mercoledì 31 dicembre 2025

New Occultist Sacred Implement: Lightgiver’s Blade

May the year that is about to begin bring light again on is all.

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Lightgiver’s Blade

Deity Eliun; Implement dagger; Opposition School darkness

Holy Dagger (Sp): As a standard action, you can expend 2 points of mental focus to infuse a dagger with sunlight, as if you had cast blade of light on it. The effect lasts for 1 round per occultist level you possess.

domenica 28 dicembre 2025

New Occultist Implement School: Light

Light is coming back to the world. I hope it comes back metaphorically too. The light arcane school was introduced here a while ago; this is its occultist version.

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Light Implements

Light implements are items related to light, reflections, color, clarity, and enlightenment. Divination, enchantment, evocation, and illusion are the most common powers associated with light. 


Implement(s): Amulet, candle, gem, holy symbol, lantern, orb, prism, torch, weapon.

Resonant Power(s): Each time the occultist invests mental focus into a light implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.


Illumination (Su): The implement sheds normal light in a radius of 10 ft. for every 2 points of mental focus invested in it, up to a maximum equal to 10 ft. x the occultist’s level, and increases light by one step for an additional 20 ft. around this area. If the occultist is at least 13th level and stores at least 12 points of mental focus in it, the implement creates brightest light around itself instead.


Base Focus Power: All occultists who learn to use light implements gain the following focus power.

Ray of Light (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to fire a ray of light at an opponent. This functions as the blinding ray spell, except against one opponent only.


Focus Powers: In addition to gaining the base focus power, occultists who learn to use light implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.


Chromatic Barrier (Sp):  As a standard action, you can expend 1 point of mental focus to surround yourself in a barrier of colored light. You select the color when activating this power. You gain protection depending on the barrier’s color, either as resistance 10 against one form of energy or a +4 bonus on saving throws against one effect type, and whenever a creature hits you with a melee weapon or natural weapon, that creature suffers one matching effect according to the table below. Attacks made with melee weapons with reach don’t cause the attacker to suffer this effect. At 13th level the barrier’s protection increases to energy resistance 15 or a +6 bonus on saving throws; at 19th level, you gain energy resistance 20 or a +8 bonus on saving throws. The chromatic barrier lasts for 1 round per occultist level. You must be at least 7th level to select this focus power.


Table: Chromatic Barrier

Color

Protects Against

Effect On Hit

White

Mind-affecting effects

Blinded for 1 round

Red

Fire

1d6 points fire damage 

Orange

Acid

1d6 points acid damage

Yellow

Electricity

1d6 points electricity damage

Green

Poison

Nauseated for 1 round

Blue

Cold

1d6 points cold damage

Indigo

Paralysis and petrification

Slowed for 1 round

Violet

Teleportation effects

Stunned for 1 round

Black

Death effects

1d6 points negative energy damage


Chromatic Curtain (Sp): As a standard action, you can summon a fascinating pattern of colored lights. This functions as rainbow pattern, and lasts 1 round per occultist level you possess. You must be at least 7th level to select this focus power.


Chromatic Orb (Sp): As a standard action, you can expend 1 point of mental focus to create a glowing orb of light that moves following your commands as dancing lights and illuminates the area like a light spell. You can create orbs of different colors as you increase in level. You can direct the chromatic orb to make a melee touch attack against one foe within 30 feet. If the attack hits, the target must succeed at a Fortitude save or suffer the orb’s effects, according to the table below. If the attack hits, regardless of whether the target succeeds at the save, the chromatic orb immediately turns off. The orb otherwise has a duration of 1 hour per occultist level you possess. You can’t have more than one chromatic orb in existence at one time. If you use this power again, any previous chromatic orbs immediately end.


Table: Chromatic Orb

Color

Level

Effect

White

1st

Faerie fire

Red

3rd

1d6 points fire damage +1d6 per level beyond 1st

Orange

5th

1d6 points acid damage +1d6 per level beyond 1st

Yellow

7th

1d6 points electricity damage +1d6 per level beyond 1st

Green

9th

Poison

Blue

11th

1d6 points cold damage +1d6 per level beyond 1st

Indigo

13th

Insanity

Violet

15th

Sent to another plane

Black

17th

Death


Lumen of Reason (Sp): As a standard action, you can touch a weapon to cause it to glow with light by expending 1 point of mental focus. The weapon sheds light as a torch. For the purpose of darkness spells and abilities, this effect counts as a light spell of level 0, plus 1 additional spell level for every 2 occultist levels you possess. This light lasts for 1 minute per occultist level you possess. In addition, whenever the weapon scores a critical hit against a foe, it acts as dispel magic to remove an enchantment, illusion, or necromancy effect affecting the target.


Multicolored Blur (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself with swirling colors that grant you 20% concealment, as blur. This effect lasts for 1 minute per occultist level you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself.


True Vision (Sp): As a standard action, you can expend 1 point of mental focus to invoke the light of clarity, allowing you to see the truth of all things. This functions as true seeing. You must be at least 11th level to select this focus power.

sabato 27 dicembre 2025

New Warpriest Focused Blessing: Revelry

Because feasts are what we do during holidays.

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Revelry Blessing

Associated Blessing: Chaos

Replacement Blessing: The following major blessing replaces the battle companion ability of the Chaos blessing.

Cheerful Excitement (Major): At 10th level, you can grant a +4 bonus on all saving throws to your allies within 30 feet for 1 round.

mercoledì 24 dicembre 2025

New Warpriest Focused Blessing: Insanity

For warpriests of Chaos and Madness.

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 Insanity Blessing

Associated Blessing: Madness

Replacement Blessing: The following minor blessing replaces the madness supremacy ability of the Madness blessing.

Insanity Ward (Minor): At 1st level, you can touch an ally and grant it an Insanity ward. For 1 minute, every creature trying to attack the warded ally is subject to a lesser confusion spell.

domenica 21 dicembre 2025

Mythic Fun Spells

Here are some spells from different sources that we’re not made mythic yet and have something in common: they are fun.

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Mythic Deft Digits

You can see, hear, and talk through the glove (by moving it as a “talking puppet sock”). Disable Device and Sleight of Hand checks made through the glove don’t suffer penalties. The glove can wield weapons and attack, though you can’t talk through it while it is wielding items. A magical glove’s magic is not suppressed for the duration of the spell, though the glove cannot confer benefits to you or other creatures while it is not worn.


Mythic Depilate

The lost hair doesn’t begin to regrow until 1 week + 1 for every 2 tiers of the caster (minimum 2 week’s) and can’t be concealed with nonmagical means.

Augmented (3rd): If the caster expends one use of mythic power, the hair or fur is permanently lost. The spell’s effects can only be removed by mythic magic.


Mythic Gullibility

The spell can affect a number of creatures equal to ½ the caster’s mythic tier (minimum 1), no two of which can be more than 30 ft. apart. The spell’s caster automatically succeeds at all Bluff, Diplomacy, and Intimidate checks against a target of the spell.

Augmented (3rd): By expending one use of mythic power, the spell’s duration is extended to 1 hour/level.


Mythic Mischievous Shadow

The shadow can interfere with its host’s actions once every minute. When it does so, the DC of the Perception skill check to notice it decreases to 15, and the haunt’s hit points increase to 3 hp/level.


Mythic Pernicious Pranksters

You add your mythic tier to the whimsical forces’ bonus on combat maneuver checks. You also automatically succeed at Bluff, Diplomacy, or Intimidate checks to determine the forces’ course of action in a round.

Augmented (3rd): By expending one use of mythic power, the spell affects a number of creatures equal to your mythic tier, no two of which can be more than 30 ft. apart.


Mythic Untold Wonder

Penalties that the target would take as a result of an emotion effect are instead treated as morale bonuses equal to the full penalty’s value. Morale bonuses the target gains from other sources are increased by 2. Finally, the bonus granted by the spell on saving throws to resist spells of the pattern subschool increases to +4.

Augmented (6th): By expending one use of mythic power, the target is immune to spells of the pattern subschool for the spell’s duration.

sabato 20 dicembre 2025

mercoledì 17 dicembre 2025

Variant Channeling: Comedy

Let your enemies trip and fall all together by divine power.

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Comedy: Heal: Creatures gain a channel bonus on saving throws against fear and negative emotion effects. Harm: Creatures must resist a trip attempt at your base attack bonus or fall prone.