Pathfinder Campaign Setting: Inner Sea Magic (PFRPG)

4.30/5 (based on 8 ratings)
Pathfinder Campaign Setting: Inner Sea Magic (PFRPG)
Show Description For:
Non-Mint

Add Print Edition $19.99

Add PDF $13.99

Non-Mint Unavailable

Facebook Twitter Email

A World of Magic!

From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart as it is to not work at all, to the perpetually frozen northern nation of Irrisen where the winter witches rule, magic is a part of life in the Inner Sea region. Whether it is wielded by benevolent clerics to keep their allies fighting the good fight or unleashed by wizards in the form of scorching blasts of fire, magic can be the difference between life or death. Or, as in so many cases, the cause of life or death.

    Inner Sea Magic explores the role of magic within this vast and varied region. Within this 64-page book, you will find:
  • A who’s-who of powerful and famous spellcasters from throughout the Inner Sea region
  • Details on four types of magical schools—arcane academies, spellcaster’s guilds, monasteries, and secret societies—along with rules for joining and studying with such organizations
  • Rules for several types of specialized or variant magic, including the chaotic power of primal magic, the secrets of shadowcasting, the traditions of Thassilonian sin magic, and the wonders of Varisian tattoo magic
  • Two new oracle mysteries (the primal-magic wielding spellscar mystery and the sinister Outer Rifts mystery)
  • More than a dozen new archetypes for all sorts of spellcasters, including the black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the tattooed sorcerer, and the winter witch
  • Two new prestige classes—the cyphermage and the divine scion
  • Dozens of new spells, from Aroden’s spellward to zone of foul flames!

Inner Sea Magic is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

by Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor

ISBN-13: 978-1-60125-360-6

Note: This product is part of the Pathfinder Lost Omens Subscription.

Product Availability

Print Edition:

Available now

Ships from our warehouse in 1 to 5 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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

PZO9237


See Also:

1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

4.30/5 (based on 8 ratings)

Sign in to create or edit a product review.

Interesting Variant Rules, and Packed Full of Player Options

4/5

Inner Sea Magic is a 64-page entry in the Pathfinder Campaign Setting line that contains an impressive amount of information about everything from magical schools to variant types of spellcasting and more. It's full of new spells, archetypes, and even a couple of prestige classes, and I found myself impressed and intrigued by most of the options presented. I will say this is another product that seems to blur the division between the Campaign Setting line (intended for GMs) and the Player's Companion line (intended for players), as players will get as much or more use out of this book as GMs. But in the end that doesn't keep this from being a quality book that is definitely worth getting.

The inside front cover is a map of the Inner Sea region with the location of important magic schools listed. The inside back cover is a reproduction of the cover without any logos or title. The contents are divided into five sections: Magic of the Inner Sea, Variant Magic, Magic Schools, Spellcasters of the Inner Sea, and Spells.

Section 1, Magic of the Inner Sea, is six pages long. It begins with a brief overview (1 paragraph each) of regions in the Inner Sea that are particularly noteworthy in regards to magic: Geb, Irrisen, Jalmeray, the Mana Wastes, Nex, Nidal, Thuvia, Varisia, and the Worldwound. The rest of the section is a list of fifty(!) noted spellcasters in the Inner Sea, each with a one-line description, class and level, and a head-shot. I don't recall seeing anything like this before, but I actually really liked it. It's basically a "Who's Who" of magical power in known Golarion. My only suggestion is that it would have been better to use the inside front and inside back covers for this sort of reference information, thus freeing up a couple of pages in the interior for exposition.

Section 2, Variant Magic, is ten pages long and definitely something I'll make use of. It presents seven variant systems of spellcasting that are tied to a particular region or theme, and are perfect for NPCs or (with GM permission) PCs that hail from that area. Included in this section is False Divine Magic (Razmiran spellcasters who disguise arcane magic as divine), Fleshwarping (not really a different way of casting spells, but a way to transform creatures), Primal Magic (otherwise known as "wild magic", this section includes rules on primal magic areas, how primal magic events are triggered, and a great table on sample effects that could result); Riffle Scrolls (a slightly different method of scroll-casting that I didn't really get the purpose of, either in the novel Prince of Wolves or here); Shadowcasting (drawing from the plane of shadow; this section includes four new feats); Tattoo Magic (favoured by Varisians), and Thassilonian Magic (basically super-specializing in a school of magic; includes a great picture of the Runelord Sorshen). The options presented here were quite flavourful but also seemed (without play-testing) mechanically viable.

Section 3, Magic Schools, is ten pages long and presents a full rules sub-system for handling PCs who enroll at a magical school, including the cost, the benefits (socially and mechanically) they gain from their education, what it takes to avoid flunking out, and so forth. The sub-system is designed to track the students' Fame (which they earn by making Education checks a certain number of times per semester) and Prestige Points (which they earn by completing specific tasks). Fame is used to track a students' progress and privileges (everything from library access at one end to becoming a full professor and receiving a salary at the other) while Prestige Points can be spent to receive specific favors which vary based on the school, such as gaining an Imp Minion or a discount on the purchase of poisons. Formally, the system distinguishes between Academies (arcane education), Guilds (item creation), Monasteries (divine instruction), and Secret Societies (hidden goals). The following schools are detailed, each customized to reflect different entrance fees, tuition costs, exams, extracurricular tasks, and awards: the Acadamae (Korvosa's school of demonic conjuration), the Arcanamirium (Absalom's school of "practical magic"), the Magaambya (a long-standing school in Nantambu in the Mwangi Expanse), the Kintargo Opera House (bardic college in Cheliax), the Oenopion Fleshforges (fleshwarping laboratory in Nex), the Poisoner's Guild (in the River Kingdoms), the White Grotto (a bardic college in Absalom), Citadel Enferac (Hellknight stronghold in Cheliax), the Harrowed Society (Varisian fortune-tellers in Galduria), and the Crimson Citadel (Red Mantis assassins!). Monasteries receive a two-page spread that are not geographically specific, but instead lists a faith-specific award that students can spend prestige points on. Each of the core deities receive one entry. I think the concept of magic schools, and the system presented, would be fantastic fun to use. However, I think it probably would require the entire campaign to be centered around the premise, as otherwise most campaigns don't last long enough (in terms of in-game months) to make a semester structure viable. There is a brief sidebar that suggests a method to cope with this, but I think it could lead to PCs rising from students to Full Professors in the space of what could be only a few months of in-game time, which seems unrealistic. But then, Pathfinder is full of unrealistic things, so that might not be a problem for most. Where I see the Magic Schools sub-system receiving the most value is in a "Harry Potter" style campaign where all the PCs attend the same magic school and compete for fame and prestige while handling missions presented by the school (or foiling threats to the school).

Section 4, Spellcasters of the Inner Sea, is a twenty-page section that tries to offer something for everyone. It's basically a miscellany of everything from new oracle mysteries to new archetypes to new prestige classes. The two new oracle mysteries are Spellscar (centered around primal magic) and Outer Rifts (related to the incursion of the chaotic evil Abyss into the Material Plane). Next, the section lists 19(!) new archetypes. This is already a long review, so I won't list them all here. The ones I've heard a lot about include Crypt Breaker archetype for alchemists (another attack on poor rogues), the Dawnflower Dervish archetype for bards (doubling the benefits of bardic performance, but limiting their application to the bard), and the Winter Witch archetype for witches (pretty much every spellcaster in Irrisen!). Most of the archetypes look pretty good, but there are a couple like Mendevian Priest and Oenopion Researcher that I think could have been fleshed out more. Last, there are two new prestige classes, each with a full two-page spread. The Cyphermage is an expert in written and runic magic from long study of the famous Cyphergate in Riddleport. I really like the flavour of this prestige class, but most of the special abilities apply only to scrolls or other magical writing (like runes or symbols), and, at least in the games I'm involved in, I don't know how useful they would really be. The other prestige class, the Divine Scion, didn't do much for me (apart from a cool picture of Nualia). This divine-focussed prestige class is pretty bland thematically, as it's basically just a super-worshipper of any faith, and the special abilities consist of getting a low-level spell as a spell-like ability and another miscellaneous bonus (tied to the PCs domains), and some other moderate bonuses based on alignment. I think it tries too hard to be available to any faith and just comes across as pretty generic.

Last but not least, is Section 5: Spells. This section starts with a cool picture of the Iconic witch fighting a woolly mammoth with Ice Spears, one of the new spells introduced here. Spellcasters shouldn't be disappointed, as 39 new spells appear here, with at least a couple of options for every spellcasting class (even Alchemist and Summoner). The rich get richer, of course, as Clerics and Wizards/Sorcerors get by far the most new options.

Overall, I quite liked Inner Sea Magic. The sections on Variant Magic and Magic Schools were real highlights, and I could see them adding a lot to the right campaign. The player-focussed options presented (archetypes, spells, etc.) are more the sort of thing that could be found in any book, and I wish that as a Campaign Setting book this one would have spent more time on material that would be unlikely to appear elsewhere. Still, all in all this is a solid buy.


5/5

I've reviewed this on RPGGeek.com.

You can read it here.


Not what I was hoping for

2/5

I'm a big fan of the Pathfinder game rules (core rule book, advanced player's guide, gamemaster guide, and the monster manuals) and adventure paths for their atmosphere and creativity. However a few products I bought, among others this one, don't bring this particular atmosphere that I came to expect. If you're thinking of buying this one, check first if it's really what you're after.


Magic, customized and so very, very cool.

5/5

Another great suppliment with tons of great ideas to spark memorible characters. See my full review: Inner Sea Magic


An Indispensible Guide to Golarion Magic

4/5

See my full review here.

Inner Sea Magic takes an in-depth look at how magic is used in the Inner Sea Region of Golarion and, in turn, a bit of how that magic affects the setting. Unlike many other Campaign Setting products, Inner Sea Magic has a quite large amount of “crunch”, i.e. game mechanics information such as new rules systems, archetypes, spells, etc., instead of “fluff”, which is story and descriptive material. This makes it a product more in the style of a book like Ultimate Magic than most books in this line. However, whereas Ultimate Magic is a generic look at magic in the Pathfinder Roleplaying Game, Inner Sea Magic looks at magic with a very Golarion-specific spin.

In general, I really like that most Campaign Setting books are fluff-heavy, as that’s the kind of thing I most enjoy reading when learning about a game world. There’s enough crunch in the generic books that, unless it’s very specific to the setting, more is not really needed in a world book. As such, I had a few reservations going into this book. Most of those reservations, however, quickly subsided. This is not just a book with a gazillion new feats and spells that the game doesn’t really need. There are full details on variant magic styles that other Campaign Setting books have only hinted at, new class archetypes that explore these styles, an overview of prominent spellcasters across the Inner Sea, and details on the most prominent magical schools and academies. They are all things that can enrich any game set in Golarion.

There are quite a few new archetypes in the book. Many of these archetypes will be far more useful than those in books like the Advanced Player’s Guide or Ultimate Magic as these ones fit seamlessly into the setting and bring with them the flavour of the setting. To use archetypes from generic sources, you either need to use very generic archetypes (which are less flavourful) or shoehorn them into a setting they don’t quite fit in. I love the tattooed sorcerer, in particular. We’ve heard about Varisian tattoo magic in previous books, but until now, it’s been represented by nothing more than a single feat that only grants a bonus spell and a boosted caster level to a specific school. Now, tattooed sorcerers gain a familiar that can transform itself into a tattoo and hide out on their bodies. They can create tattoos that are magical items or can store spells in their tattoos. There is actually a point to Varisian tattoos now.

Overall, Inner Sea Magic is a very good book that finally fleshes out a lot of things that have only been hinted at in previous products. People expecting the usual amount of “fluff” in a Pathfinder Campaign Setting book, however, may be a bit surprised by the very high amount of “crunch”. However, it’s mostly useful and flavourful crunch that enhances and expands the setting. It will be an indispensable book for most games set in Golarion.


1 to 5 of 8 << first < prev | 1 | 2 | next > last >>
151 to 200 of 285 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
The Exchange

Yeah - the 'super-science as magic' trope is, I think, one that's easy to do badly... so far what little information we have about Numeria is, IMHO, tantalizingly good, with a sort-of pulp-style planetary romance genre feel to it (a bit Conan meets Barsoom, with a touch of the better (non-misogynist) parts of the early Gor books)... but that could just be me reading too much into it! ;)

The picture from the Inner Sea World Guide with the barbarian facing off against the giant mechanical scorpion is just a great image!

More specific things I'd be interested in reading more on...

What are the other six skymetals (adamantine being the seventh)?

What do the weird fluids that seep from the crashed wreckage do (apart from grant you that trait from the Inner Sea Primer!)?

More on the Technic League and the Gearsmen (they sound like they should be pulp adventure badguys in the grandest tradition).

I was hoping that the Inner Sea Magic book would have a Technic League 'school' for Wizards, and maybe even a tech-influence 'Bloodline' for Sorcerers (construct bloodline anyone?). Maybe that's the sort of thing we'll see in some future book (if we all give Numeria enough love...)?

Dark Archive

ProfPotts wrote:
What are the other six skymetals (adamantine being the seventh)?

AP 14 (Children of the Void) p 55 teases some hints about them, but nothing so thorough as mechanical properties or rules effects.

Also available here.

Quote:
I was hoping that the Inner Sea Magic book would have a Technic League 'school' for Wizards, and maybe even a tech-influence 'Bloodline' for Sorcerers (construct bloodline anyone?). Maybe that's the sort of thing we'll see in some future book (if we all give Numeria enough love...)?

That does sound cool! I'm not a huge fan of Numeria myself, but I'd be intrigued to see what they do with the Technic League wizards (or the Nidalese Umbral Court wizards, for that matter).

Like the Bloatmage, it seems unlikely that I'd ever play one of them, but more options, particularly unusual ones, is always fun, and it's not like I have to use every single thing that gets printed in my own game.

Liberty's Edge

James Jacobs wrote:
ProfPotts wrote:

Darn...

Well, I guess I better pick up Dungeons of Golarion then, to see what sort of direction the whole Numeria thing will be going...

And perhaps more importantly, let us know what you think of it. Folks generally reply more quickly when they see something they don't like, and if we have 10 people hating Numerian content and posting on the boards while 1,000 people who love the content don't say a thing, we'll be more likely to assume that the content is more universally loathed than it is.

Obviously not in Inner Sea Magic but I'd rather see mana wastes stuff (a companion would rule) or mammoth lords stuff than Numeria. Numeria is a little too far off to ever be useful in my games.

Silver Crusade

James Jacobs wrote:
ProfPotts wrote:

Darn...

Well, I guess I better pick up Dungeons of Golarion then, to see what sort of direction the whole Numeria thing will be going...

And perhaps more importantly, let us know what you think of it. Folks generally reply more quickly when they see something they don't like, and if we have 10 people hating Numerian content and posting on the boards while 1,000 people who love the content don't say a thing, we'll be more likely to assume that the content is more universally loathed than it is.

Pre-emptive vote for "more Numeria" here!

Variety is good!

The Exchange

Great link Set! Of course, now I really want to know more about the skymetals...

Set's link wrote:
'... Horacalcum is the rarest of skymetals, a metal that is said to bend time around it...'

... A metal which can bend time? I must know more! So... that's how Wizards go all mad and power-crazed... ;)

Set wrote:
Like the Bloatmage, it seems unlikely that I'd ever play one of them, but more options, particularly unusual ones, is always fun, and it's not like I have to use every single thing that gets printed in my own game.

Yeah - this is why I thought a book specifically about the unusual magic styles of the campaign setting would be a perfect fit for this sort of stuff... and I guess it still is, but this time around other unusual magic styles are getting covered instead, which is fair enough. Maybe we'll eventually get an AP set in Numeria? Now that would be very cool!

Quote:
Obviously not in Inner Sea Magic but I'd rather see mana wastes stuff (a companion would rule) or mammoth lords stuff than Numeria. Numeria is a little too far off to ever be useful in my games.

With the Gunslinger stuff going into Ultimate Combat, I wouldn't be surprised if there's some Mana Wastes lovin' around the corner.


Yeah I would love to see some Numeria stuff.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would like to see more Numeria stuff as well.


Honestly? I don't think there's any part of Golarion I would *not* like to have more material on. I love the setting, and plan to buy up all books/pdfs I can to learn all there is.

So consider this a vote for more Numeria stuff :)


Monkeygod wrote:

Honestly? I don't think there's any part of Golarion I would *not* like to have more material on. I love the setting, and plan to buy up all books/pdfs I can to learn all there is.

So consider this a vote for more Numeria stuff :)

What he said.


More magic is good.


mempter wrote:
Monkeygod wrote:

Honestly? I don't think there's any part of Golarion I would *not* like to have more material on. I love the setting, and plan to buy up all books/pdfs I can to learn all there is.

So consider this a vote for more Numeria stuff :)

What he said.

+2


Have there been any hints as to what we can expect in regards to "primal magic" ?


nighttree wrote:
Have there been any hints as to what we can expect in regards to "primal magic" ?

I guess that's a no.......

Are we expecting any previews prior to release ???

Sovereign Court

nighttree wrote:


Are we expecting any previews prior to release ???

I suspect "we're" expecting lots of things.

Paizo Employee Creative Director

nighttree wrote:
Have there been any hints as to what we can expect in regards to "primal magic" ?

We'll do some previews closer to the book's release in a few months.

But I can tell you right away that primal magic is essentially Golarion's version of wild magic. It's raw, untamed magic that does all sorts of chaotic and random stuff when it happens. It's not really something you WANT to happen to you when you're casting spells... but there will be some options in "Inner Sea Magic" that allow you to manipulate and control primal magic, sort of.


Quote:
We WILL have some Numeria-related content in the upcoming "Dungeons of Golarion" and at this point we'll be watching and listening with keen eyes and ears to the reactions there.

As long as we get our huge, charged particle accelerator tailed, mecha scorpion complete with twin mini-guns and claws of steel, I think we'll be happy for the most part James with ANY Numeria-related content you come out with (if you KNOW WHAT I MEAN). Any idea when the PDF will be out? Hope it's not in August. I've waited so very very long to make my good-aligned outcast winter witch (sniff).


I really hope there are stats for that scorpion robot with gatling guns somewhere sometime.


Any info you can give us on Shadow Casting? I'm honestly curios to know how you're gonna do it, and I'm hoping you don't do it terribly like WotC did.


James Jacobs wrote:
We'll do some previews closer to the book's release in a few months.

Thanks James, but you do realize that it's supposed to be out in a few WEEKS don't ya ;)

Paizo Employee Creative Director

nighttree wrote:
James Jacobs wrote:
We'll do some previews closer to the book's release in a few months.
Thanks James, but you do realize that it's supposed to be out in a few WEEKS don't ya ;)

Actually, it's supposed to be out at Gen Con. Which is certainly closer that a few months. But as you see from today's post, we're still previewing Dungeons of Golarion. And we have to do a few previews for the Pathfinder Society Field Guide as well. Once THOSE are done we can look at previewing some of Inner Sea Magic.

And even then, chances of rules being previewed are relatively light. We much prefer previewing art.

Dark Archive

Pathfinder Card Game, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Berselius wrote:
Quote:
We WILL have some Numeria-related content in the upcoming "Dungeons of Golarion" and at this point we'll be watching and listening with keen eyes and ears to the reactions there.
As long as we get our huge, charged particle accelerator tailed, mecha scorpion complete with twin mini-guns and claws of steel, I think we'll be happy for the most part James with ANY Numeria-related content you come out with (if you KNOW WHAT I MEAN). Any idea when the PDF will be out? Hope it's not in August. I've waited so very very long to make my good-aligned outcast winter witch (sniff).

The street date for the gencon stuff is normally the first day of Gencon, August 4th


James Jacobs wrote:


Actually, it's supposed to be out at Gen Con. Which is certainly closer that a few months. But as you see from today's post, we're still previewing Dungeons of Golarion. And we have to do a few previews for the Pathfinder Society Field Guide as well. Once THOSE are done we can look at previewing some of Inner Sea Magic.

And even then, chances of rules being previewed are relatively light. We much prefer previewing art.

Ah CRAP....I was reading "preorder(insert period) expected late July 2011" and have been all excited that it was comming out next month :(


Pathfinder Adventure Path Subscriber
nighttree wrote:


Ah CRAP....I was reading "preorder(insert period) expected late July 2011" and have been all excited that it was comming out next month :(

I might be wrong on this, but I think subscribers will still get there's in late July (assuming everything goes smoothly and according to plan). I don't think you're a subscriber though, so that doesn't help much...

Liberty's Edge

So with an ice witch archetype in this book are we going to be getting new ice/cold/frost based hexes? I don't play in Glorian, but ice magic is critically short in Pathfinder, so this info could make or break a purchase on this for me, especially with Ultimate Magic, seekers of secrets, ultimate combat the other pathfinder society book & bestiaries 2&3 still on the must buy list.


Quote:
So with an ice witch archetype in this book are we going to be getting new ice/cold/frost based hexes?

Either that or some way to penetrate resistance/immunity to cold based damage I'm guessing. I'm just praying there's not alignment restriction for playing the Winter Witch archetype. If there is, I'm going to be most upset.


We sure could use some previews of this. Yup. Yup.

Dark Archive

Berselius wrote:
We sure could use some previews of this. Yup. Yup.

I totally second that every day I look up the blog and there haven’t been any previews of actually gamming products mostly fiction and society stuff.

More previews of player options please!!!


Souphin wrote:
I totally second that every day I look up the blog and there haven’t been any previews of actually gaming products mostly fiction and society stuff. More previews of player options please!

Glad to know I'm not alone.

Shadow Lodge

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

Well next week is the start of the UC previews. So maybe they can combine this with it. A day of UC then a day of Inner Sea Magic :)

Dark Archive

Lazaro wrote:
Well next week is the start of the UC previews. So maybe they can combine this with it. A day of UC then a day of Inner Sea Magic :)

I figure UC previews would be out soon since it comes out in 2 weeks. The AGP and UM I think had a preview almost every week for about weeks before each came out. That is the main reason I come to the site. The blog is marked as a favorite because as a player I look forward to what is new and coming out.

It's almost not worth getting previews since they both are coming out in 2 weeks. I still want previews!!!

I'm rambling....
Back to holding my breath for previews.


I'm aching for the Sin magic.....really.....I'm in actual discomfort..


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I would expect the Inner Sea Magic previews to be on Thursdays. And they usually only do 1 or 2 previews for a Campaign Setting book.


Really looking forward to see what the shadowcaster mage and the winter witch archetypes are about. :-)

Scarab Sages

Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Don't know if this has been answered already.

Will Inner Sea Magic have updated spells from APs, Player Companion, etc... that were printed with 3.5 rules?

Also, in AP#2, in the section on Desna, there is a prestige class called Spherewalkers for her clerics. Is that still available under PFRPG rules?


Pathfinder Lost Omens, Rulebook Subscriber
F. Castor wrote:
Really looking forward to see what the shadowcaster mage and the winter witch archetypes are about. :-)

me too on the shadowcaster...gaaahh Aug 4th.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
chrids wrote:
F. Castor wrote:
Really looking forward to see what the shadowcaster mage and the winter witch archetypes are about. :-)
me too on the shadowcaster...gaaahh Aug 4th.

The shadowcaster looks pretty cool.

Liberty's Edge

I've downloaded this this morning and can say that I am impressed. However, can we hold off on the Spoilers in these books??? These books are made for both players and GMs, but there is a huge spoiler in this book for Carrion Crown and other APs.

I love the products that you guys bring out, but if you can cut back on those sorts of things it would be appreciated.

I also think that the Shdowdancer is quite nice, but I also love the Vampire Hunter Inquisitor Archetype. I can see one of my players "adjusting" their Inquisitor character in the near future.

Don't Read if you play or want to play Legacy of Fire AP:
I also love the spell Pugwampi’s Grace. These creatures were annoying enough in Legacy of Fire, so a magic with this spell will annoy the crap out of my players.


Vampire Hunter!!! Awesome

What level spell is "Kiss of the first world"? What class(es) can cast it?


Justin Franklin wrote:
The shadowcaster looks pretty cool.

Could you tell us something about the shadowcaster? And what is primal magic about? Please? I need to know.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Ambrus wrote:
Justin Franklin wrote:
The shadowcaster looks pretty cool.
Could you tell us something about the shadowcaster? And what is primal magic about? Please? I need to know.

The shadowcaster can prepare extra spell slots in his shadow that can only be cast in areas of normal or dim light.

Primal Magic, is like raw magic. It is similar to Wild Magic in 2nd edition.


Thanks for the info. Both of these sound tailor made for my shadow sorcerer / haunted oracle / Mystic Theurge. What is the means by which a character can gain access to them?


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Ambrus wrote:
Thanks for the info. Both of these sound tailor made for my shadow sorcerer / haunted oracle / Mystic Theurge. What is the means by which a character can gain access to them?

The Shadowcaster is a wizard archetype (there are also 4 shadwcasting related feats). There is also a Primalist wizard archetype, or you can just cast spells in places like the Mana Wastes.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber

There are 2 Sorcerer archetypes in this book as well.


Justin Franklin wrote:
There are 2 Sorcerer archetypes in this book as well.

What are they? And is there any way for a sorcerer to equally gain access to shadowcasting or primal magic?


Ambrus wrote:
...That's it? No means for a sorcerer to make use of either?

I believe there was mention of an Oracle Mystery that used primal magic.

Any info you can spill on Sin Magic ?
Is it just new spells ? or are there feats etc involved ???


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Ambrus wrote:
Justin Franklin wrote:
There are 2 Sorcerer archetypes in this book as well.
What are they? And is there any way for a sorcerer to equally gain access to shadowcasting or primal magic?

The Razmirian Priest and the Tattooed Sorcerer. If any person is in an area of primal magic and casts a spell, activates a magic item, etc, there is a 50% chance that the effect is replaced with a random magical effect. The Sorcerer has access to the shadow metamagic feats and the one non-metamagic shadow feat. I like the Shadow Grasp feat that causes spells with the Darkness descriptor to also entangle.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
nighttree wrote:
Ambrus wrote:
...That's it? No means for a sorcerer to make use of either?

I believe there was mention of an Oracle Mystery that used primal magic.

Any info you can spill on Sin Magic ?
Is it just new spells ? or are there feats etc involved ???

The Spellscar mystery. The Thassilonian Magic has a specialist Wizard and the 7 schools of sin magic. There aren't any spells that are specifically Thassilonian.


Is the tattooed sorcerer any good?

Maybe it's just me, but shouldn't the primalist be a sorcerer rather than wizard archetype? What's more primal than sorcery?


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Ambrus wrote:

Is the tattooed sorcerer any good?

Maybe it's just me, but shouldn't the primalist be a sorcerer rather than wizard archetype? What's more primal than sorcery?

I think the tattooed sorcerer could be very cool. It works off of the Varisian Tatoo feat in the ISWG, however every Bloodline spell the Sorcerer gets is considered to be of the chosen school.

Actually the Primalist is more about trying to control the Primal Magic, so it is more of a Wizard archetype, to me anyway.


Wait let me get this strait the "Razmirian priest" is a sorcerer archtype?

What do you mean for the tattooed sorcerer that every bloodline spell is to be of the chosen school?

151 to 200 of 285 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Campaign Setting: Inner Sea Magic (PFRPG) All Messageboards

Want to post a reply? Sign in.