School based bloodlines


Homebrew and House Rules


I know there are some bloodlines that thematicaly fit with certain schools of magic (undead bloodline fitting well eanough with necromancy) but has anyone developed bloodlines with each school of magic in mind. Such as an Illusion bloodline or a conjuration bloodline?


Not that I know of, but they would be neat as mutated arcane blood lines... Hmm...


oh man i was hoping for a Google doc link.... sad face

but it does sound like a something cool to work on might see what i came up with


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Arcane (Abjuration)
You were exposed to a hugely powerful sorus of Abjuration as you were growing up and it left a power full mark down to your every blood

Class Skill: Knowledge (any one).

Bonus Spells: Shield (3rd), Resist Energy (5th), dispel magic (7th), Globe of Invulnerability, Lesser (9th), Dismissal (11th), Antimagic Field (13th), Spell Turning (15th), Protection from Spells (17th), Mage's Disjunction (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus(Abjuration), Still Spell.

Bloodline Arcana: whenever you cast a spell of the Abjuration school your caster level counts as 2 levels higher for spell effects.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Spell Bond (Abjuration) (Su): At 1st level, you gain the ability to give yourself a +1 defection bonus this bonus increases every 6 levels (max of +4 at 19th level) till the end of your next turn, as an immediate action. You can use your spell bond 3 time per day pulse your CHA MOD.

Abjuration Adept (Ex): At 3rd level, you can ready a swift action to counter a spell rather a stander action. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Abjuration) (Ex): At 9th level, you can add any two Abjuration spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Abjuration) (Ex): At 15th level, The DC for any Abjuration spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

ok so here is the first one ...... i could not come up with anything for a capstone ability i was think about just giving all of the spells from the school but that unbalanced so i left it to see if anyone else had a idea

but if any one like this i could try and knock out the rest


to make the capstone power a little more specific to abjurations i would add.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots, with the exception of abjuration spells which reduces the spell slot increase by one.


Ohh i forgot the part where i like you abjuration school.


i will try and not out some more if i can they will most likely follow the same line of thought

if you have a school thats your fav i can work on it first


Conjuration might be fun.


ok this is every much in need of playtesting but i think its is at least playable and most likely overpowered i will see if can not be add to the MCA boards so look for it there for a later draft

PM me if you end up playing one i would like to know how it turnd out

Boold of the 8 scools:

You were exposed to a hugely powerful sour of magic belong to one of the Schools of magic rather than a universal magic like the wish spell, As you were growing up and it left a powerful mark down to your every blood
At first level you pick one school of magic besides universal once you pick this cannot be changed.
Class Skill: Knowledge (any one).

-Abjuration Bonus Spells: Shield (3rd), Resist Energy (5th), dispel magic (7th), Globe of Invulnerability, Lesser (9th), Dismissal (11th), Antimagic Field (13th), Spell Turning (15th), Protection from Spells (17th), Mage's Disjunction (19th).
- Conjuration Bonus Spells: Grease (3rd), Glitterdust (5th), Stinking Cloud (7th), Dimension Door (9th), Summon Monster V (11th), Wall of Iron (13th), Phase Door (15th), Maze (17th), Gate (19th).
- Divination Bonus Spells: Identify (3rd), Locate Object (5th), Clairaudience/Clairvoyance (7th), Arcane Eye (9th), Telepathic Bond (11th), True Seeing (13th), Vision (15th), Moment of Prescience (17th), Foresight (19th).
- Enchantment Bonus Spells: Charm Person (3rd), Touch of Idiocy (5th), Heroism (7th), Crushing Despair (9th), Dominate Person (11th), Symbol of Persuasion (13th), Hold Person, Mass (15th), Irresistible Dance (17th), Power Word Kill (19th).
- Evocation Bonus Spells: Magic Missile (3rd), Shatter (5th), Lightning Bolt (7th), Resilient Sphere (9th), Interposing Hand (11th), Freezing Sphere: (13th), Prismatic Spray (15th), Clenched Fist (17th), Meteor Swarm (19th).
- Illusion Bonus Spells: Silent Image (3rd), Hypnotic Pattern (5th), Major Image (7th), Shadow Conjuration (9th), Seeming (11th), Shadow Walk (13th), Simulacrum (15th), Shadow Evocation, Greater (17th), Weird (19th).
- Necromancy Bonus Spells: Ray of Enfeeblement (3rd), False Life (5th), Vampiric Touch (7th), Bestow Curse (9th), Waves of Fatigue (11th), Undeath to Death (13th), Finger of Death (15th), Create Greater Undead (17th), Energy Drain (19th).
- Transmutation Bonus Spells: Magic Weapon (3rd), Levitate (5th), Slow (7th), Beast Shape II (9th), Telekinesis (11th), Disintegrate (13th), Control Weather (15th), Polymorph Any Object (17th), Time Stop (19th).

Bonus Feats: Combat Casting, Spell Penetration , Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus(your chosen school), Still Spell.

Bloodline Arcana: whenever you cast a spell of your chosen school your caster level counts as 2 levels higher for spell effects.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Spell Bond (Su): At 1st level, you gain a defective ability called a spell bond the shape of your spell bond depends on your chosen school. You can use your spell bond a number of time perday equal to your CHA MOD, it is an immediate action and the benefit last till the end of your next turn unless it stats other wise.

Abjuration: your spell bond gives you a +3 defection bonus, this bonus increases by +1 at 6th level and every 3 levels after (max of +8 at 18th level).

Conjuration: your spell bond gives you a +2 shield bonus for 1round this increases by +1 to AC and 1 round every 6 levels (max of +4 for 3 rounds at 15th level).

Divination: you can force the person making the attack to reroll you must say you want this reroll before you know it passes you AC. They receive a -1 on this reroll at 6th level, every 3 levels after the penalty increases by -1(max of -5 at 18th level).

Enchantment: anyone deals damage to you makes a will save vs a dc 15 pulse your CHA MOD or be dazed for 1 round this deration increases by 1 round at 6th level and every 3 levels after (max of 8 round at 18th level).

Evocation: whenever anyone deals damage to you with a melee non-reach weapon you deal 1d6+1 force damage to them, this damage increases by +1 increase every 6 levels (max of 1d4+4 at 19th level).

Illusion: your spell bond gives you a +10 mischance this mischance increases by 5% every 6 levels (max of 30% at 19th level).

Necromancy: anyone deals damage to you makes a will save vs a dc 15 pulse your CHA MOD or have a -3 to their AC for 1 round this deration increases by 1 round at 6th level and every 3 levels after (max of 8 round at 18th level).

Transmutation: your spell bond gives you Fast Healing 2 bonus for 1 round this Fast Healing increases by 1 and 1 round every 6 levels (max of Fast Healing 4 for 3 rounds at 15th level).

Adept of the 8: At 3rd level, you become aware of the strength of your school and honing its power become easier for you. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level.

Adept of Abjuration (ex): you can ready a swift action to counter a spell rather a stander action. Your use is not expended unless your target cast a spell and you fail the spellcraft check, succeed in the counter spell, or fail the counter spell

Adept of Conjuration (ex): you can teleport 15’ as a move action you may only take yourself and a light load with you when using this ability. This is a standard action

Adept of Divination (ex): you may grant an ally a reroll on any attack, skill, save roll but with an insight bonuses equal to your CHA MOD add to the roll

Adept of Enchantment (ex): you may touch one target and grant them a +2 to any ability score of your choosing this last 1 round per level. You may not target your self

Adept of Evocation (ex): you can make a blast of force that can attempt a bull rush, disarm, or trip combat maneuver using your sorcerer level pulse your CHA MOD instead of your CMB. You may use this at a range of 15’ and it uses your size when determining the effect

Adept of Illusion (ex):may cast a spell as if it was stilled and silent without raising its level or casting time

Adept of Necromancy (ex): You can summon a human skeletal champion with HD equal to your level for a number of turns equal to your level before it falls to dust. The skeletal champion shares your aliment and takes commands telepathically from you but will not act on its own. If you lose your telepathic bond by death knock out or such it falls to dust

Adept of Transmutation (ex): you gain 30’ in a movement speed of our choice fly, swim, clime or extra land speed for one round

New Arcana (Ex): At 9th level, you can add any two spell from your chosen school from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, The DC for any spells from your chosen you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Mastery of the school(Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots, with the exception of abjuration spells which reduces the spell slot increase by one.


I developed a PF sorcerer version of the 3.5e Beguiler a while back -- that's pretty good for an enchantment-themed sorcerer.


cool beans on the beguiler

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