Magic+ New magic paths await you on Pathfinder Infinite. Authors: Derry Luttrell, Tony Saunders, Mark Seifter, Linda Zayas-Palmer, Brite Cheney, Joshua White, Mike Sayre

Magic+

Author: Derry Luttrell, Tony Saunders, Josh White, Brite Cheney, Mike Sayre, Mark Seifter, and Linda Zayas-Palmer

Reinvent the very meaning of magic!

If ever there was a tome of secrets, then it is here before you now! Magic+ is an expansion to the magic systems of Pathfinder 2nd Edition, through flavourful class options and new rules that redefine what it means to be a caster. Inside this fully-illustrated book full of work by some of the heaviest hitters in Pathfinder, like Mark Seifter, Linda Zayas-Palmer and Mike Sayre, you will find…

  • Dynamic Casting, a system that expands certain iconic spells to become variant action spells. Cast a quick fireball in one action, or spend three actions unleashing a devastating inferno!
  • New Archetypes for casters, like the Eldritch Wicketeer which specializes in casting niche types of magic such as fire magic or illusions, or the Mystic Duo, which allows a caster to team up with another companion to perform incredible acts together.
  • The Archmage Mythic Destiny, which allows you to invent new spells and remain immortal so long as at least one person in the world has learned one.
  • Familiar Forbisens, rituals that allow you to evolve your familiar to gain new unique powers at the cost of flexibility.
  • Power Rings to give you attack bonuses to your spell attack rolls and graft runes into your spells.
  • Scepters, hand-held items that have powerful activations that aid casters in combat.
  • New Spells like Kinetic Tow to grab and retrieve people from a distance or Spirit Boundary which creates a protective shield.
  • Aspect Casting, new rules that rewrite summoning and battle form spells to use templates called aspects, which stay competitive and powerful from 1st rank to 10th rank!
  • Essence Casting, our magnum opus: a variant rule that replaces Pathfinder 2e’s vancian casting system with a brand new slotless and resourceless system. Build your power in combat, reach your apex, and cycle back to the start… all without ever using a single spell slot, meaning casters can continue using spells all day!
  • Experimental Rules like Malleable Casting, a tweak to Prepared Casting that tinkers with it to make it more flexible without overshadowing Spontaneous Casting, and a rework of the Incapacitation rule.

From haeomothurges with their vile blood magic to unicorn summoners and mythic wizards, Magic+ aims to reshape the world of casters by providing new options, new rules, and a whole new world of resourceless and flexible casting to play with!

Foundry VTT and Pathbuilder Support Included!

Also includes a free mod for Dawnsbury Days that includes Essence Casting!

Want a breakdown of how Essence Casting plays or more info on Magic+?

Check out Arcane Mark’s video!

Check out Mathfinder’s video!

Check out [lexchxn]’s video!

Change Log

Version 1.0.2

  • Dragon Breath now states wielded for usage
  • Ardor Threaded Magic now defines all durations as halved and all conditions and effects are also reduced by half.
  • Terminus of Cataclysm incorrectly listed difficult terrain in the hazardous terrain effect.
  • Tenacious Magic is a passive effect and incorrectly listed an action cost and the spellshape trait
  • Veracious Spell now states “this cantrip” instead of “a cantrip” to make it clear that only the selected cantrip ignores the frequency specified
  • Incorporeal Aspect now does not come online for Undead Shift until 6th rank, to mitigate potential abuse with battle forms.
  • Precision Rune now more clearly worded to indicate its behavior with converting spells with a save to a spell attack roll spell
  • NPC terminus actions for Cataclysm and Terror now state spell DC is the save for the effects.
  • Archmage’s Triumph’s d10 choice reduced from 17d10 to 16d10 and the d6s were raised to 26d6 to normalize damage averages against each other. Example now follows the damage reduction.
  • The caster ability now has the following sentence added: “These are innate spells of the same tradition as the aspect spell.”
  • Greater Immobolizing Rune now correctly lists all 4 traits instead of cold and earth only
  • Archmage’s Counter incorrectly had the spellshape trait
  • Gruesome Marrionettist now clarifies it must be an action the creature can reasonably make (subject to GM discretion)
  • Reveler now correctly lists the 4th rank choice as Diplomacy or Nature for Enhanced Aid
  • Directive of Punishment 4th rank for Aeon now grants the Strike from perfect averages the fatal trait instead of the old effect.
  • Additional Feats for Archmage listed Archmage’s Stronghold as 18th, now listed correctly at 16th
  • Silence of the archmage now states you cannot take actions with the linguistic trait instead of limiting speaking entirely.
  • Fiendlorn’s Possession now states celestial, fiend, or aeon as a more finite list of more difficult targets

Version 1.0.1

  • Two plustesters mistakenly had their credit left off, sorry we forgot you TJ “Mellon” Knight and Thomas Berger
  • Rod of Sickenings second activation incorrectly listed it as a 2-action activity instead of a 3-action activity
  • Esoteric Coordination now has the fortune trait
  • Warpred Reflection now specifies only targets in darkness triggers the off-guard instead of targets with a shadow
  • Ardor Threaded Magic now reads: “When you Cast a Spell with the auditory or emotion trait that targets a single creature within your wicket’s domain, you can also target another one within it. All numerical effects, such as damage or healing, are halved. If the spell requires a save, both creatures gain a +2 circumstance bonus to their save and any duration is reduced by half (minimum 1 round).”
  • Ardor Overwhelming Magic now specifies immunity must be to the effect type itself
  • Fabricator Overwhelming Magic now specifies immunity must be to effect type itself
  • Impulsive Magic now specifies the spell must take 2-actions or less to cast to be used as a reaction
  • Ferocious Form druid class feat now also increases the damage die of the animal shift unarmed attacks by one step
  • Dragon Weapon’s now each have a second weapon associated with each dragon
  • Aspect Adept now grants repreparation or a bonus signature spell instead of the legacy playtest version
  • Traditional Coalescing feat added, allowing selection of another spell you can cast for coalescing form from your tradition
  • Aspect Seer summoner feat is now Summon Seer, now grants a summon spell permanently to your spell repertoire and is automatically a signature spell.
  • Sidebar on Untamed Form and associated feats adjusted: Ferocious Shape, Insect Shape, and Soaring Shape.
  • Heightened Battle form spells now grant additional damage at 3rd+ rank equal to the rank of the spell.
  • Kinetic Tow is now primal allowed, opening Propulsor Wicketeers to the primal list
  • Clockwork aspect now specifies the reload trait as reload 1
  • Bounded Terminus clarified
  • Essence Conduit clarified it only applies to the next spell and not more than once
  • 4th rank fungus aspect now has 1 minute duration for immunity
  • Caster apsect ability now clarifies you can heighten the rank of the spell from its listed rank
  • New NPC Essence caster experimental rules with 4 suggested Terminus actions
  • Essence Leaks section now has the following additional text to make explicitly clear leaking to 0 essence locks you out of redrawing: “and you cannot draw essence again unless you have the the essence rebirth class feature”
  • Multiclass Essence feats now clarify that spells gained are limited by the essence archetype that granted them
  • Two new art pieces!
  • Essence Bell now clarified that it is for long incantation replication only, and thus doesn’t bypass the requirements for ending incantations.
  • Several typos and formatting issues
  • Document compressed further for better loading