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Offline DonQuixote

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Index (Start Here)
« on: November 10, 2011, 09:32:57 PM »
Index

The Codex of Spellshaping: The Twelve Circles
The first Codex of Spellshaping, containing the original four base classes and the first twelve circles.

The Codex of Spellshaping II
The second Codex, containing spellshaping races, two new base classes, two new circles, and a great many character options.

Web Enhancements
Collected spellshaping material that was published outside of the codices.

Materials Using Spellshaping
Collected material that is not entirely based on spellshaping, but interacts with the system in some way.



Click here for a .zip file containing the spellshaping material.
« Last Edit: February 06, 2019, 03:11:28 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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The Codex of Spellshaping: The Twelve Circles
« Reply #1 on: November 17, 2011, 09:17:04 AM »
The Codex of Spellshaping:
The Twelve Circles



Table of Contents
Introduction
Chapter One: The Spellshapers
   Elemental Adept
   Impulse Mage
   Spellsage
   Spellshape Champion

Chapter Two: Skills and Feats
   New Feats

Chapter Three: Spellshaping
   Spellshaping Powers
   Formula Descriptions (Includes descriptions of the twelve circles)
   Learning Formulae

Chapter Four: Arcane Formulae
   Blustering Gale
   Brilliant Dawn
   Crushing Stone
   Deteriorating Corrosion
   Devouring Shadow
   Glimmering Moon
   Natural Balance
   Perfect Freeze
   Roaring Tide
   Searing Flame
   Shocking Current
   Unseen Impetus

Chapter Five: Prestige Classes
   Archmage of the Tower Conclave
   Chaos Shaper
   Corrosive Blade
   Darkened One
   Edgewalker Knight
   Elemental Channeler
   Flamedancer
   Hand of Death's Chill
   Lavamancer
   Singer of Storms
   Unseen Master
   Woodspeaker

Chapter Six: Magic Items
   Spellshaping Scrolls
   Crown of Searing Flames
   Gem of Elemental Retreat

Chapter Seven: Monsters
   Elemental
   Paraelemental


A Quick Primer to Spellshaping

This post describes a system of special combat “spells” known as arcane formulae.  Here are some of the salient terms and facts you will need to be familiar with.
   Spellshaper: A character with one or more levels in the elemental adept, impulse mage, spellsage, or spellshape champion classes is known as a spellshaper.

   Spellshape Attack: A spellshape attack is a simple magical attack that a spellshaper can make as easily as a warrior can swing a sword.  Spellshape attacks function similarly to simple spells, but are made as attack actions and are not used up over the course of the day.

   Formula: A formula is a specific, one-shot effect that a spellshaper initiates.  In this way, a formula is functionally similar to a spell.  However, a spellshaper doesn’t use up or expend formulae during the course of a day of adventuring the way that a spellcaster does.  He begins each new encounter with all the formulae he prepared for the day available to him.  When a spellshaper shapes a formula, it is temporarily expended until he chooses to perform a special action required to recover his expended formulae.  The type of action necessary varies for each spellshaper class.

   The two basic types of formulae are minor formulae and major formulae.

   Minor: A minor formula augments a user’s abilities, usually spellshape attacks, in some manner.  For example, a spellshaper who studies the Searing Flame circle can infuse his fireblast with explosive energy that burns creatures near his target.

   Major: A major formula is a special attack that draws on magical energy to invoke a special effect.  The Perfect Freeze circle, for example, teaches its adherents to freeze their enemies in place.

   Spellshaping Circle: A spellshaping circle is a family or school of formulae that share some common philosophy or effect.  Twelve spellshaping circles exist, each consisting of over twenty formulae.  The twelve circles are called Blustering Gale, Brilliant Dawn, Crushing Stone, Deteriorating Corrosion, Devouring Shadow, Glimmering Moon, Natural Balance, Perfect Freeze, Roaring Tide, Searing Flame, Shocking Current, and Unseen Impetus.

   Formulae Known: The collection of formulae a spellshaper has learned.  You can think of this as the spellshaper’s spellbook or spell list.  A spellshaper’s class and level determine the number and level of formulae she knows.

   Formulae Prepared: Most spellshapers cannot keep all formulae they know ready at all times.  At the beginning of each day, a spellshaper chooses some of the formulae she knows as her “prepared” formulae (this number is determined by her class and level).  These are the formulae she can shape.  A spellshaper can change her prepared formulae at any time, but doing this requires 5 minutes of rest, meditation, prayer, or study.  The specific details depend on the spellshaper’s class.

   Shape: A spellshaper uses an arcane formula by shaping it.  So, instead of casting a spell or manifesting a power, a character shapes a formula.

   Shaper Level: Some formulae have effects that vary with the level of the character shaping them.  Shaper level is functionally equivalent to caster level or manifester level—it’s simply the relevant class level of the spellshaper who shapes the formula.

   Shaping Ability: Your shaping ability is the ability score that determines what formulae you can learn and how difficult they are to resist.  Elemental adepts and impulse mages have Charisma as their shaping abilities, spellsages use Intelligence, and spellshape champions rely on Wisdom.

   Elemental Adept: The elemental adept is one of the four spellshaper standard classes described in Chapter 1.  Elemental adepts are spellshapers who devote themselves to one of the four elements, mastering and perfecting a single circle of formulae.

   Impulse Mage: The impulse mage is another of the spellshaper standard classes from Chapter 1.  Impulse mages shape their formulae as the mood takes them, shaping only when they are inspired to do so.

   Spellsage: The third of the spellshaper standard classes described in Chapter 1 is the spellsage.  These spellshapers study with much greater dedication than either elemental adepts or impulse mages, allowing them to master a wide range of formulae and spell-like abilities.

   Spellshape Champion: The spellshape champion is the fourth and final spellshaper standard class described in Chapter 1.  These spellshapers combine arcane formulae with melee attacks, shaping magic with their weapons.

Chapter 1: The Spellshapers

Those who devote their lives to studying magic through arcane formulae are known as spellshapers.  All are skilled with magical attacks and effects, and they wield these abilities as effective tools in battle.  Spellshapers seek to control their arcane abilities through reflection on the self and one’s role in the process of magic.

   The four spellshaper classes are the elemental adept, impulse mage, spellsage, and spellshape champion.  These four standard classes are summarized below.

   Elemental Adept: This specialized spellshaper is devoted to a single element.  Through her devotion, she gains augmented abilities with the formulae of that element's associated circles, as well as a companion that aids her in battle.

   Impulse Mage: Also known as a mad caster, an impulse mage acts in the moment, without thinking about what has happened or what may come to pass.  Rather than carefully strategizing, she shapes her formulae as they occur to her, without a real plan in place.

   Spellsage: A spellsage is an exemplar of complete mastery of one’s inherent magical abiltiies.  Though he lacks the focus of the elemental adept and the flashes of insight of the impulse mage, a spellsage possesses a much wider range of formulae.  In addition, his mastery of spell-like abilities gives him greater versatility when it comes to challenging situations.

   Spellshape Champion: Wielding her weapons with supernatural skill, the spellshape champion channels her magic through her attacks.  Though she learns fewer formulae than other spellshapers, her versatility in combat makes her a deadly foe.

Elemental Adept


Impulse Mage


Spellsage


Spellshape Champion



Chapter 2: Skills and Feats
The arcane formulae and other magical abilities that a spellshaper learns help define her, but she has access to other tools as well.  This chapter focuses on skills and feats that augment, improve, and modify a spellshaper’s use of formulae.  In addition, some of the feats and options presented here make it possible for characters other than spellshapers to gain access to arcane formulae.


New Skills Uses
(click to show/hide)

New Feats



Chapter 3: Spellshaping
The arcane powers wielded by spellshapers come not from dedicated study, as do those of wizards, but from natural magical talent.  Shaping this magical talent into powerful effects, however, requires a blend of mental self-discipline, training, and meditation.

   This chapter covers all the basic guidelines and rules for using the arcane formula system described in this book.  Think of this material as analogous to that in Chapter 10 of the Player’s Handbook.  It covers the basics of the different types of abilities—spellshape attacks and major and minor formulae—and presents information on how the formula system interacts with other game elements, such as spell resistance

Spellshaping Powers


Formula Descriptions


Learning Formulae



Chapter 4: Arcane Formulae
Each of the twelve circles of spellshaping is filled with a number of specific major and minor formulae.  Much like a sorcerer’s spells, each formula is a specific ability that a character might know.  But, while a sorcerer’s power is depleted by continuous use, a spellshaper’s abilities are always available to him as long as he has a few minutes to prepare the formulae he wishes to use.

   The table below provides a summary of which circles are available to each of the three spellshaper standard classes.  The lists of formulae that follow it are organized by level in ascending order, and alphabetically by circle in each level’s list.



Formula Lists


Blustering Gale


Brilliant Dawn


Crushing Stone


Deteriorating Corrosion


Devouring Shadow


Glimmering Moon


Natural Balance


Perfect Freeze


Roaring Tide


Searing Flame


Shocking Current


Unseen Impetus



Chapter 5: Prestige Classes
The study of spellshaping naturally lends itself to the pursuit of various elite, obscure, or hidden traditions.  Reclusive elemental adepts invent never-before-seen formulae and teach these secrets only to a few chosen students; spellsage collectives teach their novices incantations and evocations that are as powerful as spells; and famous impulse mages are renowned for their signature moves or tactics.
   Almost any elemental adept tradition or spellsage collective could be considered a prestige class, because each one has its own particular philosophy, history, teachings, and special formulae.  This chapter presents twelve prestige classes, each representing a separate spellshaping tradition.
   Archmage of the Tower Conclave: This master spellshaper is a student of all twelve circles.  As she studies, she gains the ability to cast spells like a wizard.
   Chaos Shaper: Master of the unpredictable, a chaos shaper harnesses the power of the unknown to grant him strategic advantages in combat.
   Corrosive Blade: Combining the art of stealth with acidic magic, a corrosive blade uses her weapons to fill her foes with caustic fluid.
   Darkened One: Wielding the powers of darkness and madness, a darkened one’s repeated use of shadowy magic slowly transforms him into something unnatural.
   Edgewalker Knight: A guardian of the edge between life and death, an edgewalker knight pledges his magic and his weapon to protecting that barrier.
   Elemental Channeler: Imbued with the power of the elements, this spellshaping champion can change her shape to that of an elemental.
   Flamedancer: Skilled in arcane formulae and martial maneuvers, a flamedancer combines fire magic with a flaming blade to drive back his foes.
   Hand of Death’s Chill: Drawing upon the coldness of the grave, a hand of death’s chill holds icy, deathly power in her hands.
   Lavamancer: A master of fire and earth, the lavamancer has the power to summon gouts of lava and volcanic eruptions.
   Singer of Storms: Skilled in the art of bardic music and the use of electrical magic, a singer of storms uses her voice to call down lightning and thunder.
   Unseen Master: A secretive agent of force magic, an unseen master is an elusive spellshaper whose mastery of the Unseen Impetus is unmatched.
   Woodspeaker: Devoting herself to nature and the cause of life, the woodspeaker gains abilities over plants as she herself slowly transforms into an embodiment of nature.

Advancing Spellshaping Progression
(click to show/hide)

Archmage of the Tower Conclave


Chaos Shaper


Corrosive Blade


Darkened One


Edgewalker Knight


Elemental Channeler


Flamedancer


Hand of Death's Chill


Lavamancer


Singer of Storms


Unseen Master


Woodspeaker



Chapter 6: Magic Items
The use of the twelve circles of spellshaping has led to the creation of many different magic items, from spellshaping scrolls to wondrous items.  This chapter describes just a few of these items.

Spellshaping Scrolls


New Wondrous Items
The wondrous items presented here are intended for use by spellshapers, but can also be used by those with a basic grasp of the spellshaping circles.

Crown of Searing Flames

Gem of Elemental Retreat



Chapter 7: Monsters
This chapter introduces revisions to the elementals and paraelementals included in the Monster Manual and Manual of the Planes.  These revised elementals make use of two new subtypes: fluid and solid.

The Fluid Subtype
(click to show/hide)


The Solid Subtype
(click to show/hide)

Elemental

Paraelemental
« Last Edit: February 01, 2013, 10:51:02 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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The Codex of Spellshaping II
« Reply #2 on: November 21, 2011, 03:25:07 PM »
The Codex of Spellshaping II


Table of Contents
Introduction
Chapter One: Races
   Caymir
   Masked Ones
   Stoichen

Chapter Two: Classes
   Anchorite
   Savant

Chapter Three: Character Options
   Feats

Chapter Four: Arcane Formulae
   Astral Essence
   Eternal Moment

Chapter Five: Prestige Classes
   Ardent Soulshaper
   Catechumen
   Devoted Exemplar
   Disciple of the Circles
   Dreamwalker
   Master Reshaper
   Oracle of the Stars
   Spellforge Warsmith
   Spiritspeaker Adept
   Wildheart Mage

Chapter Six: Spellshape Items
   Lamens
   Spellheart Items


Introduction
Welcome to The Codex of Spellshaping II, a rules supplement for the DUNGEONS AND DRAGONS® game.
   This book is primarily a resource for players, expanding greatly on their options for spellshaping through the introduction of new races, classes, feats, and two new circles of formulae.  Similarly, Dungeon Masters can use this material to build new and unusual NPCs and challenges, introducing new elements to your D&D game.

What's In This Book
The Codex of Spellshaping II contains information for players and DMs, and most of its contents are applicable for both.

   Races (Chapter One): This chapter introduces three new races that possess an affinity for spellshaping: the caymir, the masked ones, and the stoichen.
   The caymir came into existence as a dying species from the Astral Plane sought to save themselves from destruction.  Unwilling to possess sentient beings, the astral beings merged with everyday animals, eventually developing into humanoid fey.
   The masked ones are the descendants of a group of humans who became trapped on the Plane of Shadows.  After generations of wandering in that dark world, the former humans have become warped and dark.  Though these aberrations appear to be wearing stylized porcelain masks, the truth is that they have no faces to hide.
   Stoichen are born when two individuals with elemental blood come together.  Stoichen are proud and powerful, tied both body and soul to their elemental ancestors.  Though they feel more at home on the Elemental Planes, they still strive to find their place in the world.

   Classes (Chapter Two): While the first Codex of Spellshaping introduced four standard spellshaping classes, this chapter introduces two new classes: the anchorite and the savant.
   The anchorite shapes arcane formulae according to her philosophy and her understanding of herself.  As she grows and gains greater insight into her own being, she gains access to more circles of formulae.
   The savant craves knowledge, seeking new sources of learning under every stone.  While he does not focus his studies exclusively on spellshaping, his knowledge in other fields can often turn the tide of battle.

   Character Options (Chapter Three): An expanding repertoire of arcane formulae is only truly useful when the players have new options with which to explore it.  A wide range of feats aimed at spellshapers--including the new metashaping feats--fills much of this chapter.
   In addition to feats, this chapter includes several spellshaping alternative class features (a concept first introduced in Player's Handbook II).  These options allow players to explore different archetypes with the standard spellshaping classes.  Moreover, the chapter also includes racial substitution levels (first introduced in the Races series of supplements) for the new spellshaping races.
   Arcane Formulae (Chapter Four): This chapter offers two new circles of arcane formulae for spellshapers: Astral Essence and Eternal Moment.  The Astral Essence circle focuses on the stars and fate, allowing spellshapers to use the secrets of the heavens to defeat their foes.  The Eternal Moment circle focuses on the manipulation of time, centered on the realization that every moment contains its own eternity.

   Prestige Classes (Chapter Five): Though spellshapers can determine a great deal of their identities through the circles that they choose, every shaper yearns to shape formulae in her own way, and the ten new prestige classes in this chapter provide a wide range of options for spellshapers.  While the prestige classes in the first Codex of Spellshaping tended to focus on specific combinations of circles, the majority of these new classes are open to shapers of any specialization, and they all showcase different ways to approach magic.

What You Need to Play
The Codex of Spellshaping II expands upon material first presented in The Codex of Spellshaping: The Twelve Circles, and that book is necessary to make use of The Codex of Spellshaping II.  In addition, you need the three D&D core rulebooks—the Player's Handbook (PH), the Dungeon Master's Guide (DMG), and Monster Manual (MM)—to make the best use of this book.  In addition, some class features reference spells and creatures found in books such as Book of Exalted Deeds, Complete Arcane, Complete Mage, Dragon Magic, Expanded Psionics Handbook, Monster Manual III, and Spell Compendium.  Although you can benefit from much of this material even if you don't have those books, they are necessary to make full use of the new options and mechanics presented in this book.


Swift and Immediate Actions
Previous D&D game supplements have made use of two kinds of actions not described in the core rulebooks--the swift action and the immediate action.  Some of the class features, feats, and formulae in The Codex of Spellshaping II use these concepts.
   Swift Action: A swift action takes a small amount of time but represents a larger expenditure of effort than a free action.  You can perform one swift action per turn without affecting your ability to perform other actions.  However, you can perform only one swift action per turn, regardless of other actions you take.
   Shaping a quickened formula is a swift action.  In addition, shaping most minor formulae is a swift action.  Shaping a formula with a shaping action of 1 swift action does not provoke attacks of opportunity.
   Immediate Action: An immediate action takes a very small amount of time but represents a larger expenditure of effort and energy than a free action.  Unlike a swift action, an immediate action can be performed at any time--even if it's not your turn.
   Using an immediate action on your turn is the same as using a swift action, and doing so counts as your swift action for that turn.  You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn).  You also cannot use an immediate action if you are currently flat-footed.



Chapter 1: Races
The spellshaping races presented here are just as varied as the common races described in the Player's Handbook.  Caymir—formed of the souls of a dying race and the bodies of common animals—seek a greater understanding of the world.  Masked ones roam the dark places of the world, freed from a centuries-long imprisonment in the shadows of the world.  Stoichen settle inhospitable lands, relying on the gifts of their elemental forebears to keep them strong where lesser mortals might fall.  Along with humans, dwarves, elves, gnomes, half-elves, half-orcs, and halflings, these beings of magical heritage can be found embroiled in life and politics of many lands.

Choosing a Race
After you roll your ability scores and before you write them on your character sheet, choose your character's race.  At the same time, you'll want to choose his or her class, since race affects how well a character can do in each class.  Once you know your character's race and class, assign your ability score rolls to particular abilities, alter those abilities according to race (see Table 1–1: Racial Ability Adjustments), and continue detailing your character.

Racial Characteristics
Your character's race determines some of his or her qualities.

Race Adjustments
Find your character's race on Table 1–1: Racial Ability Adjustments.  Apply the ability adjustments given on the table to your character's ability scores.  If these changes raise your score above 18 or below 3, that's okay, except in the case of Intelligence, which does not go below 3 for characters.  (If your caymir character would have an adjusted Intelligence of 1 or 2, make it 3 instead).  In addition, Table 1–1 gives each race's favored class and automatic languages.
   A character's favored class doesn't count against him or her when determining experience point penalties for multiclassing (see XP for Multiclass Characters, page 60 of the Player's Handbook).  All of the favored classes on Table 1–1 are spellshaping classes, presented in Chapter 2 of this book or Chapter 1 of The Codex of Spellshaping: The Twelve Circles.
   All characters know how to speak Common, and many races speak racial languages as well.  Smart characters (those with an Intelligence bonus) speak additional languages, one extra language per point of bonus.  Select your character's bonus languages (if any) from the lists found in each race's Racial Traits summary.
   Literacy: Unless your character is a barbarian, he or she can read and write all the languages he or she speaks.




Caymir


Masked Ones


Stoichen


Age, Height, and Weight
The details of your character's age, gender, height, weight, and appearance are up to you.  However, if you prefer some rough guidelines in determining these details, refer to the tables below.

Character Age
Your character's age is determined by your choice of race and class, as summed up on Table 1–2: Random Starting Ages.  You can choose or randomly generate your character’s age.  If you choose it, it must be at least the minimum age for the character’s race and class, as shown on the table.



As your character ages, her physical ability scores decrease and her mental mental abilities increase, as described in the Player's Handbook.



Height and Weight
Choose your character's height and weight from the ranges mentioned in the racial description, or roll randomly on Table 1–4: Random Height and Weight.  The information given here supplements the information in Chapter 6 of the Player's Handbook.





Chapter 2: Classes
While The Codex of Spellshaping: The Twelve Circles presented four classes based on shaping arcane formulae, the magic of spellshaping does not restrict itself to only those styles of shaping.  This chapter presents two new standard character classes: the anchorite and the savant.
   Anchorite: An introspective shaper whose power stems from self-realization and meditation.  As she learns more about herself, she learns to wield more powerful magic, and can even project aspects of her soul as auras.
   Savant: A wandering scholar with a thirst for knowledge, the savant does not focus his studies on any one topic.  Instead, he learns from several areas, granting him power both in spellshaping and in knowledge itself.


Anchorite


Savant



Chapter 3: Character Options
All spellshapers are slightly different.  They are defined and separated not merely by class, but by formula selection, circle specialization, feats, and career paths.  Every choice a spellshaper makes during her advancement—and every choice a player or DM makes in designing a character—shapes and molds her into something unique.
   The following options allow further customization of spellshaping characters, from elemental adepts to anchorites.  The chapter begins with a selection of alternative class features for those classes introduced in the first Codex of Spellshaping, which focus on different approaches to those classes' concepts.  The remainder of the chapter presents a wide range of feats for spellshaping characters.

Alternative Class Features
Your choice of a class delineates some of the most important aspects of your D&D character.  With a class comes a specific role in the party, essential mechanical attributes such as base attack bonus and base save bonuses, and a host of special abilities that define the character.  It is possible, however, to alter a class slightly to provide a new playing experience.
   This section provides alternative class feature options for the four standard classes from The Codex of Spellshaping: The Twelve Circles.  Many of these alternative class features focus on providing a different take on the concepts behind a class, while others are focused on providing mechanical difference.
   These abilities replace class features found in the original class description.  If you have already reached or passed the level at which you can take the ability, you can use the retraining option described in Player's Handbook II to substitute the alternative class feature for the normal one gained at that level.

Alternative Class Feature Name
A general description of the variant and why you should consider it.
   Class: The class or classes that can select this class feature
   Level: The alternative class feature can be selected only at this level.
   Replaces: The ability or abilities that you must sacrifice to gain the alternative class feature.
   Benefit: The mechanical effects of the new abilities.


Battle Sage


Elemental Spirit


Idiosyncratic Shaper


Invoking Sage


Mage-Warrior's Steed


Prescient Mage


Shaman of the Elements


Spellshape Paragon


Temporal Impulses


Feats


Racial Substitution Levels
A substitution level is a level of a given class that you take instead of the level described for the standard class.  Selecting a substitution level is not the same as multiclassing--you remain within the class for which the substitution level is taken.  The class features of the substitution level simply replace those of the standard level.
   To qualify to take a racial substitution level, you must be of the proper race.  For instance, to select a racial substitution level of stoichen elemental adept, you must be a stoichen.

   The three races introduced in this book—caymir, masked one, and stoichen—each have racial substitution levels for one class.  Essentially, each set of substitution levels presents a racially flavored variant standard class for your game.  The DM can add more racial substitution level options (such as for a caymir spellshape champion or a stoichen impulse mage) as desired, using the ones presented here as guidelines.
   For each class with racial substitution levels, you can select each substitution level only at a specific class level.  When you take a substitution level for you class at a given level, you give up the class features gained at that level for the standard class, and you get the substitution level features instead.  You can't go back and gain the class features for the level you swapped out--when you take your next level in the standard class, you gain the next higher level as if you had gained the previous level normally.

   For instance, if you take the masked one savant substitution level for 4th level, you forever lose the class features normally gained by a standard savant at 4th level (such as a bonus feat), gaining instead the racial substitution class features for a 4th-level masked one savant (such as the detect thoughts spell-like ability; see table 3–3).  When you gain another level in savant, you gain the normal 5th-level benefits of the standard savant class, as given in Table 2–2: The Savant, page 18.

   Unless noted otherwise in the description of a racial substitution level class feature, a character who takes a racial substitution level gains spellshaping ability (increases in formulae prepared and formulae known, if applicable) as if she had taken this level in the standard class.
   A character need not take all the substitution levels provided for a class.  For instance, a caymir anchorite might decide to take only the racial substitution level at 1st level, ignoring the other substitution level.
   The description of each substitution level class feature explains what occurs to the standard class ability not gained, if that ability would normally increase at a specific rate.
   When a substitution level changes the standard class's Hit Die or class skill list, the change applies only to that specific substitution level, not to any other class levels.

Caymir Anchorite


Masked One Savant


Stoichen Elemental Adept



Chapter 4: Arcane Formulae
Much as a wizard depends on his spells, a spellshaper relies on her arcane formulae to serve as both weapons and armor.  A spellshaper's selection of formulae defines the type of character she is, determining her place in the adventure and her role within the party.
   This chapter presents two new circles of formulae, designed to augment and expand the role of the spellshaper.  These circles are available to the classes introduced in this book, as well as the impulse mage, spellsage, and spellshape champion classes from the first Codex of Spellshaping.  Similarly, the anchorite and the savant have access to all twelve circles introduced in the first Codex.
   In almost all cases, the new formulae follow the same rules and strictures set down in the first Codex, with the exception of some new minor formulae that can be shaped as immediate actions, rather than as swift actions.  In addition, as a formula's level does not vary between members of different spellshaping classes, the "Level" entry in a formula's description now places "Spellshaper" before the formula's level, rather than listing all of the classes with access to the formula.

Formula Lists


Astral Essence


Eternal Moment



Chapter 5: Prestige Classes
The new standard classes in this book, along with the alternative class features, feats, and substitutional levels presented in Chapter Three, provide a wealth of options for characters who wish to explore the secrets of spellshaping.  For a character who wishes to explore different paths of wielding spellshaping powers, this chapter presents ten prestige classes, each of which offers a different way to approach the powers of a spellshaper.

   Ardent Soulshaper: This powerful spellshaper focuses on developing her power with spellshape auras, allowing her and her allies to fight as a single unit.
   Catechumen: Touched by the gods, the catechumen focuses on combining the powers of spellshaping with those of divine magic.
   Devoted Exemplar: Championing either good or evil, this shaper's drive to advance his cause grants her several alignment-based benefits, eventually granting him the companionship of a celestial or fiendish creature.
   Disciple of the Circles: Combining spellshaping aptitude with intense meditation and focus, the disciple of the circles gains the ability to augment himself with his magic, making him a deadly foe in close combat.
   Dreamwalker: Spending all of her time asleep, this powerful shaper gains the ability to manipulate the sleep and dreams of others, eventually gaining the ability to control the bodies of sleepers.
   Master Reshaper: A master of manipulating arcane energies, this spellshaper hones his ability to reshape formulae, gaining increasing power over how he shapes his formulae.
   Oracle of the Stars: Through study of the heavens and the movements of the stars, the oracle of the stars gains the ability to see the future and alter the destinies of those around her.
   Spellforge Warsmith: Possessed of the unique ability to forge spellshape attacks into weapons and armor, the spellforge warsmith fights in a manner unlike any other warrior or magic-user.
   Spiritspeaker Adept: This spellshaper communes with the spirits of the fallen, gaining the benefits of their knowledge and the ability to invoke their aid in combat.
   Wildheart Mage: A student of the fey, the wildheart mage gains the ability to summon creatures of the wild to aid him in combat and slowly becomes a fey himself.

Ardent Soulshaper


Catechumen


Devoted Exemplar


Disciple of the Circles


Dreamwalker


Master Reshaper


Oracle of the Stars


Spellforge Warsmith


Spiritspeaker Adept


Wildheart Mage



Chapter 6: Spellshape Items
Though the first Codex of Spellshaping introduced several magic items of interest to spellshapers, the items in this book are designed specifically to be created by spellshapers.  Two new types of item are introduced in this chapter:
   Lamens: Much as magic weapons serve to improve the attacks of martial combatants, lamens modify and empower a spellshaper's spellshape attacks.
   Spellheart Items: In the same way that a spellcaster can enchant weapons and armor, spellshapers can create pieces of equipment that contain arcane formulae.

Lamens


Spellheart Items
« Last Edit: December 28, 2011, 11:17:37 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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« Last Edit: August 12, 2012, 02:14:47 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Materials Using Spellshaping
« Reply #4 on: January 10, 2012, 11:08:12 PM »
Materials Using Spellshaping

The following materials use spellshaping, without being fully based on the spellshaping system.

The Salvager
Amechra
One man's trash is another man's treasure.  Now, go pick up some trash and make it into stuff.  Like golems with spellshaping capabilities.


The Sentai
The-Mage-King
Whether you're a Super Sentai or an unofficial one, you are ready to train and morph and montage your way to victory!  Those who choose the Magician archetype explore the powers offered by spellshaping.
« Last Edit: June 27, 2012, 04:56:48 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”