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Ioun Stones of the Orrery of the Ancients
This chamber, located near the top (just below the observatory) of one of the few intact towers in Hyrantum, contains a most unusual orrery. At the center, over a meter across and lit by continual flame, is a stone sphere covered with fanciful giltwork representing the sun.
Orbiting it at vastly scaled down distances, and vastly scaled up speeds, are eleven ioun stones, representing the planets of Golarion's system, and as long as they orbit the central sphere, and she remains within the 20 ft. diameter chamber, the lich astronomer who resides in this tower benefits from the stones as if she had personally equipped them.
The stones cannot be removed from this room so long as the lich is active, but even if she is only temporarily dispatched (her phylactery not found to 'finish the job') her link to the stones is sufficiently disrupted for them to be seized as treasure. (When she reforms, she may well decide to track down the thieves are reclaim them...)
Aballon The smallest and closest orbiting stone to the 'sun,' this tiny grey iron sphere is barely the size of a peppercorn, and moves so quickly as to be a barely visible blur, making it both the smallest and fastest-moving ioun stone yet seen. When equipped, it's bearer gains a +5 ft. bonus to all speeds, and suffers no penalty to their Armor Class for taking the Charge action. Three times per day, when the user would take a 5 ft. step, they can move 10 ft. instead (with the usual benefits of a 5 ft. step). Once per day, they can ignore difficult terrain for a single round's movement.
Castrovel This cloudy green malachite sphere is the size of a grape, and confers upon it's bearer the Favored Terrain (jungle) and Favored Enemy (plants) class features of a 1st level Ranger. If the bearer already has these features, these bonuses stack. Additionally, the bearer gets their Favored Enemy bonus to the saving throws of natural attacks from creatures with the Plant type, or from poisons derived from plants.
Golarion This mostly opaque brownish amber sphere contains a barely visible miniscule fossil centipede deep within it, and is crisscrossed by hair-thin adamantine wires across it's surface, culminating in six tiny spikes, not even a quarter of an inch high. Representing destructive power constrained, the stone grants it's bearer +2 to both CMB and CMD to initiate or defend against a Sunder maneuver, and ignores the first 2 points of Hardness when they attempt to Sunder something. Their own equipment benefits from 2 additional points of Hardness against attempts to Sunder it, in turn. Finally, whenever the bearer would inflict damage that would reduce a creature to less than zero hit points, they can choose instead to reduce the creature to exactly zero hit points, and stable.
Akiton This banded red agate sphere allows the bearer to benefit from the Ferocity trait of a half-orc, usable a number of times per day equal to their Constitution modifier (minimum once). If they already have this trait, they can use it one additional time, and can also choose to be affected by a rage spell whenever at or below zero hit points, as long as they remain conscious.
Verces This zebra jasper sphere is black on one side and white on the other, and orbits in such a way that one side is always facing the bearer (or the sun, if 'equipped' in the Orrery of Ancients). If the white side faces the bearer, they benefit from Cold Resistance 5. If the black side faces the bearer, they benefit from Fire Resistance 5. The facing can be changed by the bearer as a standard action (that provokes an attack of opportunity). Either form of resistance is doubled against nonlethal damage of that energy type, such as from environmental extremes of cold or heat.
Eox This fire obsidian sphere lacks the brilliant display of the finest specimens, and is solid black, save for a faint impression of three green 'flames' within it, resembling somewhat the 'Man in the Moon,' or the figure from Monet's 'The Scream,' two eyes and a mouth open wide. When equipped, the bearer can speak and understand Necril, and has a +2 bonus to saving throws versus the supernatural abilities and attacks of undead or spells from the Death Domain or Wizards School of Necromancy. Additionally, a number of times equal to the bearers Intelligence modifier (at least once) per day, when the user makes a Knowledge skill check, whispered voices (can be heard as if he was receiving a message spell, although the whispers are in Necril), the bearer can roll again on this Knowledge check and take the best result.
Triaxus This multicolored copper turquoise sphere has bands of warm orange and cool blue, and is warm to the touch when the ambient temperature is cold, and cool to the touch when the ambient temperature is warm. The bearer is always protected by an endure elements effect, and has a +2 to saving throws versus cold or fire effects, including extremes of cold or heat. It orbits so slowly as to appear immobile, it's stately progression only noticeable over the course of many days observation.
Liavara One of the two largest ioun stones ever seen, this grapefruit sized peach colored cloudy moonstone seems to radiate calm certainty. The bearer benefits from a +4 saving throw versus the nightmare spell, or similar effects that would assault their dreams, a +4 to Perception checks when they are asleep, and they are never flat-footed when surprised (even if they still do not get an action in the surprise round, if caught off-guard).
Bretheda The second grapefruit-sized labradorite sphere contains bands of dark blue and purple, and allows the bearer to cast alter self[i] (CL 10) on themself at will. No matter what trait they choose to benefit from, their appearance does not change more than superficially, and they gain no bonus to Disguise checks, nor does their Strength or Dexterity change according to the size of the adaptation they manifest.
Apostae This pea sized brown tiger's eye allows the bearer to cast [i]open/close cantrip at will, and has three charges per day that can be used to cast hold portal (1 charge), knock (2 charges) or a temporary version of wall of iron (3 charges, lasts only 4 minutes and creates only four 5' squares) at caster level 4. If the bearer is a spellcaster, they can expend a spell or slot equal to the number of charges that would be expended to use any of these spells without expending charges from the stone, but the resultant spell will be at CL 4, regardless of their caster level.
Aucturn This pea sized stone is oddly squishy and damp to the touch, and while it appears greenish-yellow to the bearer, it's appearance is inconsistent to all other viewers, never changing visibly when being looked at directly, but appearing different to different viewers, or at different times, sometimes as a gemstone, sometimes a tiny world, sometimes something organic and unwholesome, such as a feral animalistic or insectile eye, or a glistening hummingbird's heart, still beating, or something equally disturbing. The 'stone' has an Intelligence and Wisdom score of 10, a NE alignment, a single rank in Knowledge (arcana), Knowledge (dungeoneering), Perception and Sense Motive (giving it a +4 bonus in each of these skills), and can communicate telepathically with it's bearer, and will occasionally volunteer some (usually practical, if amoral) advice or even use Aid Other to assist it's bearer in the use of one of these four skills. It speaks Aklo, but it's bearer can understand it's telepathic communications even if they do not normally understand Aklo, and it might be persuaded to serve as a translator, albeit with it's usual macabre and sinister off-color commentary. Due to it's occasional recalcitrance, regular use of Diplomacy (or Intimidate!) on the stone is recommended to earn it's cooperation.
Hey, kill a lich-astronomer, save a bunch of Lirgeni remnants from whatever she's up to that's probably not healthy for them, and get *eleven* unique ioun stones as treasure! I kinda love doing the research for stuff like this, and looking up both the planets involved to get an idea what sort of ioun stone powers or traits would feel appropriate, and then what sort of precious and semi-precious stones would best fit the desired colors and qualities!

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So I recently read a threat about hot ladies being redeemed (Nocticula, Sorshen, Arazni) while not-so-hot ladies like Gyronna and Lamashtu, stay evil, and it got me thinking about non-evil worshippers of Lamashtu.
Instead of just focusing on her mothering aspect, there's fodder I think in her embracing of madness and deformity. In the 'old days' that seemed all squicky, but in a more enlightened age, she's the champion for 'neurodiversity,' for finding a place for people who would have been discarded or regarded as 'damaged' or 'a burden' by less enlightened societies. Ditto, her embrace of disability (aka 'deformity'), people whose bodies are more 'diverse' than the accepted range. (Biodiverse? Physiodiversity?)
And so a CN sect of Lamashtans who run an orphanage for children that the societies around them would have shunned, locked away or thrown away, children with challenges aplenty, could be an interesting splinter sect of non-evil Lamashtans. (and there could even be some thematic crossover with vengeful Calistrians, only the Lamashtan avengers don't go after boyfriends who pissed them off, but after parents who discarded children they didn't like the looks of, or towns that beat someone up and ran them off for 'looking weird' or 'acting weird.)
I've always been a fan of the corner-cases, where someone veers away from the core tenets of a god (such as the Abadaran or Iroran Paladins, imposing moral values on faiths that don't really have any), to focus on values that were allowed by the 'one-step' alignment rule of 1st edition, but not always covered as much.
NE Clerics of Pharasma, all about hunting down people who are bidding on the Sun Orchid Elixir and 'cheating death,' or even hunting down people who either have cast resurrection, or have been resurrected, or perhaps just randomly killing people in the deserts of Thuvia, who are hunting for the elusive sun orchids (while also spitefully destroying any they find themselves!).
CG Clerics of Calistria, all about pranks and tricks to tweak the nose (nonlethally!) or ruining the reputations of stuffy full-of-themselves tyrannical law-and-order sorts, coordinating subtle acts of civil disobedience to make the tyrants look foolish, sex positivity and open relationships and sexual equality, etc.
LN Clerics of Zon-Kuthon who are all about pain and adversity and privation as a means of forging oneself, strengthening oneself, innuring oneself for the challenges to come, when the things in the Outer Dark finally come for us all. Steel is made from iron, they say, by burning and beating it, and putting just a touch of the darkness into it (coal, metaphorically, added to iron).

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A long while back, I did a one-letter off spells list, with stuff like Shocking Grass and Burning Lands.
And now, some one-letter off spells from Ultimate Magic!
Tonic Gift (Toxic Gift). 1st level. You cast this spell as a standard action, and then drink a potion as a move action within the next round, it's effects are immediately transferred to a willing (or unconscious) ally within Close range. You are not affected by this potion, only the ally. A spell slot equal to one plus the level of the spell in the potion can be used to have the potion affect both you *and* the chosen target.
Blood Cow Strike (Blood Crow Strike). A target within Close range is trampled by a herd animal, per the Bestiary. If it fails it's save versus the trample attack, it also suffers 2 points of bleed damage for the next minute, if it is not staunched before then. The 'blood cow' appears as a normal cow, appearing at the moment of impact and disappearing directly after trampling the target, but red and wet, as if covered in blood.
Blade of Blight Victory (Blade of Bright Victory). If the target fails their save, the cannot score critical hits or benefit from any other form of precision damage, such as a ranger's Favored Enemy bonus, or Sneak Attack dice. Any attempt at a coup de grace only inflicts normal damage during this time. This effect lasts for 1 minute / level.
Guiding Stab (Guiding Star). You cast this spell as a movement action. If you successfully strike a target with a melee attack within one round, you mark the target so that all allies get a +2 bonus to strike the target with any attacks for the next round.
Dance of One Hundred Cats (Dance of One Hundred Cuts). Affects as a 20 ft. radius within Close range, one hundred normal sized cats of various colors and breeds appear and begin moving in a strangely formal 'dance,' purring loudly. All able to view this dance are fascinated as by hypnotic pattern. Attacking these cats causes them to fade away at the end of the round, although rumors speak of a higher level version that turns aggressive if attacked and becomes a giant cat swarm...
Envious Surge (Envious Urge). As a swift action you can charge a target who has a visible item worth at least 100 gp x your caster level. Your attack must be a disarm or steal attempt at the object of your envy, and you do not suffer an AC penalty versus the target of your attack (but do against any other attackers). The movement of this charge does not provoke an attack of opportunity, nor does the disarm or steal attempt at the end of the charge.
Mice Body (Ice Body). This is just a polymorph effect that can turn the caster into a Diminutive mouse, which is great for stealth, but not much else. It can also be cast on an ally, or upon an unwilling target (who gets a Fortitude save), and acts as baleful polymorph.
Malicious Sprite (Malicious Spite). Summons a chaotic evil sprite that targets a single creature within medium range, and lasts 1 hour per level. This sprite focuses all it's ire on the chosen target.
Woolen Phalanx (Wooden Phalanx). Summons 1d4+2 animated sets of clothing, which can't inflict lethal damage, and count as Small animated objects. They have DR 5 against Bludgeoning attacks. Lasts 1 minute / level.
Ball Construct (Call Construct). You compress a single construct under your own control into a ball that fits in your hand. At any time thereafter, you can speak the command phrase 'Pokemon, I choose you!' and toss the ball into a square within 10 ft. and the construct returns to full size and potency. This spell must be recast to be re-used.

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Random thoughts on
Practical Magic of the Arcanamirium
Permanent Illusion (6th) is a permanent Major Image (3rd), so permanent Minor Image would be (5th), permanent Silent Image would be (4th) and permanent Ghost Sounds would be (3rd).
Permanent Ghost Sounds is used to create animal calls, toys that make animal sounds, lockets that include the voice of a loved one, holy icons that quote inspirational scriptures, music boxes that produce actual music, taxidermic animals that produce natural sounds, etc. Also the occasional fake musical instrument that plays a specific tune (generally quite well) regardless of the skill of the person pretending to play it (the instrument itself being designed to produce no sound, so as not to conflict with the magical tune playing at the same time). Usually these instruments only have a single song, so they aren’t much good for repeat performances as your audience might get suspicious that you only seem to know one tune…
Permanent Silent Image is used to create realistic three dimensional ‘portraits’, and quite commonly in noble studies to create fantastic landscapes, or in a scholarly setting to illustrate the subject being studied, like maps, or anatomy, or the inner workings of a siege engine. The temple to Nethys in Quantium has the most well-known display of this sort, with life-size ‘light sculptures’ of Nex himself, Anghazaad, and various other prominent figures from arcane history, including Old Mage Jatembe, which have resulted in consistent depictions of these historical figures, since these images of them as they were in life have been around for many years (and are, presumably, accurate?). A controversial ‘light sculpture’ of Nex *as a gnome* is stored in a forgotten chamber, as it was considered disrespectful, but that it would *also* be disrespectful to destroy even such a controversial homage to their founder.
Ray of Frost is cast by one of a half dozen apprentices at the fish market every morning on tables containing a flat indentation into which seawater is poured, which they freeze into sheets of ice, upon which the fish are displayed for the day. In some case, awnings overhead are soaked with seawater and similarly frozen so that there is an icy overhang. These same apprentices also are commissioned by nobles and businesses all over the city to keep basement ‘ice boxes’ filled with fresh ice, to keep their own private stocks fresh. (Some also have private pools chilled during the summer months, to create cool dipping pools for refreshment of residents and guests.) The payment goes to the Arcanamirium for this service, not to the apprentice, although tipping is usually welcomed by the busy apprentices, if not encouraged or condoned by the Arcanamirium itself. The cost is a pittance compared to the expense of the chill boxes below.
Chill Boxes are sold to the wealthy, and certain businesses that deal with storage or transport of perishable goods, after a strategic number of them were given free to larger food storage, slaughterhouses and fisheries (none of these businesses were given enough cubic footage to chill all of their daily product. The first hit is free…). Each uses Prestidigitation to keep the contents at just above freezing, regardless of the temperature outside the box. Sizes are 1 cubic foot, 2 cubic feet, 4 cubic feet, 6, 8 and 12 cubic feet, with the larger models costing more. (the winter (colloquial term, ‘fetch me some wine from the winter, would you my good man?’))
Permanent Dancing Lights float in a room, never moving. They can be programmed to only come on at night, or to respond to a command, or the presence of an amulet. Permanent Dancing Lights that move around, following people wearing signature items, or float above special candelabra, cost extra.
Self-Mending clothing are a luxury. Self-mending boots and shields are far more practical and worth the expense, for a finely crafted shield or hand-tooled or beloved pair of boots. (They mend themselves as often as 1/day, if damaged in the case of a shield, 1/week (if damaged, or on Oathday, otherwise) in the case of boots undergoing regular use.)
Self-cleaning clothing (via Prestidigitation) are also a luxury, as are clothes that maintain the brightness of their colors (also using Prestidigitation). Much more extravagant magically enhanced clothing, such as a gown that has a moving image of a cloudscape, stormscape, or dragon in flight, upon it, or one that has a mantle of peacock feathers that rise up on command when you enter a room, cost SOOO much more.
A pair of rings / earrings can have Message linked to be usable between them. A stationary Message device can also be built into a house, so that the wearer of an amulet can have their voice heard in various servant quarters / work areas to summon aid. Such things are commonplace in the Arcanamirium itself, and apprentices regularly get whispered directions from senior staff all over the campus (although, generally, only a single member of the arcanascenti, and the leaders of the college themselves, have access to any single apprentices token, so usually an apprentice won’t receive conflicting instructions at the same time).
Arcane Mark (invisibly) can be used on gemstones for sale, to ensure that if they are stolen, their true provenance can be later discovered. Several arcanists sell their marks to invisibly mark items so that they can be later identified if stolen, or if suspected of being replaced by forgeries. Few of the wealthy consider this worth the risk, as a rumor has been spread that a marked item can be summoned to hand at any time by the wizard that marked it. (A misunderstanding of how Instant Summons, which none of the low-level wizards selling Arcane Marks as a protective service can even cast, works. The two or three who are high enough level to cast Instant Summons have far more productive and profitable things to do than cast Arcane Mark on some wealthy twits valuables.)
Lullaby is cast on decorative mobiles hung over cribs, to help keep the toddlers of the wealthy quiet. Unless special ordered, these mobiles tend to have dangling 'charms' that subtly encourage acceptance of magical lore, such as symbols representing the schools of magic. Gotta hook 'em young!
Fog-catches. Use minor magic to draw in moisture from the evening fogs over the city into central pools, which are covered by thin metal ‘doors’ (which fall closed again if not held open, while filling a pail with water, although the most recent one uses an Open/Close cantrip instead) to prevent contamination by external matter. Weak necromancy is used to discourage (or kill) tiny vermin that enter the area, and Prestidigitation keeps the water clean and chilled, while also gently agitating it (three hollow glass marbles float in the water, and spin slowly around the center of the pool, remaining equidistant from each other and the walls and center of the pools, keeping the water gently agitated. These freshwater caches are available in several districts, but are subject to all sorts of conspiratorial nonsense, like how the necromantic magic that keeps insects away also makes the drinkers infertile, and this is a plot to keep the poor from breeding, as the wealthier citizens have their own wells. (Insects tend to pile up in drifts outside the cache, killed by the necromancy, and then pushed out by the Prestidigitation…)
Unseen Chef – unseen servant that has Profession (cook) as a class skill, 1 rank in that skill, and Skill Focus (Profession (cook)), for a +7 Profession (cook) check. It usually takes 10, and performs only unseen servant functions related to cooking, placing out meals and cleaning up after itself in the kitchen (or campsite) where it is anchored. It is an uninspired cook. Expect lots of stews, but its creativity is also limited by what foodstuffs are available, the presence of a fire (or supplies to start one) and cooking utensils. Cold sandwiches might be your lot, if it has nothing to build a fire with! Rarely made permanent, but, of course they did, the meals in the Arcanamirium for the students and lower tier members, are all made by unseen chefs. You need to be of higher rank to rate one of the living cooks!
Permanent Floating Disks. Follow the bearer of a specific amulet. Fairly common on the docks, and special blue cap-wearing porters command a premium by using these items (and / or their own spells) to assist in loading and unloading ships, and ferrying cargo around the docks and even up into the city. The most prestigious of these blue caps can be seen with no less than five disks following her like her own personal caravan, and rarely lacks for customers.
Permanent Grease. Used on an area or surface that needs to remain frictionless for use. The most prominent such use is a greased track in the shipyards in which a ship is brought into a raised berth to be worked on, and then slid back into the water when repairs are complete, but there are some less visible greased chutes into the sewers to prevent garbage from clogging up the disposal chute, or creatures living below from climbing up from the sewers into the city… A quarry outside of town also has a greased channel they use to move quarried blocks of stone from the quarry to a barge for transport more easily.
Stable that has a hitching post that can cast Mount (CL 1) at will, but can only have 1 mount active at a time. Multiple such posts exist in the Arcanamirium stable, and each has a amulet hanging from the post. Someone taking a horse out must take the amulet to control that mount, and also serves as notice to anyone entering the stable that this particular horse is ‘out’ at the moment. Apprentice level ‘worker mages’ out doing Ray of Frost or Prestidigitation duty do not get to use these Mounts. Only in the Arcanamirium can you enter a stable, and it just has hitching posts, no actual horses. (Or, bonus, no droppings to clean up, and no need to feed them!)
Animate Rope cast on several ropes currently in use as transoms and hoists on the docks, but wow, it’s been a disaster so far! Superstitious sailors resistant to anything new and the latest in self-knotting ropes do not go well together. One (expensive!) rope was hacked to bits after a group of sailors insisted that it ‘went rogue’ and tried to strangle one of them!
Erase is used to recycle paper or parchment by several local businesses, getting rid of each weeks tallies so that they can reuse the paper for the new weeks business. The journeyman who provides this service secretly records some quite interesting data on transactions in the city’s businesses for his own investment opportunities…
There is a permanent Feather Fall from the highest tower of the Arcanamirium, and both supplies and sometimes people just get tossed (or jump) out the window and drift to the courtyard. Doing this in the presence of visitors is discouraged, as it started a rumor that the curriculum is so mercilessly hard that students have leapt from the tall tower to their deaths (which discourages noble families from sending their children, and more importantly, tuition, to the Acanamirium!).
Small animated objects like brooms that clean a specific room, saddles that equip themselves, dishes that place themselves (or remove themselves when the meal is done) or tall candelabras (usually lit by continual flame) that follow someone around at night are expensive, but popular. Most such items come preprogrammed with a specific set of tasks, those that can be directed by the wearer of an item of jewelry are more expensive.
A journeyman has taken to transcribing risqué, politically subversive or simply scandalous tales in otherwise dry by popular textbooks for young ladies (and gentlemen) of breeding, using Secret Page. Only someone who knows the command word can see and read the verboten material, while to any nosy nanny or disapproving parent, the books are perfectly staid and respectable tomes of history, business matters or noble genealogies. When A Proper Ladies Guide to Etiquette secretly contains the unredacted version of the scandalous Conception Exception, well!
A new spell designed for this sort of practical / mercantile magic;
Olfactory Image / 'Ghost Scents' – as ghost sounds, but produces odors as you wish. Damaging or debilitating odors lack their usual potence, but someone familiar with Ghast or Troglodyte stench will at least recognize the smell and perhaps think some of those creatures are at least nearby, if not present. This spell is more commonly used to produce fragrances, and the price is set according to the price of the original fragrance. If you want a trinket that exudes a fragrance that normally costs 500 gp. an ounce, and is imported from Vudra by way of Jalmeray, the Arcanamirium is not going to let you buy this item for 100 gp... (They might have, but the wealthy Jalmari fragrance importers would punish them in the court of public opinion for undercutting their business!)
Persistent Ghost Scents would be a 3rd level spell.

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Back in the day, the presence of Dark, Spirit and Guardian Naga, but not Water Naga, prompted me to make my own. (This was before Bestiary 3, when Paizo went ahead and statted them up, but hey, I still like the idea of there being Sylvan Naga!) I took the somewhat odd approach of having *all* naga be the same, mechanically (barring attributes being prioritized differently, depending on class choice), with the whole dark/guardian/spirit/water thing being just different factions of a single species.
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(Water) Naga
CN Medium aberration
Init +3; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 22 (+4 deflection, +3 Dex, +5 natural)
hp 58 (8d8+24)
Fort +4, Ref +6, Will +5
OFFENSE
Speed 20 ft., swim 20 ft.
Melee +5 (1d6+3 plus poison)
Ranged spit +6 touch (poison)
Space 5 ft.; Reach 5 ft.
Spells Known (CL 5th)
2nd (4/day) – detect thoughts, invisibility
1st (7/day) – charm person, expeditious retreat, magic missile, shield
0 (at will) – daze, detect magic, mage hand, open/close, read magic, touch of fatigue
STATISTICS
Str 15, Dex 17, Con 17, Int 15, Wis 13, Cha 17
Base Atk +3; CMB +5; CMD 18 (can’t be tripped)
(4) Feats Alertness, Combat Casting, Eschew Materials B, Lightning Reflexes, Stealthy
(4+Int – 48) Skills Escape Artist 4 (+12), Knowledge (arcana) 8 (+13), Knowledge (nature) 8 (+11), Perception 8 (+14), Sense Motive 4 (+7), Spellcraft 8 (+13), Stealth 8 (+16), Swim 0 (+20)
Languages Common, Goblin, Sylvan
ECOLOGY
Environment temperate or warm rivers or marshes, temperate or warm aquatic
Organization solitary or nest (2-4)
Treasure standard
SPECIAL ABILITIES
Hold Breath (Ex) A water naga can hold its breath underwater for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Undersized Weapons (Ex) The tentacles framing their face are smaller and weaker than their naga's size would suggest, and can only wield weapons scaled for a size Small creature, and with an effective Strength of 5. They can however manipulate potions, wands, writing implements or spell components just fine.
Poison (Ex) Bite – injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save
Spells A water naga casts spells as a 5th level sorcerer. Some water naga cast as other spellcasting classes and use the appropriate spell lists, casting attributes (altering which mental attribute is primary appropriately) and preparation methods, but do not gain any other class abilities.
The size of a constrictor, but with the head of a man with serpentine features, two foot and half long tentacles hanging down like scalplocks and a beard-like frill of a half-dozen or more tiny slender tendrils directly under their mouth that can be used for fine manipulation, but to no real offensive affect, naga can occur in a bewildering array of colors and patterns, or none at all, some resembling no species of snake known, sometimes blending into their surroundings, at other times brightly contrasting with it. They prefer warmer climates, and are most common in arid or tropical equatorial regions, but can be found scattered throughout the Darklands, and in smaller populations in regions as far north as Mendev and Lastwall.
There are many conflicting tales about the origins of nagakind. Some say they were created in their current form by their patron goddess Nalinvati. Others say that the Sekimiri ‘serpentfolk’ crafted them as a servant race of ‘lesser spellcasters,’ without arms so that they would always remain dependent on their masters. An Ulfen tale says that ancient serpents sleep near the bones of the dead, absorbing the whispers of forbidden and occult knowledge from the lingering spirits, and that over time, this dark knowledge festers within then and causes them to manifest faces, so that they can speak the words of power they have heard from the slumbering dead (an odd tale, since naga are almost unknown in Uffen lands…). Nagakind dismiss such tales, seeming to have no interest in the origins of their species, concerned only with advancing their own personal arcane and occult lore, gaining in both knowledge and personal power. Their pursuit is a selfish one, and while they come together fleetingly to perpetuate their race, they do not cooperate in their individual development, and seem to cooperate more readily with other races, with drow, fey, hags and humans being their preferred partners in arcane pursuits, although they may also lead small cults or tribes of humans, kobolds or (degenerate) serpentfolk, occasionally manipulating a tribe of goblins in service to some scheme or another.
Many ‘Guardian’ naga used to be clerics of Aroden, and have split into two main factions, half following the Inheritor, Iomedae, and the other half, Pharasma, the Lady of Graves, with each group regarding the other as faithless traitors (although they never take such disagreements so far as to actually commit acts of violence against each other, simply pointedly ignoring each other when forced to work together). Most cast spells as clerics, but a few as wizards, and used to follow Arazni, but now exclusively follow Pharasma, or no one at all. They are the most likely naga to be found with a group of human knights or clergy of their faith, and to field spells of healing and abjuration. Those who cast as clerics have 15 Wisdom and 13 Intelligence, instead.
‘Dark’ naga live in the darklands, and ally with drow, or more commonly lead tribes of derro, kobolds, morlocks or (degenerate) serpentfolk. They tend towards oracle, sorcerer, witch or wizard spellcasting, often with a focus on spells of enchantment, evocation, illusion and necromancy, and may take additional levels in these classes, gaining the appropriate class abilities (and increased spellcasting). Preferred starting languages change to Undercommon, Necril, Sekimina, etc. Dark naga are obsessed with power in all its forms, and are the most likely to progress far into their arcane studies, or seek alternative sources of power, with one prominent individual being among the leadership of the sinister Technic League, and another being a blind oracular high priestess of Dahak, operating above-ground in the Shackles.
Sylvan naga are secretive advisors to the elves of the Mwangi Expanse, preferring to keep out of sight deep in elven communities and respectfully deferred to, which has lent them a sinister reputation among Sovryian elves who think that their ‘forlorn’ kin have developed an unseemly dependence on their whisperings and manipulations. In truth, the sylvan naga have suffered greatly due to assumed ties to the ancient and reviled serpentfolk and sought refuge among their elven allies, and are more in-tune with the natural world, than with the ‘sinister’ machinations to which they are associated. A Sylvan naga can choose druid spells as sorcerer spells (casting them as arcane spells), and almost always have class levels in druid, choosing the Nature Bond option of a cleric Domain instead if an Animal or Plant companion (choosing from Animal, Community, Plant, Protection, Scalykind, Water or Weather) . Preferred starting languages include elven, Mwangi and sylvan. Sylvan naga with class levels in Druid have a 15 Wisdom and 13 Intelligence. There is always an open position at the Magaambya for a sylvan naga ‘halcyon-speaker’, said to be a position created by Old Mage Jatembe himself, but there has not been anyone in that position in living memory, and it remains something of a curiosity.

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Random thought;
With the (relatively) recent changes to Irrisen, with the rise of Anastasia to rule, I wonder how much the old class of Jadwiga winter witches have found it prudent to move outwards, to set up shop in distant lands like Brevoy or Taldor or even somewhat closer to home like Belkzen, Nidal, Ustalav or Oprak, serving as mysterious and 'exotic' arcane advisors and the like, rather than hang out in areas where they are reviled by local Ulfen populations, and might find themselves no longer quite as comfortable.
It could be an interesting bit of setting detail for the occasional winter witch to be seen hobnobbing in Cheliax, or attending (or presenting!) a lecture at the Arcanamirium, now that Irrisen itself has turned a (ha ha) cold shoulder to them.
And it would logically result in some of their more specialized ice-related magic proliferating throughout the arcane community, as they would no longer be quite so incestuously tied to Irrisen's borders.
I've always found the Jadwiga fascinating.
How much (if anything) does a group of Jadwiga brought to Irrisen remember about the place they came from? Did they have to go through some sort of Battle Royale/Hunger Games like competition to qualify to be some of the hundred or so she brings over to rule Irrisen for a century?
Are some of them related by blood, and, if so, do they even remember that, or do they instead have a 'tradition' of not having kids with other members of 'their generation' (so no Kseniya having kids with other Kseniya, even they are visibly not even remotely genetically related), treating their own generation as 'one family unit' even if that is not the actual case? (And, if so, does that result in the occasional bit of unintended inbreeding, as an 'Elvanna' turns out to be a bit too closely related to a 'Harcatha,' with some of these visibly marked and 'shameful' children most likely to grow up to become bitter and spite-fueled Hags over time?).
How old are they when they arrive? At least old enough to rule, so late teens / early twenties? And then they rule for 100 years, at which point most of them should be venerable and / or dead, if fully human. Are they fully human? Are they in fact bred from a hidden realm controlled by Baba Yaga from some millenia-ago captive populations of Ulfen humans and Snowcaster elves, with the current population being entirely half-elves (explaining some of their longevity) and not even remembering their ancient (fully elven or fully human) ancestors?
Or do they have some other special means of extending their vitality, such as a racial trait that increases the age at which they go up an age category by one year for every caster level they gain, giving them incentive to learn witchery (or sorcery, or clerical / druidic magic!).
Or some combination of the above. Half-(snowcaster) elves, who also can get up to +20 years of extra lifespan by reaching caster level 20 (which, generally, only the queen will), could at least justify a queen not being terribly feeble at the end of her 100 year reign. (I've always loved the idea of a stable population of half-elves, or half-orcs, somewhere, that have no 'unfortunate implications' or mixed parentage, just two folk with a some elf-y or orc-y bits getting together and making a like-blooded baby.)
With the lean away from gender-limited groups (particularly all-evil female groups, like the Darklight Sisterhood, or the old 'evil queen' trope where women in power are seen as unnatural and wicked), it could be interesting to have only 70% ish of witches be ladies, and have even a few of the *rulers* have been Witch-KINGS.
I feel like Irrisen was really kind of closed off and 'inaccessible' for play, under the PF1 paradigm, and with Anastasia in charge, and perhaps winter witchcraft (and the Jadwiga as an ethnicity) spreading out a bit more, that 'those toys' are now more available for player use and setting flavor for a game *not* set in Irrisen, which, IMO, is a good thing.

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Two new Mites;
Ticklers are much like their Mite cousins, but are primarily kindly and playful (and somewhat pretentious and claim some sort of deep wisdom that they, mostly, don't have...). They are scaled and finned, and wear sheer clothing, if any at all, sometimes settling for aesthetically draped aquatic plant life or shells in place of cloth goods (which rarely last underwater in any event), Ticklers can breathe both water and air without difficulty, and their base language is Sylvan. They have the same solitary Hit Die, a Natural Armor bonus of 1, Str 8, Dex 11, Con 11, Int 8, Wis 11 and Cha 12 and can cast Speak with Animals (fish only) 3/day at CL one, as well as any one cantrip from the Druid list. Instead of Vermin Empathy, they have Wild Empathy, but only with fish. Each day they can choose a different cantrip, if they wish. They lack any sort of Hatred trait, but do dislike evil aquatic fey, such as Rusalka or Nuckalavee, as well as certain other rapacious aquatic folk, like Scrags or Merrow. As they are most commonly seen in freshwater, they have little contact with Sea Hags or Sahuagin, whom they would likely also dislike...
Flits (sometimes called Swifts are also quite similar to Mites (and Ticklers), but instead of fish or vermin empathy, their special bond is with birds. Not nearly as kindly as their aquatic cousins, the colorfully feathered Flits can fly, just, being able to glide like a chicken, or descend any distance without suffering falling damage. They like to wear clattering scarves of fallen leaves in bright autumnal colors, but prefer not to cover up their often dazzling plumage, in whatever colors are most common to the more colorful birds of their region. They are as Dextrous as Mites (more so than Ticklers), if not quite as Intelligent as either of their cousins, and lack the Natural Armor of their scaled relatives. They can cast Speak with Animals (birds only) 3/day at CL 1, use Wild Empathy (birds only) as a Druid, and use a single Druid cantrip (chosen each day) at will at CL 1. They can be playful, or cruel, by turns, and seem to be more fickle than either of their cousins, neither inclined to good or evil by nature, but straddling the line between, singing and prancing like songbirds one moment, and coldly eyeing a small animal that may serve as prey like a raptor the next. Flits have an odd sort of love-hate relationship with the birds that are so much a part of their lives, as they idealize them and often bond quite closely with them, and yet also deeply envy their greater mastery of flight, and sometimes grow sullen and resentful at the sight of great murmurations of sparrows swooping together in aerial displays.
The one thing that Mites, Flits and Ticklers have in common is universally denying that they have *any* sort of relation to one another. To try and convince them of this, or remark on their similarities in build, or ties to animal kind, or fey origins, is a sure way to offend any of these three peoples. While they do not (usually!) make war upon each other, generally trying to pretend the other races do not exist, there have been several vicious attempts by one group or another to drive members of another group away. (The Mites and Flits are the most likely to be territorial in this manner, and the fact the Ticklers so often live underwater and out of sight of the others may have more to do with their avoiding these squabbles than any sort of benevolence on their part.)

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So, just finally picked up Rival Academies and had some thoughts, as is my wont.
What if the gathered folks had come with some signature spells to help fight off the remaining demons infesting Sarkoris?
Venorium Blorm - a spell that scrambles the surrounding space, so that if anyone attempts to teleport within the casters immediate area, they can use a Reaction to force them to make a Will save to 'stay on target.' If they critically succeed, they go exactly where they want. If they merely succeed, they take some psychic damage *or* perhaps they are staggered, as if they'd dimension doored back in PF1. If they fail the save, they go nowhere, and take damage or are staggered. And if they critically fail, they appear anywhere else within range that the caster wishes, take damage *and* are staggered! Ha ha! No leaving until I say so! The spell would start out relatively low level, affect only a 10 ft. radius and only do 2 dice of damage, but using higher level slots you can increase it up to a 30 ft radius and 6 dice of damage.
Zenda Modic - a spell that transforms a length of bone (such as a femur) into a javelin that flies at a creature of the same type as the bone came from. (So, if hunting demons, use demon bones.) It attacks as a ranged spell attack but does damage like a javelin with the bane property (1e) or a striking rune (2e) that only affects that creature type. At higher level, it does more damage (major or greater striking rune?). Low level spell, but you can upcast it for bigger damage rune.
Aerusa Fleethoof - speak words of obscure prophecy that cause the area to be lit with starlight and cancels out darkness penalties or suspends magical darkness. [Wow, oracle magic that somehow involves the NPCs focus on astronomy, prophecy and oracle stuff, and also could be useful in demon-fighting? Don't make it easy on me!] :)
Alamyra Jadwiga - spell that summons a spirit to inhabit a figure of sticks or carved wood and animates it. At the lowest level, it functions like unseen servant (but, obviously, visible). With higher level slots, it's just a different skin for animate object. [A Jadwiga who *isn't* all about ice magic? I like!]
Chiral - [eusocial insects and societal transmogrification? what is this, mad libs?] a spell that links you and a number of allies so that as long as they all take the same action you just took before casting this spell as a reaction (so the action doesn't actually have to be 'cast a spell,' you could perform an attack and *then* trigger the spell), they get a +1 bonus to that action. (+2 if they are, in 1e terms, lawful subtype, like devils, archons, axiomites, inevitables, etc. or have the 'strong aura of law' feature like paladins or clerics of lawful gods.)
As written, it's kind of junk. Ooh, I shot a crossbow, and now all my allies get +1 on their next attack. Or, ooh, I made my stealth check, and now all my allies get a +1 on any Stealth check before my next turn. Very not sexy. Needs work.
A higher level version would only trigger on a successful roll for an attack or skill check, and cause allies who also attacked before your next turn, or rolled the same skill, to have their success bumped up one notch. (only fail on a crit fail, succeed on a fail, crit succeed on a success?) And that might be too much!
Ehmik Naaruj - state your action, and then for each round after the first you follow that action, you get a +2 bonus to relevant rolls, for up to a minute. If you stop doing the stated action before the goal is complete (you don't have to keep attacking a foe who you felled in round 4 for six more rounds!), you are stunned and take mental damage for 'betraying your oath.'
Gaztyn Ur'Darga = you implant a gem worth X shiny quatloo in your flesh and it counts as an aeon stone of that value for the day. Higher level slots allow you to bond more 'spensive gems into more valuable aeon stones for the day. The gem is reusable! (Nobody wants a spell that burns 1000 gp. a day to be able to not eat or drink for 24 hours... Unless they are dying of thirst in a desert, while sitting on a chest of gems, I guess?) [No, this has nothing to do with demon fighting. I don't care. The NPC had zippo to do with demon-fighting, and I didn't want to fight the narrative.]
Nochtli Tlatoa - a spray of phosphorescent pollen coats everyone in the area. Only targets of the named type (say, *demons!*) have any reaction as the pollen causes them to glow for the next minute as if affected by faerie fire. Others in the area do not trigger the effect.
The pollen can also be set as a trap in an area, and puffs up from the ground if creatures of the appropriate sort step onto the affected ground, and begin glowing appropriately. Can be used as a demon-detecting spell, but also handy for targeting them, so useful for demon-fighting as well. (or undead, or whatever creature type you set the pollen to react to)
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And that's as far as my brain got. Odd that the 'lesser schools' in the back of the book got my creative juices flowing more than the Magaambya or Lepidstadt, but such is my brain.
I am, as always, intrigued by who *didn't* show up. No Cyphermages. No Hemotheurges. No Shadowcasters. No Signifers. No Gatewarders. No Blue Warders. No Reborn House (company of Nethyn wizards crusading against corrupt magic, from Faiths of Balance). No Arclords.
Ah, so much fun stuff in this setting! It's an embarrassment of riches!
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A more interesting (IMO) version for Chiral would be to adapt one of my 1e demon-hunting spells, one that 'broadcasts' distracting sound (like chanting in Celestial!) on the 'telepathic frequency' that races that have natural telepathy (like demons!) share. Anyone in the area of the caster with telepathy would be sickened or shaken or otherwise minorly penalized by the distracting angelic singing coming in over demon radio, while it wouldn't even be audible to anyone else and just sound like the wizard (or cleric, bard, whatever) is singing a song quietly to themself in Celestial!
And since telepathy also is a feature of devils and daemons, it's not exclusively a demon-fighting spell. (Although it would only affect naturally telepathic critters, not users of detect thoughts or even 'detect thoughts at will' like rakshasa or dopplegangsters.)

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Lepidstadt's contributions to the reclamation of Sarkoris.
One researcher has been working on a Stasian coil-empowered repeating heavy crossbow, that launches it's cold iron bolts with great force through a magnetic charge. This prototype is cumbersome, slow, awkward, requires specialized training, and does not seem more terribly more effective than a non-Stasian-coil empowered repeating heavy crossbow in the hands of a specialized user, perhaps. (+2 to hit, +4 to damage, so yes, somewhat better, but hardly worth all the time spent between firings winding up the Stasian coil to re-energize it.)
But, Lepidstadt, and she insists that surely the solution must be 'more Stasian coils!'
To point, another student is trying to find a way to 'untaint' demon-tainted life through the use of Stasian current. He has been forbidden to work with animals (or people!, not even volunteers!), and has so far only proven able to shock a few sad demon-tainted plants to death. He maintains that this is a partial success, as the resultant ashes show no sign of demon taint!
More usefully, a field researcher has begun modifying a technique that allows someone with the appropriate training (alchemists, rogues, investigators, rangers) to use a relevant Knowledge (planes, in the case of demons) or Heal check to temporarily show an ally how to strike a foe with bonuses similar to Favored Enemy, or with the effects of Sneak Attack. A technique usable by multiple roles, and not limited to spellcasters, shows some promise, although it is in it's initial stages. They insist that knowledge is the best weapon, and they seek to give those who have that knowledge, the ability to empower their allies appropriately.
The field of research is indeed something of a challenge for the faction from Lepidstadt, as their traditional areas of focus; fencing, the occult, homonculi, surgery and now, Stasian coils, are of limited use in either fighting demons, or removing demonic corruption from blighted flora and fauna.
Undoubtedly, there is a woefully misguided student out there convinced that the right kind of homonculus could make all the difference, if they can only stitch together the right combination of demon-tainted animal parts, and animate them with a charge from a Stasian coil.
What could possibly go wrong? :/

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Shory items inspired by the Aeromantic Infandibulum (and not be too overly powerful!).
Shory Greatcloak (inspired by the Great Rudder)
This ornate high-collared 5 lb. blue and white silk cloak has many sail-like folds and streamers of cloth that billow majestically in the slightest breeze, snapping like canvas ship's sails, despite it's light silk composition. It occupies both the shoulder and cloak slots, and benefits the wearer in the following ways;
* the wearer gains Skill Focus (Fly) as a bonus feat,
* they are considered acclimated to high altitudes and have a +4 competence bonus to resist high altitude effects and altitude sickness,
* they are treated as 1 size class larger, or smaller, as they desire in the moment, versus wind effects,
* they treat wind speed as two steps lower for the effects on their ranged attacks,
* if Blown Away by strong winds, they can make a DC 15 Fly check to retain their footing and land on their feet, or a DC 25 Fly check to also alter their angle of travel to anywhere within a 90 degree arc of the direction of the wind that is blowing them back,
* they automatically reduce the distance of a fall by 10 ft. when calculating falling damage, even if unconscious, gain a +5 check to any Acrobatics check to willingly reduce falling damage by an additional 10 ft., and can make a Reflex save to land on their feet, even if they do take falling damage (DC 10 + damage taken).
Despite billowing widely when in use, the cloak folds itself obediently when not in motion, and takes up no more space than a normal mantled greatcloak.
Bag of Winds
This small silk bag is sealed with a cord, and bulges dramatically as if it contains some moving creature. When opened as a standard action, it releases a gust of wind in the direction the mouth of the bag is facing. This gust of wind is at CL 5, and can last for up to 5 rounds before it is spent and will not gust again until it has been sealed up and allowed to recover for at least 8 hours. It can be used for no more than five rounds in a 24 hour period, but these rounds do not need to be consecutive, and it can be tied off again as a free action by the wearer.
Infandibulum Key
This adjustable mithril band can be worn as a torc, headband or even a bracer (taking up the entire bracers slot), resizing itself and locking into place. It is linked to a floating disk, at CL 5, which can be summoned or dismissed at will, for up to 5 hours per day (which do not need to be used all at once, although each time it is summoned, it expends at least an hour of use, even if called forth for a lesser duration).
Additionally, you gain the Disk Rider ability of someone who has the Magic Trick feat specialized towards the floating disk spell, and can ride the disk created by the Infandibulum Key at a 30 ft. fly speed.
Rod of Rightful Rule
A lesser version of the staff of rightful rule, this 3 lb. mithril-rune coated hollow steel rod can be used as a sturdy +1 shock light mace, despite it's light construction, and allows the user unlimited use of feather fall (self only).
Additionally, if the user is an arcane spellcaster, and knows either Auran or Infernal, it allows them to prepare (or know) an additional cantrip each day, which must be chosen from light, mage hand or prestidigitation. The cantrip chosen can be changed each day when spells are refreshed, even if the wearer is a spontaneous spellcater.
The sound of air moving through the hollow central shaft, and whistling in and out of the many carved holes decorating it when it is swung about, also make it oddly musical, for a weapon or symbol of rule...
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Mithril and crystal wands that produce a single scorching ray that have been modified to inflict electrical, cold or even sonic damage are also not uncommon items of Shory manufacture, although most have few charges remaining, and are worth more as curios or items of research, than for their effective value.
A pair of gauntlets that can cast light (at touch range, only one effect maintained at a time) at will, or produce flame (CL 3) once per day, similarly modified to produce a ball of glowing electricity, instead of flame, also seems to have been popular.
Items related to flight, naturally, remain the most commonly seen, and rumors, often quite far-fetched, attribute the designs of boots, carpets, cloaks, armor, shields, helms or even broomsticks or mortars and pestles (clearly Irriseni inventions!) that grant flight capabilities to their bearers, abound. On the other hand, it is known that many such items (boots, cloaks and carpets, mostly) were in use by the Shory people, not all of whom had the spellcasting abilities to fly under their own power.

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New Magnimarian holiday
Like carnivale, this autumn festival includes a costume masquerade, where everyone dresses like characters from the Harrow deck. All Harrow's Eve runs from sundown to midnight, and involves dancing, feasting, drinking, plays and skits and comedy acts involving Harrow characters, and, naturally, a bit of Harrow reading on the side.
Two years ago, some strange coincidence led to an overabundance of people dressed as the Rabbit Prince. There were parties with upwards of a dozen Rabbit Princes in attendance! An overreaction to this embarrassment of riches led to the following year having nearly no Rabbit Princes, as everyone strove to find different characters to come as.
Who knows what this year will bring! Too many Rabbit Princes? Not enough Rabbit Princes? The *actual* Rabbit Prince?
You'll have to come and see for yourself!

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Friends have been playing D&D 5e, but have been using Golarion, as WotC seems weirdly embarrassed by their own lushly realized settings like Greyhawk, Athas, Krynn or Eberron, and is shy about really diving back into them.
So, some random ideas for Golarion-specific subclases;
Winter Witch (Warlock) 3,3, 6, 10, 14
Spells
3rd Find Familiar, Hex, Hold Person, Ice Knife, Ray of Frost
5th Bestow Curse, Sleet Storm
7th Charm Monster, Ice Storm
9th Cone of Cold, Geas
3rd Winter Witchery. Spells using the Warlocks spell slots that normally inflict Cold damage take effect as if cast with a spell slot one level higher. Additionally, spells or invocations that inflict acid, fire, lightning, necrotic, radiant or thunder damage, can instead inflict cold damage, but these spells do not qualify for the automatic heightening effect.
3rd Hexcraft / Beast of Ill Omen. If you have a Familiar and it is summoned, you can choose when you cast Bane, Hex or Bestow Curse that the Familiar maintains the Concentration on that spell, in your stead. Your Familiar can only maintain Concentration on a single spell, and must remain within 30 ft. of you to do so.
Additionally, have the Potent Cantrip feature of an Evoker, but it only applies to Ray of Frost.
6th Winter Walker / The Cold Never Bothered Me Anyway. You have Resistance to Cold damage. You do not treat snow or ice as Difficult terrain, and if winter conditions, including magical ones, such as from the Sleet Storm spell, would make an area Heavily Obscured, you treat it as Lightly Obscured. If such conditions would make an area Lightly Obscured, you are unpenalized.
Additionally, Ray of Frost’s damage dice become d8s.
10th Uttercold. The only targets that have Resistance against Cold damage from your spells or invocations are those that would normally be Immune to Cold damage.
Additionally, Ray of Frost’s damage dice become d10’s.
14th Advanced Witchery / Grand Mal Damme. You add Otiluke’s Freezing Sphere and Wall of Ice to your spells known, and like other spells you cast with Warlock slots that inflict Cold damage, they are automatically heightened to use slots one higher than your current slot level.
Additionally, Ray of Frost’s damage dice become d12s.
Umbral Court Shadowcaster (Sorcerer) 3, 3, 6, 14, 18
Tenebrous Spells
3rd Bane, Darkness, Entangle, Phantasmal Force, Thorn Whip
5th Phantom Steed, Vampiric Touch
7th Evard’s Black Tentacles, Phantasmal Killer
9th Dominate Person, Hold Monster
3rd Eyes of Night. You gain Darkvision with a range of 60 ft. If you already have Darkvision, its range increases by 60 ft. You can also see in magical darkness of your own creation. Additionally, you are Proficient in Stealth.
6th Shadowcraft. You can spend one minute weaving together threads of shadow into simple tangible objects. Any item that can be made by Fast Crafting (p 201) can be crafted, and will remain in existence until you dismiss it, or the completion of your next Long Rest. You can have a number of such shadowcraft objects equal to your Charisma modifier.
Additionally, if you have a Tool proficiency in an Artisan Tool, at the end of a Long Rest, you can craft one item from those craftable items on p 220-221. You do not need to actually have Artisan Tools or materials for this crafting, but do need the Proficiency. In the case of a Spell Scroll, it must be one of a spell that you know. This item also remains in existence until you dismiss it or the completion of your next Long Rest. You can only have one of these special shadowcraft creations in existence at any time, and expendable items, such as Spell Scrolls, Potions of Healing or alchemical Acid, are consumed when used, as normal for such items.
14th Shadows Dance. You add Summon Beast, Summon Undead, Summon Aberration, Summon Dragon and Summon Fiend to your spells known, but these spells are Illusion spells, the creatures summoned have half normal hit points, and are Vulnerable to Radiant damage. You can cast these spells with spell slots, or by expending Sorcery Points equal to the level of the spell.
Additionally, If you are entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space that you can see that is also in Dim Light or Darkness. You can do this a number of times equal to your Proficiency Bonus and then require a Long Rest to recover. If you have no uses remaining when you finish a Short Rest, you recover a single use.
18th Shadow of Yourself. As a Bonus Action or Reaction, you can transform into shadow, becoming Immune to Bludgeoning, Piercing and Slashing damage, Resistant to Acid, Cold and Necrotic damage, and Vulnerable to Radiant damage. In this form, you move at twice your normal ground speed, and are Partially Incorporeal and can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in. You cannot make any physical attacks or manipulate any solid object in this form. This effect lasts 1 minute, unless Dismissed early, and once you return to your corporeal form, you cannot return to shadow until you have completed a Short or Long Rest.
Cyphermage (Wizard)
Wizard 3, 3, 6, 10, 14
3rd Swift Scrivener. You start with Calligrapher’s Supplies and are Proficient with them. Additionally, you can Fast Craft a level 0 or 1 Spell Scroll after completing a Long Rest, so long as you have Calligrapher’s Supplies. As with normal Fast Crafted materials, these Scrolls become nonmagical after you complete your next Long Rest.
3rd Scroll Specialist. When you Activate a Scroll of a spell in your Spellbook, you can use your own attack roll or Save DC, instead of the flat +5 / DC 13, if you wish.
When you Craft (but not Fast Craft!) a Scroll, you no longer need to have that spell prepared, but it must be in your Spellbook.
6th Bibliophile You can now Fast Craft a Scroll of a 2nd level spell, or two Scrolls of Cantrips or 1st level spells. Additionally, you can now Fast Craft a 1st level Scroll after a Short Rest, but these Scrolls become nonmagical after your next Short Rest.
You no longer need to have a spell prepared to Fast Craft a Scroll of it, but the spell must be in your Spellbook.
10th Archivist You can now Fast Craft Scrolls of up to 3 levels of spells after a Long Rest, or 2 levels of spells after a Short Rest (which become nonmagical after your next Short Rest).
When you Craft (but not Fast Craft!) a Scroll, it can be any spell on your spell list, even if you do not have that spell in your Spellbook.
14th Master Inscriptionist You can now Fast Craft Scrolls of up to 6 levels of spells after a Long Rest, or 3 levels of spells after a Short Rest (which become nonmagical after your next Short Rest).
When you Fast Craft a spell after a Long Rest, it can be any spell on your spell list, even if you do not have that spell in your Spellbook.
[As much as possible, I do not want to reinvent the wheel, so I tried to use rules and concepts that already existed in 5e, like Fast Crafting or Potent Cantrips.]

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So the Forgotten Realms setting had like, a bajillion new spells, and it felt like 20% of them followed a pattern. Weapon (sword, staff, whip, mace) of (force, fire, lightning). Floating balls what spin around the caster and absorb attacks (maybe spells, maybe a specific energy like lightning or force) and can be sent off to deliver that energy (or cast those absorbed spells). Ways to cast multiple spells in a round (variations on Contingency, by such luminaries as Elminster and the Witch-Queen of Aglarond).
Inspired by that sort of spell design philosophy, but with Golarion flavor, I present;
Sihedron Strike
You conjure a spinning sihedron rune that floats above and behind your head, the seven 'blades' of the sihedron individually as long as short swords and made of force. When you cast it, you can cause one or all of the blades to strike any target within medium range, doing force damage as a short sword. Those not commanded to strike will remain orbiting you and provide you with a +1 bonus to Armor Class and Reflex saves (for each remaining blade), as they move to intercept attacks directed at you. Blades that are sent to attack hit automatically and continue attacking their selected target as long as they remain within range, returning to station behind you if the target dies, or leaves range, or if you use a movement action to call them back (you can recall one or more of them as part of the same movement action).
At any time during the spell's duration, you can assign one or more blades to attack a single or separate targets as a standard action, but those blades will not be available for defensive purposes while attacking.
This is a snippet of an idea, which I haven't really worked out the mechanics for, but I kind of like the idea of using one settings 'design philosophy' to create something with flavor from a very different setting.
And a spell that sends sihedron blades spinning off to slash and stab folk? That's just good fun!

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Random other Golarian specific stuff adapted for the D&D 5e rules.
Varisian Harrower (Bard)
3, 3, 6, 14 or 3, 6, 6, 14
Level 3: Harrow Deck
You receive a special Harrow Deck, which is treated as a Gaming Set, and are Proficient in its use, but can also be used as one or more Daggers. The individual cards are never lost or damaged by being Thrown, and reappear in your deck when you next complete a Long Rest, if lost, stolen or destroyed. If you expend a Bardic Inspiration die when you Attack with your Harrow Cards in this fashion, you do Bonus damage equal to your Inspiration die, and can choose for this attack to do Force or Psychic damage.
Your Harrow Deck can also be used as a Spellcasting Focus.
At 6th level, the cards from your deck are treated as magical weapons, for the purposes of Resistance to damage from non-magical weapons, you gain the Mastery Property of Nick when using your Harrow cards as daggers, and you are treated as holding a shield and receive a +1 bonus to Armor Class when holding your special Harrow cards in one or both hands.
Level 3: Blessing of the Harrow
When you complete a Long Rest, you can perform a Harrow reading for yourself and a number of allies equal to your Charisma modifier. Roll 6d6, with 1’s representing Strength, 2’s Dexterity, 3’s Constitution, 4’s Intelligence, 5’s Wisdom and 6’s Charisma. Those affected can choose to have Advantage with a number of d20 Tests with the Attribute that appears the most in your roll, equal to your Proficiency Bonus, until the end of your next Long Rest. In case of a tie, you choose which of those Attributes receives the buff.
Level 6: Harrow Casting
You can draw a single card as part of the action of casting a spell. Roll 1d6, and if the number on the card is 2, representing Dexterity, and your spell requires an Attack roll, you can grant yourself Advantage on that Attack roll. If your spell gives the target a saving throw, and you rolled the number associated with that Attribute, you can give the opponent Disadvantage on that saving throw. You can always draw a card as part of casting a spell, but can only choose to give yourself Advantage, or a target Disadvantage in this manner if you choose to expend a Bardic Inspiration die.
You can also use your Harrow deck to cast Augury or Cloud of Daggers, and always have both spells prepared. You can cast Cloud of Daggers, which manifests as a cloud of razor-edged Harrow cards, twice without expending a spell slot, but cannot do so again before completing a Long Rest.
Level 14: Dancer with Destiny
Using your Harrow Deck, you can cast Blade Barrier, Contact Other Plane, Divination or Speak with Dead, and always have these spells Prepared. When you cast Speak with Dead in this manner, the spell takes 10 minutes to cast, and your Blade Barrier manifests as a swirling barrier of razor edged Harrow cards.
[As usual, trying to capture the theme of the Prestige Class, and setting, and the cool visuals from the Harrow Handbook!, while keeping to the preferred mechanics of D&D 5e subclasses. Some Prestige Classes, are narrow enough that they *might* even work as Feats... Some attempts at that follow.]
Thassilonian Sin-Mage
General Feat (Prerequisite: Level 4+, Specialist Wizard (Abjurer, Conjurer, Enchanter, Evoker, Illusionist, Necromancer or Transmuter))
Starting at the level you take this feat, one of the two Wizard spells you gain each level must be from your School of Specialization. In addition, the spell you gain each level from the ‘Savant’ class feature for your School of Specialization must still be a spell of a level you can cast, and from your School of Specialization, but it can come from *any* class list.
[On the one hand, this Feat leaves the Thassilonian Specialist with no additional spells over any other Wizard of the same level, but does widely open up their versatility, particularly for Specialists in schools whose spells have a lot of options on other lists, like Enchanters and Conjurers. It is, perhaps, not so great for Evokers, since many of the sexy Evocation spells are already on the Wizard list...]
Risen Guard
General Feat (Prerequisite: Level 4+, Must have been raised, reincarnated or resurrected from the dead, Revivify is not sufficient for this purpose.)
Your soul has been anchored to your body after being called back from the Boneyard by a gem embedded into your forehead called a Ka stone. This stone cannot be destroyed or removed, and gives you the ability to avoid a repeat of your original death. Whenever you take damage that would reduce you to 0 Hit Points, you can instead choose to remain at 1 Hit Point. Taking this action gives you 1 level of Exhaustion, and you cannot take it again until you no longer have any levels of Exhaustion.
Razmiran Priest
(General Feat, Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You add False Life to your spells known and always have it prepared. Additionally, you can cast False Life (either by spell or invocation) on an ally by Touch.
If a target is suffering from Hit Point damage, and you affect them with a spell or invocation that grants them Temporary Hit Points, the target must make a Medicine or Religion check at your spell DC or believe that you have cured them of Hit Point damage they have received by using a spell such as Cure Wounds or Word of Healing.
Finally, at 14th level, you add Power Word Fortify to your spells known and always have it prepared.
Masked Caster (available toboth Halycon Speakers and Hellknight Signifers)
(General Feat, Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You have a mask that conceals your features, but does not impede your vision, hearing or speech. If it is lost or destroyed, you can replace or repair it over your next Long Rest. It functions as an Arcane Focus, Druidic Focus or Holy Symbol, as appropriate to your spellcasting class.
While wearing this mask, you have Advantage on any saving throw to resist a Divination spell cast by any creature that does not know your true name and identity. In addition, while wearing this mask, as a Reaction you can give yourself Advantage on any saving throw against an Enchantment spell cast by a creature that does not know your true name and identity. If you succeed on this saving throw, the caster of the Enchantment spell is Frightened of you until the end of your next turn. Once you use this Reaction, you must complete a Long or Short rest before you can do so again.