Pathfinder Roleplaying Game: Ultimate Magic (OGL)

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Pathfinder Roleplaying Game: Ultimate Magic (OGL)
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Raise your character to the pinnacle of magical might with Pathfinder Roleplaying Game Ultimate Magic! Within this book, secrets arcane and divine lie ready to burst into life at the hands of all the spellcasting classes in the Pathfinder Roleplaying Game. In addition to the brand-new magus class—a master of both arcane magic and martial prowess—you'll also find a whole new system for spellcasting, rules for spell duels and other magical specialities, and pages upon pages of new spells, feats, and more. Because when it comes to magic, why settle for less than absolute power?

Pathfinder Roleplaying Game Ultimate Magic is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginitive tabletop game builds on more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

Pathfinder Roleplaying Game Ultimate Magic includes:

  • The magus, a new base class combining deadly arcane magic with the skills and weapons of a trained warrior.
  • Words of power, an innovative and flexible new spellcasting system.
  • New options for dedicated casters, such as alchemist discoveries, alternative uses for channeled energy, druid companions, sorcerer bloodlines, eidolon abilities, witch hexes, and oracle mysteries.
  • Additional feats and magical abilities for martially oriented casters, including monk ki tricks, inquisitor archetypes, and ranger traps.
  • New magical conditions called spellblihgts, as well as systems for crafting constructs, binding outsiders, and spell-dueling.
  • More than 100 new spells, plus detailed guidelines for designing your own.
  • ... and much, much more!

ISBN-13: 978-1-60125-299-9

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Last Updated - 03/30/2012

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More Options ! more magic, ... MORE !

5/5

flavorful options, powerful options
classes, archetypes, feats...

while 100% of the boook might not please you, you want this book.

having the choice to build flavorful PC with the right options is priceless (and for this book, you have...)


ultimate magic, rrrrright!!


this book owes its selling rate for the Magus.

lazy feats, some options are good, some others just dotn´
Archetypes: the best Bladebound Magus
worst of all: Trapper Ranger

Spellblights: interesting but too complex for a fumble system
Spellword Casting: at the beginning it looks very nice, then i read it and... is the same spell restriction and opportunities at a expensive cost of time

feats: ok those are feats

Magic spellbooks: why you dont just paraphrase some words concerning about how to protect the spellbooks with some spells and thats all. maybe a feat or two for scaling this option, besides the spellbooks looks greats.

spells: again, the magus options are great.

my advice for you: buy the book, cut the pages concerned for magus, and dump the rest or Download the pdf at any place you can, print the magus and drop the rest


2/5

While I do not think that either this or Ultimate Combat deserve to be called "Ultimate" anything books (maybe Ultimate Monk), I do think that Ultimate Magic does better cover it's proported theme. In my opinion, Inner Sea Magic did a better job overall, but is sadly setting specific.

On th Divine Side (minus Paladin) this book is extremely, extremely limited. There are a few gems, but most are either placed really far out of reach, or just not worth what you give up for them, and might as well not have been there at all rather than tease.

On the Arcane side, this book is full of material, but severely lacking as well. There is an assortment of random material that just seems like it was left over from other books and tossed in here. The only magical items in this book (exceptionally noticable on the Divine Magic side) are Wizard's Spellbooks, (which of the top of my head, only 3 Classes in the entire game will actually have any use for beyond the sell price).

There are a lot of (would be) nice Feats, except they are specific to a Class, or build, or whose names imply it would be great for somone else besides who it is actually intended. Over all, there are a lot of options, but actually very slim pickings. Overall, it leaves a lot of classes and build out in the cold.

Whereas Ultimate Combat is at best Ultimate Monk, Ultimate Magic is closest to being more appropriate as Ultimate Wizard/Inquisitor, (arguably Classes that did not need more).


mediocre at best

3/5

This book is no Complete Divine or Complete Arcance. I mostl play a cleric and this book does little for me personally.

Yeah, its got some interesting tweaks, but for the price, i dobn't think thy are worth it.

So far I've used 1 feat and the spells from this book. Nothing else. Should've bought the APG.


A good product to add to your collection!

5/5

After reading through Ultimate Magic, some new mechanics offered in this book can add flavor and fun to an adventure.

The Magus appears to be a class that is fun to play as. You are able to swipe at your enemies with your sword in one hand and with magic in the other.

Spellblights are interesting. These curses can hinder the spellcasters in different ways.

One chapter that I especially liked was the words of power. The concept was a little hard to wrap around but when you understand it fun ensues. I tried out a couple of words of power in an adventure and it was pretty fun. There was a point where I fought a spellcaster who also had words of power and it felt like the two were having a very destructive debate ha!

Overall I enjoyed this product and I recommend this to everybody!


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Liberty's Edge

Pathfinder Rulebook Subscriber
Mikaze wrote:
shadowsgrneyes wrote:
Curious as to the vareity of new witch hex's. And witch or familiar specific feats. . .

On hexes:

There's a hex that involves detecting children or young animals, a curse transmitted via seeing your familiar, nasty fingernails, Snow White style sleep cursin' food, magical scars, spookin' horses, aquatic lungs, turning people into food(:O), seeing through the eyes of other animals, animated huts, and all sorts of nastiness involving ice needles and tombs.

Witch example art is a badass pilgrim looking dude.

Oh! And don't forget the prehensile hair hex, where you get to grow your hair and grab people with it. :D

Silver Crusade

Just saw the Thanatopic and Threnodic metamagic feats.

Playing a sorcerer in Carrion Crown.

<- My face.

ronaldsf wrote:


Oh! And don't forget the prehensile hair hex, where you get to grow your hair and grab people with it. :D

Available to Qinggong monks too! Now you have multiple classes to emulate the white-haired lady from Forbidden Kingdom! :D


ronaldsf wrote:


Oh! And don't forget the prehensile hair hex, where you get to grow your hair and grab people with it. :D

awesome

Silver Crusade

Pathfinder Adventure Path Subscriber

I have a humble request: is there any way we could know which designer did which part of UM?


oh mighty pathfinder subscribers is there any chance i can get a bit more info on the broodmaster summoner and master summoner? thank you all in advance for that and thank you for the info thus far

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Justin Franklin wrote:
One allows you to create arms or armor that is a holy symbol.

Now that sounds interesting. Does that mean any character can purchase a suit of armor or weapon that has been turned into a holy symbol? Does the text mention the additional cost to a suit of armor or weapon that's been "holified"?

:: Still [somewhat patiently] waiting for my subscription PDF. Sad face. ::

Oh! Can anyone spill the beans about the new exorcist archetype for inquisitor? Share some details?

Dark Archive

this may have covered elsewhere in the 600 plus posts. amazon lists this as being available on the 17th I assume that is wishful thinking. What is the release date for this book so i can add two and a half weeks?


Mine all mine...don't touch wrote:

this may have covered elsewhere in the 600 plus posts. amazon lists this as being available on the 17th I assume that is wishful thinking. What is the release date for this book so i can add two and a half weeks?

Street date is May 18th. They set the date the PDF will be available for purchase to match when the book should be available for sale at stores.

Liberty's Edge

cryosphinx wrote:
oh mighty pathfinder subscribers is there any chance i can get a bit more info on the broodmaster summoner and master summoner? thank you all in advance for that and thank you for the info thus far

sidebar on hordes on summoned monsters (recommended for experienced players and other advice)

Broodmaster in brief:
-at 2nd level get 2 Small eidolons
-explanations of how summoner class features interactions with multiple eidolons
-at 8th level spend evolution points to get two Medium eidolons, four Small eidolons, or one Medium eidolon and two Small eidolon
-at 13th level spend evolution points to get two Large eidolons, four
Medium eidolons, eight Small eidolons, or any similar combination in which two smaller eidolons count as one eidolon of one size larger

Master Summoner in brief:
-A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities
-Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. If eidolon is summoned, restrictions apply; if eidolon is not summoned no restrictions.
-Augement Summoning is gained as a bonus feat at 2nd level in place of bond senses.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Fingers crossed that I get my email today. This is my most-anticipated book since the Core...

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Mikaze wrote:

Just saw the Thanatopic and Threnodic metamagic feats.

Playing a sorcerer in Carrion Crown.

<- My face.

ronaldsf wrote:


Oh! And don't forget the prehensile hair hex, where you get to grow your hair and grab people with it. :D
Available to Qinggong monks too! Now you have multiple classes to emulate the white-haired lady from Forbidden Kingdom! :D

I was thinking of Medusa of the Inhumans (from Fantastic Four), but that works too. :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Gorbacz wrote:
I have a humble request: is there any way we could know which designer did which part of UM?

I'm trying to remember now. Everybody pitched into the spells and we had a long disussion thread banging around ideas. Same with feats.

Russ Taylor and I did the spellblights/conditional magic section together.

Seems like I did clerics and druids (and sorry, the ambiguous animal shaman text about "-2 level wild shape at 6th level" is still in Ultimate Magic, identical to the APG text).

Some stuff I had written for the APG got bumped over to Ultimate Magic too, like a couple of bard archetypes and sorcerer bloodlines and feats and such.

There might have been more; honestly, I can't remember off the top of my head at this point, though I didn't do quite as much in terms of total word count on UM as I did on the APG or Ultimate Combat.

I did enjoy seeing hemoculysis in the previews, as that was one of mine. :)

Shadow Lodge

Black Steel wrote:

Master Summoner in brief:

-A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities
-Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. If eidolon is summoned, restrictions apply; if eidolon is not summoned no restrictions.
-Augement Summoning is gained as a bonus feat at 2nd level in place of bond senses.

Actually, the restrictions he mentions is that if you have an eidolon out, you can also have one (and only one) summon monster SLA active too. So we can now have Eidolons and summons out at the same time without having to waste SM as a known spell. And as he said, without an eidolon out, you can have multiple summon SLA's going up to however many you have.


Any info on the Summoner archytype that can use evolution points on themselves ???


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Mikaze wrote:

Just saw the Thanatopic and Threnodic metamagic feats.

Playing a sorcerer in Carrion Crown.

<- My face.

ronaldsf wrote:


Oh! And don't forget the prehensile hair hex, where you get to grow your hair and grab people with it. :D
Available to Qinggong monks too! Now you have multiple classes to emulate the white-haired lady from Forbidden Kingdom! :D

Actually, that is not exactly the case (emulating the movie yes, but not the monk getting the hex). The Qinggong Monk can get the Strangling Hair 3rd level Witch/Wizard spell as a spell-like ability powered by ki; not the Prehensile Hair Hex.

They are two different things, though very similiar. The spell is more useful in combat, doing more damage with close range and grappling. However, if you just want an extra hand to use and occasionally have your hair help you get out of a tight spot when forced into melee, then the hex is better and has a longer duration. The hex does very minor damage, cannot grapple, is considered a secondary natural attack, and is restricted to a shorter reach than the spell.

Also, for a qinggong monk, the spell is definitely better as it allows you to inflict its damage or your unarmed damage, whichever is greater.


So I've been spending the past couple days pouring over my PDF, and because the only PF game I play is with a Druid, I'm totally loving Speaking Wildshape and Fast Wildshape, but...

Not to sound like I'm complaining, but there seem to be very few Druid-only spells, the ones that are are not all that awesome (1000 gp to resurrect an Animal Companion? really?) and some of the spells for Wizards, Witches, Oracles, and Clerics seem to be logical Druid-ish spells, but are not. Blessing of the Mole, Control Summoned Creature, Fleshworm Infestation, Sands of Time, and Wooden Phalanx all seem like they make sense to be Druid spells but are not, and yet Clerics get really really druid-ish spells like Spit Venom?

[EDIT: Also, no Dragon forms to Wildshape for the Dragon Shaman? A feat to add more functionality to wildshape, like being able to use swallow whole, or add Monst. Humanoids and\or Dragons as available forms? Wow, I really DO sound like a complainer..]

Still, I'm happy with what IS there... though my next character is totally going to be a Summoner or Alchemist.


Anything for alchemists? I'm looking for an alternative to a fire bombing alchemist for an upcoming Serpent's Skull adventure path character. I want to play more of an herbalist focusing on mutagens, extracts, infusions, and poisons, and it'd be nice to have an alternative to the fire bomb.

Edit: I was just reading through the Wayfinder #4 archetype for "herbalist", and it's pretty cool, but I'd still like to know if there's anything in Ultimate Magic for alchemists, since I'll probably use the herbalist archetype if my DM goes for it.


arkady_v wrote:
Anything for alchemists? I'm looking for an alternative to a fire bombing alchemist for an upcoming Serpent's Skull adventure path character. I want to play more of an herbalist focusing on mutagens, extracts, infusions, and poisons, and it'd be nice to have an alternative to the fire bomb.

Oh yeah... alchemists have some really fun and disturbing new discoveries. Having a Tumor as a familiar that can detach and wander around, or vestigial conjoined twins, extra limbs\tentacles. Bottled oozes, alchemical zombies, simulacrua, tanglefoot bombs, self-mumification, and more!

... and 30 new spells.


Nephelim wrote:
arkady_v wrote:
Anything for alchemists? I'm looking for an alternative to a fire bombing alchemist for an upcoming Serpent's Skull adventure path character. I want to play more of an herbalist focusing on mutagens, extracts, infusions, and poisons, and it'd be nice to have an alternative to the fire bomb.

Oh yeah... alchemists have some really fun and disturbing new discoveries. Having a Tumor as a familiar that can detach and wander around, or vestigial conjoined twins, extra limbs\tentacles. Bottled oozes, alchemical zombies, simulacrua, tanglefoot bombs, self-mumification, and more!

... and 30 new spells.

Wow, that all sounds really... weird, LOL.


The art in this book is just great too, the Dinosaur Druid on pg 39, Macabre Halfling on pg 54, Metal Wizard on pg 87, Magnus (?) on pg 99, and gnome arcane caster on pg 239, are my favorites.


What are the bonus class skills for each of the new sorcerer bloodlines?

Liberty's Edge

The bok sounds great!!!

How soon before it is available in normal retail outlet, book stores etc?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

The House of the Imaginary Walls...

Solipsism returns!


Marc Radle wrote:

The bok sounds great!!!

How soon before it is available in normal retail outlet, book stores etc?

I believe the street date is the 18th


arkady_v wrote:
Nephelim wrote:
arkady_v wrote:
Anything for alchemists? I'm looking for an alternative to a fire bombing alchemist for an upcoming Serpent's Skull adventure path character. I want to play more of an herbalist focusing on mutagens, extracts, infusions, and poisons, and it'd be nice to have an alternative to the fire bomb.

Oh yeah... alchemists have some really fun and disturbing new discoveries. Having a Tumor as a familiar that can detach and wander around, or vestigial conjoined twins, extra limbs\tentacles. Bottled oozes, alchemical zombies, simulacrua, tanglefoot bombs, self-mumification, and more!

... and 30 new spells.

Wow, that all sounds really... weird, LOL.

You think that's weird? Witches get the ability to cook people and smell children.


GAAAAAAAGH!!!!

I thought I ordered the book through the subscription service, to get the PDF along with the book, but apparently I only ordered the book!

I guess....sniff....I will have to wait until it arrives.

KHAN!!!

Shadow Lodge

E I wrote:
arkady_v wrote:
Nephelim wrote:
arkady_v wrote:
Anything for alchemists? I'm looking for an alternative to a fire bombing alchemist for an upcoming Serpent's Skull adventure path character. I want to play more of an herbalist focusing on mutagens, extracts, infusions, and poisons, and it'd be nice to have an alternative to the fire bomb.

Oh yeah... alchemists have some really fun and disturbing new discoveries. Having a Tumor as a familiar that can detach and wander around, or vestigial conjoined twins, extra limbs\tentacles. Bottled oozes, alchemical zombies, simulacrua, tanglefoot bombs, self-mumification, and more!

... and 30 new spells.

Wow, that all sounds really... weird, LOL.

You think that's weird? Witches get the ability to cook people and smell children.

We haven't even mentioned the Pokemon Alchemist...

Dark Archive

Pathfinder Roleplaying Game Superscriber
Aaron Scott 139 wrote:

GAAAAAAAGH!!!!

I thought I ordered the book through the subscription service, to get the PDF along with the book, but apparently I only ordered the book!

I guess....sniff....I will have to wait until it arrives.

KHAN!!!

Contact customer support. If your book has not shipped yet they should be able to change it.

Paizo Employee Chief Creative Officer, Publisher

Jason Nelson wrote:

I was thinking of Medusa of the Inhumans (from Fantastic Four), but that works too. :)

Don't forget Uzamaki!

Dark Archive

Ahhhh, that new book smell is nice!!


Where's the love for the Inquisitors?


Bullette Point wrote:
Where's the love for the Inquisitors?

\

Pages 41-46 :D

Silver Crusade

Erik Mona wrote:
Jason Nelson wrote:

I was thinking of Medusa of the Inhumans (from Fantastic Four), but that works too. :)

Don't forget Uzamaki!

I really wish I could. :O

Completely in love with holy ice at the moment.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
R_Chance wrote:
Bullette Point wrote:
Where's the love for the Inquisitors?

\

Pages 41-46 :D

And a bunch of the feats, like Intimidating Gaze, Insightful Gaze, and Improved Monster Lore.


Has anybody mentioned the 3rd-level Magus-only spell 'Force Hook Charge', which, if used with Spell Combat, is in effect a pounce? I really like it.


How about spell lists? I understand Magi get a limited list of spells like alot of 3/4 casters that have other stuff. But I refuse to believe they dont get any of the new spells offered in their book.

Any expansion or changes (including new spells) for the Magi lists?


Still no email... :-(

Maybe they forgot.

Oh well.


I only have 2 gripes with the book.

Where are the racial favored class options for the Magus?

The Sorcerer got his stuff handed out to other classes if they are willing to spend the feats.

On the plus side, I love the new ice spells, and masterpiece performances may very well get immediate use in our Serpent's Skull campaign.

And I have my next witch hex in Kingmaker.

Scarab Sages

Gorbacz wrote:
I have a humble request: is there any way we could know which designer did which part of UM?

That can be tricky to work out even as the designers, at least for freelancers. I know what I wrote, but I don't have the book yet so I can't say for certain what made it in. And even when I do get the book, development can change/rename/combine freelancer contributions until we aren't sure what to take credit for.

Liberty's Edge

Sean K Reynolds wrote:
There is some resistance to adding new 0-level spells to the game because it means wizards get all of them automatically, which is a little unfair to classes with a limited number of spells known (bard, oracle, sorc, etc.).

Well, apparently, they do not : "A standard spellbook includes all cantrips from the Core Rulebook except those in the wizard’s oppositional schools. Books containing cantrips from additional sources are noted in the content description." (Ultimate Magic, p 121)

Ergo, the way I read it, all cantrips from additional sources would not be known by any and all level 1 wizards. They would have to find them and add them to their spellbook, same as any other spell.

To be consistent with Ultimate Magic, the CRB should be given an errata in the Spellbook part of the Wizard class (page 79), such as "A wizard begins play with a spellbook containing all 0-level wizard spells in this book (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice."

The Exchange Contributor, RPG Superstar 2008 Top 6

Gorbacz wrote:
I have a humble request: is there any way we could know which designer did which part of UM?

There was a lot of shared work on this book, but here's some of what I worked on:

* About half the pregenerated spellbooks. I think I'm the one who put in that you don't get all the new cantrips in them :)

* Some of the spellblights

* A chunk of the constructs rules, including that somewhat convoluted pricing formula. The crazy cool stuff's all Tim Hitchock's work :)

* A mess of new spells. I haven't looked to see what made it in, but my focus was on filling in gaps on existing spell descriptors like lightning and shadow, some of the new spells for constructs, and lower level symbol spells. I believe I wrote atavism and arboreal hammer too.

I also turned in probably half-dozen new cantrips, that for reasons already explained didn't make it into the book. A few of them were interesting, ah well :)

Shadow Lodge

Czem_15 wrote:

How about spell lists? I understand Magi get a limited list of spells like alot of 3/4 casters that have other stuff. But I refuse to believe they dont get any of the new spells offered in their book.

Any expansion or changes (including new spells) for the Magi lists?

Well, they got Disrupt Undead... ;)


Pathfinder Roleplaying Game Charter Superscriber
Gorbacz wrote:
I have a humble request: is there any way we could know which designer did which part of UM?

"Humble"? heh.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Favourite line so far: "Damn. Ezren had paid the
man in advance..."

Shadow Lodge

Czem_15 wrote:

How about spell lists? I understand Magi get a limited list of spells like alot of 3/4 casters that have other stuff. But I refuse to believe they dont get any of the new spells offered in their book.

Any expansion or changes (including new spells) for the Magi lists?

Well there is Arcana Theft which allows them to grab an opponent's buffs and make them thier own its a nice 4th level variation on dispel magic.

Then they can get 14 additional spells later on from the wizard list of your choosing 2 of each level they can cast.

Force Punch and Force Hook are nice additions one allows them to knock people away from them the other drags them to a target.

Then there are the new cold and acid touch attack spells...


oh.. so the list is expanded then, with the UM spells I mean.

Thats nice.. That theft thingy sounds cool, is it a class ability or a spell?


The black raven wrote:
Sean K Reynolds wrote:
There is some resistance to adding new 0-level spells to the game because it means wizards get all of them automatically, which is a little unfair to classes with a limited number of spells known (bard, oracle, sorc, etc.).

Well, apparently, they do not : "A standard spellbook includes all cantrips from the Core Rulebook except those in the wizard’s oppositional schools. Books containing cantrips from additional sources are noted in the content description." (Ultimate Magic, p 121)

Ergo, the way I read it, all cantrips from additional sources would not be known by any and all level 1 wizards. They would have to find them and add them to their spellbook, same as any other spell.

To be consistent with Ultimate Magic, the CRB should be given an errata in the Spellbook part of the Wizard class (page 79), such as "A wizard begins play with a spellbook containing all 0-level wizard spells in this book (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice."

Am I the only one who finds the "every cantrip" logic absurd in the first place?

What is this amazing magical force that populates every wizard's spell book across every continent and every dimension with a new cantrip automatically just because Tim the Enchanter developed a custom cantrip to wash the party's laundry?


1 person marked this as a favorite.

Errata Alert

The spell "Blackwing Host" located under the Cave Domain for Druids does not exist in chapter 5. What spell should this be? It's a 4th level spell. Reference for Blackwing Host found on page 34.

Silver Crusade

Pathfinder Adventure Path Subscriber

OK, this book has a spell called Mad Monkeys.

It's a spell that summons a swarm of crazy monkeys. They do mad stuff.

This is awesome.

Shadow Lodge

Czem_15 wrote:

oh.. so the list is expanded then, with the UM spells I mean.

Thats nice.. That theft thingy sounds cool, is it a class ability or a spell?

4th level spell you touch attack them to do a targeted dispel magic if it succeeds you take the first spell that is within your spell range and its now considered yours. Its one of the few Magus only spells.

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