Sunday, June 28, 2026

Feat - Unshakable Identity

Unshakable Identity [General]


You possess an unwavering sense of self that resists attempts to bend your mind or redefine your will.

Prerequisites: Wisdom 13.

Benefit: You gain a +4 bonus on saving throws against all mind-affecting spells and effects of the charm and compulsion subschools. In addition, whenever you succeed on such a saving throw, you are aware that an attempt was made to influence your thoughts or behavior, even if you do not know the source.

Normal: A creature that succeeds on a saving throw against a mind-affecting effect is not always aware that magic was used against it.

Special: A fighter may select Unshakable Identity as one of his fighter bonus feats.

Spell: Shared Understanding

Shared Understanding


Divination [Mind-Affecting]

Level: Bard 2, Cleric 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one willing creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You establish a gentle empathic bond with a willing creature. For the duration of the spell, each participant instinctively perceives the other's broad emotional state. Feelings such as joy, fear, sorrow, determination, uncertainty, affection, anger, grief, or hope are understood without words.

This spell does not transmit thoughts, memories, images, intentions, languages, or specific information. It cannot be used to interrogate a creature, reveal secrets, determine truthfulness, or communicate detailed plans. It merely allows each participant to experience the emotional context behind the other's actions and expressions.

If either participant becomes unconscious, unwilling, or moves beyond the spell's range, the spell immediately ends.

This spell has no effect upon creatures immune to mind-affecting effects.

Spell: Circle of Mutual Aid

Circle of Mutual Aid


Abjuration

Level: Clr 8, Drd 8
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature/level, no two of which may be more than 30 ft. apart
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You forge a powerful magical bond among willing allies, creating a network through which aid may freely flow. While the spell lasts, each participant remains an individual, yet all are connected by a shared purpose.

As an immediate action, a participant may voluntarily provide aid to another participant in any of the following ways:

  • Healing: The donor may transfer any number of hit points from itself to another participant. This transfer cannot reduce the donor below 1 hit point.

  • Spell Energy: A prepared spellcaster may expend one prepared spell to allow another willing prepared spellcaster in the circle to prepare that spell in an empty spell slot of the same level after 10 minutes of study. A spontaneous spellcaster may instead expend one unused spell slot, allowing another spontaneous spellcaster to regain one expended spell slot of the same level. Neither transfer allows a spellcaster to exceed his normal number of prepared spells or spell slots.

  • Skill: Before a participant attempts a skill check, one other participant may grant a +4 aid bonus to that check as an immediate action, even if that participant could not normally use the aid another action or is not adjacent to the recipient. Only one participant may grant this benefit to any single check.

  • Equipment: As a move action, a participant may cause one unattended object weighing no more than 10 pounds per caster level that it carries to instantly appear in the possession of another willing participant, provided both are carrying no more than their maximum load. Magic items receive a Will saving throw (using their holder's save bonus if higher) to resist this transfer.

All transfers are entirely voluntary. No participant may be compelled to give hit points, spell energy, skill assistance, or equipment, nor may any participant receive aid unwillingly.

If a participant leaves the spell's range, it immediately ceases to be part of the network but may rejoin if it returns to a legal position before the spell expires. The spell ends for all participants if the caster dismisses it or its duration expires.

Spell: Shared Burden

Shared Burden


Abjuration

Level: Clr 4, Drd 4, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature/2 caster levels, no two of which may be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You forge a mystical bond among willing allies, allowing them to shoulder one another's hardships.

Whenever a target affected by this spell takes hit point damage from any source, that creature may choose to distribute any portion of that damage among the other willing creatures affected by shared burden. The damage is divided as the creatures desire, with each recipient taking its assigned portion simultaneously. Damage cannot be reduced below 0, and no damage may be assigned to creatures outside the spell's area of effect.

As a standard action while the spell remains in effect, any affected creature may voluntarily transfer one of the following to another willing creature affected by the spell:

  • The fatigued condition.

  • The sickened condition.

  • Up to 1 point of ability damage to a single ability score.

The recipient immediately gains the transferred condition or ability damage, and the original creature is relieved of it.

Conditions or ability damage transferred in this manner retain their normal duration and are otherwise unchanged. This spell cannot transfer ability drain, negative levels, hit point damage already suffered, disease, poison, curses, blindness, deafness, paralysis, petrification, or any condition not specifically listed above.

A creature cannot be forced to accept transferred damage or conditions. All transfers are voluntary. Only creatures affected by the same casting of shared burden may exchange burdens.

Spell: Helping Hand

Helping Hand


Universal Cantrip

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You weave a subtle enchantment that grants another creature a fleeting moment of confidence and capability.

When you cast Helping Hand, choose one of the following skills: Balance, Climb, Disable Device, Escape Artist, Heal, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Survival, Swim, or Tumble.

The target gains a +2 competence bonus on the next check it makes with the chosen skill before the spell's duration expires. Once the bonus is applied to a skill check, the spell immediately ends.

A creature may benefit from only one Helping Hand spell at a time. Casting the spell again replaces the previous effect.

Friday, June 26, 2026

Spell: Heart's True Measure

Heart's True Measure


Enchantment (Compulsion) [Mind-Affecting]


Level:
Bard 2, Cleric 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You strengthen a creature's certainty in its own emotions and identity, making it difficult for others to impose false feelings upon it.

The target gains a +4 resistance bonus on saving throws against all enchantment (charm) effects.

If the target is already under the effects of a charm spell or spell-like ability when this spell is cast, it may immediately attempt a new saving throw against that effect with a +4 bonus, ending the effect on a successful save.

While this spell is active, the target always knows whether any feelings of affection, attraction or devotion it experiences are its own or the result of magical influence, though this awareness does not automatically end magical effects other than as described above.

Feat - Bond Forged Through Trust

Bond Forged Through Trust [General]


You perform best beside companions who have earned your confidence through shared trials.

Prerequisites: Base attack bonus +3.

Benefit: Choose one willing ally after you have spent at least one week traveling or adventuring together.

Whenever you are adjacent to your chosen ally, you gain a +1 dodge bonus to Armor Class and a +1 bonus on attack rolls made while flanking an opponent with that ally.

You may designate a different ally after spending one uninterrupted week traveling or adventuring with them.

Special: You may only benefit from this feat with one designated ally at a time.