Some may claim descent from the servants of gods or dragons, but raven-blooded sorcerers have very carefully crafted a line of powerful eldritch casters.

Class Skill(s): Disguise.

Bonus Spells: misleading shadows* (3rd), misdirection (5th), clairaudience/clairvoyance (7th), shout (9th), false vision (11th), chain lightning (13th), project image (15th), moment of prescience (17th), wail of the banshee (19th).

Bonus Feats: Combat Casting, Deceitful, Defensive Combat Training, Eagle Eyes, Improved Initiative, Lightning Reflexes, Silent Spell.

Bloodline Arcana: Whenever you cast a spell against a creature that is denied its Dexterity bonus to AC, increase that spell’s DC by +2.

Bloodline Powers: You have a natural talent for trickery, information gathering, and swordplay. As your power increases, you discover ever more useful ways to blend your magic with these talents.

Arcane Bladework (Sp)

At 1st level and once every four levels thereafter (5th, 9th, 13th, 17th), you may imbue your sword with a spell, as per the spell storing ability. The spell must be one level lower (or less) than the highest level you can cast, and no greater than 4th level. Imbuing the weapon consumes a daily use of that level spell (0-level spells still consume a 1st-level spell slot), but the spell is expended only on a successful attack. The imbued weapon loses this property if used by someone else and the use of this power is expended. If a natural 1 is rolled for the imbued weapon, it gains the broken condition until repaired. An attack with an imbued weapon with the broken condition that rolls a 1 destroys the weapon.

Illusory Disguise (Sp)

At 3rd level, your illusion spells augment your disguises. By sacrificing a daily use of an illusion spell, you may add a bonus equal to 1+ the sacrificed spell’s level to the Disguise check made to conceal your nature. This benefit remains until you actively remove the disguise, or until the next sunrise or sunset—whichever occurs first. This benefit to disguise does not radiate magic, nor can it be eliminated by less than a greater dispel magic.

Know the Weave of Fate (Sp)

At 9th level, you may cast divination once per day at your caster level. You gain an additional daily divination every three levels thereafter (12th, 15th, 18th). Expending two daily uses of this power at one time allows you to cast contact outer plane, and expending four daily uses allows you to cast legend lore. These spells are not on your spell list unless you add them by other means.

Stormcrow (Sp)

At 15th level, you may cast wind walk once per day at your caster level. Do not consider this spell part of your spell list, however, unless you add it by other means.

Eldritch Weaponry (Sp)

At 20th level, you may use your arcane bladework power to imbue your weapon with a spell as per the spell storing ability—however, the spell may be up to one level lower (or less) than the highest level you can cast.

Section 15: Copyright Notice

Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

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