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Grimoire of Lost Souls (PFRPG)

****½ (based on 3 ratings)
RHG515E

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Lure ancient spirits to bargain for their supernatural power.

Immerse yourself in the ancient rituals and legends of pact magic. Grab thick chalk, gather totems, inscribe a geometric sigil, and invoke the name of an inchoate and terrible spirit from the Dark Beyond to aid your quest.

Behold! With a final flourish, you surrender to the spirit and a quivering surge of power emanates from deep within. Are you ready? Follow paths once trodden by shivering demons and martyred titans, lost mortals and chastised gods. Within this occult pages, the vestiges of 144 sundered souls lie at your fingertips, yours to command if you dare.

You will discover:

  • The pactmaker class with access to binder secrets.
  • Archetype options to integrate pactmaking into 30 popular classes.
  • Feats, spells, and magic items suited to binding of spirits.
  • One hundred forty-four bindable spirits from across the ages. Each spirit includes a legend, granted abilities, and more.
  • Six prestige classes, seven organizations and three alternate planes of existence well-suited to occult adventures.
  • Occult creatures, pactmaker background generator, pact maladies, dangerous ravager spirits, and more.
  • Ideas for GMs to integrate pact magic into their campaign settings.
  • This FULL COLOR tome brings together and replaces prior renditions of pact magic including "Secrets of Pact Magic" by Dario Nardi and adapted works by Alex Augunas. All classes, spirits, etc are entirely rewritten from the ground up.

You must use Adobe Acrobat 9.0 or later.

Product Availability

Print/PDF Bundle: Will be added to your My Downloads Page immediately upon purchase of Print/PDF Bundle. Will be added to your My Downloads Page when your order ships.

Hardcover: Ships from our warehouse in 10 to 14 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

RHG515


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Product Discussion (94)
1 to 50 of 94 << first < prev | 1 | 2 | next > last >>
Contributor

1 person marked this as a favorite.

Huzzah! Thanks, Rick!

It's been a LONG time coming, but we've FINALLY got print books for the Grimoire of Lost Souls in the Paizo store!

If you missed the Kickstarter and want a copy of this gorgeous, full-color book, now's the time to pick one up! If you participated in the Kickstarter, never fear—your book is already on its way to you!

If you're new to the schtick, Pact Magic is an interactive magic system where you seek out and summon powerful, otherworldly spirits and bargain with them for power. Gone are the days where you simply "know" your spells, as a binder of spirits you'll need to wrest every spell-like and supernatural ability you desire from the greedy grasps of the spirits that empower you. So gather your totems, practice a ceremony or two, and prepare for your Pathfinder RPG game to never again be the same with the Grimoire of Lost Souls!


1 person marked this as a favorite.

Aaaand for those who'd like to know more about the content, you can check out my in-depth review where things are discussed in detail. ^^ Suffice to say that there is quite a lot of stuff in this book.

Dark Archive

Pathfinder Adventure Path, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Print/PDF combo maybe?

Contributor

Chris Ballard wrote:
Print/PDF combo maybe?

I'll bring it up to Dario and get back to you on that.


I hope this one sells well. It's one heck of a great book!

Contributor

2 people marked this as a favorite.
Alexander Augunas wrote:
Chris Ballard wrote:
Print/PDF combo maybe?
I'll bring it up to Dario and get back to you on that.

Dario and I discussed it. The plan is to offer a PDF/Print bundle for $69.99. Keep your eyes peeled! :D

Contributor

Eric Hinkle wrote:
I hope this one sells well. It's one heck of a great book!

Me too! We're going to try some advertisement push after PaizoCon, but word of mouth is the best advertisement you can get. ;-)


Do you have an approximate date for the bundle? If it'll be just a few days, I'll hold out, but if it'll be some months, I'll take just the hardcopy now and maybe pick up the PDF sometime down the line.

In other news, you mentioned behavior analysis in a comment somewhere or other. Do you have any advice for someone looking to begin a career in ABA? So far my job search is... frustrating.

Contributor

qaplawjw wrote:

Do you have an approximate date for the bundle? If it'll be just a few days, I'll hold out, but if it'll be some months, I'll take just the hardcopy now and maybe pick up the PDF sometime down the line.

In other news, you mentioned behavior analysis in a comment somewhere or other. Do you have any advice for someone looking to begin a career in ABA? So far my job search is... frustrating.

Dario sent a message to Rick Hunz last night about the bundle, so I imagine it'll be done some time next week after the PaizoCon dust settled.

Right now, I'm working on my Masters in Applied Behavior Analysis (specifically for Education) so I don't really have any tips or advice to get in anywhere as a BCBA. Good luck!


That's awesome! I just didn't want to wait until Christmas or something.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber

And bought. Super excited to get it in the mail and, when a character slot opens up, play one!


Out of curiosity, what type of character do you think you might want to play?

(The Pactmaker base class is the real master of Pact Magic - and almost frighteningly flexible in its variety of builds - but the archetypes included in the book also mean you can add Pact Magic to a class you're more familiar with.)


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber

Probably Pactmaker, as the Binder was always my favorite. Others are always cool too, but being the best is always fun. <o/

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Alexander Augunas wrote:
Chris Ballard wrote:
Print/PDF combo maybe?
I'll bring it up to Dario and get back to you on that.

Print/PDF combo now available!

Dark Archive

Pathfinder Adventure Path, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
Dario Nardi wrote:
Alexander Augunas wrote:
Chris Ballard wrote:
Print/PDF combo maybe?
I'll bring it up to Dario and get back to you on that.
Print/PDF combo now available!

Unavailable.

:(

Contributor

Chris Ballard wrote:
Dario Nardi wrote:
Alexander Augunas wrote:
Chris Ballard wrote:
Print/PDF combo maybe?
I'll bring it up to Dario and get back to you on that.
Print/PDF combo now available!

Unavailable.

:(

I'll talk to Dario, but that *might* mean the print copies we sent got snatched up already.


Wow, I got that just in time! You guys made my week, in a very difficult time.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber

Just got mine in the mail! Gotta read it, but it is massive!

Contributor

qaplawjw wrote:
Wow, I got that just in time! You guys made my week, in a very difficult time.

We aim to please! Glad you got your copy fast. :D

Contributor

Zangy wrote:
Just got mine in the mail! Gotta read it, but it is massive!

But think of the LORE!

Contributor

Also, it looks like the warehouse might have gotten the next batch of Grimoires! Hooray!

(Make sure to buy'em out quickly so we can order more. ;-P)


1 person marked this as a favorite.
Pathfinder Card Game, Class Deck Subscriber; Starfinder Charter Superscriber

Rednal's review sold me on one. Didn't pay this sub-system much heed back in 3.5, but reading that review won me over.


This is a big book, yes... and I'm glad my review helped, Wraithguard. ^^ Enjoy!


How does it compare to 3.5 Pact Magic?

Dark Archive

Pathfinder Adventure Path, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

How big is this book exactly?


@Chris: ~384 pages, mostly rule options but occasionally broken by by nice artwork and fluff on the legends of the spirits. As noted in my reviews, I have adventure collections and multiple-system compilations shorter than this product.

@The NPC: I'm not familiar with the 3.5 version, but I suspect this one is objectively better (with more options, better mechanics for working with Pathfinder, etc).


It is big 384 pages I got mine a week ago and it's fabulous. :)

Contributor

The NPC wrote:
How does it compare to 3.5 Pact Magic?

Similar but different. Same basic mechanics--you perform a ceremony, witness a manifestation, barter for power, and suffer influence if you fail. The biggest change to the core mechanic is the standardization of granted abilities into major powers and minor powers, with the major being an all-day power with a short recharge time and the minors being more traditionally limited abilities. Most spirits have one major ability and four minor abilities, plus a capstone empowerment that gives you a special improvement to your major ability if you made a good pact with the spirit. There are also vestigial booms which act like mini archetypes for the spirit.

This is really just the tip of the ice berg in differences, but it is a good summary of the differences spirit wise.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber

Got my GM to sign off on letting me play a pactmaker for Wrath of the Righteous. However, one issue that I think may come up is that gaining new spirits will be very tedious, as we won't have too much downtime. I haven't finished reading everything yet, but is there a way to expedite learning new spirits, or is it a blanket length of time?


Once you get good at knowledge checks (and the Pactmaker is good at that), you can blow through them pretty easily, especially when you're traveling for a long period of time. You could also talk with your GM about regularly getting Gnostic Tomes, which contain all the information needed to summon a new spirit and basically serve as a way for GM's to provide new spirits when they want to. ^^ (Handy, that.)

Contributor

GM Rednal wrote:
Once you get good at knowledge checks (and the Pactmaker is good at that), you can blow through them pretty easily, especially when you're traveling for a long period of time. You could also talk with your GM about regularly getting Gnostic Tomes, which contain all the information needed to summon a new spirit and basically serve as a way for GM's to provide new spirits when they want to. ^^ (Handy, that.)

Indeed. The pactmaker is designed to be good at discovering new spirits, and gnostic tomes are intended to be the GM's way to give players new spirits when taking the time to research is not an option.


Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zangy wrote:
Got my GM to sign off on letting me play a pactmaker for Wrath of the Righteous. However, one issue that I think may come up is that gaining new spirits will be very tedious, as we won't have too much downtime. I haven't finished reading everything yet, but is there a way to expedite learning new spirits, or is it a blanket length of time?

So, basically, there are four methods you can use to gain access to new spirits.

The primary way is via Knowledge checks; if you nail every one while adventuring (that is, no time to spend a day or two in a quiet environment), it will take you sixteen days to research a new spirit. If you don't nail them, it can take longer, but with the +5 bonus you get every time you fail, it shouldn't be that much longer.

The second one is hiring someone else to teach you, which costs the same amount as purchasing a new spell for a wizard's spellbook, though the price for this can be increased at the GM's discretion, or made impossible if they decide that no such people can be found.

Though on reflection, is this supposed to be the cost for purchasing a scroll to then scribe in the spellbook, or is it the half the cost a wizard usually charges to allow you to copy out of his spellbook (Adding Spells to a Wizard's Spellbook)? I presume a spirit's level should be equal to the spell's level when pricing this, though...I would go with scrolls myself, but admittedly not completely certain.

The third way is to acquire a gnostic tome. These do tend to be expensive, particularly for higher level spirits, but don't require a tutor, though depending on setting they might still be hard to come across. Regardless, studying it will give you access to the spirit in question, whereupon you can probably choose to resell it.

The fourth and final way is to have your GM basically give you some or all of the information you need. For example, you might find a spirit's seal in a dungeon, or information about its ceremony in a lost library, or hear a tale of its legend from a traveling storyteller. This one depends pretty much entirely on how much your GM buys into pact magic...in most games, you probably can't expect it.

Side note, does anyone else's copy have the background going a little over some of the lettering near the bottom of page 83, or is it just my copy?


Zangy wrote:
Got my GM to sign off on letting me play a pactmaker for Wrath of the Righteous. However, one issue that I think may come up is that gaining new spirits will be very tedious, as we won't have too much downtime. I haven't finished reading everything yet, but is there a way to expedite learning new spirits, or is it a blanket length of time?

Aside from the official ways already mentioned, one homebrew my GM allowed was automatically gaining a couple spirits upon leveling (of course only ones you're capable of using at your level). Sort of like a wizard. Where they gain a couple spells free, and can add more spells to their spellbook, this homebrew allowed me the same with spirits. It's been quite balanced I feel, since you'd still have a limit on the number of spirits you can have bound at a given time. That said, this is just a homebrew solution. So, your GM might be disinclined to use it.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I do not know how Pact Magic works except that it involves spirits. Wrath of the Righteous implies Mythic to me. Wouldn't spirits just flock to a Mythic Pactmaker in hope of being the one who makes a Pact with such a promising mortal ?

Will look at the review and real interested in this product but cash is rare for the time being. This will have to wait for quite some time, I'm afraid :-(

Contributor

1 person marked this as a favorite.
The Raven Black wrote:

I do not know how Pact Magic works except that it involves spirits. Wrath of the Righteous implies Mythic to me. Wouldn't spirits just flock to a Mythic Pactmaker in hope of being the one who makes a Pact with such a promising mortal ?

Will look at the review and real interested in this product but cash is rare for the time being. This will have to wait for quite some time, I'm afraid :-(

Not necessarily. The spirits summoned and bound by pactmakers aren't the same as those communed with by shaman. A shaman's spirit is a freely mobile entity that is capable of influencing the mortal world with its own agency—this is why you see shaman's "inviting" spirits into their bodies rather than demanding it.

Pactmaker spirits are all beings that, for one reason or another, are completely unable to influence the mortal world. Most are locked away in extradimensional places, some of which aren't even accessible to mortals outside of the pactmaking process. (This is explained in more detail in Chapter 8, but that's the gist of it.)

As a result, Pact Magic spirits don't "flock" to anyone; they're basically powerless agency-less beings who are begging for sweet release from their madness-inducing conditions in the form of a pact. That's why they're open to bargaining, and don't just usurp control of pactmakers at their leisure. (Unless they do; see ravenger spirits.) As a result, a mythic pactmaker is honestly no less attractive to a Pact Magic spirit than a nonmythic pactmaker for the same reason that ground hamburger and sirloin are equally appetizing to a starving dog.


Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber

Those familiar with the material, is there suggestions for integrating into an existing campaign, sans the Pactmaker class?


Yes. The easiest method is probably to just use the many archetypes that are available, which essentially give basic pactmaking ability. (Note that the Pactmaker class is the undisputed master of binding techniques - most archetypes have the Tunneled Lore class feature, which rather strictly limits which spirits a character can have access to.)

Page 5 also has a column discussing Pact Magic Availability and how it should be treated by the world if it exists at all. Generally, Pact Magic should be at least 'Emerging' if non-Pactmaker options, like the archetypes, are available.


This looks interesting!

Would it be out of line to request a list of the spirits present in the book? (Perhaps in a spoiler tag?)

OR perhaps a table of contents? (It does not have to be super-detailed, either...)

However, I'll understand if the contributor(s) would rather not...

Please & thank you.


1 person marked this as a favorite.

*Gestures at the review* I think that will at least serve as a table of contents and overview of each chapter's material. There are a few too many spirits to discuss all of them in detail right here, but samples include entities like Muse Istago (the Painter of Paradox, who allows you to create illusions and scry on others through dreams), N'alyia (the First Vampire, who allows you to drain life from foes and turn into a bat), and Humble Ohbal (the Servant of the Elements, who allows you to teleport enemies into places convenient for your party and summon phantom steeds that can plane shift their riders).

...All spirits have rather more powers than described, so that's just a sampling. Suffice to say that Binders can manage quite a variety of playstyles - possibly several at the same time, if you're a Pactmaker - and the more you understand the spirits and your options, the more effective you'll be. XD Which seems fitting, given the lore of the class.


Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Elorebaen wrote:
Those familiar with the material, is there suggestions for integrating into an existing campaign, sans the Pactmaker class?

Quite a bit, yes! There are spells, magic items, archetypes, planes, organizations, all kinds of stuff for integrating it into your game.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber

I've now been able to play this class twice now. First was in Wrath of the Righteous, and then again in Strange Aeons. Both times, it's been very fun, and it doesn't even really feel like I'm playing the same class, due to the spirits that I have with both (though, I do have an archetype on one). So much fun versatility.


Sometimes, I wonder if the Pactmaker is a bit too versatile - but then I remember Wizards. XD I found it gets a lot easier once you really get to know the spirits and understand their styles, though. The more you know your options, the better off you're going to be.

Out of curiosity, have any commenters here played one of the pactmaking archetypes (Warbinder Fighter, Pactsworn Hunter, etc.), rather than the main Pactmaker class? If so, how did you feel about the changes to the normal style of that class?


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber

Thank you for the resposes!


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber

What would be some existing deities/beings that grant spells in Golarion that would grant the Occult domain?


1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Adding on a new domain to existing deities can be a bit tricky, though off the top of my head I'd speculate some possibilities might be...

Abraxas (as a demon lord who has an interest in forbidden magic)
Ashava (as an empyreal lord who seeks to help lonely spirits)
Geryon (as an archdevil interested in forbidden knowledge and heresy)
Maephistopheles (as an archdevil interested in both contracts, which pact magic could be associated with, and secrets)
Nethys (pact magic is a form of magic, after all, and presumably something that falls under his domain)
Ng (mostly just because he's mysterious as hell and interested in secrets and lore)
Nyarlathotep (dangerous secrets and forbidden lore are his game, after all)
Tsukiyo (given he's a god of spirits...)
Shiggarreb (a qlippoth lord with an interest in forbidden magic, it seems plausible to me he might be interested in using spirits to increase people's war potential)

A few others that seem slightly less likely would be: Ayrzul (he is the god of buried secrets, so maybe?), Bastet (a goddess of secrets, and cats are often associated with occult themes), and Kabiri (who knows secrets kept by the dead).

Contributor

If it were me, I'd find an Azlanti god who has the Magic domaain and swap Magic for Occult.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Amaznen, the Azlanti god of magic, died along with Acavna during Earthfall ;_;

Contributor

2 people marked this as a favorite.
Rysky wrote:
Amaznen, the Azlanti god of magic, died along with Acavna during Earthfall ;_;

It's a good thing that several spirits just happen to reference dead gods. Because what IS death to a divine being, anyway? >:)


...Slightly less certain than taxes?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Alexander Augunas wrote:
Rysky wrote:
Amaznen, the Azlanti god of magic, died along with Acavna during Earthfall ;_;
It's a good thing that several spirits just happen to reference dead gods. Because what IS death to a divine being, anyway? >:)

YES!

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