Spellscar

Oracles of the spellscar mystery have been touched in some way by primal magic. Alternatively, a spellscar oracle might simply be a person who was affected in her past by a primal magic event.

Skills: An oracle with the spellscar mystery adds Knowledge (arcana), Knowledge (nature), Survival, and Use Magic Device to her list of class skills.

Bonus Spells: ray of enfeeblement (2nd), obscure object (4th), dispel magic (6th), lesser globe of invulnerability (8th), break enchantment (10th), antimagic field (12th), spell turning (14th), spellscar (16th), mage’s disjunction (18th).

Revelations

An oracle with the spellscar mystery can choose from any of the following revelations.

Animate Primal Forces (Su): As a standard action, you can summon a single Small air, earth, fire, or water elemental to serve you. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a Medium elemental. At 9th level, you can summon a Large elemental. You can use this ability once per day plus one additional time per day at 10th level. You must be at least 3rd level to select this revelation.

Eldritch Bolt (Su): You can damage foes with a bolt of raw magical energy. Make a ranged touch attack against any foe within 30 feet. On a hit, you deal 1d8 points of force damage, +1 point of damage per two oracle levels. At 10th level, the bolt’s range increases to 60 feet. You may use this revelation a number of times per day equal to 3 + your Charisma modifier.

Eldritch Resistance (Su): You gain resistance 2 to acid, cold, electricity, fire, and sonic. This resistance increases to 5 at 5th level, 10 at 11th level, and 20 at 17th level.

Eldritch Scar (Su): Once per day when you damage a creature with a spell you cast, you may, as a swift action, cause your magic to leave an eldritch scar upon that creature. An eldritch scar appears as a normal scar, save that it flickers with faint radiance of a color of your choice. The next time that creature casts a spell, uses a spell-like ability, or activates a magic item, it triggers a primal magic event (see Sample Primal Magic Events below) of a CR equal to your caster level. This causes the eldritch scar to vanish. A creature can be marked by only one eldritch scar at a time (a more powerful one replaces a weaker one). An eldritch scar fades automatically after 24 hours. It can be removed before that point via any effect capable of removing a curse (the curse’s level equals your caster level), but if an attempt to remove an eldritch scar fails, that attempt triggers a primal magic event—an event triggered this way does not cause the eldritch scar to fade. You must be at least 7th level to select this revelation.

Magic Penetration (Ex): You gain a +2 bonus on any caster level check made to dispel or remove a magic effect (such as when using the dispel magic or remove curse spell). If you are 9th level or higher, the bonus increases to +4.

Mystic Null (Ex): You gain a +2 insight bonus on saves against spells and spell-like abilities. At 7th level, this bonus also applies on saves against supernatural abilities. At 11th level, the bonus increases to +4.

Primal Manipulation (Su): Whenever you cast a spell that deals acid, cold, electricity, or fire damage, you may change it to deal one of the other listed damage types. You may use this ability once per day, plus one additional time for every 5 levels. At 15th level, you can change a spell to deal sonic damage, though the damage is halved. At 20th level, you can change a spell to deal force damage, though the damage is halved. You must be at least 7th level to select this revelation.

Primal Mastery (Su): Whenever a spell you cast triggers a primal magic event, or whenever you use a rod of wonder, roll d% twice when generating the result. You may pick which of the two results actually occurs. You gain a +2 bonus on all saving throws made to resist primal magic events or magical effects caused by a rod of wonder.

Trigger Primal Magic Event (Su): Once per day as an immediate action, you can cause a spellcaster (including yourself ) within 30 feet to trigger a primal magic event as the spell is being cast. At 13th level, you can cause any creature in the act of activating a magic item to trigger a primal magic event (see Sample Primal Magic Events below). At 17th level, you can use this ability twice per day. A spellcaster can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect, but non-spellcasters activating magic items have no such option. You must be at least 9th level before selecting this revelation.

Spell Resistance (Ex): You gain SR equal to your oracle level + 5. You must be at least 11th level before selecting this revelation.

Final Revelation

At 20th level, you become a master of primal magic. Whenever you cast a spell, you can choose to trigger a primal magic event (see Sample Primal Magic Events below) in addition to casting the spell itself—you can use this ability once per minute. If your spellcasting causes a primal magic event to occur, your spell effect is not replaced by the primal magic event—it takes place normally, along with the event itself.

Sample Primal Magic Events

d% Effect
1–6 Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.
7–10 A number of strangely colored centipedes appear in the area—these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes pivot until their heads point in the direction of the Pit of Gormuz.
11–14 Strange music fills the air for CR minutes. Possible choices include the following (roll 1d4): Barbarian battle chants, Opera arias, mysterious prayers, or monastic chants. The music instills in those who hear it a strong urge to sing or dance along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.
15–18 A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls made in this area must be rolled twice, taking the lower of the two rolls.
19–22 One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.
23–26 A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual pit. The pit is 10 feet deep per CR, but otherwise functions as create pit.
27–32 A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration checks (DC 15 + the spell’s level) to cast spells.
33–38 Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster level = CR).
39–44 Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster level = CR).
45–48 An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.
49–54 The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR equal to that of the primal magic event.
55–62 Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.
63–68 A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 + CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which point the effect ends for the creature. This is a mind-affecting effect.
69–74 A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-footradius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage done. The storm persists for CR rounds.
75–78 Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings, retrieving a stowed item is a full-round action.
79–88 Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on the rod of wonder table to determine what sort of strange effect occurs between these two creatures.
89–94 A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a number of feet equal to CR × 5 in a random direction.
95–98 A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.
99–100 Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.
Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.

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