Radiance House

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Pact Magic Unbound: Grimoire of Lost Souls

Vendor: Radiance House
Type: Book
Price: 37.99

Pact Magic Unbound: Grimoire of Lost Souls

Lure ancient spirits to bargain for their supernatural power.

Immerse yourself in the ancient rituals and legends of pact magic. Grab thick chalk, gather totems, inscribe a geometric sigil, and invoke the name of an inchoate and terrible spirit from the Dark Beyond to aid your quest.

Behold! With a final flourish, you surrender to the spirit and a quivering surge of power emanates from deep within. Are you ready? Follow paths once trodden by shivering demons and martyred titans, lost mortals and chastised gods. Within this occult pages, the vestiges of 144 sundered souls lie at your fingertips, yours to command if you dare.

You will discover:

  • The pactmaker class with access to binder secrets.
  • Archetype options to integrate pactmaking into 30 popular classes.
  • Feats, spells, and magic items suited to binding of spirits.
  • One hundred thirty-eight bindable spirits from across the ages. Each spirit includes a legend, granted abilities, and more.
  • Six prestige classes, seven organizations and three alternate planes of existence well-suited to occult adventures.
  • Occult creatures, pactmaker background generator, pact maladies, dangerous ravager spirits, and more.
  • Ideas for GMs to integrate pact magic into their campaign settings.
  • This FULL COLOR tome brings together and replaces prior renditions of pact magic including Secrets of Pact Magic by Dario Nardi and adapted works by Alex Augunas. All classes, spirits, etc are entirely rewritten from the ground up.

You must use Adobe Acrobat 9.0 or later.

For use with the world's most popular table-top roleplaying game.

Pact Magic Unbound, Vol. 1

Vendor: Radiance House
Type: Book
Price: 12.95

Add pact magic to your game!

Immerse yourself in the intricate rituals and legends of Goetian magic. Grab thick chalk, inscribe a geometric seal around yourself, and invoke the name of a terrible spirit to aid your quest. Behold! With a final intonation you seal a bargain with the spirit and a quivering surge of power emanates from deep within. Are you ready? Embark on your journey with the spirit of a shivering demon, martyred titan, lost mortal, chastised god, or stranger being still. The vestiges of thirty-two sundered souls lie at your fingertips, yours to command if you dare.

You will discover...

  • An introduction to fantasy pact-making for your campaign.
    • A new base class, the occultist, as well as an occultist archetype.
    • Archetypes for the 11 core classes.
    • Add-ons: a new cleric domain, barbarian rage powers, rogue talents, an oathbound paladin oath, and more!
    • A new type of feat to modify your pact magic, known as occult feats.
    • Binder Secrets, which are special abilities that an occultist can take in place of a feat.
    • Constellation aspects, which are like 0-level spirit powers that allow you to increase the binding DC of a spirit in order to gain an additional granted ability.
    • Most Important! 32 starter spirits from 1st through 9th level. These spirits are favorites drawn from the original Secrets of Pact Magic and Villains of Pact Magic, with 3 brand new spirits.

    This 84-page guide opens gateways to perilous and exciting adventures. This is first volume of several to launch you on adventures of dangerous occult power.

    For use in your Pathfinder Roleplaying Game. Requires the use of the Pathfinder Roleplaying Game Core Rulebook, published by Paizo Publishing LLC.

Pact Magic Unbound, Vol. 2

Vendor: Radiance House
Type: Book
Price: 15.35

Lure more spirits to bargain for their power!

Continue your journey into the rituals, power, and dangers of pactmaking. You can scribe a few seals, but are you ready to bargain with devilish Forash, the Prince of Spirits? Call upon Kaylos, genie Master of Wishes? Or tangle with Jörmungandr, He Who Circles the World? You will surely need their aid to defy inquisitors, battle spirit-touched monstrosities, and shake off pact maladies that warp the soul. Your reward is your sanity and perhaps some scraps of lore, occult spells, and rare magic items made for intrepid binders like you.

Inside this 104 page guide, you will discover:

  • Thirty-two more spirits to bind, from 1st through 9th level, including more favorites drawn from the original Secrets of Pact Magic and Villains of Pact Magic.
  • More options for occultists.
  • Eight archetypes for non-core base classes such as the alchemist, gunslinger, and inquisitor, a powerful binder foe.
  • New uses for skills and more occult feats.
  • Spells, cleric domains, and subschools for binders and their foes, including exorcists.
  • Magic items such as occult armaments and wondrous items.
  • Esoterica: pact maladies, character traits, and the spirit-touched template

 

For use in your Pathfinder Roleplaying Game. Requires the use of the Pathfinder Roleplaying Game Core Rulebook, published by Paizo Inc, and Pact Magic Unbound Vol. 1, published by Radiance House. Benefits from other Pathfinder RPG products by Paizo Inc.

Age of Electrotech

Vendor: Radiance House
Type: Book
Price: 14.65

Got batteries, will travel! From Jules Verne to Nicola Tesla, electro-mechanical gadgets have puzzled, empowered, and endangered heroes and common folk alike. Whether rare wonders from a lost age or as shiny exemplars of a brand new one, electrotech opens new doors to new and electrifying possibilities. Age of Electrotech for Pathfinder RPG, by Paizo Inc., includes nearly one hundred pages of crackling goodness:

  • Ideas for electrotech in your campaigns.
  • The technician base class, with diverse "trades" around bombs, crafting, firearms, scavenging, soldiering, symbionts, tinkering, and traps.
  • Archetypes such as the cyborg, electromedic, esotechnic, necrotech, and transmoglomaniac. Plus new feats.
  • Twenty-eight pages of electrotech gear: armaments, batteries, household goods, toolkits, vehicles for all terrains, and "wonders of madness" from the cosmitron and hypnogogue to the pleasure orb and zealotron.
  • Rules to craft and augment characters with bizarre and practical gadgets such as the cricket for your feet, an electromechanical grappling hook, and a life scanner. Every gadget comes with multiple upgrade options to keep gadgets close to one's heart over a career.
  • Symbionts: rules for growing and implanting biological augments.
  • Two new races, the mutamorph and nashi, plus a character history generator, traits, downtown and kingdom building options.
  • Inspiring fiction for an age where science is the romance.

This book is for use with the Pathfinder Roleplaying Game by Paizo Inc.

Pact Magic Unbound, Vol 2 PLUS!

Vendor: Radiance House
Type: Book
Price: 15.35

Lure more spirits to bargain for their power!

Continue your journey into the rituals, power, and dangers of pactmaking. You can scribe a few seals, but are you ready to bargain with devilish Forash, the Prince of Spirits? Call upon Kaylos, genie Master of Wishes? Or tangle with Jörmungandr, He Who Circles the World? You will surely need their aid to defy inquisitors, battle spirit-touched monstrosities, and shake off pact maladies that warp the soul. Your reward is your sanity and perhaps some scraps of lore, occult spells, and rare magic items made for intrepid binders like you.

Inside this 104 page guide, you will discover:

  • Thirty-two more spirits to bind, from 1st through 9th level, including more favorites drawn from the original Secrets of Pact Magic and Villains of Pact Magic.
  • More options for occultists.
  • Eight archetypes for non-core base classes such as the alchemist, gunslinger, and inquisitor, a powerful binder foe.
  • New uses for skills and more occult feats.
  • Spells, cleric domains, and subschools for binders and their foes, including exorcists.
  • Magic items such as occult armaments and wondrous items.
  • Esoterica: pact maladies, character traits, and the spirit-touched template

For use in your Pathfinder Roleplaying Game. Requires the use of the Pathfinder Roleplaying Game Core Rulebook, published by Paizo Inc, and Pact Magic Unbound Vol. 1, published by Radiance House. Benefits from other Pathfinder RPG products by Paizo Inc.

PLUS!

In addition to the already awesome Pact Magic rules by Radiance House, you get Pacts & Pawns: New Pact Magic Options (a $5.95 value) by d20pfsrd.com Publishing at NO EXTRA CHARGE!

In addition to presenting the basic Pact Magic rules necessary to use the new content provided this product introduces three new spirits, three new archetypes, five new organizations, and one new feat designed for use with the base Pact Magic rules created by Radiance House.

New Spirits

  • Arkensang, Fortune's Apostate: Born into a clan of barbarian warriors facing its last days, this maimed warrior subverted the prophecy of a goddess of death. When his soul was sent to its end he was forbidden final rest and thus lingers, eternally restless, promising the power to resist those who claim the license of divinity.
  • Cort Eiding, The Golden Gunman: Eiding was a simple mercenary, who owed too much to too many to leave this earth. To pay his debt, the Golden Gunman literally sells his soul.
  • Ia, The Illuminator: A staggeringly powerful creature from beyond the stars, Ia's every movement is a destructive force of nature. Alone at the cold and sterile end of the universe, he seeks a vessel on a more lively world; a world like yours.

New Archetypes

  • Haunting Occultist (Occultist Archetype): All occultists can bind spirits for power, but some occultists can use them in a more personal way. A haunting occultist learns the secret of binding spirits to her foes, tormenting them and wearing them down with the sheer weight of their occult might.
  • Legion Occultist (Occultist Archetype): spirits, legion occultists use the powers of effigy to create personal armies, with bound spirits at their head.
  • Soul Armorer (Paladin/Antipaladin Archetype): In lands where the practice of binding spirits is well-known, paladins are frequent foes of the art; the temptation of easy power and the influence of these spirits is something to feared and warded against. But in other cases, paladins take a very different tack, forcibly compelling these spirits with divine might to lend their power in the name of their deity or cause.

Cults and Covens

This chapter adheres to the Prestige Points/Fame rules and describes new secret societies including:

  • The Cthonocracy: The 'Rule of Ancients' is a staggeringly old cabal formed under the time-honored motto 'He who lives, wins.' To that end, all manner of mundane and supernatural methods were developed to ensure that one outlives his rivals to the last. This cabal has subtly manipulated events for hundreds of years according to the delicate schemes of its oldest and most patient members, so that key members of the cabal will be next in line when a power structure caves.
  • The Cult of Man: Fiercely anti-deistic, the Cult of Man rejects divinity as a distinct concept, holding that the difference between a bound spirit and a patron god is merely a matter of scale. They condemn the arrogance of gods in their self-righteousness. Its members tend to be older, of a learned and scholarly bent, and concerned with personal power (or a personal grudge against the divine) above all else.
  • The Lantern Collective: Known variously as the Silver Lanterns, Lumineers, Day Stars and a host of other names and aliases, it isn't entirely clear how far the organization's influence spreads. The Lantern Collective is devoted to the sacred pursuit of knowledge, and the subversion and sabotage of those who conceal that knowledge. It celebrates spirit binding for its ability to join the minds of the past with the minds of the present. Its own clandestine binding secrets, of course, are not included in this sacred calling, leading to not-occasional accusations of hypocrisy. Joining the Collective is not easy; typically it finds one before one finds it.
  • Path of Ia: A frighteningly well-equipped and well-spoken doomsday cult, the Path of Ia holds the firm belief that the fundamental truth of mortal existence exists at the very center of the world, and that all one needs to discover it is to physically split the planet open. To that end, they seek the assistance of their eldritch patron Ia to force open the planet and achieve blissful nirvana in its radiant depths.

Written by Michael Massey

Editing & Layout by John Reyst

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