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Ultimate Magic

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Pathfinder Roleplaying Game Ultimate Magic
Cover Image
Book - Core
Authors
Publishers
Pages
256
Rule set
PFRPG
Series
Follows
Precedes
Errata
Releases
Hardcover
Date
April 2011
ISBN
Price
$39.99
PDF
Date
April 2011
Price
$19.99
Pocket Edition Softcover
Date
April 25, 2018
ISBN
Price
$19.99

Ultimate Magic, a 256-page hardcover sourcebook for the Pathfinder Roleplaying Game, was released in April 2011. It is on its second printing, which was published in March 2012. A softcover Pocket Edition was released on April 25, 2018.

Raise your character to the pinnacle of magical might with Pathfinder Roleplaying Game Ultimate Magic! Within this book, secrets arcane and divine lie ready to burst into life at the hands of all the spellcasting classes in the Pathfinder Roleplaying Game. In addition to the brand-new magus class—a master of both arcane magic and martial prowess—you'll also find a whole new system for spellcasting, rules for spell duels and other magical specialties, and pages upon pages of new spells, feats, and more. Because when it comes to magic, why settle for less than absolute power?

Pathfinder Roleplaying Game Ultimate Magic is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

Pathfinder Roleplaying Game Ultimate Magic includes:

  • The magus, a new base class combining deadly arcane magic with the skills and weapons of a trained warrior.
  • Words of power, an innovative and flexible new spellcasting system.
  • New options for dedicated casters, such as alchemist discoveries, alternative uses for channeled energy, druid companions, sorcerer bloodlines, eidolon abilities, witch hexes, and oracle mysteries.
  • Additional feats and magical abilities for martially oriented casters, including monk ki tricks, inquisitor archetypes, and ranger traps.
  • New magical conditions called spellblights, as well as systems for crafting constructs, binding outsiders, and spell-dueling.
  • More than 100 new spells, plus detailed guidelines for designing your own.

AND MUCH, MUCH MORE!

Contents

Introduction
p. 4
Chapter 1: Spellcasters
p. 6
  • Base Class: Magus
    • Magus Spell List
  • Alchemist
    • Discoveries
    • Archetypes
  • Bard
    • Masterpieces
    • Archetypes
  • Cleric
    • Variant Channeling
    • Archetypes
  • Druid
    • Animal and Terrain Domains
    • Vermin Companions
    • Archetypes
  • Inquisitor
    • Inquisitions
    • Archetypes
  • Magus
    • Archetypes
  • Monk
    • Monk Vows
    • Archetype
  • Oracle
    • Mysteries
    • Archetypes
  • Paladin
    • Archetype
    • Oaths
  • Ranger
    • Ranger Traps
    • Archetypes
  • Sorcerer
    • Bloodlines
    • Archetypes
  • Summoner
    • Aquatic Base Form
    • Eidolon Models
    • Evolutions
    • Archetypes
  • Witch
    • Hexes
    • Major Hexes
    • Grand Hexes
    • Witch Patron Themes
    • Archetypes
  • Wizard
    • Arcane Discoveries
    • Elemental Wizard Schools
    • Archetype
Chapter 2: Mastering Magic
p. 90
  • Spellblights
  • Spell Duels
  • Binding Outsiders
  • Building and Modifying Constructs
  • New Familiars
  • Spellbooks
  • Designing Spells
Chapter 3: Feats
p. 140
  • Types of Feats
  • Feat Descriptions
Chapter 4: Words of Power
p. 160
  • Target Words
  • Wordcaster Feats
  • Effect Words
  • Meta Words
  • Class Word Lists
Chapter 5: Spells
p. 194
  • Spell Lists
  • Spell Descriptions
Appendix
p. 250
  • Alphabetized Words of Power
  • Spells with New Descriptors
  • Updated Improved Familiar List
Index
p. 254
  • Open Game License