an increase in spell level or casting time.

Lay on Hands (Su): As the prestige paladin class feature of the same name. In addition to the ability to lay on hands, you also gain one mercy per 4 levels after the 1st (i.e., at 5th, 9th, 13th, and 17th levels; the mercies available duplicate those gained by a prestige paladin of 4th, 7th, 10th, and 13th levels, respectively.

Life Link (Su): When allies within 10 ft. of you suffer hit point or attribute damage, you can choose to transfer some or all of that damage to yourself as an immediate action. If there is an additional effect associated with that damage, you suffer that effect in lieu of the target if all of the damage is transferred; otherwise, your ally suffers the effect normally.

Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability.

Apotheosis: Upon reaching 20th level, you become a bastion of life. All living creatures within 30 ft. of you gain regeneration at the rate of 1 hp/round (profane damage and damage from evil-aligned weapons is not regenerated, however).

Lust

An incarnate of lust wraps mortals around his or her fingers, using irresistible charm to get his or her way.

Class Skills: Add Bluff, Diplomacy, Handle Animal, and Streetwise to your list of class skills.

Bonus Spells: 1stcharm person, 2ndRie’s lustful gazeRR2, 3rdveil of lustRR2, 4thcharm monster, 5thdominate person, 6thRie’s dance of seductionRR2, 7thcrown of despairDr331, 8thmass charm monster or sympathy, 9thdominate monster.

Thematic Spells: Sorcerer/wizard spells from the school of Enchantment (especially the [charm] subschool).

Divine Resistance: Your divine resistance applies against all energy types, but only when used by creatures biologically and emotionally compatible with your species. For example, assuming you are human, a fireball or lightning bolt cast by an elf or a centaur would be subject to your divine energy resistance, but the same spell cast by a lich would not. Referee and player discretion may be called for in adjudicating certain cases.

Revelations: Choose from the following.

Beguiling Aura (Su): Any creature sexually attracted to your race runs the risk of being beguiled if it looks upon your beauty from a distance of 30 feet or less (Intuition save or be fascinated). You may use suggestion at will as a spell-like ability against creatures that are fascinated by your beguiling aura. You must be at least 15th level in order to gain this revelation.

Beguiling Look (Su): As a standard action, you can make eye contact with a single target up to 300 ft. away. The targeted creature must succeed at a Will save or move towards you at its normal speed, taking no other actions but to defend itself if attacked. You can maintain this effect as a standard action each round. The victim stops within 5 ft. of you, whereupon it must succeed at an Intuition save or be charmed (as if by a charm monster spell). Success frees the victim from the effect and renders it immune to further uses of this ability for 24 hours. This is a mind-affecting ability.

Charming Smile (Su): You can use charm person as a swift action. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Charm’s Aegis (Su): You can channel energy as an archivist of class level equal to your incarnate level; the effect is always that of the Charm domain variant channeling power (see Cleric).

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack that does not provoke an attack of opportunity. Creatures with more Hit Dice than your incarnate level are unaffected. You also gain the following spells known, upon gaining access to spells of the appropriate levels: 0—daze; 2nddaze monster; 4thmass dazeUM.

Energy Drain (Su): If you lure someone into an act of passion, or else simply grapple and pin him or her, you can bestow one negative level upon the victim (Fortitude save to remove). You must be at least 11th level to select this revelation. This supersedes the Thrall of Malcanthet’s draining kiss prestige class feature, from Dragon magazine (issue 353).

Enchantress (Ex): You gain Spell Focus (Enchantment) as a bonus feat. At 9th level, you gain Greater Spell Focus (Enchantment) as a bonus feat.

Inspiration (Ex): Your incarnate levels provide Strong theurgy towards bardic inspiration ability (including rounds per day and the number and types of inspiration available). This ability applies even if you have no bard levels (with a default bard type of minstrel), so that a 1st – 2nd level incarnate would use bardic inspiration as a 1st level minstrel.

Instant Daze (Sp): Once per round as an immediate action, you can daze an enemy who strikes you in melee (Will negates). This is a mind-affecting compulsion. Creatures with HD greater than your class level are immune. You can’t activate this ability in response to an attack you are unaware of. Source: Players Handbook II.

Stubborn Enchantment (Su): Any creature that successfully saves against one of your enchantment spells or spell-like abilities must save again 1 round later (as if you had cast the spell again) with a +4 bonus on the save. You can use this ability up to 3 times per day. You must be at least 11th level to gain this revelation, which emulates the moderate enchantment esoterica from the Master Specialist prestige class (Complete Mage).

Unearthly Grace (Su): You gain a deflection bonus to AC equal to your Charisma bonus (to a maximum bonus of +1 per class level).

Apotheosis: At 20th level, you gain an inherent +5 bonus to Charisma. As with other like-named bonuses, inherent bonuses do not stack.

Metal

This mystery appeared in Ultimate Magic.

Class Skills: Add Disable Device to your list of class skills. In addition, you gain 1 free rank per class level in Craft (smith).

Bonus Spells: 1stlead bladesAPG, 2ndheat metal or versatile weaponAPG, 3rdbands of steelCA, 4thshape metalRF, 5thmajor creation (metal items only), 6thwall of iron, 7threpel metal or stone, 8thiron body, 9thsummon monster IX (iron golem).

Thematic Spells: Spells dealing with metal.

Divine Resistance: Your command of the secrets of metal allows you to act in some ways as a lightning rod. You gain resistance to electricity.

Revelations: An incarnate with the Metal mystery can choose from any of the following revelations.

Armor Training (Ex): You gain Martial proficiency with all shields, and proficiency with heavy armor. You also gain armor training (as the fighter talent of the same name, but using your class level as your effective fighter level; if you have levels in fighter, your incarnate levels provide Full synergy instead). This applies only when using metal armor and/or shields.

Colossus of Iron (Ex): Your skin hardens and takes on the appearance of iron, granting you a +2 natural armor bonus. This bonus improves by +1 per 2 class levels you possess after the 1st (maximum +11 at 19th level).

Detect Metal and Minerals (Sp): As the spell of the same name from Races of Faerun, but useable at will, and this ability cannot be dispelled or counterspelled. In addition, the number of rounds of concentration needed for each “step” is reduced by 1 (i.e., 1 round to estimate weight, and 2 rounds to determine distance and direction; you can detect presence/ absence and type as a free action).

Iron Constitution (Su): You gain a +1 inherent bonus to Constitution. This improves by +1 per 4 class levels after the 1st, to a maximum of +5 at 17th level.

Iron Skin (Sp): You gain damage reduction, overcome by adamantine weapons, in an amount equal to half your class level.

Iron Weapon (Su): At will as a standard action, you can create a weapon that lasts for 1 minute for every class level you possess. You are considered to have Martial proficiency with the weapon. The weapon has an enhancement bonus equal to +1 per 4 class levels you possess; you can apply this in the form of a straight enhancement bonus, or use some of it for other weapon properties, so long as it retains an actual enhancement bonus of at least +1. Alternatively, you can spend a +1 bonus to make the weapon cold iron, or a +2 bonus to make it adamantine. The weapon disappears after 1 round if it leaves your grasp.

Magnetism (Sp): You can use telekinesis at will as a spell-like ability, but it affects only metal items (or metal-armored creatures). You must be at least 11th level to gain this revelation.

Mastery of Steel (Ex): You gain Martial proficiency with all metal weapons. In addition, you gain Weapon Training (as the fighter class feature of the same name, but treating your incarnate level as your effective fighter level) with all metal weapons. If you have levels in fighter as well, those levels provide Full synergy for purposes of this talent.

Metal Curse (Su): At will as a standard action, you can cause a creature within 30 feet to become slightly magnetic until the end of your next turn. Whenever the creature is attacked by a melee or ranged attack made primarily of metal, the creature suffers a “hit chance” (the opposite of a miss chance—a chance that attacks that would otherwise miss, hit instead) equal to 5%, plus an additional 5% per 4 class levels after the 1st (maximum 25% at 17th level).

Rusting Grasp (Sp): At will as a standard action, you can perform a melee touch attack that rusts iron or corrodes other metals, as the rusting grasp spell. You must be at least 7th level to select this revelation. If you are at least 11th level, you can use this ability as a ray (requiring a ranged touch attack) with a range of 30 ft. If you are at least 19th level, you can cause the effect in a 30-ft. cone instead.

Shape Metal (Su): Your touch can alter the physical properties of a metal object (up to 5 lbs. per class level you possess) so that it runs like water (if in a creature’s possession, a Will save negates). The melted metal does not change temperature, but flows as a liquid for 1 round and then returns to its normal solid state, usually in a form resembling a puddle. If the object is a magic item, this renders it broken and nonfunctional, although a character with the Imbue Item feat and Craft (smith) skill can repair it. You must be at least 9th level to gain this revelation. If you are at least 13th level, while the metal is molten, you can shape it as if by a fabricate spell.

Steel Needle (Sp): At will as a standard action, you can conjure and fire a steel needle at any target within close range. This is a ranged (projectile) attack that deals 1d4 piercing damage per class level you possess. Because this is a spell-like ability, you can apply Innate Metamagic to it to shape it into a cone or burst, increase the damage, etc., by appropriate selection of metamagic feats.

Transmute Metal (Su): At will as a standard action, you can touch up to 1 lb. of metal per class level (all of the same type) and change it into a different type of non-radioactive metal. The new metal is magical only if the original metal was (and retains the same magical properties). The transformation in type lasts 1 round per class level you possess. Starting at 9th level, the effect lasts 1 minute per class level; at 13th level it lasts 10 minutes per class level; and at 17th level it lasts up to 1 hour per class level.

Vision in Iron (Sp): You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your class level; these rounds do not need to be consecutive. You must be at least 7th level to select this revelation.

Apotheisis: At 20th level, you are a master of all metal. You take no damage from metal weapons or creatures made of metal (such as iron golems). Metal weapons and spell-like abilities wielded by you always deal maximum damage (no damage roll necessary).

Nature

An incarnate with the Nature mystery is, in essence, a spontaneous-caster druid.

Class Skills: Add Handle Animal, Fly, Perception, and Survival to your list of class skills.

Bonus Spells: 1stcharm animal, 2ndbarkskin, 3rdbeast shape I, 4thice storm, 5thawaken, 6thplant shape II, 7thcreeping doom, 8thanimal shapes, 9thstorm of vengeance.

Thematic Spells: Spells from the Druid spell list that deal with nature (as opposed to those dealing with the ethereal plane, spirits, elements, etc.); also beast shape and plant shape spells not already on the bonus spells list.

Divine Resistance: You gain one favored terrain (choose a natural terrain, rather than a planar one).

Revelations: An incarnate with the Nature mystery can choose from the following revelations.

Animal Domain (Ex): You gain Domain Access, Improved Domain Access, and Domain Channeling (Animal domain) as bonus feats. If you can already channel energy, you gain Versatile Channeling (Animal) instead of Domain Channeling.

Druidic Initiation (Su): You gain one druidic initiation (q.v.), obtaining the associated abilities as if your incarnate level were your druid level.

Entangling Curse (Su): At will as a standard action, you can choose entangle a creature within 30 feet for a number of rounds equal to your Charisma modifier (Reflex negates). Once a creature is affected by this ability, it cannot be targeted by you again with this ability for 1 day.

Erosion Curse [Reserve] (Su): You can summon the powers of nature to erode a construct or object within 30 feet. This erosion deals 1d6 points of damage per level of the highest-level spell slot you have remaining; this damage ignores hardness and damage reduction. If used against a construct or an object in another creature’s possession, the construct or the creature possessing the item can attempt a Reflex save to halve the damage. Once an object or a construct is damaged with this ability, it cannot be targeted again for 1 day. You can instead use this ability as a melee touch attack that does not provoke attacks of opportunity, dealing 1d6 points of damage per class level to objects or constructs. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver.

Life Leach (Su): You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two class levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). The temporary hit points last a number of hours equal to your Charisma modifier. The target receives a Fortitude save to halve the damage (and the temporary hit points you gain). You must be at least 7th level before selecting this revelation. You may use this ability once per day at 7th level, plus one additional time per day for every 4 levels you possess beyond 7th.

Mark of the Wild (Su): As the Druid class feature of the same name.

Natural Divination (Ex): You can read the entrails of a freshly-killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flight of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or on stone, or observing the behavior of sand thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours, and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four class levels you have attained.

Nature Sense (Ex): You gain Skill Focus (Survival) as a bonus feat. Starting at 5th level, your knowledge of the wilderness gives you a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Plant Domain (Ex): You gain Domain Access, Improved Domain Access, and Domain Channeling (Plant domain) as bonus feats. If you can already channel energy, you gain Versatile Channeling (Plant) instead of Domain Channeling.

Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing whenever you have less than 0 hp, and for 1d4 rounds thereafter; the number of hit points healed each round is equal to 1 per 4 levels above the 1st that you possess (i.e., fast healing 1 at 5th level, fast healing 2 at 9th, fast healing 3 at 13th, and fast healing 4 at 17th). At 10th level, the ability works everywhere, even in civilized or wholly artificial realms.

Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your class level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier. Designating a creature is a standard action that requires a touch. At 9th level, you may use this bond to cast a touch spell on a designated ally once per day. At 17th level, it functions as interplanar telepathic bond.

Undo Artifice (Sp): At 11th level, you can gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude save to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item’s value. You may use undo artifice a number of times per day equal to your Charisma modifier.

Wild Speech (Ex): As the druid class feature of the same name.

Apotheosis: At 20th level you can wild shape (as the druid class feature) at will, with no daily limitation on usage.

Oracular

"I respond to three questions," stated the augur. "For twenty terces I phrase the answer in clear and actionable language; for ten I use the language of cant, which occasionally admits of ambiguity; for five, I speak a parable which you must interpret as you will; and for one terce, I babble in an unknown tongue." ―Jack Vance, “Guyal of Sfere” (1950)

An incarnate with the Oracular mystery is properly termed an “oracle.” Whether they receive their visions from volcanic smoke (as at Delphi) or from the flight of birds, oracles receive divine visions that allow them glimpses of the future or of distant places. This mystery can also be used to simulate the Divine Oracle prestige class, from Complete Divine.

Class Skills: Add Bluff and Perception to your list of class skills.

Spellcasting Attribute: Because your abilities require awareness and insight rather than sheer force of personality, you may choose Wisdom (rather than Charisma) as your spellcasting attribute. Once this choice is made, you cannot change it.

Bonus Spells: 1stidentify, 2ndaugury, 3rdclairaudience/clairvoyance, 4thdivination, 5thcontact other plane, 6thtrue seeing, 7thgreater scrying, 8thdiscern location, 9thforesight.

Thematic Spells: Sorcerer/wizard spells of the school of Divination, and psion powers of the Clairsentience discipline.

Divine Resistance: You are unfazed even by the weight of destiny that cuts across dimensions. You are resistant to force damage.

Revelations: An oracle can choose from any of the following revelations.

Arcane Sight (Su): You can detect magic at will. At 9th level, this ability improves to arcane sight, which is continuously active until you dismiss it as a free action (you can activate it again at will as a swift action). At 13th level, the effect improves again to greater arcane sight.

Augury (Sp): You can use augury at will as a spell-like ability. At 9th level, the effect improves to duplicate a divination spell. At 17th level, you can contact other plane at will. You must be at least 3rd level to gain this revelation.

Danger Sense (Ex): You gain a +1 insight bonus to all saving throws; this increases by +1 per 4 class levels you possess, to a maximum bonus equal to your Wisdom or Charisma bonus (whichever you chose as your spellcasting attribute). In addition, you gain Alertness as a bonus feat.

Diviner's Fortune (Sp): You can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to half your incarnate level (minimum +1) for 1 round. At 9th level, the duration increases to 2 rounds. At 13th level, it increases to 3 rounds, and again at 17th level to 4 rounds total duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Divination Enhancement (Ex): When using spells such as augury and divination, you roll twice for results and choose the better result.

Divinatory Awareness (Ex): You gain Spell Focus (Divination) as a bonus feat. At 9th level, you gain Greater Spell Focus (Divination) as a bonus feat.

Forewarned (Su): You receive a +1 insight bonus on initiative checks; this bonus increases by an additional +1 per 4 class levels above the 1st. Starting at 19th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Precognition (Su): Precognition allows your mind to glimpse fragments of potential future events―what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. Once per day, you may use this precognitive edge, allowing you to immediately reroll any single attack roll, saving throw, or skill check. You can use this ability an additional time per day at 5th level, and every 4 class levels thereafter (maximum 5/day at 17th level).

Prescient Sense (Ex): Due to a sense of impending blasts, you gain the benefit of Evasion, as the rogue class feature of the same name. At 11th level, this improves to Improved Evasion; at 19th level, you gain Greater Evasion. Alternatively, if you have levels in rogue (or another class granting evasion), your incarnate level instead with your level in that class for purposes of determining improvements to your evasion ability.

Scrying Adept (Su): You gain a continuous nondetection effect, as the spell. You also gain Careful Speaker as a bonus feat, using your Perception skill instead of your Bluff skill when determining the effects.

Sensitivity to Psychic Impressions (Su): You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past. The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for you to detect. The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum amount of time as determined by your class level:

Incarnate Level Maximum Past Sensitivity
1st – 4th 1 day/level
5th – 8th 1 year/level
9th – 12th 10 years/level
13th – 16th 100 years/level
17th + 1,000 years/level

Apotheosis: At 20th level, you are constantly seeing a few moments into the future, as well as seeing the present. You cannot be surprised. Additionally, you exist slightly outside of time; treat this as a continuous mind blank effect that cannot be dispelled.

Rage

This mystery, in conjunction with the barbarian’s Spirit Totem, is intended to replace the Rage Prophet prestige class (from the Advanced Player’s Guide) by allowing a straightforward but viable barbarian/ incarnate multiclass combination.

Class Skills: Add Athletics, Endurance, and Survival to your list of class skills.

Bonus Spells: 1stunseen servant, 2ndsee invisibility, 3rdspeak with dead, 4tharcane eye, 5thdream, 6thshadow walk, 7thethereal jaunt, 8thcloak of chaos, 9thetherealness.

Thematic Spells: Spells dealing with emotion or wrath, or that provide morale bonuses.

Divine Resistance: When you use the guidance spell while fighting a fey, outsider, undead, or incorporeal creature, the bonus is increased by +1 per 5 points of energy resistance shown on Table 1 (maximum total bonus of +10 at 18th level). If you have the ability to rage, you can cast guidance on yourself as a free action once per rage.

Revelations: A rage prophet can choose from any of the following revelations.

Battle Revelation: You can select one revelation from the Battle mystery in place of a Rage revelation. You must meet any prerequisites (including effective Incarnate level) normally.

Divine Rage (Ex): You can rage as a barbarian of level equal to your incarnate level. If you have levels in barbarian, your incarnate levels provide Full synergy for purposes of determining the rounds per day of use and the type of rage (and attribute bonuses). You can select rage powers (of a level appropriate to the type of rage to which you have access) in place of incarnate revelations.

Ghost Slayer (Su): You gain Ghost Strike as a bonus feat. For purposes of determining the effects of this feat, treat your Incarnate levels as if they provided full BAB, rather than medium progression. For example, a 11th level incarnate would be treated as BAB +11, rather than BAB +8, for purposes of determining the feat’s effects.

Indomitable Will (Ex): Once per rage, you may attempt a new saving throw against one of the following conditions that may be affecting you: blinded, confused, dazzled, deafened, nauseated, or sickened. If you succeed at the save, the effect is suppressed for the duration of your rage. You also may attempt a new saving throw if poisoned or suffering from a disease; a successful save counts against those required for a cure, but a failed save has no ill effect. If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).

Your incarnate level and barbarian level (if any) must total to at least 14th to gain this ability. If you also gain this ability as a barbarian class feature, you gain no additional benefit (the effects do not stack).

Savage Seer (Ex): Your incarnate levels and barbarian levels provide Strong synergy to one another for determining damage reduction (from both classes) and the effects of rage powers, revelations, and incarnate resistances (including strength of self, etc.).

Totem-Strong (Ex): Your incarnate levels provide Full synergy for purposes of determining your totem bonus, totem abilities, and totem feats. If you have no levels in barbarian, choose a totem; you gain the sacred bonus for that totem and the totem abilities (but not bonus feats) as a barbarian of level equal to your incarnate level.

Apotheosis: At 20th level, you gain the barbarian’s perpetual rage class feature.

Stone

An incarnate with the stone mystery represents an earth shugenja, as from Oriental Adventures or Complete Divine.

Class Skills: Add Athletics, Bluff, and Endurance to your list of class skills. In addition, you gain a competence bonus equal to half your class level to Craft (construction) checks involving earth or stone.

Bonus Spells: 1stmagic stone, 2ndglitterdust, 3rdmeld into stone, 4thstoneskin, 5thwall of stone, 6thstone tell, 7thstatue, 8threpel metal or stone, 9thelemental swarm (earth only).

Thematic Spells: Spells with the [earth] or [acid} descriptor. As an option, an earth shugenja can choose to be a member of one of two secret orders. Members of a secret order add the following to the list of thematic spells:

  • Order of the Impenetrable Crucible: magic weapon, sound burst, greater magic weapon, dismissal, death ward, banishment, repulsion, binding, imprisonment.

  • Order of the Perfect Sculpture: shield of faith, soften earth and stone, stone shape, subvert planar essenceCD, transmute rock to mud, flesh to stone, disintegrate, earthquake, antipathy.

Planar Terrain: You gain favored terrain (Elemental Plane of Earth).

Revelations: An earth shugenja can choose from any of the following revelations.

Alkaline Touch [Reserve] (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of acid damage per level of the highest-level spell slot you have remaining. Any weapon you wield deals half as many dice of bonus acid damage as your touch attack.

Channel Elemental Energy (Su): You channel elemental energy (earth) as an archivist with the Earth domain, using your incarnate level in place of your cleric/archivist level. In addition, you gain Command/Turn Elemental as a bonus feat.

Clobbering Strike (Ex): Whenever you score a critical hit against an opponent with an attack spell, that spell gains the effects of the Forceful Spell feat (obviously without any increase in casting time or spell level).

Clutch of Earth [Reserve] (Su): You can spend a standard action to reduce the speed of any land bound creature(s) within 30 feet of you. The creatures’ normal land speeds, as well as burrow and climb speeds, decrease by 5 feet per level of the highest-level spell slot you have available to cast, to a minimum speed of 0 feet. This effect lasts for 1 round. A successful Fortitude save halves this effect (a minimum speed of 5 ft. is maintained) and renders the target immune to further uses of this effect for 24 hours. Creatures currently swimming or flying are not affected. This revelation simulates the feat of the same name, from Complete Mage.

Earth Power (Su): As long as you are standing on stone or unworked earth (including normal soil), you can pull energy from the earth to you cast a mystery spell or spell with the [earth] descriptor. When you cast a spell in this way, it requires a full-round action rather than a full attack action, but you use a spell slot one level lower than normal (e.g., you could use a 4th spell slot to cast wall of stone). You cannot use this ability on 1st level spells. This is similar in effect to the feat of the same name from Races of Stone.

Earth Spell (Sp): As long as you are standing on stone or unworked earth (including normal soil), you can use the Heighten Spell ability to added effect. If you cast a spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher; if you use a spell slot two levels higher, the spell is treated as three levels higher; and so on. This effect is not gained with automatic Heightening from other metamagic feats (Chapter 7); it applies only if you use Heighten Spell itself to increase the spell level. You cannot gain the benefit of this ability when casting a spell with the [air], [fire], or [water] descriptor. This revelation supersedes the feat of the same name, from Races of Stone.

Elemental Focus (Ex): You gain Spell Focus (Earth) as a bonus feat. At 11th level, you gain Greater Spell Focus (Earth) as a bonus feat.

Form of Stone (Su): At will as a standard action, you can assume the form of a Medium earth elemental, as elemental body II. At 11th level, you can assume the form of a Large earth elemental, as elemental body III. At 15th level, you can assume the form of a Huge earth elemental, as elemental body IV. You must be at least 7th level before selecting this revelation.

Lodestone (Su): At will as a standard action, you can cause one creature within 30 feet to become heavy and lethargic (Intuition negates). The creature is treated as if it is carrying a load one step heavier than is actually the case (light to medium; medium to heavy). If the creature is already carrying a heavy load, its maximum Dexterity is reduced to 0, it takes a –9 armor check penalty, and its movement is reduced to 5 feet. The effect lasts for a number of rounds equal to your class level. Starting at 9th level, you increase the load by 2 steps (save for half).

Rock Throwing (Su, Ex): You gain the eldritch blast ability of a sorcerer with the Elemental Earth bloodline, including the improved blast and greater blast improvements. In addition, you are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus 1½ times your Strength bonus.

Sense Elements (Sp): See description of this revelation under the Flame mystery (q.v.).

Shard Explosion (Ex): As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of damage per incarnate level to all creatures within 10 feet. A Reflex save halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every four class levels thereafter.

Spell Transmission (Su): Earth and stone do not block the line of effect of your spells (see “Castles and Dungeons” in Chapter 7), although they do still block your line of sight unless you use the crystal sight ability from your favored terrain.

Steelbreaker Skin (Su): As an immediate action, you can harden your flesh so that weapons that impact you are damaged or destroyed. Anytime a melee or ranged weapon hits you, you can make a sunder attempt against that weapon as a free action, even if it is not your turn (if the weapon was from a ranged attack, treat its CMD as 15 + the attacker’s BAB for this purpose rather than using the attacker’s CMD). This does not provoke an attack of opportunity. If your sunder combat maneuver is successful, you deal damage to the weapon as if you had hit weapon with an unarmed attack that does normal (not nonlethal) damage. This damage bypasses hardness equal to your incarnate level. This ability does not prevent the weapon from harming you unless the sunder destroys the weapon attacking you. You can use this ability once per day, plus an additional time per day per 2 class levels beyond the 1st (maximum 10/day at 19th level).

Apotheosis: Upon reaching 20th level, you become a master of acid and earth. You can apply any of the following feats to any acid or earth spell without increasing the level or casting time: Extend Spell, Reach Spell, Silent Spell, Still Spell, or Widen Spell. The maximum amount of “free” metamagic you can use in this manner is equal to 2 spell levels (In any combination: extended to double duration and with reach increased by 1 range step, or range increased by 2 steps, etc.). You need not know the feats in question.

Time

This mystery appeared in Ultimate Magic.

Class Skills: Add Endurance, Perception, and Planar Sense to your list of class skills.

Bonus Spells: 1st—memory lapseAPG, 2nd—sensitivity to psychic impressionsSRD, 3rd—sands of timeUM, 4th—threefold aspectAPG, 5th—contingency, 6th—disintegrate, 7th—expend, 8th—temporal stasis, 9th—time stop.

In addition, you are always under a continuous know time effect, even when unconscious, and you can choose to wake up at any time if you are sleeping normally (rather than having been rendered unconscious).

Thematic Spells: Spells dealing with time.

Divine Resistance: You are resistant to the pull of entropy, and gain resistance against negative energy. In addition, you gain a sacred bonus to saving throws against death effects equal to half your class level.

Revelations: An incarnate with the time mystery can choose from any of the following revelations.

Aging Touch (Su): Your touch ages living creatures and objects. As a melee touch attack against a living creature, you can deal entropy (negative energy) damage equal to 1d6 x the highest-level spell slot you have remaining. In addition, starting at 6th level your aging touch carries the effects of the Crippling Strike feat, using your class level in place of your BAB derived from your Incarnate level.

Against objects or constructs, you deal 1d6 points of damage per class level. (If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver.)

Erase from Time (Su): You gain timeless step, as the monk sutra of the same name, using your incarnate level in place of your monk level (if you have levels in monk as well, those levels provide Full synergy when determining the effects).You can also perform a temporal strike (as per the timeless step monk sutra) once per day as a melee touch attack. At 9th level, you gain full access to the timeless step sutra, also applying your incarnate levels as effective monk levels. At 13th level, you can manifest suspend lifeSRD at will as a spell-like ability.

Momentary Glimpse (Su): You can see a few milliseconds into the future, allowing you to avoid blows. Upon selecting this revelation, you gain Canny Defense as a bonus feat. You also gain a +1 insight bonus to all skill checks. At 5th level, you gain Insightful Strike as a bonus feat, using your Incarnate class level in place of your BAB derived from Incarnate levels. At 9th level, the bonus to skill checks increases to +2. Starting at 13th level, you can call on a moment of prescience effect once per day. At 17th level and above, you can also use foresight once per day as a spell-like ability.

Recall Agony (Sp): You can use recall agonySRD as a spell-like ability; the damage dealt is equal to 1d6 per class level you possess. Starting at 5th level, the target is also sickened for 1 minute if it fails the save (as a destiny dissonance effect). Starting at 17th level, the target dies on a failed save (as a recall death effect) and is sickened even if the save is successful. You can use this ability a number of times per day equal to your Charisma modifier.

Rewind Time (Su): Once per day as an immediate action, you can reroll any one d20 roll that you have just made after the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. For every 6 levels beyond the 1st, you can use this ability an additional time per day (maximum 4/day at 19th level).

Speed or Slow Time (Sp): As a standard action, you can speed up or slow down time, as either the haste or slow spell. You must be at least 7th level before selecting this revelation. Starting at 13th level, you can use this ability to create a mass haste effect.

Temporal Celerity (Su): You gain Alertness as a bonus feat. You also gain Iaijutsu, as the fighter talent of the same name, using your Incarnate level as your fighter level (if you also have levels in fighter, you gain Full synergy from the two classes when determining the effects of this talent).

Time Flicker (Su): As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per class level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability, you can treat it as the blink spell instead.

Time Hop (Su): As a move action, you can teleport up to 10 feet per day per class level you possess. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.

Time Sight (Su): You can peer through the mists of time to see things as they truly are, as if using the true seeing spell. You can use this ability for a number of rounds per day equal to your class level, but these rounds do not need to be consecutive. Starting at 9th level, the duration increases to minutes per day, rather than rounds; and you can also use time pool (as the spell from the 2nd edition Tome of Magic) as a spell-like ability once per day. Starting at 17th level, the true seeing effect is continuous.

Apotheosis: Upon reaching 20th level, you become a true master of time. You stop aging, cannot be magically aged, no longer take penalties to your attribute scores for aging, and are immune to any effects which impose an altered time frame on you from externally (e.g., you act normally during a time stop spell cast by someone else). You are also immune to necromancy spells and effects, and can manifest timeless bodySRD (as the psionic power) at will as a spell-like ability. You cannot die of old age, but you can be killed or die through accident, disease, poison, or other external effects.

Waves

An incarnate with the waves mystery represents a water shugenja, as from Oriental Adventures or Complete Divine.

Class Skills: Add Acrobatics, Athletics, Escape Artist, and Survival to your list of class skills.

Bonus Spells: 1stobscuring mist, 2ndchill metal, 3rdquench, 4thcontrol water, 5thbaleful polymorph, 6thcontrol water, 7thwaterspoutSW, 8thmaelstromCD, 9thshapechange (water subtype only).

Thematic Spells: Spells with the [water] or [cold] descriptor. As an option, a water shugenja can choose to be a member of a secret order. Members of a secret order add the following to the list of thematic spells:

  • Order of the Forbidding Wasteland: remove fear, scent, phantom steed, restoration, dance of the unicornCD, control weather, greater scrying, horrid wilting, shambler.

Planar Terrain: You gain favored terrain (Elemental Plane of Water).

Revelations: A water shugenja can choose from any of the following revelations.

Armor of Waves (Su): At will as a swift action, you can conjure a haze of water vapor that grants you a deflection bonus to AC equal to +1 per 4 class levels you possess. In addition, you gain a miss chance of 5% (as if from concealment); this improves by 5% per 4 levels above the 1st (maximum 25% at 17th level).

Channel Elemental Energy (Su): You are able to command and rebuke water elementals, and turn or destroy other elements, as a an archivist with the Water domain variant channeling. Use your incarnate level in place of your cleric/archivist level.

Control Water (Sp): You can use control water at will as a spell-like ability. You must be at least 7th level to gain this revelation.

Drowning Glance (Sp): You can use a standard action to transform a small portion of the air in a living creature's lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for a number of rounds equal to half your class level; if it succeeds on a Fortitude save, it is instead fatigued. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water (or who don't breathe) are immune to this effect. You must be at least 7th level to gain this revelation, which simulates the feat of the same name, from Complete Mage.

Elemental Focus: You gain Spell Focus (Water) as a bonus feat. At 11th level, you gain Greater Spell Focus (Water) as a bonus feat.

Fluid Travel (Su): You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability for 1 hour per day per incarnate level. This duration does not need to be consecutive, but it must be spent in 1 hour increments.

Sense Elements (Sp): See description of this revelation under the Flame mystery (q.v.).

Storm (Su): As the Frost Mystery’s “winter storm” revelation (q.v.).

Water Form (Su): At will as a standard action, you can assume the form of a Medium water elemental, as elemental body II. At 11th level, you can assume the form of a Large water elemental, as elemental body III. At 15th level, you can assume the form of a Huge water elemental, as elemental body IV. You must be at least 7th level before selecting this revelation.

Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any pool of water at least 1 foot in diameter as a scrying device, as if using the scry spell. At 15th level, this functions like greater scrying.

Apotheosis: Upon reaching 20th level, you can create a seamantleAPG effect on yourself at will as a supernatural ability. Once invoked as a standard action, the effect lasts until you dismiss it as a free action.

Wind

An incarnate with the wind mystery represents an air shugenja, as from Oriental Adventures or Complete Divine.

Class Skills: Add Acrobatics, Escape Artist, Fly, and Stealth to your list of class skills.

Bonus Spells: 1stfeather fall, 2ndgust of wind, 3rdfly or gaseous form, 4thfreedom of movement, 5thcontrol winds, 6thoverland flight or chain lightning, 7thcontrol weather, 8thwhirlwind, 9thstorm of vengeance.

Thematic Spells: Spells with the [air] or [electricity] descriptor. As an option, an air shugenja can choose to be a member of one of two secret orders. Members of a secret order add the following to the list of thematic spells:

  • Order of the All-Seeing Eye: A group of shugenja specializing in air and divination magic; spell access includes detect snares and pits, detect thoughts, clairaudience/ clairvoyance, divination, commune with nature, find the path, legend lore, vision, foresight.

  • Order of the Spring Zephyr: A group of shugenja specializing in air and illusion magic; spell access includes daze, disguise self, blur, invisibility, air walk, greater invisibility, veil, mislead, screen, foresight.

Planar Terrain: You gain favored terrain (Elemental Plane of Air).

Revelations: An air shugenja can choose from any of the following revelations.

Channel Elemental Energy (Su): You channel elemental energy (electrical) as an archivist with the Air domain, using your incarnate level in place of your cleric/archivist level. In addition, you gain Command/Turn Elemental as a bonus feat.

Cloak of Winds (Su): You can surround yourself in a whirling cylinder of severe winds that provide defense against incoming missiles and other threats. This acts as a cloak of winds spell (from the Advanced Player’s Guide). These buffering winds also provide you with a deflection bonus to AC equal to +1 per 4 class levels you possess.

At 9th level, this barrier also acts as a fickle winds spell (Ultimate Magic). At 17th level, the winds increase in strength to the equivalent to a windstorm, checking Medium creatures and blowing away smaller ones. The winds do not interfere with your own attacks, spells, or missiles. You can dismiss these encircling winds as a free action, and raise them again as a standard action.

Control Winds (Sp): You can use control winds at will as a spell-like ability. You must be at least 11th level to gain this revelation.

Eldritch Blast [Reserve] (Sp): This ability duplicates the Air elemental bloodline sorcerer class feature of the same name, including the improved blast and greater blast enhancements, iterative attack use, and powerful blast ability.

Elemental Focus (Ex): You gain Spell Focus (Air) as a bonus feat. At 11th level, you gain Greater Spell Focus (Air) as a bonus feat.

Gaseous Form (Su): As a standard action, you can assume gaseous form (as the spell). You can remain gaseous for 2 minutes per day per incarnate level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 5th level before selecting this revelation. You can bring other creatures with you in gaseous form, but each passenger costs an additional minute per minute of travel.

Invisibility (Su): As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per incarnate level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration.

Sense Elements (Sp): See description of this revelation under the Flame mystery (q.v.).

Thunderburst (Ex): As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a 20-ft. radius, increasing by 5 feet for every 4 incarnate levels after 7th. Creatures in the area take 1d6 points of damage per incarnate level and are deafened for 1 hour, with a Fortitude save resulting in half damage and no deafness. You must be at least 3rd level before selecting this revelation. You can use this ability once per day, plus one additional time per day at 9th level and every four levels thereafter.

Touch of Electricity [Reserve] (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of electricity damage per level of the highest-level spell slot you have remaining. Any weapon that you wield is treated as a shock weapon, dealing half as many dice of bonus electrical damage as your touch attack.

Vortex Spells (Ex): Whenever you affect an opponent with an [air] or [electricity] spell or spell-like ability, the target must save vs. Fortitude or be staggered for 1 round. The duration increases by an additional round per 4 class levels above the 7th. You must be at least 7th level to gain this revelation.

Wind Form (Su): At will as a standard action, you can assume the form of a Medium air elemental, as elemental body II. At 11th level, you can assume the form of a Large air elemental, as elemental body III. At 15th level, you can assume the form of a Huge air elemental, as elemental body IV. You must be at least 7th level before selecting this revelation.

Wind Sight (Ex): You ignore penalties to Perception checks based on wind and the first 100 feet of distance. At 9th level, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability a number of rounds per day equal to your incarnate level, but these rounds do not need to be consecutive. At 13th level, you can also use whispering wind at will as a spell-like ability.

Wind Ward (Sp): You can use entropic shield (affecting any creature touched, rather than being “personal”) once per day as a spell-like ability. The effect manifests as small gusts of wind that help deflect missiles targeting a protected creature. For every 4 class levels beyond the 1st, you can use this ability an additional time per day; at 17th level, you can use it at will.

Wings of Air (Su): As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet with good maneuverability. At 9th level, your speed increases to 90 feet and your maneuverability increases to perfect. You can use these wings for 1 minute per day per incarnate level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. At You must be at least 7th level before selecting this revelation.

Apotheosis: Upon reaching 20th level, you can create a winds of vengeanceAPG effect on yourself at will as a supernatural ability. This is a standard action that does not provoke attacks of opportunity; you can dismiss it as a free action.

Wood

This option is modified from the version presented in Ultimate Magic.

Class Skills: Add Endurance and Survival to your list of class skills. In addition, you gain a competence bonus equal to half your class level to Craft (construction) checks involving wood and to Profession (horticulture) checks.

Bonus Spells: 1stshillelagh, 2ndbarkskin, 3rdminor creation (wood only), 4ththorn bodyAPG, 5thtree stride, 6thlignification (as flesh to stone, but turns target to wood), ironwood or transmute metal to wood, 7thchangestaff, 8thcontrol plants, 9thwooden phalanxUM.

Thematic Spells: Spells dealing with wood or plants.

Divine Resistance: You gain favored terrain (forests).

Revelations: Choose from the following.

Bend the Grain (Sp): At will as a standard action, you can shape wooden objects; this functions as wood shape. Starting at 5th level, you can also create a warp wood effect. At 13th level, you can use this ability to push wood away from you, as repel wood.

Speak with Wood (Sp): You can talk to wood and learn what it knows. You must spend 1 minute meditating on and communing with the wood. At the end of this time, you can speak with the wood. This functions as the stone tell spell, except with wood instead of stones. You can use this ability for 1 minute per class level. This duration does not need to be consecutive, but it must be used in 1-minute increments. You can speak with natural or worked wood. You must be at least 11th level to select this revelation.

Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Charisma modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Charisma modifier, then breaks into countless splinters; the target takes bleed damage thereafter (as the Bleeding Strike feat, using your class level as your effective base attack bonus if it is higher). At 5th level the spear gains a +1 enhancement bonus; this bonus increases by +1 per 4 class levels thereafter (maximum +4 at 17th level).

Thorn Burst (Su): As a swift action, you can cause sharp splinters of wood to explode outward from your body. These splinters deal 1d6 points of piercing damage per two class levels (minimum 1d6) to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the sharp splinters count as caltrops in the area until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every four levels thereafter.

Tree Form (Sp): At will as a standard action, you can assume the form of a Large living or dead tree or shrub, as tree shape. At 9th level, you can assume the form of a Small or Medium plant creature, as plant shape I. At 13th level, you can assume the form of a Large plant creature, as plant shape II. At 17th level, you can assume the form of a Huge plant creature, as plant shape III. You must be at least 3rd level to select this revelation.

Wood Armor (Su): You can conjure wooden armor around yourself, which grants you an armor bonus equal to 3 + half your class level. The armor has no armor penalty, does not inhibit your speed, and has no maximum Dex limit. Starting at 9th level, it grants DR 5/slashing; this improves to DR 10/slashing at 17th level. You can maintain the armor indefinitely, but it vanishes if you remove it.

Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an extension of your body. When wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear), you gain an insight bonus to attacks equal to ¼ your class level, and an insight bonus to damage equal to half your class level. You can use this revelation in conjunction with the splintered spear revelation (q.v.).

Wooden Weapon (Su): At will as a standard action, you can create a wooden club, quarterstaff, longspear, shortspear, or spear that lasts for 1 minute for every class level you possess. You are considered to have Exotic proficiency with the weapon. The weapon has an enhancement bonus equal to +1 per 4 class levels you possess; you can apply this in the form of a straight enhancement bonus, or use some of it for other weapon properties, so long as it retains an actual enhancement bonus of at least +1. The weapon disappears after 1 round if it leaves your grasp.

Apotheosis: Upon reaching 20th level, you become a living creature of wood. You are forevermore treated as the Plant type rather than your original type for the purpose of spells and magical effects. Your skin takes on the appearance of polished wood grain, and your natural armor bonus improves by +4 (you gain a bonus of +4 if you did not already have one). You also gain DR 20/— against wooden weapons or any natural attacks made by a wooden or wood-like creature. You gain immunity to paralysis, poison, polymorph, sleep, and stunning. At will, you can meld with any tree or single block of wood (as meld into stone, except wood only, and with no limit to how long you can remain in the wood).

Appendix B: Incarnate Feats

The following feats are listed here, rather than in Chapter 5, because they apply specifically to Incarnates.

Revelations, Practiced

Prerequisite: Revelation class feature.

Benefit: For purposes of the effects of your revelation powers, treat your incarnate level as if it were 4 levels higher than is actually the case, to a maximum effective class level equal to your Hit Dice.

Special: The effects of feat stack with class synergy features improving your effective incarnate level; this a specific exception to the non-stacking rule. Your total limit based on effective character level remains in force.

Spirit Magic [Arcane]

Prerequisite: Able to prepare arcane spells, hex class feature, access to an incarnate mystery.

Benefit: You gain the following benefits when multiclassing with Witch (see Wizard, Appendix E):

  • You give up your arcane spellcasting ability in exchange for Full theurgy towards your incarnate casting progression. However, you can choose to be a prepared, rather than a spontaneous, caster.

  • Your incarnate and witch levels provide Full synergy for determining the effects of your hexes and revelations, and their save DCs.

An incarnate/witch with this feat can more or less stand in for the Shaman hybrid class from Paizo’s Advanced Class Guide.