Paths of Magic - 2nd Printing Errata Preview

Long time no see, Ascension Games fans! Hope you all had a great holiday season.

I’ve been working quietly on the next Ascension Games book (which is still a ways from being fully announced, but rest assured it’s being worked on). However, I’ve also been spending the time to review and refine my last major book, Paths of Magic for Pathfinder 1st Edition. It’s been nearly half a year since its release, and I think it’s about time to do a first round of updates.

THE ERRATA PREVIEW

Unlike the past few times I’ve released updates to my books, I wanted to get some more concrete player feedback on planned changes before those updates are finalized. Updating a book can be an annoying process (lots of files to update, plus having to order proof copies each time you change anything), and with how large this book is I’d like to get these updates right the first time.

So, I’m releasing a Paths of Magic Errata Preview that outlines the planned changes for the 2nd Printing. All changes are tentative and subject to change. Indeed, the goal for releasing this document now is so that you all can take a look and make even more suggestions and corrections that I may have overlooked. If all goes well, the expected release time for the actual 2nd Printing will be sometime in early March.

CLICK HERE TO DOWNLOAD THE PATHS OF MAGIC ERRATA PREVIEW


JOIN OUR DISCORD SERVER

While you can always use our contact form or reach out to us on Facebook or Twitter, the best place to discuss the errata (or anything else Ascension Games related) is our Discord server!

We’ve added a new channel to discuss the Paths of Magic errata preview specifically, so feel free to check it out and give us any suggestions or desired changes you want to see.

Paths of Magic - Available Now! Also, check out our new Discord channel!

At long last, Paths of Magic has arrived to Pathfinder 1st Edition!

MagicReleaseBanner.png

This MASSIVE 476-page book has it all: classes, spells, archetypes, feats, magic items and more!

Paths of Magic has several features, including:

  • Nine new base classes: the eldritch cabalist, the cunning saboteur, the spirit-calling invoker, the stealthy nightblade, the protective warden, and more.

  • Dozens of new options and archetypes for your favorite classes, such as the metallurgist alchemist, animist barbarian, and the shadow priest cleric.

  • Nearly 150 new feats to support all kinds of play styles from spellcasters to close-range combat, including metamagic feats, combat feats, and new “technique” feats that grant specialized combat options.

  • Over 250 new spells for practically every magic user. Take on armies with conjure siege weapon, or create an explosion of verdant life with the wild growth spell. Trap your foes within the empty void prison and wither them away with deadly eclipse.

  • The rune magic system, where every spell serves to empower the next, complete with nearly 200 “runic scripts”, feats, magic items, and archetypes.

  • New magic weapons, armor, wondrous items, and more. Shatter foes’ defenses with the hand of the monolith or hide in the shadows with the silhouette.

You can get it on the following sites:


We also have a shiny new discord server! You can join to discuss your favorite Ascension Games products, talk shop about Pathfinder, or keep an eye out for future announcements.

Thank you to all of the Ascension Games’ supporters out there, both the returning fans and the new customers. I’ve been wanting this book to be made for a LONG time, and it feels good to finally see it through. This may be my last (planned) book for Pathfinder 1st Edition, but you can expect to hear more from us soon.

I hope you enjoy Paths of Magic!

Christopher Moore
Ascension Games, LLC

Paths of Magic Teaser #5 - Staves and Spells

Only TWO DAYS left until Paths of Magic is out! For our last preview, let’s take a look at an item that was previously left out of the Paths books: magic staves!

I briefly touched on magic staves back in June when talking about the chapter of magic items. Paths of Magic adds twelve new magic staffs for normal spellcasters and twelve “runic staves” for runic scribes for the rune magic subsystem. Each of the new staves uses at least one or more new spells featured within Paths of Magic. You can check out a few of these new staves, along with the new spells they use, below.

This marks the official end to the teasers and updates for Paths of Magic; all that’s left is the release on Friday! See you all then!


Crook of Spores, by Bryon Oshiro

Crook of Spores, by Bryon Oshiro

CROOK OF SPORES (Staff)

Price 85,500 gp; Aura strong conjuration; CL 15th; Weight 5 lbs.

The crook of spores is a gnarled wooden staff that’s slightly damp to the touch, with small mushrooms and lichens growing more dense towards its tip. It can be wielded as a +1 corrosive quarterstaff. It allows use of the following spells:

  • Spore surge* (1 charge)

  • Leeching spores* (2 charges)

  • Fungal scourge* (3 charges)

CONSTRUCTION REQUIREMENTS 42,500 gp; Craft Magic Arms and Armor, fungal scourge*, leeching spores*, spore surge*

FUNGAL SCOURGE

School conjuration (creation) [disease, plant]; Level druid 8, shaman 8, witch 8
Casting Time 1 standard action
Components V, S, DF
Range 60 ft.
Area cone-shaped burst
Duration instantaneous, see text
Saving Throw Fortitude partial (object), see text; Spell Resistance yes (object) or no, see text

Consuming fungal spores blast forth from you, withering and sapping the essence of living creatures and plantlife. Living creatures caught in the area are infected by the spores, which rapidly grow across their skin. This is a disease effect (Fungal Scourge: Disease—contact; save Fort DC equal to the spell’s DC; onset none; frequency 1/round for 6 rounds; effect 1d2 Con damage and 1 Cha damage; cure 2 saves).

In addition, the spores wither natural plantlife and objects made out of wood (including structures). Such objects take 1d4 damage per caster level (max 20d4) with a Fortitude save for half damage. Natural plant growth that is reduced to 0 hit points withers and dies immediately (as a blight spell) as fungal caps sprout from its rotted surface. Exceptionally large plants may only be partially withered, subject to GM discretion.

Undead and constructs are unaffected unless they are made primarily out of plant matter (such as a wood golem). Against such creatures, fungal scourge deals damage as if they were a wooden object and affects them as if the spell did not allow Spell Resistance.

LEECHING SPORES

School conjuration (creation) [acid, plant]; Level druid 6, shaman 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect 20-ft.-radius cloud of spores, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance no

The air turns a sickly green haze as it fills with countless parasitic fungal spores, sapping the strength of creatures caught within. Any living creature (other than you) that enters into or starts their turn inside the cloud of leeching spores takes acid damage equal to 3d6 + half your caster level (max +10) as the spores absorb nutrients and energy from their bodies. A Fortitude save halves the damage for that round only.

The spores transfer their absorbed energy to you, granting you temporary hit points equal to half the damage dealt to each creature each round. The temporary hit points from this spell are cumulative, up to double your caster level in total. The spores cannot grant you more temporary hit points than a damaged creature had remaining. The temporary hit points last for 1 hour.

While the cloud of spores cause everything to take on a green coloration, it does not otherwise hinder vision.

SPORE SURGE

School conjuration (creation) [acid, plant, poison]; Level druid 3, invoker 3, shaman 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 15-ft.-radius burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance no

A sudden cloud of spores bursts forth from a point you specify within range. Each creature in the area takes 1d8 acid damage per two caster levels (max 5d8) and is sickened for 1d4 rounds. A successful Reflex save halves the damage and negates the sickening effect. The sickening effect is considered a poison effect.


Void Staff, by Bryon Oshiro

Void Staff, by Bryon Oshiro

VOID STAFF (Staff)

Price 85,500 gp; Aura strong conjuration; CL 15th; Weight 5 lbs.

This dark-purple, crystalline staff has a pitch-black orb set at the top that reflects no light. A person holding the void staff does not need to breathe (unless desired) and can survive in the airless vacuum of space. It allows use of the following spells:

  • Abyssal surge* (1 charge)

  • Void field* (1 charge)

  • Void prison* (1 charge)

CONSTRUCTION REQUIREMENTS 42,500 gp; Craft Magic Arms and Armor, abyssal surge*, void field*, void prison*

ABYSSAL SURGE

School evocation [darkness]; Level nightblade 5, occultist 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range 120 ft.
Area 120 ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

A coruscating pulse of shadowy energy assaults foes before you, shades of black and blue clinging to those within the surge. Each creature in the area of the abyssal surge takes 1d4 damage per caster level (max 15d4) and is entangled for 1d4 rounds by the cloying darkness. A successful Reflex save halves the damage and negates the entangling effect.

VOID FIELD

School illusion (glamer) [darkness]; Level cabalist 5, nightblade 5, occultist 5, saboteur 5, shaper 4
Casting Time 1 round
Components V, S
Range medium (100 ft. + 10 ft./2 levels)
Area 20-ft.-radius emanation centered on a point in space
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

This spell creates an area devoid of all sensory input.

The lighting in the area of the spell immediately drops to supernatural darkness, regardless of existing conditions. No sound permeates the space, as if under the effects of a silence spell. Creatures within the area are considered both blind and deaf. Scents and tastes are completely erased in the area, preventing creatures from using the scent ability and nullifying the effects of spells that rely on smell or taste, such as stinking cloud. Creatures cannot properly feel things by touch; this negates the effects of spells with the pain descriptor and prevents creatures from using extraordinary abilities that rely on touch or vibrations, such as tremorsense. Creatures are unaware of any injury they receive while in the area of the void field (as they cannot feel pain), but they still take full damage. As they cannot properly perceive things with their senses, creatures take a -10 penalty on all Strength- and Dexterity-based skill checks and automatically fail all Perception checks while in the area.

VOID PRISON

School conjuration (creation); Level cabalist 5, nightblade 5, occultist 5, psychic 5, saboteur 5, shaper 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a marble of black glass)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object, see text
Duration 1 round/2 levels or until discharged (D)
Saving Throw none and Reflex half, see text; Spell Resistance no, see text

You bend space around the target creature or object, surrounding them with a hazy prison of nothingness. The target does not receive an initial saving throw against this effect. If the creature or object does not move from their space for the duration of the spell, the void prison dissipates without effect. However, if they move while the prison surrounds them, the null-reality collapses upon itself, exploding with concussive force. The target and all creatures within 10 feet of its space take 1d8 damage per two caster levels (max 10d8) and are dazed for 1 round; the damage is half force and half cold. A successful Reflex save halves the damage and negates the dazing effect. Spell Resistance applies to the damage caused by void prison.

If the trapped object or creature teleports out of the prison it still collapses, but the creature is not damaged by the effect unless their ending point leaves them within the radius of the prison’s explosion.

Once the void prison detonates as described above, the spell is discharged.