You carry the heritage of the earliest wielders of magic, the mysterious vril masters. Your parents bound your head to optimize the shape of your skull for remarkable mental abilities; thus, you can manipulate the powerful life force known as vril.
Class Skill: Knowledge (history).
Bonus Feats: Combat Casting, Persuasive, Iron Will, Skill Focus (Knowledge [arcana]), Silent Spell, Spell Penetration, Still Spell, Vril Amplification, Vril Healer, Vril Maneuverist, Vril Metabolist, Vril Metamagician, Vril Sculptor.
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.
Bloodline Powers: While your oblong skull gives you an unusual appearance, you can draw power from the world around you to manipulate the actions of others and move objects and creatures with the power of your mind.
Mind Shield (Su)
Starting at 1st level, you generate a mental shield around your body that protects you from physical attack. As a swift action, you gain a +1 deflection bonus to AC for 1 round. This increases by +1 for every five sorcerer levels you possess, to a maximum of +5 at 20th level. You may do this a number of times per day equal to 3 + your Charisma modifier.
Starting at 3rd level, you can communicate telepathically with any creature within a range of 30 ft. This range increases by 10 ft. every three levels, to a maximum range of 180 ft. at 18th level. You can use this ability a number of rounds per day equal to your level. These rounds do not need to be consecutive.
Invisible Hand (Su)
At 9th level, you can project a 30-ft. cone of force as a standard action that acts as a bull rush against all creatures in the area. Your CMB for this bull rush is equal to your caster level plus your Charisma modifier. This bull rush does not provoke an attack of opportunity, and spell resistance does not apply against this ability. You may do this 2/day at 13th level and 3/day at 17th level.
Imposition of Will (Sp)
At 15th level, if you still have an uncast spell of at least 5th level you may give up that spell to cast dominate person instead. At 19th level, you may give up an uncast spell of 8th level or higher to cast dominate monster.
At 20th level, your mental powers reach their zenith. You can cast any spell you know using the Silent Spell and Still Spell feats without increasing its caster level 1/day. Also, you gain a +4 racial bonus to resist enchantments and mind-affecting effects, and when you cast a spell from the compulsion subschool, you increase its DC by a total of +4.
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.