Tome of Radiance
TOME Of RadiancE
Light is everywhere. It springs from the candle at a child's bedside, warding off the monsters in the dark. It shines from the sun, high in the sky, bringing life and warmth to all the lands of the world. It hangs in the endless void between stars, bearing witness to the awesome splendor of the universe. It lingers in the Astral expanses between worlds. But more than anywhere else - more than in the brightest lamp, or fiercest fire - Light shines in the hearts and souls of mortals. Not all of them can feel it. Most truly experience the surging of light a handful of times in their life. But for some, the light is a calling. It is a purpose, ingrained into their very nature - to live and breathe as the beacons to hold fast to the light in an often dark and terrible world. The children of light fight for a bright new day. A morning that shines in innocence, where love and laughter drown out the wicked dark. Their hope burns strong and swift, though older and wiser heads will gently rebuke such fanciful dreams. For even the sternest admonition must falter before wide and innocent eyes. After all... what wonders might be wrought if they are right?
Tome of Radiance
chapTER OnE WiEldERs Of lighT
Tome of Radiance
chaMpiOn
use her known illuminations, a champion must first prepare
"Miracles happen! We can make them, with our own hands!
five minutes of introspection, weapons drills, or some other
Just look at me - what more proof do you need?"
mentally relaxing activity. Once her preparation is complete,
them – preparing illuminations is a simple process requiring
the champion may choose a number of her known
-Sayaka, a Champion
illuminations to ready. Readied illuminations remain readied Each individual has things they treasure. People or places or
until the champion prepares new ones. A champion’s Evoker
things they wish to protect. For some, the power of light is
Attribute is Charisma. Illuminations are explained more completely in their own
simply a tool to stand up and fight the battles they had always
section.
wished they were strong enough to fight. For others, the realization comes more gradually, a slow revelation of the
Radiant Armaments (Su): Upon awakening to the radiance
precious world they have been charged with protecting.
within her soul, a champion establishes a bond with a
Regardless of how or when they understand their role, these
particular weapon and suit of armor – respectively referred to
are the champions of the light.
as her Costume and her Device. How a champion finds the
Such individuals often do not understand the power their
armaments that are hers by right varies widely; she may
wield. They know that they are stronger, and faster, and that
stumble upon them in a dream, only to awake clutching them
when they call for aid they are answered by a mighty torrent
in hand, or she might find them in the crater left behind by a
of illumination, but they ultimately do not care. Their power is
falling star, but they always appear within a week of attaining
their own, and how they use it is all that concerns them. They
her first level in this class. Radiant Armaments are described more completely in
are the guardians of light, its stalwart wardens, and its
their own section.
vanguard against the darkness of the world. With unshakable courage and boundless hope, champions forge a bright new
Merciful (Ex): Whenever a champion deals damage with
sunrise with every ounce of sweat and tears they have to
an attack or an Illumination, she may choose to deal non-
offer.
lethal damage instead with no penalty to attack or damage rolls.
Role: A champion is, as with all evokers, a flexible and
powerful combatant. More so than any of her peers, a
The Power of Friendship (Ex): A champion is capable of
champion's radiance imbues her with the strength and will to
swaying the alignment of captured foes, as described in the
do battle with blade and bow, but it is ultimately her martial
Power of Friendship section below.
skill and luminous magic working in harmony that give the
Additionally, a champion may hasten the conversion
champion her power. While she will never match more
process through the brutal honesty that lies in the language of
focused classes for raw power, champions know full well that
battle. A champion may challenge a captive to fair and single
the most fleeting of effects, used well, can shift the tide of
combat in place of a session of conversation. This combat may
battle.
follow any rules the champion dictates, but it must be
Alignment: Any.
reasonably fair, and the captive must be fully willing - no
Hit Die: d10
benefit is gleaned from simply shoving a helpless captive into an arena and beating her senseless. Should the champion
Class Skills
emerge victorious from the duel, she immediately gains 5
The champion’s class skills are Acrobatics (Dex), Climb (Str),
successes towards that captive's total, and reduces the DC of
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate
all future redemption checks with them by 3. Win or lose, a
(Cha), Knowledge (local) (Int), Perform (Cha), Sense Motive
champion can only duel a given captive once. Cartridges (Su): While all evokers wield weapons and
(Wis), Swim (Str), and Use Magical Device (Cha).
armor of light, champions possess a bond far stronger than
Skill Ranks per Level: 4 + Int modifier.
most. Beginning at 3rd level, by storing quantities of condensed power within some physical receptacle, a
Class Features
champion can create a potent trinket known as a Cartridge.
The following are the class features of the champion.
Despite the name, these can take any form imaginable, from
Weapon and Armor Proficiency: A champion is proficient
metal-cased shells to glimmering gemstones to carefully-
with all simple and martial weapons and with all armor
scribed prayer strips.
(heavy, medium, and light) and shields (but not tower shields).
A champion may load a cartridge into her device as a swift
Illuminations (Su): Infused as they are with the power of
action, and may activate it as a free action that can only be
light, a champion is capable of crafting and calling upon powerful
manifestations
of
radiant
energy
known
taken on her turn. A device may hold a single cartridge at a
as
time.
Illuminations. A champion knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To
4
Tome of Radiance
aBlE 1-1: chaMpiOn Level
Base Attack Bonus
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
+1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +16/+11/+6/+1 +17/+12/+7/+2 +17/+12/+7/+2 +18/+13/+8/+3 +18/+13/+8/+3 +19/+14/+9/+4 +19/+14/+9/+4 +20/+15/+10/+5 +20/+15/+10/+5
Fort Save
Ref Save
Will Save Special
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Illuminations Illuminations Known Readied
Radiant Armaments, Merciful Power of Friendship Cartridges (1) Cartridges (2) Force of Personality
The Meaning of Courage, Cartridges (3)
Mettle Cartridges (4)
Font of Life Cartridges (5), Sunlight Apotheosis
4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13
1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7
Imbuements
1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 5 5
A champion can create cartridges with a small, personalized
to attack rolls, saving throws, skill checks and ability checks
ritual lasting at least five minutes. If she wishes, she may
still apply on the champion for any creature of object that is
create cartridges in the same ritual in which she readies her
not the source of fear. If the champion manages to defeat or
illuminations. A champion may initially carry only one
destroy the source of fear, she is healed from the condition.
cartridge at a time: at fifth level, and every five levels
Mettle (Ex): Beginning at 14th level, if a champion makes a
thereafter, she may carry an additional cartridge. There is no
successful Will or Fortitude save that would normally reduce
limit to the number of cartridges a champion can create in a
the save’s effect, she suffers no effect from the spell at all.
day, but any cartridge that leaves its creator's possession
Only those spells with a saving throw entry of “partial” or
fades back into nothingness in one round. It is impossible for
“half” are affected by this ability, and only for purposes of Will
one champion to use the cartridges of another.
and/or Fortitude saves with these descriptors.
Cartridges may be expended as a free action that may only
Font of Life (Ex): At 18th level, a champion lives and
be taken on the champion's turn. When a cartridge is
breathes luminous energy – it floods her veins, and keeps her
expended, the champion selects one of her active costume
standing when anyone else would have been felled by their
effects, with the outcome of the cartridge expenditure varying
wounds. She is never considered disabled or staggered, even
based on the effect it is being used to fuel. A more complete
if she has less than 0 hit points or her nonlethal damage
explanation of various cartridge effects may be found below,
exceeds her current hit point total, and gains a bonus equal to
in the section devoted to Radiant Armaments. A champion
her Charisma modifier on saving throws against death effects.
may prematurely end a cartridge effect as a free action.
Furthermore, she may continue to fight even if she has less
Force of Personality (Su): Beginning at 6th level, a
than -10 hit points, but only to an amount of negative hit
champion’s body is fundamentally fused with radiant energy,
points equal to 10 plus her character level plus her
blurring the lines between spirit and flesh. The champion may
Constitution modifier. Instant death effects and attacks that
add her Charisma modifier to any of her Strength or Dexterity
destroy the body still affect the champion if successful.
checks, or checks with skills based in Strength of Dexterity.
Sunlight Apotheosis (Su): The barrier between the
The Meaning of Courage (Ex): Beginning at 10th level,
champion and the radiant power she channels has all but
whenever a champion is subject to a fear effect, she draws
dissolved. She is likely a very different person from the one
from her reserves of courage and faces it. A shaken champion
who first set foot on her long adventure, but her blazing spirit
negates the penalties and actually gains a +2 bonus on attack
has preserved against all odds in the darkness of the world,
rolls, saving throws, skill checks and ability checks against the
beaming forth with a fury that angels and demons might envy.
source of fear; a frightened champion furthermore ignores the
At 20th level, a champion forevermore becomes a Native
compulsion to run away and ignores difficult terrain and other
Outsider with one alignment subtype of her choice, with all
natural impediments when drawing near the enemy; a
the traits that implies. Further, she can no longer be aged by
panicked champion gains a +2 bonus to Armor Class. Penalties
any means mundane or magical, and will never die of old age.
5
Tome of Radiance Additionally, the champion may craft a single, special
The champion may evoke this illumination once per
illumination, binding it to the unfathomable wellspring of
encounter, and invariably pays 20m for it, regardless of its
radiance that she has become. This illumination calculates the
actual cost. The champion may alter or replace this
effect of its Foundation component as if it possessed a mote
illumination whenever she gains a permanent evoker level.
cost of (the champion's evoker level * 1.5), rounding down.
6
Tome of Radiance
s TaRgaZER
illuminations is a simple process requiring five minutes of
"Such beauty and wonder! Truly, I have n ever seen its like. If
activity. Once her preparation is complete, the stargazer may
we could harness even the tiniest measure of the power in that
choose a number of her known illuminations to ready.
distant sea of stars, the world would know no reason for
Readied illuminations remain readied until the stargazer
introspection, weapons drills, or some other mentally relaxing
prepares new ones.
darkness."
Illuminations are explained more completely in their own
-Precia, a Stargazer
section. Mortals have always looked to the stars. They have sung songs
Radiant Armaments (Su): Upon awakening to the radiance
in their honor, painted great masterpieces in a vain attempt to
within her soul, a stargazer establishes a bond with a
capture the beauty of the heavens above. It has been said that
particular weapon and suit of armor. How a stargazer finds
even angels, when seeking beauty not to be found in their
the armaments that are hers by right varies widely; she may
eternal gardens, have gazed upwards in reverence at the most
stumble upon them in a dream, only to awake clutching them
ancient of lights and whispered their praises. All beings look to
in hand, or she might find them in the crater left behind by a
the stars... and yet, so very few truly see them.
falling star, but they always appear within a week of attaining her first level in this class.
The light of the stars is faint. It may be drowned by the
Radiant Armaments are described more completely in
sun, by the moon - even the torches of mortals can hide them
their own section.
from view. Most who hear their song ignore it, if they notice it at all. But some seek it out. The task of these few is not an
Merciful (Ex): Whenever a stargazer deals damage with an
easy one - to extract from the vast emptiness the notes of a
attack or an Illumination, she may choose to deal non-lethal
song older and more complex than any mortal mind could
damage instead with no penalty to attack or damage rolls.
fathom. A song of beauty and ugliness both, and of the battles
Complex Formula (Su): A stargazer understands the
fought by the purest radiance the cosmos has ever known.
workings of her power in ways other evokers could only
Calling
very
dream of, coaxing their inner light into incredible displays of
constellations above, stargazers shine as stars reborn in flesh,
power. At 1st level, the stargazer may craft a single
and with patience and foresight, they shall chart the path to
illumination as a complex formula, independent of her normal
an era bathed in light.
illuminations known. When evoking this illumination, the
upon
hidden
secrets
imparted
by
the
Role: A stargazer lacks the raw power of a true caster, but
stargazer gains an effective +1 increase to evoker level for all
she more than makes up for it with her flexibility and
purposes, and the illumination may be crafted using this
versatility. Capable of empowering an ally with one hand even
increased evoker level for the purpose of determining mote
as she blasts a foe into oblivion with the other, a well-
limits. Any mote cost above the stargazer’s unmodified evoker
prepared stargazer can provide aid in nearly any sort of battle
level is paid for by this ability – she receives the full effect of
imaginable.
the illumination, but will never pay a number of motes greater
Alignment: Any
than her unmodified evoker level. A stargazer may use her
Hit Die: d6
complex formula once per encounter. At 4th level, and every four levels thereafter, the stargazer
Class Skills
may use her complex formula an additional time per
The stargazer’s class skills are Appraise (Int), Craft (Int),
encounter, and the effective increase to evoker level increases
Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int),
by +1. At 8th level, and again at 16th level, the stargazer may
Linguistics (Int), Perception (Wis), Perform (Cha), Sense
learn an additional complex formula. All of a stargazer's
Motive (Wis), Use Magic Device (Cha)
complex formulae are considered readied at all times, and do not count against her normal limit of illuminations known or
Skill Ranks per Level: 2 + Int modifier.
readied, but the encounter usage limits are shared between all of them. A stargazer may alter or replace any of her known
Class Features
complex formulae freely whenever she gains a permanent
All of the following are class features of the stargazer.
evoker level.
Weapon and Armor Proficiency: Stargazers are proficient
Astral Celerity (Su): As she adapts to take in the distant
with all simple weapons, and with light armor.
starlight so closely tied to her power, a stargazer’s awareness
Illuminations: Infused as they are with the power of light,
of minor disturbances in her environment grows to be
a stargazer is capable of crafting and calling upon powerful
heightened by this spiritual alertness. At 2nd level and
manifestations of radiant energy known as Illuminations. A
onwards, the stargazer may add her Intelligence modifier as a
stargazer knows a fixed number of illuminations, and may
bonus to initiative checks, up to a maximum bonus of her class
change any number of her known illuminations freely each
level.
time she gains a level in this class. To use her known illuminations, a stargazer must first prepare them – preparing
7
Tome of Radiance
aBlE 1-2: s TaRgaZER Level
Base Attack Fort Bonus Save
Ref Save
Will Save Special
1st
+0
+0
+0
+2
2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
+1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Illuminations Known
Radiant Armaments, Merciful, Complex Formula (1, +1) Astral Celerity, The Power of Friendship Luminous Reservoir (6m) Complex Formula (1, +2) Luminous Reservoir (9m) Shining Schemata Luminous Reservoir (12m) Complex Formula (2, +3) Luminous Reservoir (15m) Sagacity Luminous Reservoir (18m) Complex Formula (2, +4) Luminous Reservoir (21m) Grace of Aeons Luminous Reservoir (24m) Complex Formula (3, +5) Luminous Reservoir (27m) Luminous Reservoir (30m) Complex Formula (3, +6), Starlight Apotheosis
Illuminations Readied Imbuements
6
4
1
7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13
1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3
The Power of Friendship (Ex): A stargazer is capable of
magical items, even if she does not know the spells required
swaying the alignment of captured foes, as described in the
to make an item (although she must know the appropriate
Power of Friendship section below.
item creation feat). The stargazer can substitute a Use Magic
In addition, a stargazer is remarkably skilled at couching
Device check (DC 15 + spell level) in place of a required spell
her arguments in rationality and healthy common sense.
she doesn’t know or can’t cast.
Appealing to head as much as heart, a stargazer may use her
If the check succeeds, the stargazer can create the item as
Intelligence score, rather than her Charisma score, when
if she had cast the required spell. If it fails, she cannot
making redemption checks. And while such arguments may at
complete the item. She does not expend the XP or gp costs for
times fall of deaf ears, they do not cease to be true with
making the item; her progress is simply arrested. She cannot
repetition – a stargazer may ignore any increase in DC that
retry this Use Magic Device check for that spell until she gains
would result from the Jaded penalty.
a new level. For the purpose of qualifying for item creation
Luminous Reservoir (Su): Most evokers are limited to
feats, and for all purposes involved in the item creation
shaping the surging light within them as they would
process, treat the evoker as having a caster level equal to her
untamable river, unable to meaningfully control it beyond the
evoker level.
fleeting instant in which it passes through them. stargazers,
Additionally, the stargazer may henceforth use either her
however, develop the talent of quieting their inner fire,
Intelligence modifier or her Charisma modifier on Use Magic
gathering portions of radiant energy for carefully-planned
Device checks, and she gains Scribe Scroll as a bonus feat.
later use. At 3rd level, a stargazer gains a reservoir of bonus
Sagacity (Ex): Beginning at 10th level, a stargazer’s
motes at the beginning of each encounter. These motes may
graceful intellectualism and breadth of study grants her words
not be invested in costume elements or feats, and do not
a weight that cannot be accounted for with mere force of
refresh with her mote pool, but they otherwise may be spent
personality. When attempting to persuade a creature or sway
exactly as normal motes. Whenever a stargazer spends motes,
its opinions, the stargazer may use a relevant Knowledge
she may choose to draw them from her regular mote pool,
check in place of a Bluff of Diplomacy check. For example, a
her luminous reservoir, or any combination of the two she
stargazer masquerading as a priest might use Knowledge
wishes. At 5th level, and every odd-numbered level
(Religion) to fool ‘fellow’ devotees, or dissuade a king from
thereafter, the number of motes in this reservoir expands by
declaring
three.
Applicability of a knowledge skill for use with this ability is
Shining Schemata (Su): At 6th level, a stargazer’s
war
by
calling
upon
Knowledge
(History).
ultimately a matter of DM discretion, but lenience is
understanding of her radiant power reaches a point where
encouraged.
she can use it as fuel for the magic of others. Carefully
Grace of Aeons (Su): Radiance is the sword of the
channeling raw energy into frameworks devised by more
stargazer, and it is her shield. Its power infuses her, and the
traditional academics, a stargazer may use this power to craft
lesser ills of the world find little purchase in her gleaming
8
Tome of Radiance essence. Beginning at 14th level, a stargazer adds her Intelligence modifier as a bonus to all saving throws. Starlight Apotheosis (Ex): The barrier between the
stargazer and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a stargazer forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age. Additionally, the stargazer’s powers have grown so precise, and so pure, that the cosmos truly cannot differentiate her radiance from its own, and her mastery over the lights around her is without reproach. With naught but the glimmer of a lantern, she can craft lights to rival the stars above. So long as there is a light source within 60’ of the stargazer, her illuminations and any supernatural abilities granted by this class cannot be suppressed by an anti-magic field or similar effect, regardless of its strength or origin.
9
Tome of Radiance known by that persona – she does not require any form of
E MpaTh
preparation beyond donning the persona itself. In addition to those illuminations bound to her personas,
"Open your eyes, as I did - you will see a fire that burns
beginning at 4th level, the empath gains a small number of
brighter than any in the distant sky." -Lain, an Empath
Innate
Illuminations.
These
illuminations
are
always
considered to be both Known and Readied, regardless of which of her personas an empath is currently manifesting.
Mortals yearn for light - they have huddled around crude fires
Illuminations are explained more completely in their own
since the dawn of time. They build lights to the heavens, and
section.
chase away darkness with a thousand clever inventions. And yet, if you locked a mortal in the darkest of rooms, stole the
Radiant Armaments (Su): Upon awakening to the radiance
sun and stars from the sky, and drowned every candle and
within her soul, an empath establishes a bond with a
torch in liquid night... light would remain.
particular weapon and suit of armor. How an empath finds the
An empath does not kindle some grand beacon within
armaments that are hers by right varies widely; she may
herself, or shout out for the lights of the world to awaken at
stumble upon them in a dream, only to awake clutching them
her command. An empath simply opens her eyes. She looks
in hand, or she might find them in the crater left behind by a
within her fellow mortals and sees a sea of embers - a
falling star, but they always appear within a week of attaining
thousand-thousand candles, impossibly faint, which together
her first level in this class. Radiant Armaments are described more completely in
illuminate the world below with a brilliance no celestial body
their own section.
could hope to match. The light of an empath is the light of mortals: from their victory fires to funeral pyres. From the
Merciful (Ex): Whenever an empath deals damage with an
darkest embers of rage, to the most resplendent beacons of
attack or an Illumination, she may choose to deal non-lethal
love imaginable. It is the good, the wicked, and every shade
damage instead with no penalty to attack or damage rolls.
between. And like the moon, the empath stands resplendent,
Manifest Persona (Su): An empath draws her power from
blazing with the reflection of every heart and mind to ever
the teeming masses of life – from the sparks of light that
grace the earth.
reside within the souls of every being, living, dead, or
Role: An empath possesses almost unparalleled flexibility -
immortal. In the great pool of thought and feeling that makes
she can access a number of potent utility powers outside of
up the world of men and gods, each empath finds many
combat through her chosen aspects, and is capable of filling
reflections, each one binding her to another facet of the
almost any role in a pitched battle. She lacks the focus to excel
world. These reflections are an empath’s Personas – the
at individual tasks, but her versatility allows her to fill
primordial mantles that allow her to unleash the radiance she
whatever niche is most needed at any given moment.
had gathered in patterns all her own. An empath may manifest any of her personas (or dismiss
Alignment: Any
her current persona) as a swift action. If she attempts to
Hit die: d8
manifest a persona while manifesting a different one, the
Class Skills
original persona is automatically dismissed without requiring
An empath reflects and channels a power formed from the
any additional action. Shifting personas often has a profound
sum total of all mortal experiences, and finds that no that task
visual effect on an empath’s costume, but this is not always
she sets her mind to will ever feel wholly unfamiliar. An
the case, and such alterations are universally cosmetic.
empath may treat any skill as a class skill.
In addition to allowing her to access her Illuminations, an
Skill Ranks per Level: 6 + Int modifier.
empath’s personas grant her a number of potent abilities, derived from their chosen Aspects. The aspects are potent forces in their own right, each one an infinitely complex face
Class Features
of the great mortal consciousness. When the empath forms a
The following are class features of the empath. Weapon and Armor Proficiency: Empaths are proficient
with all simple weapons, and with light and medium armor. Illuminations: Infused as they are with the power of light,
an empath is capable of crafting and calling upon powerful
new persona, she chooses its aspect from the following list. Once chosen, a given persona’s aspect can never be changed (though the illuminations allocated to it can be still be changed normally as an empath gains levels). All aspects, save for one, exert some degree of mental influence over empaths
manifestations of radiant energy known as Illuminations. The
who manifest them. Such influence can be ignored if need be,
illuminations of an empath are intrinsically bound to her
and never rises to the level of true compulsion, but empaths –
personas – each of her personas possesses a fixed illumination capacity. The empath crafts a separate illumination list, with a number of illuminations up to her Persona Capacity, to form
particularly powerful ones – often find themselves slipping into the guise of their aspect in times of emotional stress.
the Illuminations Known list for each of her personas. While manifesting a persona, an empath can evoke any illumination
10
Tome of Radiance
aBlE 1-3: E MpaTh Level
Base Attack Bonus
1st
+0
+2
+0
2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
+1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5
+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Good Poor Saves* Saves* Special
Persona Personas Innate Capacity Known Illuminations Imbuements
Radiant Armaments, Merciful, Manifest Persona (Least Aspects) Power of Friendship
Manifest Persona (Lesser Aspects)
Manifest Persona (Greater Aspects)
Manifest Persona (Sublime Aspects)
Moonlight Apotheosis
2
2
0
1
2 2 2 2 2 2 3 3 3 3 3 3 3 3 4 4 4 4 4
2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6
0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5
1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4
*Without a persona manifested, an empath treats her Will, Fortitude, and Reflex saves as Poor Saves. Most aspects a llow her to treat one o r more saves as Good Saves while manifesting them.
The Power of Friendship (Ex): An empath is capable of
from different personas do not stack, and she uses the better
swaying the alignment of captured foes, as described in the
Base Attack Bonus progression of the two.
Power of Friendship section below.
Empath aspects
In addition, an empath is can open themselves to others in a way that can form bonds as strong and true as those she
Every time an empath gains a new persona, she must choose
pushes forward with force of personality. Using a keen ear
one of the following aspects to associate with that persona.
and open mind, an empath may use her Wisdom score, rather
Once made, this choice can never be changed. An empath
than her Charisma score, when making redemption checks.
must be at least 5th level to select a Lesser aspect, 10th level
This particular method of reconciliation allows an empath to
to select a Greater Aspect, and 15th level to select a Sublime
develop a powerful sense of her own identity, and redemption
aspect.
checks made against her experience a DC increase as if the empath possessed an alignment subtype.
The Fool (Least)
Moonlight Apotheosis (Su): The barrier between the
The Fool reflects the innate curiosity and mad wisdom of the
empath and the radiant power she channels has all but
adventurous and the bold. The Fool is the first of the aspects,
dissolved. Many like her have lost themselves along the path
and will likely be the last, when all others have faded. So long
she walks, fading away in the face of something infinitely
as mortals walk the world, they shall invariably feel the urge
greater than themselves, but her blazing spirit has preserved
to stick their noses where they do not belong. Empaths under
against all odds, beaming forth with a fury that angels and
the influence of the Fool often feel the urge to leave no chest
demons might envy. At 20th level, an empath forevermore
unopened, no door closed, and no corner unmapped.
becomes a Native Outsider with one alignment subtype of her
Curiosity burns always in the back of their mind, and
choice and an Augmented subtype pertaining to her previous
confidence fills their hearts.
type, with all the traits that implies. Further, she can no longer
An empath manifesting a persona with the Fool aspect
be aged by any means mundane or magical, and will never die
treats all saves as good saves, and she uses the Cleric’s Base
of old age.
Attack Bonus progression to determine the BAB granted by
Additionally, the empath may open herself to the world in
her empath levels. Additionally, beginning at 3rd level, the
ways her less experienced sisters could scarcely imagine. The
empath gains an intuitive sense that alerts her to danger from
empath may partially manifest a second persona without
traps, giving her a +1 bonus on saves made to avoid traps and
dismissing her original. She does not gain the illumination list
a +1 dodge bonus to AC against attacks made by traps. Both
of this secondary persona, but she gains the granted abilities
bonuses increase by +1 at 6th level, and every three levels
of both personas' aspects. Bonuses to saving throws and skills
thereafter. These bonuses stack with any an empath may
11
Tome of Radiance possess by virtue of the Trap Sense class feature. Lastly, she
of motes equal to (Countered Spell’s Level * 2). If the empath
gains a bonus to Acrobatics, Escape Artist, and Disable Device
does not have enough motes, the counterspell fails, but the
checks equal to her Wisdom modifier.
motes are not consumed. Lastly, she gains a bonus to Acrobatics, Handle Animal and Sense Motive checks equal to
The Magician (Least)
her Wisdom modifier.
The Magician reflects rationality and creativity, twined into the singular drive that leads mortals to create and advance
The Empress (Least)
their lives through knowledge. So long as men and women of
Where there is weakness or sorrow; there are always those
the world seek to tame the world through learning, the
willing to lend their aid. The Empress is the spirit of
Magician shall thrive. Ambition and pride run strong in the
compassion and healing in all beings, reflecting all those who
veins of those wearing this aspect; for they know themselves
create and cherish life. It is a protective aspect, but not
full well that the key to working miracles lies no further than
necessarily a passive one – empaths manifesting it can have
their own mind. The form such ambitions takes varies, but in
difficulty not lending their aid to those in obvious suffering,
any wearer, the aspect tends to focus ones thoughts to a
even when seeing the pain of their sworn foes. Some empaths
great extent: driving out idle daydreams and forever seeking
revere the kindness brought forth by the Empress, but others
answers to the problems at hand.
resent it or develop a simmering envy of their own persona’s
An empath manifesting a persona with the Magician treats
saintly temperament. The most sensible would warn that
Will and Reflex as good saves, and she uses the Cleric’s Base
however one may view it, the aspect should not become a
Attack Bonus progression to determine the BAB granted by
crutch. Such external empathy, no matter how strong, must
her empath levels. Additionally, with a full-round action, she
not be allowed to replace the feelings in an empath’s own
may manifest spiritual essence to craft items out of seemingly
heart.
nothing. To perform such a feat, the empath must make a
An empath manifesting a persona with the Empress aspect
craft check against the craft DC of the object she wishes to
treats Will and Fortitude as good saves. Additionally, she can
manifest. If she is successful, she immediately crafts the
close wounds and ease pain with the merest touch. An
object in question, bypassing normal crafting times and costs.
empath manifesting the Empress can heal a total number of
However, items created by this ability are, without exception,
hit points of damage equal to [twice her empath level * her
extremely short-lived and obviously so. They are translucent
Wisdom bonus]. She may choose to divide her healing among
and shimmer with slowly fading energy, dissolving completely
multiple recipients, and she doesn’t have to use it all at once.
after a number of hours equal to the empath’s class level. An
Using this ability is a standard action. The empath may refresh
empath may only create mundane items with this ability
her pool of healing by spending five minutes in peaceful
(though she can create masterwork items, if she can meet the
meditation. Lastly, she gains a bonus to Heal, Handle Animal,
craft DCs), and may only have a number of objects conjured at
and Perform checks equal to her Wisdom modifier.
any one time up to their wisdom modifier. Lastly, she gains a
The Emperor
bonus to Craft checks equal to her Wisdom modifier.
Strength is arguably the oldest of all virtues. Before good or
The High Priestess (Least)
evil, the mighty reigned supreme, and the mortal psyche has
Any magical girl knows well the call to action, but sometimes a
never forgotten the days of might-make-right. The Emperor is
softer touch is needed. The High Priestess is the embodiment
both the iron fist and the stalwart shield – it is the ancient
of the world’s passivity. It is not weak, but it is tranquil, and
right of the mighty to stand over the weak, regardless of
will not move save to counter the unrest of others. Empaths
whether that position is used to protect or oppress. Empaths
manifesting the High Priestess feel themselves borne aloft by
manifesting the Emperor often find themselves driven to
a supernal calm. Disorder and chaos can chafe against those
establish their dominance in any situation, and can struggle
manifesting this aspect, and it can be difficult at time for an
with accepting any authority but their own. The Emperor is an
empath to rouse herself to action under its effects, but the
aspect of intense and forceful action… but its aggression can
level head of the High Priestess can prove invaluable in
be an unwanted burden if left to run unchecked when a soft
situations where an evoker’s hot blood might otherwise get
touch would be better suited.
the best of them.
An empath manifesting a persona with the Emperor aspect
An empath manifesting a persona with the High Priestess
treats Fortitude as a good save, and she uses the Fighter’s
aspect treats Will and Reflex as good saves. Additionally, she
Base Attack Bonus progression to determine the BAB granted
gains the ability to wield concentrated bursts of luminous
by her empath levels. Additionally, an empath manifesting the
energy as a potent form of counterspell. This functions
Emperor gains an unyielding resistance to the will of others.
identically to normal counterspelling, save that the empath
She gains a bonus to saving throws against mind-affecting
expends motes, rather than prepared spells, to counter the
abilities equal to 1/2 her class level (to a minimum bonus of
magic of her enemies. Countering a spell consumes a number
+1). This bonus is doubled against fear effects. At 10th level,
12
Tome of Radiance this ability strengthens to the point where would-be maestros
another, any empath wielding this aspect must eventually
cannot help but cower as their strings are cut: whenever the
come to terms with their desires.
empath saves successfully against a mind-affecting spell or
An empath manifesting a persona with the Lovers aspect
power, she may turn it against its original wielder as an
treats Will and Reflex as good saves, and she uses the Cleric’s
immediate action. A spell or power reversed in this manner
Base Attack Bonus progression to determine the BAB granted
retains all its original parameters - only the target changes.
by her empath levels. Additionally, an empath manifesting the
Lastly, the empath gains a bonus to Intimidate, Escape Artist,
Lovers may forge a spiritual link with others as a standard
and Survival checks equal to her Wisdom modifier.
action. This effect functions identically to an unaugmented use of the Mindlink power, save that it has a duration of 24
The Hierophant (Least)
hours/level and functions even across different planes. The
Loneliness is among the greatest fears of mortality. As death
empath may have a maximum number of such links active
looms eternally, solace is found in becoming a piece of
equal to her Wisdom modifier – creating new links beyond
something grander and stronger than any one of its parts. The
this limit automatically breaks one existing link, chosen by the
Hierophant is group thought and conformity made manifest. It
empath. At 10th level, the empath gains the benefit of a
is the guiding hand the shifts willing cogs in a grand machine,
constant Status spell targeting any individual with which she
and the mouthpiece of mercy that brings faith and hope to
has established a link, and may Scry on them (as if casting the
the masses. Empaths manifesting the Hierophant can find
spell) by spending five minutes in a meditative trance. At 15th
themselves growing squeamish at the thought of working
level, the empath’s mindlinks no longer have a limit to their
outside existing systems, and scornful of those who would
duration – they will last until released by the empath, and will
think themselves loners. Depending on one’s viewpoint, the
otherwise re-establish themselves automatically in 5 rounds if
aspect may be a herald of cooperation… or of manipulation.
broken or dispelled. Lastly, the empath gains a bonus to Appraise, Perception, Perform and Sense Motive checks equal
An empath manifesting a persona with the Hierophant
to her Wisdom modifier.
aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the
The Chariot (Lesser)
Hierophant may drive others into her designs with a few well-
There are corners of the multiverse unseen by any explorer,
spoken words. She may make a Diplomacy check as a standard
untouched since the dawn of time. Like the Fool, the Chariot is
action without any penalties for rushing, and may attempt to
formed of the spirit of exploration. However, the Chariot
Fascinate a target to whom she has spoken for at least a full
concerns itself not with the journey, but with the destination
minute. Resisting this fascination requires a Will save with a
alone. It is the triumph born of conquering a mighty mountain
DC of (10 + half of empath’s class level + her wisdom
or fearsome foe, and the unparalleled thrill of victory
modifier). At 8th level, the empath may attempt to implant a
absolute. Empaths manifesting the Chariot are driven to push
Suggestion (as the spell) in the mind of a creature she has
themselves to their limits and seek out challenges worth of
fascinated. Resisting this suggestion requires a Will save with
their stature. They chafe at half-finished tasks, and can find
a DC of (10 + half of empath’s class level + her wisdom
themselves struggling to accept defeat or withdrawal in any
modifier). If a creature successfully saves against this ability it
form.
becomes aware of the attempted mental manipulation, and its fascination is immediately broken. At 16th level, the
An empath manifesting a persona with the Chariot aspect
empath may place a Geas (as the spell Geas/Quest) on a
treats Fortitude and Reflex as good saves, and she uses the
target instead of a Suggestion, using the same save DCs. The
Fighter’s Base Attack Bonus progression to determine the BAB
empath may only have one creature under such a geas at any
granted by her empath levels. Additionally, an empath
one time, and placing a new geas immediately breaks her hold
manifesting the Chariot may leap into the fabric of the cosmos
on any previously-affected targets. Lastly, the empath gains a
itself, hurtling past trivial things in search of her elusive goals.
bonus to Diplomacy checks equal to her Wisdom modifier.
This functions as the spell Dimension Door, with the empath’s effective caster level equaling her class level. Unlike the spell,
The Lovers (Lesser)
this effect require one minute of concentration to activate. At
Everyone has those things that they cannot live without.
10th level, the empath can replicate the spell Teleport, rather
People, places, even objects for some. The aspect of the
than Dimension Door. Doing so requires ten minutes of
Lovers embody these bonds, drawing strength from the
concentration, rather than one minute. At 15th level, she can
greatest treasures of a mortal heart. Empaths manifesting the
replicate the spell Greater Teleport. Doing so requires one
Lovers often find their loved and treasured things rising to the
hour of concentration, rather than one minute. Lastly, the
forefront of their thoughts. This can bring forth great valor
empath gains a bonus to Acrobatics, Climb, Perception,
and strength of will in some… but in others, such thoughts
Survival, and Swim checks equal to her Wisdom modifier.
pave the road to paranoia and miserliness. One way or
13
Tome of Radiance
Strength (Lesser)
the empath gains a bonus to Knowledge checks equal to her
Mortals aspire to greatness, almost without exception.
Wisdom modifier.
Greatness of mind, or spirit, or body – the specifics vary, but all gaze upwards at the heroes who came before and picture
The Wheel of Fortune (Lesser)
themselves upon a similar pedestal. The aspect of Strength is
Some mortals embrace it, while others reject it fiercely, but
formed of collective vision of such paragons and heroes. It
there is a simple truth to the world that none would deny –
does not act itself, but rather inspires those around it to cast
luck matters. The Wheel of Fortune is the form giving to the
off their weakness and seek out their true potential. Empaths
ever-whirling crucible of mortal opinions on the sheer
manifesting the aspect of Strength find themselves driven to
randomness of the universe. It carries every cry of joy at some
lead by example, and to help others rise to become the best
improbable miracle, and every furious curse at a ruinous roll
they can be.
of the dice. Empaths manifesting the Wheel are prone to violent mood swings, at times shifting between emotional
An empath manifesting a persona with the Strength aspect
extremes with little warning or moderation.
treats Fortitude and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB
An empath manifesting a persona with the Wheel of
granted by her empath levels. Additionally, an empath
Fortune aspect treats all saves as good saves, and she uses the
manifesting Strength may exert an aura of quiet power that
Cleric’s Base Attack Bonus progression to determine the BAB
fortifies the weary bodies of her allies. By spending one
granted by her empath levels. Additionally, while manifesting
minute in meditation, the empath heals one point of ability
the Wheel of Fortune, she gains the ability to throw her fate
damage from each of her ability scores. A number of allies up
to the black-and-white caprice of luck. A number of times
to the empath’s Wisdom modifier may join in this meditation,
each day equal to ½ her class level, the empath may replace
sharing in its benefits so long as they remain within 30 feet of
any single d20 roll she is about to make with a coin toss as a
the empath. At 10th level, this effect may restore ability drain.
free action. If she is able to correctly call the coin toss, the roll
At 15th level, this ability may restore ability burn, bypassing
resolves as if she had rolled a natural 20. If she calls the toss
the normal restriction against restoring ability burn through
incorrectly, the roll resolves as if she had rolled a natural 1. At
magical means. Lastly, the empath gains a bonus to
15th level, this ability may be used to intercede in any action
Diplomacy, Handle Animal, Heal, and Perform checks equal to
made by a creature within 30’ – including the actions of
her Wisdom modifier.
enemies. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.
The Hermit (Lesser) If one wishes to find true enlightenment, she must first learn to tune out the ramblings of madmen and fools. The Hermit
Justice (Greater)
embodies the ivory tower of knowledge and isolation from
Even in situations where the very concept seems absurd, most
which the greatest minds of the mortal world do their work. It
mortals adhere to some sort of code. Fairness, morality,
is the silent stillness of truth, and the lonesome monolith of
karma… all such things manifest themselves in Justice. The
study. Empaths manifesting the Hermit often experience a
aspect of Justice embodies the laws that bind mortal races,
sort of crystalline clarity in their thoughts, processing and
both written and unwritten. It is the promise upheld, the edict
responding to information at a speed that can leave
spoken, the trust of one individual for another and the
interactions with others feeling aggravatingly sluggish and
punishment when such trust is violated. Empaths manifesting
dull. Cautionary tales abound of empaths who grew addicted
Justice can have difficulty making light promises, and will
to this sensation, manifesting this aspect without pause until
often feel compelled to go to great lengths to uphold those
the very thought of speech or interacting is enough to cause
she has made in the past. An empath manifesting a persona with the Justice aspect
bouts of nausea and disgust. An empath manifesting a persona with the Hermit aspect
treats Fortitude and Will as good saves, and she uses the
treats Will as a good save. Additionally, an empath
Fighter’s Base Attack Bonus progression to determine the BAB
manifesting the Hermit may slip into a hypercognitive trance
granted by her empath levels. Additionally, while manifesting
in which answers to the most difficult question seem to
Justice, she may brand a creature with a Mark of Justice,
materialize out of thin air. By entering a trance for one
which functions as the spell of the same name using her
minute, the empath may analyze the likely results of a course
Empath level as her effective caster level for all purposes. The
of action. This effect functions as the spell Augury, save that
empath may only have up to her Wisdom modifier creatures
the empath is aware if the augury fails. The empath may use
thus marked at any given time, and may release any of her
this ability a number of times each day equal to her class level.
subjects from their mark at any time as a free action. At 10th
At 15th level, this ability gives much more detailed answers –
level, the empath in instantly alerted whenever one of her
it now yields equivalent results to the spell Divination. Lastly,
Marks of Justice is activated though a violation of its terms, and may innately sense the distance and direction to bearers
14
Tome of Radiance of activated Marks so long as they are on the same plane. At
Attack Bonus progression to determine the BAB granted by
15th level, the empath’s Marks of Justice can no longer be
her empath levels. Additionally, as a standard action, an
removed by any effect other than a Wish, Miracle, or the
empath manifesting Death may strike out with a cleansing
willing release of the mark by the Empath herself. Lastly, the
tide of negative energy, burning pain and impurity from her
empath gains a bonus to Intimidate and Sense Motive checks
target’s very soul. This effect is delivered as a melee touch
equal to her Wisdom modifier.
attach, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of (10 + half of
The Hanged Man (Greater)
empath’s class level + her wisdom modifier). If the target is
Wherever there are mortals, there are the weak and the
willing, or fails its saving throw, it immediately gains one
strong. The high, and the low. The pious and the heretic.
negative level. Further, it restores two points of damage or
Those below will always dream of grand reversals of roles, and
drain to each damaged or drained ability score, and heals (5 *
sometimes even act upon those dreams. The aspect of the
target’s HD) hit points to its target. Negative levels inflicted by
Hanged Man is a tumultuous soul, forever in flux. It is the
this ability fade at a rate of one per minute. Lastly, the empath
riotous mob, the thief who steals from the rich, and the
gains a bonus to Disable Device, Heal, Survival, and checks
bullied apprentice burying a dagger in her abusive mentor’s
equal to her Wisdom modifier.
back. Empaths manifesting the Hanged Man often find themselves fighting off an uncharacteristic bitterness – every
Temperance (Greater)
hardship seems tailored to victimize them personally, and
In the land of mortals, none stand alone. For every blade or
successes of allies cannot help but be tainted with a faint
suit of armor brought to battle, there is a smith. For every
lining of envy.
artful maneuver, there is a teacher. For every lasting peace,
An empath manifesting a persona with the Hanged Man
there is a magnanimous victor. Temperance lies not in
aspect treats Fortitude and Reflex as good saves, and she uses
greatness, but in those that bring greatness to fruition. It lies
the Cleric’s Base Attack Bonus progression to determine the
in the bruises dealt by the wizened master who trains the
BAB granted by her empath levels. Additionally, as a standard
hero before his quest, and in the words of the sage who offers
action, the empath may induce a calamitous reversal with a
their advice to the girl who would be queen. Empaths
single touch. This effect is delivered as a melee touch attack,
manifesting Temperance are often driven to push others, and
and an unwilling target may attempt to resist the effect with a
themselves, up to any beyond their normal limits. Wasted
Will saving throw with a DC of (10 + half of empath’s class
potential evokes feelings of faint disgust, and honing existing
level + her wisdom modifier). If the target is willing, or fails its
tools always often like a more appealing option than
saving throw, it immediately exchanges hit point totals with
attempting to craft new ones.
the empath. This exchange can bring neither party above their
An empath manifesting a persona with the Temperance
normal maximum health, and any hit points beyond that limit
aspect treats Will and Fortitude as good saves. Additionally,
are lost. Once used, regardless of its success or failure, an
with a ritual requiring one minute of meditation between the
empath cannot use this ability again for one minute. Lastly,
empath and a single willing target, an empath manifesting
the empath gains a bonus to Stealth and Sleight of Hand
Temperance may imbue another being of equal or lesser
checks equal to her Wisdom modifier.
power with an echo of the greatness that could one day be theirs. The target receives a number of virtual Hit Dice equal
Death (Greater)
to (empath’s class level – target’s HD). Each virtual HD thus
Endings are a two-faced coin – for all that mortals fear the
granted increases the benefactor’s maximum HP by (5 +
eternal spectre of their demise, their every action brings
benefactor’s Con modifier), and grants them a +1 bonus to
about other, smaller deaths. The aspect of Death embodies
attack rolls, damage rolls, skill and ability checks, saving
the demise of ideas, of beliefs, of traditions and nations and
throws, and effective Hit Dice for the purposes of any spells or
cultures – and yes, at times, evens the deaths of other
abilities that might target them. An empath may have up to
mortals. Without death, the world would stagnate and rot
(her Wisdom modifier) modifier) creatures blessed blessed with this this ability at
from within, but that is little consolation to those who it
any given time, and may revoke her blessing from any one of
claims. Empaths manifesting the aspect of Death find the ties
them as a free action. Otherwise, the blessing possesses an
of sentimentality loosened. Letting go is less painful, and silver
unlimited duration. At 15th level, an empath may also choose
linings present themselves easily. Beings prolonged past their
to grant her beneficiaries the ability to evoke a single
time tend to incite faint feelings of disgust, and the empath
illumination, chosen by the empath from those assigned to
may at times feel an urge to let defeated enemies die cleanly,
any of her personas with the Temperance aspect. The target
rather than capturing them alive and subjecting them to the
may evoke this illumination despite lacking a mote pool or
messy processes of justice.
evoker level, and the effect manifested is in all aspects
An empath manifesting a persona with the Death aspect
identical to an illumination evoked by the empath herself
treats Will as a good save, and she uses the Cleric’s Base
(including save DCs, effective evoker level, and the like). Once
15
Tome of Radiance used, such a borrowed illumination may not be evoked again
many empaths forswear this aspect for fear of the changes it
for 1d4 rounds. Lastly, the empath gains a bonus to Appraise,
might evoke in them.
Diplomacy, and Perception checks equal to her Wisdom
An Empath manifesting a persona with the Tower aspect
modifier.
treats Fortitude as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by
The Devil (Greater)
her empath levels. Additionally, an empath manifesting the
Some mortals are revolutionaries, or leaders. They stand tall,
Tower continuously exudes an aura with a radius of (5 *
defying fate and convention to change the course of the world
empath’s Wis mod) feet. Whenever damage is dealt to the
itself. However, for most, such aspirations are simply… too
empath, all other creatures within the aura (including the
much work. The Devil is the ballast of idleness that anchors
empath herself) take half that amount, rounded down, as
the mortal races of the world – the font of laziness and apathy
retributive damage. Damage that the empath deals herself
that dissuades change and brings one to simply go with the
through this ability is converted into nonlethal damage, unless
flow of events. Though heroes might scorn the everyman’s
she is immune to nonlethal damage. Retributive damage
simple life, such lack of ambition also lies at the foundation of
inflicted by this aura does not trigger any additional effect.
every endeavor of his more active peers. Empaths manifesting
The effect of this aura targets friends and foes without
the Devil often feel lethargic, whether physically, mentally, or
discrimination, and the empath may not exclude a creature
both. It is tempting to leave even urgent tasks for later, orders
the influence of her aura – she may, however, deactivate or
seem less worth arguing with, and the status quo gain a
reactivate her aura as a swift action. Lastly, the empath gains
certain charming appeal, however flawed it may be.
a bonus to Autohypnosis and Intimidate checks equal to her Wisdom modifier.
An empath manifesting a persona with the Devil aspect treats Reflex and Fortitude as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB
The Sun (Sublime)
granted by her empath levels. Additionally, an empath
Rare indeed are great deeds accomplished without hardship
manifesting the Devil oozes an air of profound normalcy,
or setback – and indeed, were they achieved simply, their
discouraging suspicion or investigation. Viewers will see the
greatness would be lessened in the eyes of many. But for all
empath as whatever seems least conspicuous to them – a
these obstacles, mortals still reach for the heavens with all
castle guard might note them as an inconspicuous clerk, while
their might, heedless of that which would hold them back. The
a general might view them as just another soldier going about
Sun is a manifestation of confidence and drive, rational and
her duties. This deception does not actually alter the empath’s
unwarranted alike. Empaths manifesting the Sun tend to lapse
appearance in any way, meaning they may be called out for
easily into obsession and mania in their pursuit of whatever
dressing or acting inappropriately, but they will not be
their goal of the hour may be.
accosted or questioned unless they draw undue attention to
An Empath manifesting a persona with the Sun aspect
themselves. Any creature who interacts directly with the
treats Fortitude and Will as good saves, and she uses the
empath may attempt a Will save with a DC of (10 + half of
Fighter’s Base Attack Bonus progression to determine the BAB
empath’s class level + her wisdom modifier) to shake off the
granted by her empath levels. Additionally as a swift action,
supernatural acceptance. If the empath is doing something
an empath manifesting the Sun can call forth and release a
blatantly out of place – such as attacking the observer or his
blazing explosion of light that shatters the bonds on all those
allies – this save automatically succeeds. This is a mind-
around them. This effect grants the benefits of both Freedom
affecting ability. Lastly, the empath gains a bonus to Bluff,
of Movement and Mind Blank for one round, and affects all
Disguise and Linguistics checks equal to her Wisdom modifier.
creatures within a radius of (5 * empath’s Wis mod) feet, centered on the empath. This effect targets friends and foes
The Tower (Sublime)
without discrimination. Once used, this ability may not be
Some would say that mortals define themselves through
used again for one minute. Lastly, the empath gains a bonus
violence. They would say that beings incapable of grasping
to Sense Motive and Survival checks equal to her Wisdom
eternity are truest to their natures when obliterating the
modifier.
permanence of others. The Tower does not, contrary to what some frightened empaths will warn their younger sisters in
The Moon (Sublime)
the dead of night, embody hatred, or malice, or rage. It
Life is built upon lies. Lies bring mortals pain and comfort
embodies violence, pure and untainted by lesser emotions.
alike, and are told for every reason imaginable. Philosophers
The urge to shatter, break, and destroy bears a power few
may seek truth, but for the average mortal, deception is as
others can match. Empaths manifesting the Tower feel the
much a part of existence as eating or breathing – and just as
urge to strike first, strike hard, and keep on striking until all
vital. Few are those with the fortitude to face down truth,
before them has been reduced to blood and rubble. It is said
unmasked and unfiltered, and the silver miasma of half-truths
to feel far more hostile and invasive than most aspects, and
and guises provides welcome shade against the harshness of
16
Tome of Radiance light. Alone of all Aspects, the Moon inflicts no foreign
manifesting the Star continuously exudes an aura with a
thoughts or otherworldly compulsions. Empaths, who shroud
radius of (5 * empath’s Wis mod) feet. Creatures within this
themselves in the hopes and dreams of others, have always
aura may use their own saving throw modifiers or those of the
shown a special affinity for the moon – in a grand fit of cosmic
Empath, at their discretion. This effect benefits friends and
irony, they are truest to themselves when dancing in a
foes without discrimination, and the empath may not deny a
masquerade of lies.
creature the benefit of her aura – she may, however,
An Empath manifesting a persona with the Moon aspect
deactivate or reactivate her aura as a swift action. If the
treats Reflex and Will as good saves, and she uses the Cleric’s
empath is unconscious, her aura is automatically suppressed.
Base Attack Bonus progression to determine the BAB granted
Lastly, the empath gains a bonus to Diplomacy, Perform, and
by her empath levels. Additionally, an empath manifesting the
Heal checks equal to her Wisdom modifier.
Moon continuously exudes an aura with a radius of (5 * empath’s Wis mod) feet. For the purposes of skills, spells, and
Judgment (Sublime)
abilities, all words spoken by individuals within this radius are
Mortals yearn for absolutes. While scholars and sages may
considered ‘true’ – Sense Motive checks will reveal only
delve into the fine gray lines between right and wrong, good
honesty, and lie-discerning magic will pass over such
and evil, or fact and fabrication, most would rather feed their
utterances without a trace. This does not inflict any form of
minds with the succulent dish of certainty. The aspect of
compulsion upon listeners, nor even compel them to believe
Judgment embodies every cry ever voiced for a god, king, or
in the factual truth of a statement, but they will always view
parent – cries to strip away the miasma of doubt and replace
claims by creatures within the aura to be of utmost honesty.
it with the comforting pillars of the absolute. Empaths
Lastly, the empath gains a bonus to Bluff, Disguise, Linguistics
manifesting Judgment often struggle to accept or process any
and Perform checks equal to her Wisdom modifier.
new information that might conflict with their beliefs… though when those beliefs are challenged, they will hold fast to their
The Star (Sublime)
values with unshakable resolve.
In deepest darkness, and blackest night, hope endures. In the
An empath manifesting a persona with the Judgment
fiercest fire, and most ruthless storm, hope endures. By an
aspect treats Will as a good save. Additionally, an empath
ancient legend, hope is the cruelest blessing and most
manifesting Judgment may cut through superficial traits to
wonderful curse the mortals of the world have ever
know the truth of a creature’s essence with nothing more
shouldered. This may be so, and without a doubt hope has
than a glance. The empath continuously gains the benefits of
brought pain to many – but in the caprice of fortune, hope too
the Arcane Sight and See Invisibility spells. The empath’s
is what permits such victims to carry on anew. The Star is the
arcane sight functions as the spell, and additionally allows the
distant glimmer of a better tomorrow that all mortals hold
empath to discern surface thoughts, alignments, and the
dear to their hearts. It is unreachable, unattainable, ethereal,
presence or absence of duplicitous intent in any creatures the
and beautiful beyond words. Empaths manifesting the Star
empath observes. However, any creature observing the
often take on a detached, fars ighted demeanor, pondering the
empath gains identical benefits, which apply only for the
future… at times to the determent of their focus in the
purpose of observing the empath herself. Lastly, she gains a
present.
bonus to Appraise, Sense Motive, and Knowledge checks
An Empath manifesting a persona with the Star aspect
equal to her Wisdom modifier.
treats all saves as good saves. Additionally, an empath
17
chapTER TWO pOWER Of lighT
Tome of Radiance
illUMinaTiOns
Further, it is impossible to craft or evoke any illumination with a
Illuminations are an evoker’s greatest power – the ability to
must either select components or manually raise its cost until it
harness the awesome energies of light and channel them into
reaches a positive value.
cost of less than 1m. Any illumination with a lower mote cost
mystical effects. This power presents itself to each individual
Regardless of the number of motes or actions available, an
differently, and as such, it is impossible to compile a singular list
evoker may only use spend a number of motes up to her evoker
of illuminations. Instead, a magical girl must feel out her own
level on illuminations of a given base type (Blasts, Barriers, and
powers as she develops them, crafting a suite of abilities unique
Surges) in a round. An evoker may alter or replace any of her known
to her.
illuminations freely whenever she gains a permanent evoker
An evoker’s Illuminations are powered by Motes of radiant energy. Such power is almost inexhaustible, but it does have
level. Illuminations are Supernatural effects.
limits. An evoker’s Mote Pool is equal to [Evoker Level * 2]. An evoker’s mote pool refreshes at the beginning of each of her turns, restoring itself to its full value.
illUMinaTiOns and MUlTiplE E VOKER classEs
When a magical girl learns new illuminations, she does not
The three evoker classes take radically different approaches
select them from a list, but rather crafts them from a wide array
to channeling their radiance, but they nonetheless share a
of components. Each illumination begins as one of three base
common root. An evoker may add a total to her Evoker Level
effects, which an evoker can enhance with a wide array of
in each illumination-using class equal to one half of her total
components. Every component has an associated mote cost,
Evoker Level in all other illumination-using classes, rounded
and many allow that mote cost to be raised in exchange for
down. She learns and readies her illuminations for each class
more powerful effects. The final cost of an illumination is equal
separately. For any ability other than an illumination that
to the total cost of its base effect added to the cost of its
would refer to Evoker Level, use her highest evoker level.
components. A magical girl may not craft any illumination with a cost greater than her evoker level in motes. While certain components suggest particular manifestations, the cosmetic aspects of an illumintion are entirely up to the evoker crafting it - a functionally identical illumination might manifest as a javelin of lightning to one and a flurry of shots from conjured rifles to another. Whenever an illumination offers a saving throw, unless otherwise noted, the save DC is equal to [10 + half the magical girl’s evoker level + the modifier of her evoker attribute]. The evoker attribute varies between the various styles of magical girl: champions use Charisma, empaths use Wisdom, while stargazers harness their powers with Intelligence. Many components are restricted in what type of evoker may access them, and each individual component lists those classes that it is compatible with. Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must select components to raise its cost until it reaches a positive value. To craft an illumination, one must select a base illumination type (Blast, Barrier, or Surge), a Foundation component to determine the base effect, and must purchase at least one rank in a Shape component to determine the illumination's basic targeting. It is impossible for any illumination to possess more than one Shape or Foundation component. If the evoker wishes, she may then add as many Secondary components as she can budget into her mote limit. Foundation components scale automatically, at varying rates, with the cost of an illumination. All other components increase the illumination's mote cost. If she wishes, an evoker can independently raise an illumination's mote cost without adding any additional components or ranks.
19
Tome of Radiance
BlasTs
same action as the blast, such as the weapon damage of an
The rawest, purest form of radiant power a magical girl can
damage on a target is about to discharge, the evoker may
evoke, blasts do precisely what their forthright moniker
choose to prevent the discharge as an immediate action.
Assault illumination, does not trigger this effect. If the latent
promises. Blasts pummel, scorch, or otherwise inflict raw damage on an evoker's enemies, scouring them away in a
Power (Champion, Empath, Stargazer)
maelstrom of light.
Blasts are, at their heart, nothing more than untamed surges of energy, amplified to incredible levels. While it is possible to
Evoking a Blast illumination is a standard action.
refine this further, most magical girls simply do not bother -
Foundation Components
what such an rough-hewn blast might lack in finesse, it makes
Clinging (Stargazer)
damage for each mote of the illumination's cost.
up for in raw power. A blast with this foundation deals 1d6
While most blasts are near-instantaneous effects, some skillful evokers are capable of enticing them to linger on. This weakens the initial burst of power... but continues to eat away at the blast's target to devastating effect. A blast with this foundation deals 1d4 damage for each mote of the illumination's cost. Further, when you successfully deal damage to a target with an illumination possessing this component, they must make a fortitude save. If they succeed, this component has no further effect. If they fail, they take damage equal to half the original
Tremors (Champion, Empath, Stargazer) Imbuing their blast with pure kinetic force, a magical girl can use this illumination to literally blow her enemies away. A creature struck by a blast augmented with this effect (or who fails their reflex save for half damage in the case of area of effect blasts) is knocked away from the blast’s origin point a distance of 5 feet for each mote of the illumination's cost. At the end of this movement, the target is rendered prone, and takes 1d6 points of damage for each 10 feet of distance traveled. If the target's
damage dealt by the blast at the beginning of each of their turns
motion is stopped before completion (such as by a wall), they
for a number of rounds equal to one third the illumination's
take an additional 1d6 points of damage for every 5 feet they
mote cost.
would have traveled beyond their stopping point.
Demolitions (Champion, Empath, Stargazer) Much of the time, a magical girl must hold back. Show restraint.
Shape Components
As fun as it may be to unleash a furious cascade of destructive potential, it is generally deemed morally unsound to reduce
Cascade (Champion, Empath, Stargazer]
random bystanders to smears of assorted vital fluid on the
Mote Cost : 0m + 3m/rank beyond the first
ground. The demolitions component, however, optimizes a blast
A single blast of power is the calling card of many magical
for peerless devastation. While it is less than ideal for dealing
girls. Brutal, overpowering... and incredibly inelegant. For
with animate foes, the heavy-handed destructive force is
situations calling for a measured hand and precise aim, it is
capable of obliterating even the most resilient obstacles. A blast
common for magical girls to configure a barrage of lesser blasts,
with this foundation deals 1d4 damage for each mote of the
annihilating enemy forces with the precision of a laser blade.
illumination's cost, and ignores any hardness its targets may
The illumination targets up to one creature per rank in the
possess. Additionally, the blast deals double damage against
Cascade component within a 60' base range with a ranged
objects. For every 4m in the illumination's final cost, the
touch attack. The evoker makes only a single attack roll,
damage multiplier against objects increases by one.
comparing it to the touch AC of each of her targets.
Flare [Empath, Stargazer)
Assault (Champion, Empath]
There is a limit to the radiant power a mortal body can hold.
Mote Cost: 1m
Evokers are capable of regulating their personal flow of
Among more martially inclined magical girls, a direct assault
luminescence almost instinctively, but other creatures are far
is often a far more intuitive strategy than fiddling about with
less fortunate. A blast with this foundation rolls damage as
channeling illuminations independently. Born of this mentality,
usual, dealing 1d8 damage for each mote of the illumination's
the Assault component allows a blast to be delivered in the
cost. However, targets do not take this damage immediately.
form of an attack (not a touch attack) with your device,
Instead, the blast lies dormant within them, discharging as soon
delivering the effects of a blast along with those of an ordinary
as the target takes damage from another source. If the target
attack on a successful hit. Although an assault blast is normally a
does not take any damage within a number of minutes equal to
standard action, it may be also used in place of a single attack in
the number of motes in this illumination's final cost, the latent
a full attack routine, or in place of the attack made at the end of
energy dissipates harmlessly. Latent damage from multiple
a charge.
application of Flare blasts stacks. Any damage dealt with the
20
Tome of Radiance
Imbue (Champion, Empath)
bundles equal to (2 * ranks) anywhere within a base range of
Mote Cost: 1m
20'. Energy bundles may only be placed in unoccupied squares,
When a warrior of the light wishes to exercise a measure of
and no more than one bundle may be placed in any given
finesse beyond that of a simple, brute-force assault, it is not
square. Whenever a creature enters an energy bundle's square,
uncommon for her to by stymied by the volatile nature of her
that bundle detonates with a blast radius of 5'. Targets within
own power. Designed as a means to work around this
the area of effect can attempt a reflex save for half damage. At
instability, the Imbue component infuses an evoker's weapon
the beginning of the evoker's next turn, all remaining energy
with radiant energy, ready to be discharged at a moment's
bundles detonate. Creatures caught in multiple simultaneous
notice. A blast with this component is activated as a swift
detonations only make a single saving throw, and only take the
action, rather than a standard action, empowering any single
illumination's damage once, but the reflex save DC increases by
weapon she is currently wielding. The next time the magical girl
+2 for every overlapping explosion beyond the first.
makes a successful attack with that weapon, the target of her attack suffers the effects of the imbued blast along with those
Eruption (Champion, Empath, Stargazer)
of the attack itself. If it is not discharged, the imbuement fades
Mote Cost: 2m/rank
Calling upon the maelstrom of radiant energy in a magical
at the beginning of the evoker's next turn.
girl’s soul, this component converts a blast into a raw, unbridled
Beam (Champion, Empath, Stargazer)
eruption of power. The illumination gains a blast radius of 10’
Mote Cost: 1m + 2m/rank beyond the first
per rank of this component, centered on you. The illumination
On occasion, one comes across a situation that would be
no longer can be used at range, no longer requires an attack
best resolved by an enormous laser of radiant destruction. For
roll, and allows its targets the opportunity to make a Reflex
some magical girls, this occasion is 'always', and the beam
save. On a successful save, the blast deals half damage.
component is the tool with which they carry out their tasks. The illumination becomes a line with a length of 15’ for every rank
Chains (Empath, Stargazer)
of this component applied to the blast. Targets within the area
Mote Cost: 4m/rank
of effect can attempt a Reflex save for half damage. For every
It is a relative rarity for a magical girl to face a lone foe. All
four ranks of this component, the evoker may increase the
too often, she is outnumbered many times over, beset by foes
width of their line attack by 5'. The width of a beam illumination
on all sides. Designed to allow an evoker to wield her blast as a
is chosen upon its crafting.
warrior wields their weapon, the Chains component gives her a measure of control over her blast after it is fired, allowing the
Explosion (Empath, Stargazer)
magical girl to guide it seamlessly from one target to the next.
Mote Cost: 1m + 2m/rank beyond the first
The evoker makes a ranged touch attack against a single target
Following the ancient wisdom that a sufficiently large blast
within a base range of 30'. Upon a successful hit, the blast may
radius can solve any problem, the explosion component
immediately jump to another target within a range equal to half
converts a blast from a single-target attack into a radial burst.
the base range of the blast, making an attack roll in a manner
The illumination may be targeted anywhere within a base range
identical to the first. The illumination is capable of jumping
of 60', and possesses a blast radius of 5’ for each rank of this
targets once for each rank of this component that has been
component Targets within the area of effect can attempt a
purchased. Against each target after the first, the luminous
Reflex save for half damage.
chain suffers a cumulative -2d6 to damage as its energy slowly wanes. Any given creature may only take damage from a single chains illumination once.
Storms (Empath, Stargazer) Mote Cost: 1m + 2m/rank beyond the first
Secondary Components
By carefully shaping a burst of radiant energy, an evoker can carpet entire swathes of terrain with a furious storm of power. The illumination becomes a cone with a length of 10’ for every
Horizon (Champion, Empath, Stargazer)
rank of this component. Targets within the area of effect can
Mote Cost: 1m/rank
attempt a Reflex save for half damage.
Boosting the cohesion and longevity of a blast, this component allows the range of an illumination to be
Bombs (Stargazer]
dramatically increased. For each rank of the Horizon component
Mote Cost: 2m/rank
applied to an illumination, its base range doubles. This does not
Radiant power is inherently unstable - it can be channeled,
affect the radius, length, or other measurements of any
refined, and redirected, but its eventual eruption is all but
potential Shape effects, and does not benefit illuminations
inevitable. The illumination no longer requires an attack roll,
whose Shape does not specify a base range.
instead allowing the magical girl to scatter a number of energy
21
Tome of Radiance
Prism (Champion, Empath, Stargazer)
Sundering (Champion, Empath, Stargazer)
Mote Cost: 2m/rank
Mote Cost: 3m/rank
Refracting the polychromatic purity of light into its manifold
No shield is perfect - the strongest armor has chinks, and the
components, the Prism component converts a blast into one of
hide of even the mightiest dragon has loose scales a hawk-eyed
the more common forms of energy. Upon readying this
attacker might exploit. Most warriors know their weaknesses,
illumination, you may select an energy type (Acid, Cold,
and work to guard them and disguise them from their foes - but
Electricity, Fire, or Sonic). The damage dealt by the blast
like so many deceptions, these tactics are burned away in the
becomes energy damage of that type, rather than untyped
face of the light, leaving weakness blazing from within and
damage. Each rank of this component allows you to select an
exposed to all. For each rank of this component, the target of
additional energy type to apply to the blast. When damaging an
the blast suffers a -1 penalty to their AC. This penalty lasts one
enemy with energy resistance, immunity, the ability to heal
round.
from damage taken, or similar damage reducing abilities that would apply to one or more component damage types, only the
Tactics (Empath, Stargazer)
least effective such ability applies against the amalgam damage,
Mote Cost: 6m
or none if none of them would apply to one or more of the
Most commonly applied to blasts with wide areas of effect,
component damage types. All other effects apply as though the
this component grants far more precise control over the
amalgam damage was the most damaging of its component
targeting of an illumination. When you evoke an illumination
damage types with respect to that ability.
with the Tactics component, you may choose to omit any number of targets from its effects.
Sharpshooting (Empath, Stargazer) Volatility (Stargazer)
Mote Cost: 2m
Using pre-designed targeting aids and automatic aim
Mote Cost: 7m/rank
compensation, an illumination with this component allows you
Life is a powerful force, and as it fades or dims it is possible
to target your foes with all the accuracy and precision of a
to use such vital energy to fuel a potent chain reaction of
master marksman. When attacking with a blast augmented with
luminous effects. When an enemy is killed or knocked
the Sharpshooting effect, you may treat your BAB as equal to
unconscious by a blast with the Volatility component, you may
your HD for the purpose of determining your attack bonus. You
immediately re-evoke that blast at no mote cost, using the
do not gain the benefits of an improved BAB for any other
fallen target as the origin point for this secondary blast. When a
purpose.
blast is re-evoked in this manner, it loses one rank of this component, but is otherwise identical. Volatility may only be
Dissonance (Champion, Empath, Stargazer)
triggered by the initial damage of a blast - secondary damage,
Mote Cost: 3m
such as that from the Clinging component, will not activate this
Born of the unsettling discoveries of magical girls who have
effect.
strayed far from the path of the righteous, the Dissonance component converts the radiance of a blast into a sickly cacophony that rends the very life-force of its targets. Damage dealt by blast augmented with this effect is considered negative energy damage in addition to any other damage types it may possess, healing undead and otherwise acting as any other negative energy effect.
Vile (Champion, Empath, Stargazer) Mote Cost: 5m
Not all light is clean - the fires of Hell and the Abyss bear their own sickly radiance, and less scrupulous evokers can tap into that light to bright forth blasts of a terrible potency. Damage dealt by blast augmented with this effect is considered to be both evil-aligned and vile damage in addition to any other damage types it may possess. Non-evil evokers may make use of this component, but such a horrendous tool must be used with great care if they wish to carry on long with their alignment intact.
22
Tome of Radiance
BaRRiERs
grants a limited form of concealment. This functions identically
By channeling her powers toward warding and defense rather
than 20%. If the barrier's cost is at least 4m, the miss chance
than obliterating her foes, a magical girl can generate potent
increases to 20%. At 8m, the miss chance increases to 30%. If
constructs known as barriers.
the barrier costs at least 12m, it instead grants a limited form of
to normal concealment, but inflicts a 10% miss chance, rather
Unless otherwise specified, any effect granted to the edge of
total concealment. This functions identically to normal total
a barrier is two-way and indiscriminate, equally affecting those
concealment, but inflicts a 40% miss chance, rather than 50%. If
on both sides (including the evoker herself). Barriers have a
the barrier costs at least 16m, the miss chance increases to 50%.
base duration of one round.
Shelter (Champion, Empath, Stargazer)
Evoking a Barrier illumination is a move action.
A barrier is normally a relatively diffuse effect, spreading
Foundation Components
protective magic thin over an area. However, by augmenting an
Barricades (Champion, Empath, Stargazer)
condenses to the point where even the most potent attacks will
illumination with the component of Shelter, the radiant energy
A powerful tool in the hands of those that know how to use it, the component of Barricades allows a tactician to partition a battlefield as she pleases – or a warrior to prevent the escape of her prey. So long as the barrier's mote cost is at least 1m, the edge of the barrier is a quasi-solid object capable of blocking movement. Moving through this edge costs 10 feet of movement, though this cost can be ignored with a successful strength check against a DC equal to the save DC of the evoker's illuminations. Alternately, a creature may force their way through the barrier regardless of speed or strength with a fullround action. If a creatures does not wish to pass through the barrier, they may interact with it as they would any solid surface, including climbing or standing on top of it. For every 3m of this barrier's cost, movement through the edge of the barrier costs an additional 5 feet and the DC to force through it increases by +2. If the barrier costs at least 12m, it is impassable without use of a strength check or a full-round action. Despite its seeming solidity, a barrier with this component does not
barrier's mote cost is at least 1m, the edge of the barrier grants a limited form of cover. This functions identically to normal cover, but gives only +2 to AC, and a +1 bonus to reflex saves against attacks that burst from the other side of the barrier's edge. Every 2m of this barrier's cost increases the AC bonus by +1, and every 4m of cost increases the bonus to reflex saves by +1. If the barrier costs at least 12m, the edge of the barrier instead grants total cover. Despite its seeming solidity, a barrier with this component does not hinder movement in any way. It is possible for melee attacks to strike through the barrier, even if it grants total cover, but targets still receive the benefits of cover.
Tempests (Empath, Stargazer) Not all great barriers in the world are forged of brick and mortar. A mighty storm of ice and snow can bar passage for thousands, and no sane sailor would cast off when the seas are roused. Crafting her power in emulation of such might wardens,
affect targeting or line of effect in any way.
a magical girl can engulf a battlefield in a tempest of her own devising. So long as the barrier's mote cost is at least 1m, the
Carnage (Champion, Empath, Stargazer) There is something invigorating about combat - the hammering of hearts, the pumping of blood, the glorious fountains of crimson that fly with every blow. Whenever a creature other than the evoker takes damage while standing within the interior of the barrier, the evoker regains 1 hit point for every 6 points of damage dealt by the triggering attack. For every 4m of this illumination's cost, the ratio of triggering damage to healing improves – 4m raising the ration to to 1:5, 8m to 1:4, 12m to 1:3, 16m to 1:2, and 20m to 1:1.
interior of the barrier experiences torrential precipitation that inflicts a -4 penalty on Spot and Search checks to find anything contained within. Traditionally, this takes the form of snowflakes, and act as such - but almost any replacement is theoretically possible. If the barrier costs at least 5m, heaps and drifts of material begin to pile up, and the movement cost to enter any space contained within the barrier doubles. If the barrier costs at least 10m, any creature within the barrier must make a reflex save whenever they move more than half their speed to avoid falling prone in the final square of their movement. If the barrier costs at least 15m, movement costs
Shadows (Empath, Stargazer) By bending and distorting light, this component allows a magical girl to hide areas or individuals from view. At the evoker’s discretion, this can manifest as either a dome of
within the barrier are quadrupled, rather than doubled.
Zone (Champion, Empath, Stargazer) Sometimes, the more potent effects of a barriers only get in
darkness or as a completely empty space. This decision is purely
the way of its true purpose. This foundation component has no
cosmetic - the barrier itself can be seen either way, whether as a sphere of darkness or a rippling distortion in the air. So long as the barrier's mote cost is at least 1m, the edge of the barrier
be stopped short at the sparkling threshold. So long as the
effect of its own, allowing the barrier to rely entirely on secondary components for its functionality.
23
Tome of Radiance
Shape Components
Secondary Components
Strongholds (Champion, Empath, Stargazer)
Pilgrimage (Champion, Empath, Stargazer]
Mote Cost: 1m + 2m/rank beyond the first
Mote Cost: 1m/rank
Even in the most hostile of lands, beset by foes on all sides, a
Boosting the cohesion and longevity of a barrier, this
magical girl is not without sanctuary. The center of the barrier
component allows the range of an illumination to be
may be placed anywhere within a 20' base range, and possess a
dramatically increased. For each rank of the Pilgrimage
radius of 5 feet for every rank of this component.
component applied to an illumination, its base range doubles. This does not affect the radius, length, or other measurements
Borders (Champion, Empath, Stargazer)
of any potential Shape effects, and does not benefit
Mote Cost: 1m + 2m/rank beyond the first
illuminations whose Shape does not specify a base range.
Sometimes it is not enough to protect a single individual. At times, a line in the sand must be drawn. The barrier is a 10’ high
Radiance (Champion, Empath, Stargazer)
wall with one inch of thickness and a length of 15’ for each rank
Mote Cost: 1m/rank
of this component applied. All components of the barrier must
Where evokers walk, light follows. One of the simplest of all
fall within a 20' base range, but its length can be shaped in any
components, the power of radiance allows an evoker to bring
manner the evoker deems fit - it can be turned horizontally to
light into the dark places of the world. The interior of her barrier
form an impromptu floor or ceiling, or stacked atop other wall
becomes brightly lit, and sheds bright light 10' beyond its
segments to create a border with more than 10' of height. This
borders, and shadowy illumination for twice that distance. For
wall possess all the traits that would be applied to the edge of a
each rank of this component beyond the first, the radius of
barrier, but does not possess any actual interior.
bright light (and consequently, shadowy illumination) doubles. Multiple doublings stack as usual - for example, a barrier with
Dominions (Champion, Empath, Stargazer)
three ranks of this component sheds bright light in a radius of
Mote Cost: 1m/rank
30', and shadowy illumination for 30' beyond that. This effect counters or dispels any darkness spell with a spell level equal to
At times, the land itself can be counted among an evoker's fiercest allies. Where realms and fortresses fail her, a magical
or less than half the number of ranks in this component.
girl can awaken the field of battle itself to serve in her defense. The evoker designates a number of squares within a 50' base
Returning (Empath, Stargazer)
range equal to [3 * ranks in this component]. Each of these
Mote Cost: 2m/rank
squares is affected as if it were on the interior of the barrier. A
There is power in the place one calls home. While the
barrier with this shape has no actual edges, and effects that
children of light often do battle far from their native lands, they
would apply to the edge of a barrier do not impact the
may use this component to tap into the same eternal ties that
illumination's functionality.
bind them to their distant homes. Once placed, any ally within 15' of the barrier may, as a move action, call upon this effect to
Ramparts (Champion, Empath, Stargazer)
teleport to any unoccupied space contained within the barrier.
Mote Cost: 4m/rank
Each rank beyond the first increases the maximum distance
With friends at her back, her armaments at her side, and the
over which an ally can be recalled by 15'. A barrier augmented
will to stand against all aggressors, a magical girl can forge a
with this effect may not be placed on a targeted creature - it
rampart of radiant power that knows no equal in the artifice of
must be placed on a location.
mortals. The barrier is a 10’ high wall with one inch of thickness and a length of 10’ for each rank of this component applied. All
Ancients (Champion, Empath, Stargazer)
components of the barrier must fall within a 20' base range, but
Mote Cost: 3m/rank
its length can be shaped in any manner the evoker deems fit - it
Channeling the timeless endurance of light, the component
can be turned horizontally to form an impromptu floor or
of Ancients grants barriers added longevity, allowing a tactically-
ceiling, or stacked atop other wall segments to create a border
minded evoker to shape the battlefield over the course of
with more than 10' of height. Additionally, one side of the
several rounds. The barrier lasts an additional round for each
barrier radiates effects identical to those that would be found
rank of this component.
on the interior of a barrier. These effects extent 5' beyond the wall for each rank of this component.
Breath (Champion, Empath, Stargazer) Mote Cost: 3m/rank
Breath is life, and there is no breath greater than the winds that sweep the world. With an illumination wielding this
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Tome of Radiance component, a magical girl can rouse the winds to her her command, conducting them as a maestro might lead a symphony. The interior of the barrier is subjected to Light Wind, blowing in a direction of the evoker's choosing. For each rank of this component beyond the first, the severity of the wind force increases by one step.
Alignment (Empath, Stargazer) Mote Cost: 5m
The ideals of a magical girl are unyielding, and this strength of character can be extended to the illuminations she manifests. The edge of the barrier functions as the border of a Magic Circle against one alignment chosen when the illumination is crafted. Like its spell-fueled cousin, the circle may be focused inwards or outwards, but the short lifespan of illuminations renders it of dubious use as a long-term prison.
Anchors (Stargazer) Mote Cost: 5m/rank
The grip of earth and stone might seem implacable to most. But magical girls know full well that the edicts of gravity are in truth mere suggestions. Some take this beyond simple flight, coaxing leniency from entire swathes of terrain - such practices are difficult to master, but the potency of such effects cannot be denied. The interior of the barrier experiences a shift in gravity upon evoking the illumination, the magical girl may choose to impose Light Gravity or Heavy Gravity. If at least two ranks of this component have been applied to the barrier, the magical girl may may also choose to impose No Gravity. If at least three ranks have been applied, she may choose to impose Objective Directional Gravity in a direction of her choice.
Visions (Stargazer) Mote Cost: 5m
A great tool of tricksters and masters of misdirection, the component of Visions fills a barrier with false phantasms summoned by the magical girl. The interior of the barrier contains a vivid illusion, identical to that created by the spell Major Image. Viewers are permitted a Will saving throw to disbelieve the effect upon viewing it.
Silence (Stargazer) Mote Cost: 10m
In light, there is harmony. In light, there is stillness. In light, there is serenity. Calling upon the great constants of the world, this component quells the riotous tumult of mortals and enforces a state of mystical serenity. The interior of the barrier experiences the effects of an Antimagic Field. If a barrier with this effect is placed upon a targeted creature, rather than an area, that creature may attempt a new Will saving throw at the beginning of each of their turns.
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Tome of Radiance shudder at the righteous fury of an evoker, and the targets of
sURgEs
their wrath feel fate itself conspiring against them. For every 4m of this illumination's cost, targets of the effect suffer a -1 penalty to all saving throws, to a minimum penalty of -1.
Foundation Components
Diamonds (Champion, Empath, Stargazer)
Battles (Champion, Empath, Stargazer) Awed bystanders have whispered often of the alacrity of the most powerful magical girls. They move not with the precise form and motion of a master swordsman, but with a blinding swiftness born of passion and the very light they wield. If this illumination costs at least 7m, when the recipient of the surge makes a full attack, she may make an additional attack at her highest base attack bonus. For every additional 7m of cost, the illumination grants its target an additional attack at her highest base attack bonus. These extra attacks do not stack with those granted by Haste or similar effects.
Not easily is the light snuffed out, and a magical girl wields power to grant herself and her allies the strength of the candle that remains lit even in the fiercest of storms. The recipient of this surge gains DR 1/- for its duration. For each 2m of this illumination's cost, the DR granted by this component increases by 1.
Isolation (Empath, Stargazer) There is power in a glorious alignment of comrades-at-arms. A whole that is often greater than the sum of its components parts. With the application of ruthless logic, then, the obvious way to strike at such a force is to shatter the very ties that lend
Consumption (Stargazer) To an evoker, light is life, and wonder, and beauty untold. But such radiance can be an awful thing to those who have not been touched by its power - a ghastly-bright inner fire that consumes their very souls. The target of the surge must make a Fortitude save or contract a supernatural illness known as Radiant Wasting, the result of a shard of tainted light embedded deep in their essence. This functions just as any other supernatural disease, with a save DC equal to the evoker's illumination save DC, an incubation period of one day, and no infection vector beyond use of this surge. Radiant Wasting deals 1d4 damage to one ability score, chosen by the evoker when she crafts an illumination with this component. For every 4m of this illumination's cost, she may select an additional ability score to deal 1d4 damage to, or increase the damage to an already selected ability by +2. Radiant Wasting may be cured like any other disease, but effects that emulate diseases (such as the spell Contagion) are unable to mimic it: Radiant Wasting's symptoms are too volatile, and too closely tied to individual evokers, to be reproduced with any sort of coherency. An individual who contracts Radiant Wasting from a surge with this component retains their affliction even after the surge's duration would otherwise end.
it its power, leaving each to be ground into a lonely pile of dust. The target of this surge must make a will saving throw or be afflicted with a dire curse of isolation. The afflicted creature gains a Spell Resistance and Power Resistance of 15 + [the final mote cost of this illumination]. This resistance is controlled by the evoker - she may choose freely whether to allow any given effect to pass through or whether to force it to roll spell or power resistance as usual. Additionally, for every 3m of this illumination's cost, the evoker may suppress a single ongoing magical effect currently affecting her target, chosen at random. The evoker may deliberately exclude any effects from this random selection, so long as she is aware of its presence on her target.
Justice (Empath, Stargazer) The world is an unfair place, but where walk the wielders of light, justice follows close behind. Those marked by this surge receive a brand of either Innocence or Prosecution, chosen when the illumination is crafted. Whenever a target with a brand of Innocence is dealt damage, their attacker suffers 1 point of retributive damage for every 6 points of damage dealt. Whenever a target with a brand of Prosecution deals damage, they suffer retributive damage equal to 1 point for every 6 points of damage dealt. The application of either form of brand
Courage (Champion, Empath, Stargazer)
can be resisted with a successful will saving throw. For every 4m
The few against the many. The small against the great and
of this illumination's cost, the ratio of provoking damage to
terrible. The weak against the strong. Such are the battles faced
retributive damage improves – 4m raising the ration to to 1:5,
by en evoker, and if she is to weather them she and her allies
8m to 1:4, 12m to 1:3, 16m to 1:2, and 20m to 1:1.
must stand fast with the courage to withstand any storm. For every 2m in the illumination's final cost, its target receives a +1
Might (Champion, Empath, Stargazer)
radiant bonus to AC, to a minimum bonus of +1.
The ideal warrior has no weakness, but even the most rigorous
Denunciations (Empath, Stargazer)
training will leave sometimes leave one cursing that their skills
To be a magical girl is to be the very embodiment of mercy and
are hindered by their own feeble body. Unsurprisingly, given
forgiveness. It is rare for such beings to express true hatred...
how young many evokers are when they first begin to wield
but simple anger is a different story entirely. The cosmos
their power, one of the most common surge components is one
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Tome of Radiance to reinforce and fortify natural potential. The recipient of the
Traditionally, crafting a surge is an act of finesse and
surge receives a +2 Enhancement bonus to an ability score
meticulous control, gathering radiant power in precise ratios to
chosen when the illumination is crafted. For every 3m of the
eventually unleash in a cascade of power. Still, some evokers
illumination's cost, the evoker may add a +2 Enhancement
prefer to just power up their weapon and hit things. A surge
bonus to another ability score. The same ability score can be
with this component empowers any single weapon she is
chosen for this boost multiple times, and its effects stack.
currently wielding. The next time the magical girl makes a successful attack with that weapon, the target of her attack
Mockery (Champion, Empath, Stargazer)
suffers the effects of the imbued surge along with those of the
Laughter is death to fear. The most dreadful of villains can often
attack itself. If it is not discharged, the imbuement fades at the
be reduced to a spluttering buffoon with a few well-placed
beginning of the evoker's next turn.
jibes, and devious plots are merely foolish when theatrics are countered by satire. When no targets for jest readily present themselves, the component of Mockery can induce the sort of
Bolts (Champion, Empath, Stargazer)
catastrophic pratfall that might bring shame to even the most
Mote Cost: 1m + 4m/rank beyond the first
egotistical foe. For every 1m of the illumination's cost, its target
Arcing power over great distances, the component of Bolts
suffers a -1 penalty to their next attack roll or skill check. This
allows an evoker to provide aid to her allies (or woe to her
effect can be negated by a successful Will saving throw. When
enemies) even from across a battlefield. The surge is a ranged
the target misses an attack, the effect of this component
touch attack. Willing targets are hit automatically, but enemies
immediately ends. Other effects of the illumination persist for
must be struck with a ranged touch attack normally. The effect
the usual duration.
can target a single creature within a 30' base range. Each rank beyond the first allows the evoker to target an additional
Resolve (Champion, Empath, Stargazer)
creature within range.
When her allies are worn and battered by the trials they face, a magical girl may lend her radiance to bring new vigor to weary flesh and bone. For every 1m of this illumination's cost, targets
Pulses (Champion, Empath, Stargazer)
of the surge are cured of 1d6 points of damage. After receiving
Mote Cost: 1m + 3m/rank beyond the first
healing from an illumination with the Resolve component, the
While many struggle to channel them into singular
target cannot benefit from the effects of this component for
applications, some evokers find it easier to simply let their
one minute. Targets under this restriction still receive the
surges of power wash out around them in a great flood. The
benefit of any other effects of an illumination, and benefit from
suge is an aura affecting valid targets within a burst possessing a
other sources of healing normally.
5' radius for each rank of this component. Upon crafting the illumination, an evoker may choose if she wants the aura’s
Sanctity (Empath, Stargazer)
effect to target only allies, only enemies, or both.
There are many strange and wicked things in the world, and at
Secondary Components
times it seems that each offers more gruesome torments than the last. Against such manifold terrors, an evoker must at times shield herself and her allies against attacks bearing all manner
Amplitude (Champion, Empath, Stargazer)
of unwholesome effects. For every 3m of this illumination's
Mote Cost: 1m/rank
cost, targets of the effect gain a +1 bonus to all saving throws.
Boosting the cohesion and longevity of a surge, this component allows the range of an illumination to be
Shape Components
dramatically increased. For each rank of the Amplitude component applied to an illumination, its base range doubles.
Awakening (Champion, Empath, Stargazer)
This does not affect the radius, length, or other measurements
Mote Cost: 0m
of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.
There is power buried deep within every evoker to rival the mightiest of heroes. To call upon that wellspring, even
Purity [Empath, Stargazer]
unknowingly, is to tap a near-limitless source of potential, and
Mote Cost: 2m/rank
True healing is beyond the powers of light, save in the rarest
even the mightiest of surges can seem effortless when turned inward. The surge targets the evoker.
of circumstances, but the illuminations of a magical girl can nonetheless drive away many ills of the world – even if only for a time. The target of the surge may, for its duration, ignore one
Smiting (Champion, Empath)
of the following effects for each rank of this component;
Mote Cost: 1m
Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Energy
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Tome of Radiance Drained,
Exhausted,
Fascinated,
Fatigued,
Frightened,
Emptiness [Empath, Stargazer]
Nauseated, Panicked, Paralyzed, Shaken, Sickened, or Turned.
Mote Cost: 4m/rank
Which effects are suppressed must be chosen at illumination
Better than most, evokers understand that there are few
creation. Each selection of ‘Energy Drained’ suppresses only one
torments more terrible than loneliness and isolation. This
negative level. The evoker must suppress Shaken before she can
isolation is not only a fitting punishment, but also at times a
suppress Frightened, Frightened before Panicked or Cowering,
potent tactic in battle, leading to the inception of the rather
Fatigued before Exhausted, Sickened before Nauseated, and
brutal component of Emptiness. If one rank of the component is
Dazed before Paralyzed. These effects are not removed from
applied, the target of the surge must make a will save or be
their target, nor are they re-applied when this surge fades - this
blinded or deafened, chosen when the illumination of crafted. If
illumination merely suppresses the effects of the conditions
two ranks of the component are applied, the target suffers both
affected.
effects on a failed save.
Awe (Empath, Stargazer)
Promises [Champion, Empath, Stargazer]
Mote Cost: 3m]
Mote Cost: 4m/rank
Throughout history, wielders of the light have held a special
A promise instilled by the power of light is not an easy thing
place in the hearts of the common people. In modern times,
to break, and the powers of a magical girl can give even fiends
magical girls are revered as heroes and idols, and in ancient
pause to question their attacks. The target of the illumination
ones, it was not uncommon for them to bask in worship as the
must make a will save or be rendered unable to attack a single
resplendent goddesses of their people. There is a fundamental
target of the evoker’s choice for each rank in this effect. This is a
awe in beholding the radiance and purity of light, capable of
mind-affecting effect.
making knees weaken and bend. The target of the illumination must make a will save or fall prone.
Heartbreak [Empath, Stargazer] Mote Cost: 8m]
Burdens (Empath, Stargazer)
Among the cruelest and darkest of all illuminations, the
Mote Cost: 3m]
component of Heartbreak was born of unspeakable pain and
No heart is entirely free of darkness - nor should it be. The
tragedy. Those who wield it knowingly are dangerously close to
traces of shadow are what allow the mortal races to grasp the
a long fall into darkness, if indeed they still stand in the light at
light with such fervor. Yet, the radiance of a magical girl can
all. The target of the surge must make a will saving throw or
make even the lightest of hearts feel too heavy to bear, and the
experience a traumatic and ruthlessly focused memory
component of Burdens serves to convert metaphorical chains
suppression effect, binding all memories of friendship or
into literal ones, binding a creature with their own regrets. The
kindness behind wrought doors of sickly radiance and sending
target of the illumination must make a reflex save, or be
the target into a blind rage of fear and betrayal. The target will
entangled.
spend each turn attacking the nearest creature, and is completely heedless of the difference between friend and foe. If
Echoes [Empath, Stargazer]
the duration of the illumination is extended, each new round
Mote Cost: 3m/rank
offers the victim of this illumination another opportunity to
A magical girl’s surges of power burn brightly, but their effects fade all too swiftly at times. Though the initial rush of
make a will save and shake off its effects. This is a mindaffecting effect.
power lasts but a moment, it is possible with practice to maintain the echoes of power long enough to leave a lasting mark on the battlefield. For each rank of this component, the surge’s effects last an additional round.
Mirage [Stargazer] Mote Cost: 4m/rank
Calling upon the capricious nature of relative light and space, the Mirage component is a powerful defensive measure against those unable to pierce its trickery. The recipient of the surge gains a number of illusory duplicates equal to the number of ranks in this component. These duplicates share her space and mimic her actions, functioning identically to those created by the spell Mirror Image.
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