Paths of Magic Teaser #4 - Another Round of Art

Paths of Magic comes to Pathfinder 1st edition in just five days on July 30th!

Today we’ve got some of the awesome scenes you can find in Paths of Magic. You can click on any of the pieces to go to each artist’s portfolio to see more of their work!

Paths of Magic Teaser #3 - Magic Armor

Another content teaser for today! Here I’ll share the new magic armor properties found within Paths of Magic. The book has new magic items of most of the big categories, including armor, weapons, wondrous items, rings, and magical staves. Check out some of the new armor properties you can get below!


Fettering

Price +2 bonus; Aura moderate transmutation; CL 6th; Weight

Armor with the fettering property is wrapped in numerous chains and shackles which latch onto nearby creatures. The wearer adds the armor’s enhancement bonus as a competence bonus to his CMB when attempting a grapple and as a bonus to his CMD against an opponent’s attempts to escape his grapples (be that by a combat maneuver check or Escape Artist check)

Construction Requirements: +2 bonus, Craft Magic Arms and Armor, animate objects, chain gang

Lifegiving

Price +1 bonus; Aura faint conjuration; CL 4th; Weight

Lifegiving armor is infused with latent healing power that triggers when its wearer is in danger. Whenever the wearer of a set of lifegiving armor or bearer of a lifegiving shield is reduced to half their hit points or less, they gain fast healing 1. The fast healing ends as soon as the creature’s hit points exceed half their maximum.
A creature cannot heal more than 2 hit points her Hit Die per day from lifegiving armor. A new owner gains no healing from a lifegiving armor or shield until she owns it for 24 consecutive hours, and a bearer can be attuned to only one lifegiving or greater lifegiving equipment at a time.

Construction Requirements: +1 bonus, Craft Magic Arms and Armor, cure moderate wounds

Lifegiving, Greater

Price +3 bonus; Aura moderate conjuration; CL 8th; Weight

This special ability functions as the lifegiving special ability, except it grants fast healing 3 and the daily limit of healing is 5 hit points per Hit Die of the owner. A creature can be attuned to only one lifegiving or greater lifegiving armor or shield at a time.

Construction Requirements: +3 bonus, Craft Magic Arms and Armor, cure critical wounds

Lifegiving

Price +1 bonus; Aura moderate evocation; CL 7th; Weight

A suit of prowling armor allows its wearer to step quickly through shadows. When the wearer takes a 5-foot step while in dim light or darkness, he can move 10 feet instead of 5 feet. The ending of the 5-foot step must also be in dim light or darkness to gain this benefit. If the wearer is in supernatural darkness, his 5-foot step can instead go 15 feet.
In either case, this benefit does not allow the wearer to exceed their speed with a single 5-foot step (for example, a creature whose speed is 10 feet cannot move 15 feet while in supernatural darkness).

Construction Requirements: +1 bonus, Craft Magic Arms and Armor, abjuring step, darkness


Bountiful Harvest

Price 52,403 gp; Aura strong conjuration; CL 12th; Weight 3 lbs.

Bountiful Harvest (shield).png

The bountiful harvest is a +2 greater lifegiving light wooden shield that is overgrown with leaves and fruits of varying size. The bearer of the bountiful harvest can grant the fast healing from the greater lifegiving property to an ally within 30 feet that is below half their maximum hit points as an immediate action. The fast healing lasts as long as the ally remains within 30 feet of the bearer and ends once its hit points exceed half its normal maximum. Hit points granted to allies in this way count against the total hit points the bearer can recover per day with the greater lifegiving property, and only one creature (either the bearer or one of his allies) can benefit from the healing at a time.
In addition to the above, the fruits upon the shield can be picked off and eaten (a standard action). The shield has the following fruit upon it:

  • Six blueberries, which each function as a single goodberry.

  • Two strawberries, which grant the effect of either neutralize poison or remove disease, chosen when eaten.

  • A single plum, which grants the effect of death ward when eaten.

The maker of the bountiful harvest can change what type of fruit is grown for taste (for example, growing cherries instead of blueberries) but the effects do not change. Once a particular fruit is picked, it must be eaten within 1 minute or its magical effects are lost. Any fruit missing from the bountiful harvest regrows at dawn on the following day.

Construction Requirements: 26,278 gp, Craft Magic Arms and Armor, create food and water, cure critical wounds, deathward, goodberry, neutralize poison, remove disease

Paths of Magic Teaser #2 - Aberrant Anatomy

Aberrant Anatomy, by Rastislav Le

Aberrant Anatomy, by Rastislav Le

Another quick teaser! Today we spotlight a new series of polymorph spells that let you turn into aberrations, called aberrant anatomy.

Transforming into aberrations always seemed like a missed opportunity in Pathfinder, so with Paths of Magic I wanted to make that a possibility. The thing is, aberrations have WEIRD abilities, and also a huge number of them, given how varied the aberration type is. So these spells end up having quite the feature set!

These spells are also used in two new archetypes for the book. The mutationist archetype for the new cabalist class gives scaling slam attacks and the ability to mutate your physique in minor ways as needed. The shifter also gets an aberrant shifter archetype that replaces their animal-based abilities with those of aberrations, including their wild shape using aberrant anatomy. Check out the spells below!


ABERRANT ANATOMY I

School transmutation (polymorph); Level alchemist 4, cabalist 4, occultist 4, psychic 5, spiritualist 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)

When you cast this spell, you assume the form of any Small or Medium creature of the aberration type. Your base speed changes to match the new form’s base speed, with a maximum of 60 feet (even if the chosen aberration has a higher movement speed). If the form you assume has any of the following abilities, you gain those abilities: climb speed 30 feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, all-around vision, darkvision 60 feet, low-light vision, scent, expert climber, deaf, float, grab, tentacles, and trip. If the form you assume has the aquatic subtype, you can breathe air and water. If the creature has any weakness, you gain those weaknesses.
You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.
Small Aberration: If the form you take is that of a Small aberration, you gain a +2 size bonus to your Dexterity and Constitution scores.
Medium Aberration: If the form you take is that of a Medium aberration, you gain a +2 size bonus to your Strength and Constitution scores.

ABERRANT ANATOMY II

School transmutation (polymorph); Level alchemist 5, cabalist 5, occultist 5, psychic 6, spiritualist 5, sorcerer/wizard 6

This spell functions as aberrant anatomy I, except it also allows you to assume the form of a Tiny or Large creature of the aberration type. Your base speed can’t increase above 90 this way. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 30 feet, climb speed 60 feet, fly speed 60 feet (good maneuverability), swim speed 60 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, barbed carapace, bleed, blood drain, blood siphon, compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, expert climber, faceless (does not grant any senses), ferocity, float, grab, heat adaptability, lashing strike, marrow drain, mimic object, muddy cloud, no breath, penetrating jaws, poison, pounce, pull, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, and undersized weapons. If the creature has immunity to mind-affecting effects or poison, you can a +4 resistance bonus on saves against those effects. If the creature has any weakness, you gain those weaknesses.
Tiny Aberration: If the form you take is that of a Tiny aberration, you gain a +6 size bonus to your Dexterity score and a -2 penalty to your Strength score.
Large Aberration: If the form you take is that of a Large aberration, you gain a +4 size bonus to your Strength and Constitution scores and a -2 penalty to your Dexterity score.

ABERRANT ANATOMY III

School transmutation (polymorph); Level alchemist 6, cabalist 6, occultist 6, psychic 7, spiritualist 6, sorcerer/wizard 7

This spell functions as aberrant anatomy II, except it also allows you to assume the form of a Huge creature of the aberration type. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 90 feet (good maneuverability), swim speed 90 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, scent metals, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, amorphous, barbed carapace, bleed, blood drain, blood siphon, compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, deflecting winds, DR 5 (any type except DR/– and DR/epic), expert climber, faceless (does not grant any senses), fear aura, ferocity, float, frightful presence, grab, heat adaptability, lashing strike, light lure, marrow drain, mimic object, muddy cloud, no breath, penetrating jaws, poison, pounce, pull, rust, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, undersized weapons, unnatural aura, and web. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has any weakness, you gain those weaknesses.
Huge Aberration: If the form you take is that of a Huge aberration, you gain a +6 size bonus to your Strength and Constitution scores and a -4 penalty to your Dexterity score.

ABERRANT ANATOMY IV

School transmutation (polymorph); Level psychic 8, sorcerer/wizard 8

This spell functions as aberrant anatomy III, except it doesn’t limit your base speed and also allows you to use more abilities. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, lifesense, low-light vision, scent, scent metals, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, amorphous, barbed carapace, bleed, blood drain, blood siphon, change shape (humanoids only), compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, devastation, DR 5 (any), DR 10 (any type except DR/– and DR/epic), faceless (does not grant any senses), fast healing 5, fear aura, ferocity, float, frightful presence, grab, heat adaptability, lashing strike, light lure, marrow drain, mimic object, muddy cloud, no breath, partial invisibility, penetrating jaws, poison, pounce, pull, rend, rust, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, undersized weapons, unnatural aura, and web. If the creature has immunity or resistance to any energy types, you gain resistance 30 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has Spell Resistance or magic immunity, you gain Spell Resistance 6 + your caster level. If the creature has any weakness, you gain those weaknesses.