PF 1e: Book of Magic: Spell Codex Volume 1

The Collected Knowledge of a Hundred Spellcasters

Bringing together all the spells from nearly two dozen companion sources, the Book of Magic: Spell Codex Volume 1 has something for everyone. These spells have been updated for clarity and expanded to cover classes introduced after their original publication. Gathered together for the first time, these spells will give your character the edge you’ve been looking for.

Within these 96 pages, the Book of Magic: Spell Codex Volume 1 contains:

  • Over 170 spells for all 26 spellcasting classes. From wizard to bloodrager, cleric to paladin, psychic to medium, you’ll find spells for your character here.
  • New short descriptions, making it easy for you to discover and find that perfect spell. 
  • Artwork to make this feel like a true spellcaster’s tome.

With this essential compendium, your character will be prepared for the road ahead.

Download the Book of Magic Spell Codex Volume 1 today at DriveThruRPG and the Open Gaming Store. Order your print copy today from Amazon.

Pathfinder 1e: Share Skin

With the Book of Magic: Spell Codex Volume 1 coming out soon, we’re talking about the spells you will find. Last week, we talked about domination link. Today, we’re talking about share skin and its bigger cousin—greater share skin.

Originally appearing in Blood of the Moon, the weaker of the two spells let the spellcaster take over an animal, much like how Harry Dresden lets Bob out of his skull to do a ride-along with Mister, his Cat. Except this spell would let Harry take over his familiar. Greater share skin works the same way except it lets you take over the body of the touched creature.

Both of these spells work similar to magic jar, but I personally feel that these versions are better spells. First off you don’t need that pesky gem or crystal. Sure it had to be worth a measly 100 gp but needing to have the focus item always made it feel like it was a less desirable spell. Plus there’s the fact that your body is left helpless for however long you are in the creature. Sure your party is there to watch over it, but that means they are not there with you while you are using the body. These spells, because your body vanishes, lets you use the creature you took over with your party at your side. Take over a dragon and your party can ride your back and destroy the big bad.

When expanding who uses this spell, obviously the hunter got in on the share skin. That class gets all druid spells of 6th-level or lower (and at a lower level if the ranger gets it at a lower level). So hunter was an obvious addition to the list. However, we also added shaman to both spells. This was an odd choice since it does not get magic jar. However, we felt that a shaman taking over an animal’s body seemed like it would be in the shaman’s wheelhouse. Heck, there’s a shaman archetype in the Pathfinder Roleplaying Game: Advanced Class Guide that lets you do something very similar to this as a class feature. So we felt safe adding these to the shaman class.

Download the Book of Magic Spell Codex Volume 1 today at DriveThruRPG and the Open Gaming Store. Order your print copy today from Amazon.

Share Skin

School necromancy; Level druid 6, hunter 6, shaman 6, witch 6
Components V, S
Range touch
Target one animal touched
Duration 1 minute/level or until you return to your body
You can possess an animal’s body in a manner that functions like magic jar, except as noted here. Your body vanishes while the effect lasts, and you don’t require a receptacle.

Share Skin, Greater

Level shaman 8, witch 8
Target one creature touched
This spell functions like share skin, except as noted here.

Pathfinder 1e: Domination Link

One of the main things we decided to do when we set out to do the Book of Magic: Spell Codex Volume 1 was to update the spells for classes that came after the spell’s original publication. It simply isn’t fair to classes published later to not get access to certain spells simply because those spells were never republished in a hardcover book. So we decided to do that.

Take domination link, the spell below. Originally published in Blood of the Night, this spell focuses on vampires and how to fight them. Vampires always have had the ability to make someone do their bidding by simply looking into their eyes. That is pretty much a perfect description of the mesmerist’s main class feature right there. So fighting the domination of a vampire should like something all the occult classes should be able to do.

As you can see here, we also took the time to add in the other classes that were never mentioned in standard Paizo spell stat blocks. Take arcanist for example it just uses the sorcerer/wizard spell list. Well, here we actually call it out. Same with skald using the bard list. No more are these classes simply forgotten simply because they were not published in the Pathfinder Core Rulebook. Here, each of these spells get listed along with every other class.

Download the Book of Magic: Spell Codex Volume 1 today at DriveThruRPG and the Open Gaming Store. Order your print copy today from Amazon.

Domination Link

School divination [mind-affecting]; Level arcanist/sorcerer/wizard 3, bard/skald 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, spiritualist 3, witch 3
This spell functions like detect thoughts, with the additional ability to find echoes of the thoughts of a creature mentally controlling the target. For example, if the target has been dominated by a vampire, you can use evidence left in the target’s mind to learn about that vampire. Each minute you concentrate on the spell, you can learn your choice of one of the following pieces of information.
Direction: The controller’s general direction and distance.
Emotion: The controller’s emotional state (gloating, sated, frightened, angry, and so on).
Image: A powerful iconic image relevant to the controller or its connection to the target, such as a symbol on a door or a name on a gravestone.
Location: The controller’s general location, such as “in a large city” or “on a ship.”
Name: The name by which the target knows its controller (if any).
All of this information is based on the last time the influencing creature linked itself to the target, either to issue a command or to receive sensory input from the target. For example, if at nightfall a vampire commanded a dominated victim to walk to a cemetery, this spell can reveal the vampire’s general location at that time, though it may have moved since then.

PF1e: Discussing the Spell Codex

It is time I start talking about my secret project. The name is the Book of Magic: Spell Codex Volume 1. This book takes spells from a number of “companion” books, removes any campaign-specific details, and puts them all together in one place for you. This volume takes all the spells from 22 different books that never made it into one of the big Roleplaying Game hardbacks and reprint them in one place.

Back when I played D&D 3.5, my absolute favorite book was the Spell Compendium. I’d show up to games with my PHB and my Spell Compendium and I was good to go. It always baffled me that Paizo never came out with one, especially considering the people behind that book worked for Paizo. We gave them enough time for them to do it themselves and they haven’t. Now we’re taking the opportunity.

As a much smaller publisher, I don’t have the resources to do a sizable hardcover like that. What I can do, however, is a series of smaller books. 22 different books is nearly 2 years worth of “companions” that you don’t have to carry with you or hunt through to find the perfect spell for the perfect occasion.

Not only that, but we’re taking the opportunity to update the spells. Some of these spells are worded rather clunky and we’re fixing that. Spells published before the Pathfinder Roleplaying Game: Advanced Class Guide and Occult Adventures never added to any official list for these classes. We’re correcting that. Some classes say they just use another class’s spell list and are never listed in a spell’s description. Screw that. Every class gets listed that can cast it. Bard/skald? Yep. Arcanist/sorcerer/wizard? That’s right. Cleric/oracle/warpriest? Up to level 6, then it’s just cleric/oracle. Hunter? Listed. They’re all there.

I’ll be honest, I always thought it was insulting that some classes got listed and some didn’t. It felt like these classes just weren’t good enough to be called out. I get that it saves space, space that could be used for more spell description but it just never sat well with me. So we’re fixing that.

Download the Book of Magic Spell Codex Volume 1 today at DriveThruRPG and the Open Gaming Store. Order your print copy today from Amazon.

PF 1e: Discussing the Arcanist Codex

Book of Beasts: Arcanist Codex Cover
Cover image by Enmanuel Lema Martinez

Earlier this week I handed the stat blocks for the Book of Beasts: Arcanist Codex off to the editors for checking over. While this is a huge step to getting this book produced, it is not the final step. As JBE’s two brilliant editors are making sure stat blocks are excellent, I begin moving to the writing of the flavor phase. Sure the skeleton of every character is there now, but now I am filling them out, giving them flesh as it were.

Of all the ones I have created thus far, Arcanist Codex was the toughest. Let me describe the process I used for Arcanist Codex. First I came up with the concept for all 20 of the NPCs included in each of these class codices. This ensures a wide breadth of character concepts. Then I build each character without their spells or magic items. Magic items core to the character concept come next. Choosing spells for prepared casters is a two-step process. First I had to choose the spells in their book. Then I get to add spells prepared that day. Once that’s complete, I’ll check over to see if all the choices made work together. You’d be amazed at how often that is not the case. Things like having a rather high number of touch spells sound great until you realized that the character lacks Weapon Fineese and other feats that would be rather beneficial to this build. From there, you have to decide if you need to change the spells out, which feats to lose from the character so you can add in more appropriate ones, or if you need to adjust the ability scores to make it more melee-focused. Do magic items need to be replaced? Once that’s all done, any remaining gold is spent, any unspent skill points are allocated, list all other spells in the spellbook (yes, we effectively list their entire spellbook), etc. Next comes the big question: does this NPC work as a whole? After all of this, if I don’t feel the NPC just doesn’t work, I’ll scrap it and start over with either a new concept, create a completely new NPC from the same concept, or just figure out if this one needs to be tweaked to make it shine. Then I had to check over all the stat blocks, looking for any errors or inconsistent presentations overall 20. It is only here that when these are all as good as they can possibly be that they get turned over to the editors.

Bloodrager Codex—the one we’ll be working on after this—promises to be much easier. There are significantly fewer spell levels. Plus it is a spontaneous caster so I only have to choose spells once instead of twice.

Be sure to get yourself the Arcanist Codex, the Bloodrager Codex, and all the rest as soon as they are complete by subscribing to the Book of Beasts: Character Codex Subscription. Subscribe today at DriveThruRPG and the Open Gaming Store.

PF2: 13-Headed Pyrohydra

Image by Brian Brinlee

One of my favorite monsters in the Pathfinder 1e adventure Deadly Delves: The Chaosfire Incursion is the 13-Headed Pyrohydra. So when I was looking at the artwork again, I couldn’t help myself but convert it over to PF 2e. So for all the fans of the game, I present this monster to your and your games. Enjoy.

Before we get to the stat block, make sure you check out our current PF2e monster book Book of Beasts: Monsters of the Forbidden Woods. available at DriveThruRPG, Paizo, and the Open Gaming Store.

13-Headed Pyrohydra Creature 14

Rare N Gargantuan Beast Fire
Perception +28; low-light vision, scent (imprecise) 30 feet
Skills Athletics +30, Stealth +24 (+26 in lava)
Str +9, Dex +5, Con +8, Int -3, Wis +4, Cha -1


AC 35, all-around vision; Fort +25, Ref +22, Will +19
HP 250 (body), hydra regeneration)
HP 18 (head, head regrowth); Immunities area damage, fire; Weaknesses cold 15, slashing 10
Attack of Opportunity [Reaction]
Head Regrowth A creature can attempt to sever one of the 13-headed pyrohydra’s heads by specifically targeting it and dealing damage equal to the head’s Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature’s turn.
A 13-headed pyrohydra can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing cold damage to the stump, freezing it. Single-target cold effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the pyrohydra’s whole space freeze all stumps if they deal cold damage. If the attack that severs a head deals any cold damage, the stump is frozen instantly. If all thirteen heads are frozen, the pyrohydra dies.
Hydra Regeneration The 13-headed pyrohydra has regeneration equal to 3 x the number of heads it has. If a 13-headed pyrohydra’s body is missing any heads and the remaining stumps have not been frozen, the pyrohydra attempts a DC 34 Fortitude save after it regains Hit Points from regeneration. On a success, one unfrozen stump regrows two heads; on a critical success, two unfrozen stumps regrow into two heads each. The pyrohydra can never grow more than double the number of heads it ordinarily has. The pyrohydra’s regeneration only fully deactivates if all its heads are severed and all stumps are frozen, at which point it dies.
Multiple Opportunities A 13-headed pyrohydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can’t use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the 13-headed pyrohydra must use a different head for each Attack of Opportunity it makes. Whenever one of the 13-headed pyrohydra’s heads is severed, the 13-headed pyrohydra loses 1 of its extra reactions per round.


Speed 25 feet, swim 25 feet (lava only)
Melee [1-Action] fangs +28 (reach 15 feet), Damage 3d8+15 piercing
Breath Weapon [2-Actions] (arcane, evocation, fire) The 13-headed pyrohydra breathes a blast of fire that deals 1d6 fire damage for every head that the pyrohydra currently has in a 50-foot cone (DC 34 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds.
Focused Assault [2-Actions] The 13-headed pyrohydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The 13-headed pyrohydra Strikes with its fangs. On a successful attack, the 13-headed pyrohydra deals damage from its fangs Strike to the target, plus an additional 1d8 damage for every head it has beyond the first. Even on a failed attack, the 13-headed pyrohydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the pyrohydra’s multiple attack penalty as a number of attacks equal to the number of heads the pyrohydra has.
Storm of Jaws [2-Actions] The 13-headed pyrohydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the pyrohydra’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the pyrohydra makes all its attacks.

Traveller: Io Swimmer

I know that I haven’t posted much for Traveller lately. Have no fear my gamer friends, JBE is still very much creating material for this fun game. Take today’s blog post for example. I was trying to think of something really out there for a Traveller vehicle when it came to me, a mining vehicle that swims lava seas. Setting it near the Solomani Worlds means that calling it the Io Swimmer would make sense. With that, we present to you a new Traveller vehicle for your game.

Remember to check out all of our Traveller supplements and d66 lists at DriveThruRPG.

Io Swimmer

NameIo Swimmer
TL14
SkillSeafarer (submarine)
Agility1
Speed (Cruise)Medium (Slow)
Range (Cruise)200 (300)
Crew3
Passengers
Cargo11
Hull60
Shipping10 tons
Cost2,228,250
Autopilot (skill level)3
Communications (range)1000 km
Navigation (Navigation DM)+4
Sensors (Electronics (sensors) DM)+2, 2.5 km
Camouflage (Recon DM)
Stealth (Electronics (sensors) DM)
Armour
Front4
Rear4
Sides4

Equipment/Traits
Safe Depth 2,000 m, Crush Depth 6,000 m, Life Support 400 days, Communication System (Advanced, Satellite Uplink), Computer/5, Control Systems (Advanced), Fire Extinguishers, Fresher, General Purpose Laboratory, Insidious Environment, Manipulator Arm (Advanced), Navigation System (Advanced), Sensors (Advanced, Magma)

PF2e: Go Limp

Back when I was in college I worked one summer for a major big-box store. I remember being told that if I ever got taken hostage by a crazed person, I should go limp. The hostage-taker will have to support my body weight completely, making it very difficult for them to use me as a shield. Fortunately, I have never been in a scenario to test to see if that is a good idea or not so I cannot recommend anyone actually try it in a real-life scenario. Let me state that again: don’t do this in real life based on this post. Having said that, this doesn’t mean it isn’t a good idea to do so in a roleplaying game. And I think this is perfect for a general feat in Pathfinder 2e.

Doing this is great for a general feat since it requires no skill whatsoever and it can be done by pretty much anyone. As such, it is a great 1st-level general feat. I don’t think it should be an action without the feat as it should take practice for someone to do without hurting themselves (aka not hitting their head on the ground when being let go), but it also shouldn’t require a skill check to do either.

Before getting into the feat itself, let me just post the obligatory link to our Pathfinder 2e products at DriveThruRPG, Paizo, and the Open Gaming Store. Help us to create more PF 2e products and blog posts today by download our products.

Go Limp [1 Action] Feat 1

General

As an action while grappled by a creature one size category larger than you or smaller, you can go limp letting the creature grappling you support you completely. As long as the grapple is maintained, both you and the creature grappling you are flat-footed. If the grapple should end, you become prone, and you both lose the flat-footed condition. 

PF1e: Tiny Chapel

I had a conversation this past weekend about secure shelter and how I think a paladin should have this on their spell list. Short of the long, paladins should be able to provide respite to those in need and defend the vulnerable by shoving the weak inside and fighting the monsters outside, knowing the defenseless are safe.

After thinking about it, I felt that what it really needs is a reflavoring so it is ideal for such a divine caster. This is the originals of tiny chapel.

Before we get to the spell, let me post our obligatory link to our PDFs at DriveThruRPG, Paizo and the Open Gaming Store. Ordering our books and downloading our PDFs helps us to keep making products and blog posts for you.

Tiny Chapel

School conjunction (creation); Level cleric/oracle/warpriest 5, paladin 4
Casting Time 10 minutes
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels
Effect 20-ft.-radius sphere centered on your location
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no

You conjure a sturdy chapel made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The chapel resembles a normal worship building for the caster’s deity, with a sturdy door, two shuttered windows, and a small alter with a fire going on it.
The chapel is warmed by the alter fire and does not harm the occupants not affect the building. The dwelling does provide considerable security—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being secured with arcane lock and the latter by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.
The tiny chapel contains crude furnishings—eight bunks, a trestle table, eight stools, and other furnishings in keeping with the deity’s theme. 

In-Person Gaming vs Online Gaming

Image by Matt Bulahao

Many people during the pandemic switched from in-person gaming where everyone sat around a table to gaming online, either over a chat program like discord or over a tabletop program like Roll20 or Fantasy Grounds. Now that the pandemic is waning, are you planning on returning to the tabletop or do you like the commute to the game being to your computer and being able to game in your jammies? Tell us what you’re doing? We want to know.

Be sure to check out all of our online gaming products at Fantasy Grounds and Roll20.