Custom Pathfinder Class: Mesmer

Mesmer

Image credit: Wilhengard

Masters of misdirection and illusion, mesmers specialize in creating images and objects from their own mind in order to distract their enemies. Wielding a weapon made with their own mind, they bring quasi-real images of themselves forth to strike as one, or shatter them to debilitate their foes.

Hit Die: d8.

Skill points: 4+int modifier.

Class skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Escape artist, Fly, knowledge (arcana), knowledge (history), Knowledge (planes), Linguistics, perception, Perform, Profession, Sense motive, Sleight of hand, Spellcraft, Use magic device.

Armor and weapon proficiencies: Mesmers are proficient with all simple weapons, as well as the chakram, falchion, greatsword, kukri, longsword, naginata, rapier, sai, scimitar, scythe, short bow, short sword, starknife, sword cane, wave blade, whip, as well as all performance weapons. They are not proficient with any armor or shields.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
2
3
4
5
6
1
0
0
0
2
Cantrips, eschew materials, phase barrier, Phase blade, Mesmer’s images
1
-
-
-
-
-
2
1
0
0
3
Mesmer’s mastery, shatter +1d6
2
-
-
-
-
-
3
2
1
1
3
Phase blade +1
3
-
-
-
-
-
4
3
1
1
4
Mastery feat, Shatter +2d6
3
1
-
-
-
-
5
3
1
1
4
Phase blade +2, arcane pool, arcana
4
2
-
-
-
-
6
4
2
2
5
Illusion sight
4
3
-
-
-
-
7
5
2
2
5
Phase blade +3, arcana
4
3
1
-
-
-
8
6/1
2
2
6
Shatter +3d6
4
4
2
-
-
-
9
6/1
3
3
6
Phase blade +4, arcana
5
4
3
-
-
-
10
7/2
3
3
7
Phantasm, mastery feat
5
4
3
1
-
-
11
8/3
3
3
7
Phase blade +5, arcana
5
4
4
2
-
-
12
9/4
4
4
8
Shatter +4d6
5
5
4
3
-
-
13
9/4
4
4
8
Phase blade +6, arcana
5
5
4
3
1
-
14
10/5
4
4
9
Infallible watch
5
5
4
4
2
-
15
11/6/1
5
5
9
Phase blade +7, arcana
5
5
5
4
3
-
16
12/7/2
5
5
10
Mastery feat, Shatter +5d6
5
5
5
4
3
1
17
12/7/2
5
5
10
Phase blade +8, arcana
5
5
5
4
4
2
18
13/8/3
6
6
11
Illusive control
5
5
5
5
4
3
19
14/9/4
6
6
11
Phase blade +9, arcana
5
5
5
5
5
4
20
15/10/5
6
6
12
Master of Illusion, Shatter +6d6
5
5
5
5
5
5

Spells: A mesmer casts arcane spells drawn from the mesmer spell list. A mesmer can cast any spell they know without preparing them ahead of time.

To learn or cast a spell, the mesmer must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mesmer's spell is 10 + the spell level + the mesmer's charisma modifier.

A mesmer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high charisma score (see the Ability Modifiers and Bonus Spells Table).

A mesmer has a limited number of spells they memorize, given in the table below. They can cast any spell on their list toward their uses of that spell level per day. They gain bonus spells based on their mesmer’s mastery, learned when they gain access to that level of spell.

Spells known: Mesmer
Level
0
1
2
3
4
5
6
1
4
2
-
-
-
-
-
2
5
3
-
-
-
-
-
3
6
4
-
-
-
-
-
4
6
4
2
-
-
-
-
5
6
4
3
-
-
-
-
6
6
4
4
-
-
-
-
7
6
5
4
2
-
-
-
8
6
5
4
3
-
-
-
9
6
5
4
4
-
-
-
10
6
5
5
4
2
-
-
11
6
6
5
4
3
-
-
12
6
6
5
4
4
-
-
13
6
6
5
5
4
2
-
14
6
6
6
5
4
3
-
15
6
6
6
5
4
4
-
16
6
6
6
5
5
4
2
17
6
6
6
6
5
4
3
18
6
6
6
6
5
4
4
19
6
6
6
6
5
5
4
20
6
6
6
6
6
5
5

Cantrips: 0 level spells can be used an unlimited number of times per day.

Eschew materials: Don’t need material components.

Phase barrier (Su): A Mesmer forms an invisible barrier to protect them, granting them a deflection bonus to their armor class equal to their charisma modifier. At 4th level, and every 4 levels thereafter, the AC bonus given by the barrier increases by 1. If the mesmer is stunned or unconscious, they lose this AC bonus. If the mesmer wears light, medium, or heavy armor, or carries more than a light load, they cannot concentrate on the barrier. If they have one of these present, they must use a move action every round to maintain the barrier, else it drops.

This AC bonus does not stack with others of it's kind, such as the AC bonus granted by a monk's wisdom modifier, or a demon hunter's profane AC bonus granted by their charisma modifier. If they possess more than one ability of this nature, they must choose one AC bonus to have at any one time, and may take a full-round action to change from one ability to another.

Mesmer’s images (Su): Mesmers create quasi-real images of themselves in order to mislead and combat their opponents. These images act, but do not deal damage. Arcanas and feats can be taken to have them deal damage, and their damage is treated as magic. They can emulate the appearance, sound, and even physical touch of the mesmer.

At first level, the images have a sheen to their appearance. If an enemy has an intelligence score higher than 3, then they are able to discern the real mesmer from the fakes, and thus images do not count as threatening opponents for flanking. At 3rd level, the mesmer's power grows, causing the sheen to disappear and the images seem more real, and thus enemies must interact to disbelieve, and the images now count as threatening the target.

The mesmer can move and act with as many images as she pleases as a single move action (they move using her statistics), however they cannot occupy the same space as an enemy – but can occupy the same space as each other, an ally, or the mesmer herself. When stacked, these act as in the mirror images spell. These images are not mind-affecting. They are quasi-real, and deal damage if specific arcanas are taken, even to mindless creatures. They can act to attack, but do no damage – when hit, enemies make a will save to realize it is an image of the mesmer. Mindless creatures count as automatically succeeding on these saves if they interact. Images can make one attack per round at the mesmer’s highest base attack bonus, unless stated otherwise (such as phantasms).

Images remain active for a number of hours equal to the mesmer’s level, or if they either are shattered, destroyed, or move farther than 100 ft. from the mesmer. The mesmer can see and feel what their images see and interact with.

These images have AC equal to the mesmer’s touch AC. They provoke attacks of opportunity as normal, and have health equal to the mesmer’s level + her charisma modifier.

Generating images: Every time the mesmer casts a spell, they have a percent chance equal to 10 x the spell level to generate an image of themselves. They can place this image in a space within 60 ft., and can have up to their charisma modifier in images active at one time. Mesmers can, 1/2 their level + their charisma modifier times per day, generate one image as a move action.

Phase blade (Su): As a move action, a mesmer can form a semi-solid weapon composed of psychic energy distilled from her own mind. The mesmer can form a phase blade for 1 minute per level plus minutes equal to their charisma modifier, spent in 1-minute increments. 

A mesmer must choose the form of her phase blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon that they are proficient with. If the mesmer’s chosen form is a light weapon, she may choose to form two light weapons when forming her phase blade if she so chooses, but she suffers the standard penalties for two-weapon fighting. Once they choose the weapon's form, it cannot be changed. They can also choose ranged weapons they are proficient with, which use illusory ammunition that is always destroyed whether a hit is scored or not.

At 4th level, and every 4 levels thereafter, the mesmer can choose a new form for the weapon to hold in addition to those known. Whenever the mesmer summons a phase blade, they can choose any of these forms.

The blade can be broken (it has hardness 10 and 10 hit points, affected by its magical enhancements at 3rd level onward); however, a mesmer can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A phase blade is considered a magic, masterwork weapon for the purpose of overcoming damage reduction.

A mesmer can use feats such as Power Attack or Combat Expertise in conjunction with the phase blade just as if it were a normal weapon. She can also choose her phase blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a phase blade. The mesmer can use feats such as Weapon Finesse that work on light weapons with her phase blade, but such feats only work on phase blades in a light weapon form.

All mesmers have some knowledge of how to throw their phase blades, as weapon forms taken with a range increment can be used appropriately. When thrown, the blade dissipates. When the mesmer gains access to an arcane pool, they can spent one arcane point as a free action to have the blade reform in their hand after it strikes.

The phase blade begins as a masterwork weapon. At third level, and every two levels thereafter, their phase blade gains a +1 enhancement bonus. At fifth level onward, a long as the phase blade has a +1 enhancement bonus, the mesmer can grant it special abilities such as fiery. The weapon’s maximum enhancement bonus (+1 to +5) cannot go above +5, and can have at most +1 per 3 levels the mesmer possesses. If the mesmer forms two light phase blades, the enhancement bonus (if any) is reduced by 1 (minimum 0). At 3rd level, when it gains a +1 enhancement bonus, the main hand weapon has a +1 enhancement bonus, while the off hand counts as a masterwork weapon.

The mesmer can add the following special qualities to their weapon in addition to those featured on the magic weapons page:

Psychokinetic (+1 bonus): Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.

Psychokinetic burst (+2 bonus): This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability, a psychokinetic burst weapon deals an extra 1d8 points of damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add 2d8 points of extra damage instead, and if the multiplier is ×4, add 3d8 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.

Soulbreaker (+3 bonus): This weapon has a special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or it becomes a permanent negative level.

Mesmer’s mastery: At second level, the mesmer focuses on one form of the mesmeric arts: chaos, domination, dueling, illusion, or inspiration. The mesmer adds a number of bonus spells to her spell list – these spells can be cast as normal for spells on their list. Each spell is learned when that spell level is learned (such as, a chaos mesmer learns chaos storm (lesser) at 4th level, when they learn 2nd level spells). In addition, they gain a list of mastery feats they may take at specific levels (see mastery feats, below), an additional effect to their shatters, and a special set of arcanas they may choose from.

Shatter (Su): At second level, the mesmer can shatter their images as a standard action, dealing damage equal to 1d6 + their charisma modifier to adjacent targets per illusion, as well, the shatter effect bursts from themselves as well, as long as they shatter at least one image. A successful will save halves the damage from shatter, and negates any additional effects from shatter (such as the daze condition from shattershock).

They can shatter any image they choose, up to a number equal to half their maximum possible illusions. At fourth level, and every four levels thereafter, this damage increases by 1d6 to a maximum of +5d6 at 20th level.

Every time the damage increases, they can learn one special ability to alter the shatter. Only one of these abilities can be used during a shatter. When shattering images, if one target is affected by multiple images, they make one save, and take the damage from each source as one. If the shatter has an effect (such as confusion, or daze), the DC to resist the effect (not the damage, if it still deals damage) increases by 2 per additional illusion within range.

Distortion: When shattering images, instead of dealing damage, allies within range of the shatter are instead distorted due to space and time bending around them, granting them partial concealment for a number of rounds equal to the images shattered. At 8th level, this becomes total concealment.

Expansive shatter: The radius of shatter abilities becomes 10 ft.

Mind wrack: Shattered images deal damage one category higher.

Selective shatter: The mesmer can select a number of creatures equal to their charisma modifier to exclude from damage when in the radius of a shatter.

Shatter burst: The shatter does a bludgeoning burst, knocking all enemies that fail their save prone. This changes the save to a reflex save. 

Shattershock: When shattering images, When shattering images, instead of dealing damage, creatures that fail their save are dazed for one round per image shattered in range. At 12th level, the mesmer can instead stun the targets. At 16th level, she can paralyze the targets. (will save halves duration, minimum 0) if they are immune to the effects, they are staggered.

Warp minds: When shattering images, instead of dealing damage,  creatures struck are confused for two rounds per illusion in range. (will save halves duration, minimum 0)

Mastery feat: At 4th level, and every 6 levels following, the mesmer gains a mastery feat. They can choose from the selection in their mastery. (See below)

Arcane Pool: At 5th level, the mesmer gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers. This arcane pool has a number of points equal to 1/2 her mesmer level (minimum 1) + her Charisma modifier. The pool refreshes once per day when the mesmer prepares her spells. Naturally, the mesmer can spend one arcane point as a swift action to create an image.

Arcane Accuracy (Su): The mesmer can expend 1 point from her arcane pool as a swift action to grant herself an insight bonus equal to her Charisma bonus on all attack rolls until the end of her turn.

Attacking images (Su): As a move action, the mesmer can command her images to move toward a target and attack them with the weapons held by the mesmer, using her attack bonuses against the target. Their attacks act as if the mesmer rolled minimum damage for her attacks. They do not gain benefit from feats such as vital strike, power attack, or charge.

Awesome Display (Su): The mesmer's phantasmagoric displays dumbfound all who behold them. Each creature affected by their illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus their charisma modifier (if positive). They also add the following spells to your list when those spell levels become available: 1st--Color spray, 2nd--Hypnotic pattern, 3rd--Rainbow pattern, 6th--Scintillating pattern.

Blink (Su): The mesmer can teleport to a space within 60 ft. as a move action by using one arcane point.

Blurred frenzy (Ex): When unleashing a full attack, the mesmer can spend one arcane point as a swift action to grant themselves the benefit of haste and displacement for one round. The enemy is caught flat-footed for these attacks. This arcana requires 7th level.

Concentrate (Ex): The mesmer can reroll any concentration check she has just made with a +4 bonus. she must use this ability after the roll is made, but before the roll's outcome is determined. The mesmer must take the second roll, even if it is worse. The mesmer can use this ability once per day.

Critical Strike (Su): Whenever the mesmer scores a critical hit with a melee weapon, she may cast a spell with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The mesmer can use this ability once per day. The mesmer must be at least 12th level before selecting this arcana.

Dispelling Strike (Su): The mesmer can spend 1 or more points from her arcane pool as a swift action to imbue her weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the mesmer's level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of arcane pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. The mesmer must be at least 9th level before selecting this arcana.

Empowered Magic (Su): The mesmer can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The mesmer must be at least 6th level before selecting this mesmer arcana.

Ether feast (Su): The mesmer can feed off a number of illusions as a standard action using an arcane point, consuming them for energy, healing 1d8 hit points per illusion + their level.

Extended Illusions (Su): Any illusion spell the mesmer casts with a duration of "concentration" lasts a number of additional rounds equal to 1/2 their mesmer level after they stop maintaining concentration (minimum +1 round). At 20th level, they can make one illusion spell with a duration of "concentration" become permanent. They can have no more than one illusion made permanent in this way at one time. If they designate another illusion as permanent, the previous permanent illusion ends.

Force images (Su): The images grow into images of pure force, dealing force damage on hit. This requires the attacking images ability, and 12th level.

Full enhancement (Ex): The mesmer’s phase blade takes no penalty to the enhancement bonus while dual wielding.

Mantra of agony (Su): Using an arcane point as a full-round action, the mesmer charges their mantra, allowing them to use this ability again as a swift action to deal 1d6 chaos damage, plus 1d6 damage per two levels following first to a target. A successful will save halves this damage. If this ability is not used within one minute of charging the mantra, the arcane point is wasted.

Mantra of health (Su): Using an arcane point as a full-round action, the mesmer charges their mantra, allowing them to use this ability again as a swift action to heal 1d6 hit points, plus 1d6 per two levels following first to a target within 30 ft. This can be used to harm undead, and a successful will save halves this damage. If this ability is not used within one minute of charging the mantra, the arcane point is wasted.

Maximized Magic (Su): The mesmer can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The mesmer must be at least 12th level before selecting this mesmer arcana.

Mesmer's displacement (Ex): At 1st level, the mesmer can, if they are attacked by a melee, ranged attack, or spell, displace their appearance as an immediate action using one arcane point. They gain total concealment due to the space being warped around them for the round.

Mesmerizing dance (Su): The mesmer, along with their images, perform a mesmerizing dance as a full-round action that fascinates enemies. Her images can continue the dance after, maintaining the fascinate effect. The DC is 10 + ½ the mersmer’s level + their charisma modifier. This DC increases by 1 for every 2 images the mesmer has active.This costs a move action to maintain with concentration, and costs one arcane point per minute the dance continues. 

Mind shield (Su): The mesmer gains a +2 bonus to their shield bonus to armor class, as long as they have one hand free.

Mind stab (Su): The mesmer shoves an illusory blade into the ground as a standard action, coming up within a 10 ft.-square within 30 ft. This damages enemies within for the mesmer’s phase blade damage + her charisma modifier, and gives those effected a -2 penalty to will saves, and a -4 penalty to concentration checks for a number of rounds equal to their mesmer level. A successful will save negates the penalty, and halves the damage.

Mirror blade (Su): The mesmer, when throwing their phase blade, can use one arcane point to cause it to bounce a number of times equal to their charisma modifier. If it bounces to an enemy, they take the same damage as the first, and if it hits an ally, instead of injuring them, they gain a +2 morale bonus to their attack and damage rolls for one round. This arcana requires 9th level.

Phase retreat (Su): The mesmer can use an arcane point to withdraw, teleporting to a space within 30 ft. and leaving behind an image of themselves.

Pool Strike (Su): The mesmer can expend 1 point from her arcane pool as a standard action to charge her free hand with energy. she can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when she spends the arcane pool point to activate this ability). she can use this ability with the spellstrike class feature. If she misses with this attack, she can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Reflection (Su): The mesmer can sacrifice 1 or more points from her arcane pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent. The mesmer must be at least 15th level before selecting this mesmer arcana.

Silent Magic (Su): The mesmer can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.

Shatter boon (Su): For every image the mesmer shatters, she gains a +1 sacred bonus to her AC and saving throws for 1 round, stacking up to half her charisma modifier. The duration of this ability increases by 1 round at 8th and 16th level.

Spell Blending (Ex): When a mesmer selects this arcana, she must select one spell from the wizard spell list that is of a mesmer spell level she can cast. she adds this spell to her list of mesmer spells known as a mesmer spell of its wizard spell level. she can instead select two spells to add in this way, but both must be at least one level lower than the highest-level mesmer spell she can cast. A mesmer can select this mesmer arcana more than once.

Still Magic (Su): The mesmer can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.

The prestige (Su): The mesmer vanishes (as the spell vanish) in a cloud of smoke as a standard action using one arcane point, blinding adjacent creatures. In addition, she gains a new save against all conditions she is suffering from. This requires 8th level.

Transfer spell (Su): A mesmer can spend one arcane point to have one of her images cast the spell. This uses all her statistics. The mesmer must see the target in order to use this effect.

Wand Mastery (Su): Whenever The mesmer uses a wand, she calculates the DC for any spell it contains using her Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.

Wand Wielder (Su): The mesmer can activate a wand or staff in place of casting a spell when using spell combat.

Illusion sight (Ex and Sp): At 6th level, a mesmer can use detect illusions at will. In addition, if the mesmer is within 30 ft. of an illusion, they gain an automatic save to disbelieve as if they had interacted with it.

Phantasm (Su): At 10th level. the first image a mesmer creates (if they have no images at that time) is a phantasm. These have a higher DC to discern whether it is the mesmer or not (+2), as they are more material than the other images the mesmer creates. Phantasms have special abilities that vary based on the mesmer’s mastery (see mesmer masteries below for specifics). All phantasms have half the hit points of the mesmer, as well as her AC, and deal damage equal to their weapon damage + the mesmer’s charisma modifier. In addition, they have a weapon enhancement bonus equal to one quarter the mesmer’s level. When shattered, these images deal 1d6 damage higher than the normal image.

Infallible watch (Ex): At 14th level, the mesmer can’t be fooled by illusions. If they are within sight of an illusion, they gain an automatic save to disbelieve as if they had interacted with it, and gain a bonus to the save equal to their charisma modifier.

Illusive control (Su): At 18th level, if there is an image within sight of the mesmer that she knows is an image, she can make a caster level check against the DC of the image in order to do a number of things. She can either choose to dispel the image, shatter it (using her own shatter ability), or take the image under her control. If using the image to shatter, she can only use her ability to shatter images that are not hers up to a maximum of her normal number that she can shatter. (For example, a mesmer with a charisma score of 18 can possess 4 images and shatter two images at a time, and may shatter either two of her images, one of hers and one she has come to control, or two controlled images that are not her own, but not more than two at one time) In addition, the DC to disbelieve her images and illusion spells increases by 1.

Master of Illusion (Ex): The Mesmer becomes a master of illusions and enchantments, becoming immune to charm, enchantment, and compulsion effects, as well as they see through all illusions and gain true seeing as a constant spell-like ability. In addition, once per day they can cast a powerful spell, noted in their Mesmer mastery. If this spell has a DC, it is equal to 10 + ½ the mesmer’s level + their charisma modifier.


Mesmer Masteries



Chaos

Image credit: Daniel Kamarudin

Bonus spells: 1st: hypnotism; 2nd: chaos storm (lesser); 3rd: confusion; 4th: Chaos storm; 5th: Null field (greater); 6th: prismatic spray.

Master of illusion spell: Prismatic sphere.

Shatter: If an enemy is affected by the mesmer’s shatter at full effect, their mind is warped, causing them to be confused for one round. This is a mind-affecting effect.

Phantasm: Phantasmal warlock: the phantasm casts a ranged touch attack of 30 ft. once per round that grants a condition (will negates) using the chaos storm (lesser) spell. At 12th level, this uses chaos storm.

Mastery feats: Contagious spell, improved trip, greater trip, critical focus, staggering critical, stunning critical, tiring critical, deafening critical, exhausting critical, selective spell, sickening critical, combat casting, spell focus (conjuration), spell focus (enchantment), greater spell focus (conjuration), greater spell focus (enchantment), Extra arcana, Extra arcane pool, skill focus (sense motive).

Arcanas:

Chaos armor (Su): The Mesmer can activate a chaotic veil of energy across their skin as a standard action, granting them a +4 bonus to their armor. When struck by a weapon attack or a spell, the caster makes a will save. If they fail, they are subject to an individual effect as in the spell chaos storm (lesser). At 12th level, the effect is as chaos storm. This effect also grants an armor bonus against incorporeal touch attacks. This costs one arcane point, and lasts one minute per mesmer level. This requires 5th level or higher.

Chaos strike (Su): The mesmer can activate a chaos strike using an arcane point on a successful hit with their phase blade. This acts as if the enemy was affected by the chaos storm (lesser) spell. The enemy gets a save to negate this effect.

Chaotic boon (Ex): When the Mesmer afflicts someone with a condition using a spell or supernatural Mesmer ability, the mesmer gains a +1 bonus to attack and damage rolls, and the target is slowed, as the slow spell for one round, plus one round for every four levels the Mesmer possesses. This arcana requires 7th level or higher.

Confounding strike (Su): when the Mesmer strikes an enemy, she can empower the strike as a swift action using an arcane point, confusing the enemy for 1 round (no save).

The deck of many things (Su): using one arcane point once per day, the mesmer can conjure a deck of many things and either draw one card for themselves, or for another, throwing it at them as a ranged touch attack. If they hit, the target is subject to the effects of the card. The deck vanishes after this single use. Every time the deck is conjured, all cards are present within. Using this arcana is a standard action. This arcana requires 15th level.

I am the storm (Sp): Once per day, the mesmer can cast chaos storm (lesser) centred on them. They are not subject to the effects of the storm, and the storm moves with them. At 14th level, this becomes chaos storm. This arcana requires 7th level.

Metaphysical rejuvenation (Su): the mesmer gains fast healing equal to the number of active Mesmer images present.

Mirror of anguish (Su): When afflicted by a condition by another target, the mesmer can grant the same affliction to the target, using the mesmer’s save as a will save by using an arcane point.

Prismatic blood (Su): the mesmer can infuse themselves with prismatic energies, causing enemies that strike them with melee attacks to be sprayed with the chaotic energies. At 4th level, this acts as color spray. At 10th level, this acts as eyebite. At 18th level, this acts as prismatic spray.

Selective spell (Ex): Three times per day, the mesmer can cast a spell using the selective spell feat, without expending a spell slot higher than its own.


  
Domination

Image credit: Arenanet/Guild wars 2

Bonus spells: 1st: charm person; 2nd: suggestion; 3rd: charm monster; 4th: dominate person; 5th: suggestion (mass); 6th: power word: stun.

Master of illusion spell: Dominate monster.

Shatter: If an enemy is affected by the mesmer’s shatter at full effect, their mind is warped, following a single command of the Mesmer for one round. This is a mind-affecting effect.

Phantasm: Phantasmal berserker: the phantasm dashes through enemies in 30 ft. lines, dealing damage using a great sword phase blade. This phantasm gains the mesmer’s charisma x1.5 to their damage roll. In addition, enemies within 10 ft. of the berserker take a -4 penalty to concentration checks.

Mastery feats: Disruptive, spellbreaker, concussive spell, disrupting spell, dispelling critical, spell focus (enchantment), spell penetration, greater spell focus (enchantment), greater spell penetration, improved counterspell, dispel focus, step up, step up and strike, combat casting, Extra arcana, Extra arcane pool, skill focus (intimidate), skill focus (bluff), deceptive.

Arcanas:

Backfire (Su): Curse the target with retributive power as a standard action, causing them to take half the damage they deal with melee and ranged attacks for a number of rounds equal to the mesmer’s charisma modifier. This costs one arcane point, and requires 9th level.

Blackout (Sp): Inflict a curse upon a target within 30 ft. as a standard action using an arcane point. This acts as bestow curse, with a DC equal to the mesmer’s ability DC. At 14th level, this acts as major bestow curse.

Control (Su): The mesmer can control a creature within 60 ft. using one arcane point as a full-round action, having them act out of turn. They do as the mesmer commands for a single move or standard action, and then return to normal. This arcana requires 11th level. This is a mind-affecting enchantment effect.

Domination aura (Su): As a standard action, the Mesmer can activate an aura of domination out to 10 ft. from them using two arcane points. The Mesmer attaches a specific suggestion to the aura, and any that enter or begin their turn in the aura are subject to the will save. A successful save negates the suggestion for one round. The mesmer can change the suggestion as a move action on their turn. This lasts a number of rounds equal to the mesmer’s level. This is a mind-affecting effect.

Disruptive aura (Su): As a standard action, the Mesmer can activate an aura of confounding energies out to 10 ft. from them using two arcane points. Arcane and divine casters within the aura take a -4 penalty to concentration checks, and have a 50% chance of being unable to act. A successful will save negates the chance to be inactive. This aura lasts a number of rounds equal to the mesmer’s level. This is a mind-affecting effect.

Hex breaker (Su): When the target of a spell, spell-like ability or supernatural ability that fails, the mesmer can shatter the mind of the one who cast against them as an immediate action using an arcane point, dealing damage equal to their level + their charisma modifier, and dazing them. A fortitude negates the daze effect.

Hex eater (Su): Using one arcane point, the mesmer can target an ally within 60 ft., and consume a condition plaguing them from a magical source such as a spell, spell-like ability, or supernatural ability, as a standard action. They make a caster level check with a bonus equal to their charisma modifier against the original DC of the effect. If successful, they heal a number of hit points equal to the original caster’s primary stat.

Mind controller (Ex): The mesmer can dominate an additional number of people at one time equal to half her charisma modifier. In addition, the DC of all enchantment and compulsion spells and effects increases by 1, and the sense motive DC to tell if they are under the effect of domination effect is equal to 10 + the mesmer’s level + her charisma modifier. This arcana requires 13th level.

Price of pride (Su): Curse a target as a standard action. For a number of minutes equal to the mesmer’s level, if the target uses a spell or spell-like ability of 6th level or higher, they have a 50% chance of the spell failing. The spell is lost due to this effect. This is a mind-affecting effect. A successful will save negates this effect. This arcana costs one arcane point, and requires 11th level.  

Power overload (Su): If the target fails a will save, their mind and body overloads with power for one round per level the mesmer possesses. They gain a +4 bonus to strength and dexterity, and a +2 bonus to their caster level for a number of rounds equal to the mesmer’s level. Every round, the target must make a will save or be stunned for the round. They take damage equal to the mesmer’s level if they fail the save. This costs one arcane point, and requires 11th level.

Spellcrash (Su): When a target casts a spell within 30 ft. of the mesmer, they can use one point from their arcane pool to attempt a spellcrash as an immediate action. If they roll a caster level check higher than the opposing caster, the spell is lost.


  
Dueling

Image credit: Arenanet/Guild wars 2

Bonus spells: 1st: True strike; 2nd: stunning barrier (greater); 3rd: forceful strike; 4th: stoneskin; 5th: monstrous physique IV; 6th: iron body.

Master of illusion spell: Heroic invocation.

Shatter: If an enemy is affected by the mesmer’s shatter at full effect, they take a -3 penalty to their AC from the mesmer’s weapon attacks for 1 round. This damage and penalty to AC increases by 1 for every 8 levels the Mesmer possesses after 2nd.

Phantasm: Phantasmal swordsman: The Mesmer creates a phantasm with a long sword phase blade, charging a chosen enemy and attacking it until it dies or the Mesmer changes its target. The swordsman uses a long sword, dealing additional damage equal to the mesmer’s level. In addition, the phantasm can parry one attack per round of the mesmer’s choosing. It can also parry an attack targeting her, if the phantasm is both adjacent to her and the one making the attack. This acts as the parry swashbuckler ability.

Mastery feats: power attack, combat expertise, combat reflexes, weapon focus, greater weapon focus, weapon specialization, dodge, mobility, spring attack, combat casting, improved counterspell, parry spell, weapon finesse, dispelling critical, critical focus, improved critical, Extra arcana, Extra arcane pool, skill focus (acrobatics).

Arcanas:

Close Range (Ex): The mesmer can deliver ray spells that feature a ranged touch attack as melee touch spells. she can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but she makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect.

Power wave (Su): As a standard action using one arcane point, the mesmer can swipe her weapon across, releasing a wave of power in a 15 ft. cone. All targets are subject to a bull rush attempt, with the mesmer’s CMB equal to their level + their charisma modifier + their phase blade’s enhancement bonus. This wave does not deal damage, and this does not provoke attacks of opportunity.

Fencer’s finesse (Ex): While one arcane point remains in the pool, the mesmer’s attack and damage rolls with light phase blades increase by 2.

Maneuver Mastery (Ex): The mesmer has mastered one combat maneuver. she selects one maneuver when selecting this arcana. Whenever she is attempting the selected maneuver, she uses her character level in place of her base attack bonus. This also affects her CMD against this maneuver. A mesmer can select this mesmer arcana more than once. Its effects do not stack. Each time she selects this arcana, she selects another combat maneuver.

Master fencer (Ex): While 1 arcane point remains in the pool, the Mesmer gains a +1 bonus to attack rolls and insight AC while they and their target only threaten each other. This bonus increases by +1 at 8th and 16th level.

Mind slash (Su): On a successful hit, the mesmer can spend one arcane point to stagger the enemy for one round. A successful will save negates this effect.  This is a mind-affecting effect.

Mind spike (Su): On a successful hit, the mesmer can spend two arcane points to paralyze the enemy for one round. A successful will save negates this effect. This is a mind-affecting effect, and requires 13th level.

Parry and rispote (Ex): While one arcane point remains in the pool, the mesmer can parry one attack per round. They roll an attack at their highest base attack bonus, and if higher than the attacker, they deflect the attack. If they spend one arcane point, they can riposte and roll a counter attack.

Phantasmal discipline (Su): Phantasms summoned by the Mesmer have an expanded critical strike range, as if they had the improved critical (phase blade) feat. This arcana requires 8th level.

Sharp images (Su): Images and phantasms inflict bleed on critical strikes equal to their damage dice. This requires the attacking images arcana, and 11th level.

Spellstrike (Ex): The mesmer can cast a spell with the range of touch as a standard action, and deliver it though a melee attack using their phase blade as a swift action. The spell stays in the weapon until dismissed, discharged, or after 1 minute has passed. This uses one arcane point, and requires 7th level.

Superiority complex (Ex): Critical hits against foes with certain conditions (dazed, stunned, paralyzed, prone, entangled, immobilized, shaken, frightened, panicked, nauseated) have a 0.5 increase to their multiplier. This requires 13th level.


  
Illusion

Image credit: Arenanet/Guild wars 2

Bonus spells: 1st: Silent image; 2nd: minor image; 3rd: major image; 4th: persistent image; 5th: Permanent image; 6th: project image.

Master of illusion spell: Shades.

Shatter: An image has a 10% additive chance to reform per creature struck with a full effect with its own burst.

Phantasm: Phantasmal rogue: The phantasm moves to attack an enemy that the mesmer desires. This image deals 1d4 damage + the mesmer’s charisma modifier, and gains sneak attack damage equal to a rogue’s level as her mesmer level -9.

Mastery feats: Extra arcana, Extra arcane pool, spell focus (illusion), greater spell focus (illusion), fleeting spell, Illusion mastery, threatening illusion, trick spell, contingent spell, skill focus (bluff), silent spell, still spell, skill focus (stealth), deceptive.

Arcanas:

Alter appearance (Sp): The mesmer can use alter self or disguise self as a spell-like ability to change their appearance by using an arcane point.

Clone (Su): Once per day using one arcane point, the mesmer can generate up to two images, up to the maximum number she is allowed to have active at one time. At 10th, 15th, and 20th level, they can use this ability one additional time per day.

Enhanced generation (Ex): the chance to generate an image from a spell cast by the mesmer is increased by 10%. This can be taken a second time at 10th level.

Decoy (Sp): The mesmer can, as a standard action, create an image, in their space, and cast the vanish spell on themselves as a spell-like ability. At 8th level, this becomes invisibility. At 16th level, this becomes greater invisibility.

Illusion of burdens (Su): The target believes they are burdened, and move and act as if they are carrying a heavy load. This causes them to lose access to all abilities requiring a lighter load than heavy. This costs one arcane point, and lasts a number of rounds equal to the mesmer’s level. A successful will save negates this ability.

Illusion of haste (Su): Grant one target the effects of the haste spell as a standard action. This lasts a number of rounds equal to the mesmer’s level. This costs one arcane point.

Master of fragmentation (Ex): The mesmer’s shatter skills are improved. When taken, the damage of shatters increases by 1d6, and the DC to both halve the damage and negate the bonus effects increases by 1. This requires 9th level.

Mirror Dodge (Su): When attacked in melee or at range, the mesmer can expend one arcane point as an immediate action to replace themselves with an active image within 30 feet of their current position. The image takes the attack instead. Using this ability requires a line of effect to the square that the image resides. At 15th level, the mesmer can create an image, and choose a space to teleport themselves to. This requires 9th level. 

Phantasmal haste (Su): The mesmer’s phantasm has haste as a constant spell-like ability. This requires 15th level.

Phantom pain (Su): Wrack an individual with phantom pain for a number of rounds equal to the mesmer’s level, dealing 1d8 nonlethal damage + the mesmer’s charisma modifier. This damage increases by 1d8 for every 5 levels they possess. Instead, at 11th level, this can deal 1 constitution damage per round. This costs one arcane point. A successful will save negates this ability.

Transposed spell (Su): Using an arcane point from their pool, the mesmer can cast a spell, but have it seem like it cast by one of their mesmer illusions, or one of the spells in their bonus spell list. The mesmer and the image must both have the ability to see and be in range of the target of the spell.




Inspiration

Image credit: Alexander Nanitchkov

Bonus spells: 1st: moment of greatness; 2nd: heroism; 3rd: blessing of fervor; 4th: burst of glory; 5th: heroism (greater); 6th: choose one (permanent) based on alignment: Holy aura, shield of law, cloak of chaos, unholy aura.

Master of illusion spell: Heroic invocation.

Shatter: If an ally is within range of an image’s shatter, they gain a +1 morale bonus to attack rolls, damage rolls, saving throws, and caster level checks for one round.

Phantasm: Phantasmal cleric: The phantasmal cleric grants fast healing equal to the mesmer’s shatter die, and the effects of the heroism spell to all allies within 10 ft. of it.

Mastery feats: Extra arcana, Extra arcane pool, spell focus (enchantment), greater spell focus (enchantment), spell focus (transmutation), greater spell focus (transmutation), battle cry, merciful spell, skill focus (diplomacy), Helpful, iron will, great fortitude, improved iron will, improved great fortitude

Arcanas:

Aura of courage (Su): Using one arcane point, the mesmer can activate this aura as a move action for one minute per level they possess. It grants them immunity to fear effects, and allies within 10 ft. a +4 morale bonus to their will saves against fear. She can instead activate this aura for a number of rounds equal to their level, granting the aura and its radius to her and all of her images.

Aura of resolve (Su): Using one arcane point, the mesmer can activate this aura as a move action for one minute per level they possess. It grants them immunity to charm spells and effects, and allies within 10 ft. a +4 morale bonus to their will saves against charm spells and effects. She can instead activate this aura for a number of rounds equal to their level, granting the aura and its radius to her and all of her images.

Aura of spirits (Su): Using one arcane point, the mesmer can activate this aura as a move action for one minute per level they possess. It grants them a +2 morale bonus to saving throws, and allies within 10 ft. a +1 bonus to their saves. She can instead activate this aura for a number of rounds equal to their level, granting the aura and its radius to her and all of her summoned images.

Drain enchantments (Ex): When the mesmer removes or dispels a beneficial effect from an enemy, the mesmer gains hit points equal to their level, and gain a +1 morale bonus to all saving throws for one round. This bonus increases by 1 for every 4 levels following 7th. These bonuses do not stack. This requires 7th level.

Energy boon (Su): Using one arcane point as a standard action, the mesmer grants a target energy resistance 10 to one type for 1 round per level they possess. While this is active, the target also deals 1d6 energy damage of that type through their weapon, unarmed, and natural attacks. At 8th level, this becomes resistance 20, and 1d6 damage + 1d10 additional damage on a critical hit. At 16th level, the resistance increases to 30.

Energy tap (Su): As a swift action, the mesmer can charge a spell slot using one arcane point per spell level. This spell must be a level below the highest level they can cast. If the spell grants a morale bonus to targets, the cost of this ability is reduced by 1 (minimum 1).

Energy drain (Su): Using one arcane point as a standard action, the mesmer drains the energy of a target within 30 ft., giving them 1d4 negative levels (fortitude negates). For every level dealt, the mesmer heals 5 hit points and gains +1 morale bonus to attack, damage, and saving throw rolls for a number of rounds equal to her level. These bonuses do not stack with themselves. This requires 13th level.

Expanded auras (Ex): Auras created by the mesmer have their range increased by 5 ft.

Inspire competence (Ex): Letting out a magical aura of inspiration as a standard action using one arcane point, the mesmer grants herself and allies within 60 ft. a +1 competence bonus on attack rolls and skill checks for a number of rounds equal to her level. This bonus increases by 1 at 8th and 16th level.

Remove delusions (Su): Using one arcane point as a standard action, the mesmer can target a creature currently under the effects of a mind-affecting affect. The mesmer makes a new save for them with a +4 bonus for each effect.


Mesmer Archetypes


Archetype: Phase gunner


Phase gun: At 1st level, the mesmer forms their mind weapon into a firearm. When forming the phase gun, if can take the form of one of the following firearms: blunderbuss, musket, or pistol. The mesmer can create two pistols if they wish, but they incur the same two-weapon fighting penalties as normal. The phase gunner is proficient in firearms, and gains Gunsmithing as a bonus feat. If the phase gunner misfires, the gun vanishes. The phase gunner can re-form their weapon as a move action. The phase gunner must summon energy into the weapon in order to fire it, taking a full-round action for a two-handed phase gun, and a standard action for a one-handed phase gun.

At 3rd level, and every two levels thereafter, their phase gun improves as the phase blade does of the typical mesmer. However – they must take enhancements from the ranged weapon section only, and must take those that pertain to firearms

This ability replaces phase blade.

Mesmer’s mastery: The phase gunner chooses a modified duelist mastery.

Bonus spells: 1st: Color spray; 2nd: ricochet shot; 3rd: named bullet; 4th: echolocation; 5th: repulsion; 6th: walk through space.

Master of illusion spell: Etherealness.

These modify the bonus spells of the Mesmer’s mastery.
Phantasm: Phantasmal duelist: The phantasm summoned by the phase gunner wields two pistols. These have an attack bonus equal to the mesmer’s level + their charisma modifier, and act as if they have the two weapon fighting and improved two-weapon fighting feats, and incur a -2 penalty on all attacks.
 This modifies the mesmer’s phantasm.

Mastery feats: Deadly aim, precise shot, rapid shot, rapid reload, combat expertise, combat reflexes, weapon focus, greater weapon focus, weapon specialization, dodge, mobility, spring attack, combat casting, improved counterspell, parry spell, dispelling critical, critical focus, improved critical, Extra phase (grit), Extra arcana, skill focus (acrobatics).

This modifies the mesmer’s mastery feats.

Arcana: The phase gunner uses a special list of arcana to use their arcane points.

Duelist’s finesse (Ex): While one arcane point remains in the pool, the mesmer’s attack and damage rolls with their phase gun increases by 2.

Deadeye (Ex):  The mesmer can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this arcana costs 1 arcane point per range increment beyond the first. The mesmer still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this arcana.

Evasive (Ex): When the mesmer has at least 1 arcane point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her mesmer level as her rogue level for improved uncanny dodge. This arcana requires 15th level.

Expert Loading (Ex): Whenever the mesmer rolls a misfire with a phase gun, she can spend 1 arcane point to keep the gun from being destroyed. This arcana requires 11th level.

Lightning recharge (Ex): As long as the mesmer has at least 1 arcane point, she can recharge a single barrel of a one-handed or two-handed phase gun as a swift action once per round. If she has the Rapid Reload feat, she can recharge a single barrel of the weapon as a free action each round instead. Furthermore, using this arcana does not provoke attacks of opportunity. This arcana requires 11th level.

Phased Initiative (Ex): As long as the mesmer has at least 1 arcane point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): The mesmer can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the mesmer's size, the critical multiplier of this attack is 20/×2. If the attack hits, the mesmer can make a combat maneuver check to knock the target prone as a free action. Performing this arcana costs 1 arcane point.

Phantasmal discipline (Su): Phantasms summoned by the Mesmer have an expanded critical strike range, as if they had the improved critical (phase gun) feat. This arcana requires 8th level. This does not grant the feat to the mesmer, nor does it stack with any other critical range increasing effects.

Slinger's Luck (Ex): The mesmer can spend arcane to reroll a saving throw or a skill check. It costs 2 arcane points to reroll a saving throw, and 1 arcane point to reroll a skill check. The mesmer must take the result of the second roll, even if it is lower. The arcana's cost cannot be reduced by the true arcane class ability, the Signature Arcana feat, or any other effect that reduces the amount of arcane a arcana costs. This arcana requires 15th level.

Stunning Shot (Ex): When the mesmer hits a creature, she can spend 2 arcane points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the mesmer's level + the mesmer's Charisma modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. This arcana requires 19th level.

Superiority complex (Ex): Critical hits against foes with certain conditions (dazed, stunned, paralyzed, prone, entangled, immobilized, shaken, frightened, panicked, nauseated) have a 0.5 increase to their multipler. This arcana requires 13th level.

Targeting (Ex): As a full-round action, the phase gunner can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This arcana costs 1 arcane point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects. This arcana requires 7th level or higher.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the mesmer's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

Torso: Targeting the torso threatens a critical on a 19–20.

Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

These replace the duelist mastery’s arcana.




Archetype: Chronomancer

Image credit: Arenanet/Guild wars 2

Proficiencies: The chronomancer becomes proficient with light and heavy shields.

Phase shield (Su): In addition to the Phase blade, the chronomancer can form a phase shield in their off hand. For the purpose of enhancement bonuses, the shield works the same as an off-hand light phase blade. The enhancement bonus (if any) is reduced by 1 (minimum 0). At 3rd level, when it gains a +1 enhancement bonus, the main hand weapon has a +1 enhancement bonus, while the shield counts as a masterwork heavy steel shield.

The chronomancer can add the following additional abilities to her shield:

Timesink (+1 bonus): When afflicted by a condition, the shield removes one time duration from the effect equal to the enhancement bonus of the phase shield. If it is one round per level, it is reduced by one round oer bonus. The same goes for one minute for minutes per level, one hour for hour per level, and one day for day per level. 

Ticking (+1 bonus): A phantasmal clock adorns the shield, ticking away. The user can, as a full-round action, cause the shield to tick in a lulling manner, fascinating all creatures within a 30 ft.-cone as long as she concentrates as a move action. A successful will save (DC 10 + the shield’s enhancement bonus + ½ the creator’s primary stat) negates this fascinate. This save only needs to be made once per day.

Fast-forwarding (+2 bonus): When afflicted by a condition, the duration ticks at double the pace. Conditions consume 2 rounds of duration per round the shield is equipped.

Rewinding (+3 bonus): Three times per day, the shield can return the user to her state one round prior as a swift action, with the health, resources, spells, and other effects.

Fast-forwarding (greater) (+4 bonus): When afflicted by a condition, the duration ticks at five times the pace. Conditions consume 5 rounds of duration per round the shield is equipped. 

Eternity (+5 bonus): When granted a beneficial effect, the shield alters time, causing the effect to stay as long as the shield remains equipped. This does not work on effects that last one round, or effects that last until discharged.

This modifies the mesmer’s phase blade ability.

Continuum split/shift: The Mesmer can add this ability to a shatter instead of the other shatter abilities. When shattered, the images wind back time, giving one negative level per image shattered (will negates each individual level) within range. This requires 12th level or later.

Foresight (Ex): At second level, the chronomancer always acts in the surprise round even if they fail to make a Perception roll to notice a foe, but they are still considered flat-footed until they act. In addition, they receive a bonus on initiative checks equal to 1/2 their chronomancer level (minimum +1). At 20th level, anytime they roll initiative, it is assumed the roll resulted in a natural 20.

Prescience (Su): At 6th level, at the beginning of their turn, the chronomancer may, as a free action, roll a single d20. At any point before their next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. They can use this ability a number of times per day equal to 3 + their charisma modifier.

This replaces illusion sight.

Foretell (Su): At 14th level, the chronomancer can utter a prediction of the immediate future. While their foretelling is in effect, they emit a 30-foot aura of fortune that aids your allies or hinders their enemies, as chosen by them at the time of prediction. If they choose to aid, the chronomancer and their allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If they choose to hinder, their enemies take a –2 penalty on those rolls instead. The chronomancer can can use this ability for a number of rounds per day equal to their chronomancer level. These rounds do not need to be consecutive.

This replaces infallible watch.




Mastery: Chronology

Bonus spells: 1st: Expeditious retreat; 2nd: Haste/slow; 3rd: calcific touch; 4th: teleport; 5th: walk through space; 6th: Temporal stasis.

Master of illusion spell: Time stop.

Shatter: If an enemy is affected by the mesmer’s shatter at full effect, time warps, bringing back a condition that has worn off within the past minute for one round.

Phantasm: Phantasmal echo: Summon a shield-wielding phantasm that grants +1 insight AC to all allies within 10 ft., and slows enemies within the same range (will negates, once). The AC bonus granted by this phantasm increases by +1 at 10th and 20th level.

Mastery feats: Quicken spell, echoing spell, lingering spell, fleet, dodge, mobility, lightning reflexes, iron will, improved lightning reflexes, improved iron will, weapon focus, alertness, acrobatic spellcaster, combat casting, Extra arcana, Extra arcane pool, ambuscating spell, skill focus (perception).

Arcanas:

Echo of time (Ex): The priestess gains echoing spell as a bonus feat, except the spell slot adjustment is reduced by 1.

Fast-forward/Rewind: Choose a target within 60 ft. They are flashed back through time to their previous state. They immediately return to their hit points, conditions, buffs, and location from the previous round on their previous turn. If they are placed in an occupied space, they are shoved into an adjacent square. A will save negates this effect, if they are unwilling. Instead, this ability can also be used to target a specific magical effect or ability the target has (such as a poison, paralysis, or a magical buff such as bull’s strength). The mesmer makes a caster level check against the DC of the condition or effect. If they roll the same or higher, time is re-wound and the effect is removed.

Instead, the mesmer can choose a target and fast-forward time a number of rounds equal to their level. Any effect on them that would end within that time frame, ends immediately. Targets get a will save to negate this effect. This can only be used on one target once per day, and costs one arcane point per use.

Hasted Assault (Su): The mesmer can expend 1 point from her arcane pool as a swift action to move more quickly. This functions as haste, but only targets the mesmer and lasts for a number of rounds equal to the mesmer's Charisma bonus. The mesmer must be at least 9th level before selecting this mesmer arcana.

Knowledge of the Ages (Su): The mesmer can search through time to recall some bit of forgotten lore or information. They can retry any Knowledge skill check made within the past minute, gaining an insight bonus on the check equal to their charisma modifier. This costs one arcane point.

Quick/Stop: Using one arcane point, you quicken or stop the enemy in its tracks. This ability requires 10th level, and grants one of two effects. Either:
·         Quick: Selecting one target, the mesmer invigorates them into acting immediately out of turn. This does not affect the initiative track, nor does it change the targets initiative – it allows them to go twice in one round.
·         Stop: Selecting one target, the mesmer forces the target to be stopped from acting entirely. Every round, they must make a new will save to not become helpless. If they become helpless, they are not paralyzed, and are given a new save each round following. A successful will save negates this stop effect.

Rewind Time (Su): Once per day as an immediate action, the mesmer can reroll any one d20 roll that they have just made before the results of the roll are revealed. They must take the result of the reroll, even if it’s worse than the original roll. At 11th level, and every four levels thereafter, they can use this ability an additional time per day. They must be at least 7th level to select this arcana.

Temporal shift (Su): If a target has been affected by a spell or other effect that has worn off within 24 hours, the chronomancer can, as a swift action using one arcane point, to bring back the condition of buff for 1d4 rounds. Enemies affected by a condition gain a new save. This can only be used once per target per day, even if it fails. The chronomancer must be aware of the condition’s previous presence to use this ability.

Time is mine to bend (Ex):  As long as the mesmer has one point in the arcane pool, their base movement increases by 10 ft., and they gain a +1 insight bonus to their insight AC, reflex saves, initiative checks, and attack rolls. This bonus increases by 5 ft. and +1 at 8th and 16th level.

Quickened Magic (Su): The mesmer can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The mesmer must be at least 15th level before selecting this mesmer arcana.

Tides of time (Su): Shoot out a temporal wave from their shield in a 30 ft. cone using one arcane point. Allies within the radius gain a +2 morale bonus to saves, attack rolls, and dodge AC for a number of rounds equal to the mesmer’s level. Enemies hit by the wave take the same as a penalty (will negates). This bonus and penalty increase by 1 at 8th and 16th level.

Well of eternity (Su): The mesmer can create a well of eternity using one arcane point, that has a 20 ft.-radius. This well maintains all magical and supernatural effects, as well as conditions on the targets, within as long as they remain without consuming durations. This requires 12th level.

Well of precognition (Su): The mesmer places a well that enhances her allies’ ability to forsee outcomes for 1d4 rounds, granting all within a +1 bonus to their insight AC, attack rolls, and saving throws, and allows them to roll twice and take the higher result once per round while within. This bonus increases by 1 at 8th and 16th level.

This mastery replaces the mesmer mastery.




 Archetype: Mirage

Image credit: Alexander Nanitchkov

Mirage cloak: At first level, the mirage can grant themselves partial concealment for a number of minutes per day equal to her level + her charisma modifier. At 10th level, this becomes total concealment. However, the bonus granted by their phase barrier does not increase after first level.

This ability modifies the mesmer’s phase barrier ability.

Ambush (Su and Ex): At first level, the mirage can perform an ambush against enemies that are flat-footed, flanked by her, or otherwise are denied their dexterity bonus to armor class. She makes a single attack using her highest base attack bonus. If it connects, each of her active images teleports to the target and attacks from spaces the mirage decides. The mirage deals precision damage equal to her charisma modifier, and additional damage equal to her charisma modifier for each active illusion that strikes. The illusions are destroyed in the process.  At second level, and every four levels following, the damage each illusion deals (not the mesmer) increases by 1d6, to a maximum of 5d6 at 18th level. If the illusions hit, the target gains a will save to halve the damage of each individual illusion.

In addition, at each increment the damage increases, the mirage can choose one additional quality to add to her ambush.

Beam surge: The mesmer shoots a beam of energy from her phase blade, as do her images. None of the attacks deal additional ambush damage, but all are against touch AC.

Chaotic ambush: When each mirage strikes, the target is subject to a chaos storm (lesser) effect on them that lasts a number of rounds equal to the number of images that struck. These images deal no damage, but the target does not get a save to the effect.

Mass mirage: For each image that attacks the target, the mirage, along with allies within 10 ft. of the target, become invisible for a number of rounds equal to the number of images that shattered in the ambush.

Mirror strikes: The mesmer makes a single attack roll. This roll is used for all images. This must be decided before the ambush attempt is made. If the roll fails to hit, all images miss, and they are lost.

Sand vortex: A storm of sand explodes from the target, blinding them and all targets within 10 ft. of them if they fail a fortitude save. Each mirage forces a new save on those in range. For each failed save, they are blinded for one round. This does not affect the mirage, nor does it deal damage to the ambush target.

Sands of panic: when the mirage strikes, phantasmal sands flow out in a 15 ft. cone, causing enemies within to be shaken for 1 round. At 8th level, it can frighten the enemy, and the duration is increased to 2 rounds. At 16th level, they can be panicked, and the duration is increased to 3 rounds.

This replaces the mesmer’s shatter ability.

Blindsense (Ex): The mesmer gains blindsense 30 ft. due to their expertise in sandstorms and other effects.

This replaces Illusion sight.

Blindsight (Ex): The mirage’s senses are greatly enhanced, granting them blindsight out to a distance of 30 ft., and blindsense 60 ft.

This replaces infallible watch.




Mastery: Mirages

Bonus spells: 1st: blurred movement; 2nd: invisibility; 3rd: displacement; 4th: sands of time; 5th: invisibility (mass); 6th: Scintillating pattern.

Master of illusion spell: Shapechange.

Shatter: If an ally is within 5 ft. of an enemy being ambushed, they are granted partial concealment for one round. At 10th level, this becomes total concealment. 

Phantasm: Phantasmal assassin: This phantasm attacks specified targets, using a phase blade that deals 1d4 + the mesmer’s charisma modifier in damage, and a critical range of 15-20/x2. If it deals a critical hit, the enemy makes a fortitude save (with the mesmer’s DC) or be stunned for one round.

Mastery feats: Extra arcana, Extra arcane pool, spell focus (illusion), greater spell focus (illusion), fleeting spell, wind stance, lightning stance, skill focus (stealth), dodge, mobility, spring attack, combat reflexes, blind-fight, improved blind-fight, stealthy, silent spell, still spell, critical focus, improved critical, blinding critical, staggering critical.

Arcanas:

Alter appearance (Sp): Taking this arcana, the mirage can use disguise self at will. Using an arcane point, they can cast alter self.

Bleeding strike (Ex): When making an ambush dealing damage, each shattered image, along with the mesmer, causes 1 bleed per successful hit.

Elusive mind (Ex): Using one arcane point, the mesmer can re-roll a will save that they just failed as an immediate action.

Evasion (Ex): The mesmer gains the evasion ability. If they successfully make a reflex save, they take no damage if they would have taken half damage. This requires 7th level.

False oasis (Su): the mesmer conjures an illusory oasis within 60 ft. with a 10 ft. radius. This oasis grants allies within fast healing equal to half the mesmer’s level for 1d4 rounds, then disappears. This can be used once per day as a standard action using one arcane point. They can extend the duration of this ability by spending one additional arcane point per round.

Improved evasion (Ex): The mesmer gains the improved evasion ability. If they fail a reflex save that would have had them take half damage (or no damage, with evasion), then they take half damage. This requires 15th level.

Jaunt (Su): The mirage teleports to a target within 60 ft. using one arcane point as a standard action, and a burst of chaotic energies confuses all adjacent targets to her. A will save negates this effect. This requires 11th level.

Mirror Dodge (Su): When hit by a melee or ranged attack, you can expend one arcane point as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusion. Using this ability requires a line of effect to the square into which you teleport. This requires 13th level.

Mind shards (Su): Translucent magical crystals swirl around the mirage as a standard action, confusing any individual within 10 ft. of them for a number of rounds equal to their level. This costs one arcane point. This is a mind-affecting effect.

Mirage advance (Su): The mirage teleports to a space within 30 ft. as a full-round action and makes one attack at their highest base attack bonus. If successful, the strike explodes with phantasmal sand, blinding all adjacent enemies for 1 round (fortitude negates). The mirage then teleports back to their original space. This costs one arcane point, and requires 13th level.

Renewing oasis (Ex): As long as one arcane point remains in her pool, the mirage gains one point of fast healing for every image currently active.

Sand shards (Su): While mirage cloak is active, the mirage can summon sand shards to swirl around them and inflict bleed damage equal to half her level to all adjacent creatures, and continues until healed, and does not stack with itself. A reflex save negates this bleed. This costs one arcane point.

Speed of sand (Ex): While mirage cloak is activated, the mesmer can gains a 30-ft. morale bonus to their movement speed. If they spend one arcane point, they gain +1 to attack rolls, reflex saves, and gain one additional attack at their highest attack bonus. This does not stack with spells like haste.

Surprise attack (Ex): When successfully ambushed, the enemy cannot make attacks of opportunity for one round.

This becomes the mesmer's mastery.


Mesmer feats

Aligned phase blade: Choose one of chaotic, evil, good, or lawful. The phase blade now counts as this alignment for the purposes of overcoming damage reduction. This feat can be taken multiple times, choosing a new alignment to add. Requires 12th level, and the phase blade ability.

Critical shatter: On a successful critical hit, the mesmer can shatter one image they have to add that damage to the critical. This damage is not multiplied by the critical. Requires a base attack bonus of +10, the mesmer’s images and shatter abilities, and the critical focus feat.

Empowered images: When attacking, images act as if they deal the mesmer’s minimum weapon damage. If the mesmer has the attacking images arcana, they roll the mesmer’s damage dice, rather than taking minimum. This requires 8th level mesmer.

Empowered phantasm: The phantasm gains the same enhancements as the mesmer’s phase blade on their attacks. This requires the mesmer’s phantasm ability.

Emulate master: The mesmer’s images gain benefits from combat feats without feat requirements, such as power attack, vital strike, and dodge. This requires the mesmer’s images ability, and 10th level mesmer.

Extra active images: Increases the maximum number of active images by 1. This feat can be taken multiple times. Requires the mesmer’s images ability.

Extra arcana: Increase the mesmer’s arcane pool by 2. This feat can be taken multiple times. Requires the arcane pool ability.

Extra images: The mesmer can form an additional 2 images as a move action per day. Requires the mesmer’s images ability.

Extra phase blade form: Chose one from the list of phase blade forms and damage types. This form can be chosen by the mesmer in addition to the others when forming their blade. This feat can be taken multiple times, adding a new form each time. Requires the mesmer phase blade ability.

Extra shatter modification: Gain one new quality to modify a shatter or ambush. This feat can be taken multiple times, choosing a different modification. Requires the mesmer shatter or ambush ability, and the mesmer’s images ability.

Greater empowered images: Images gain an enhancement bonus on their attacks equal to one quarter the mesmer’s level, and have health equal to twice the mesmer’s level + her charisma modifier. This requires 12th level mesmer, and empowered images.

Greater emulate master: The mesmer’s images gain benefits from all combat feats the mesmer possesses. This requires emulate master, and 16th level mesmer.

Phase blade quality: Choose one of cold iron or silver. The phase blade counts as this quality for the purposes of weight, overcoming damage reduction, and hardness/health. At 14th level, this can be taken for adamantine. This feat can be taken multiple times, adding a new quality. Requires the mesmer phase blade ability, and 6th level.

Shatter channel: The mesmer can alter their shatter into positive or negative energy, choosing to harm (undead for positive, living for negative) or heal (undead for negative, living for positive) targets in range. This requires channel positive energy, and the mesmer shatter ability, and the mesmer’s images ability.

Shatter strike: The mesmer can channel a shatter into a single strike with their weapon using a swift action. The images shatter, and the mesmer channels the shatter damage into a successful hit. When shattering, they deal the damage for the image, as well as their own shatter damage to the attack. A will save halves the shatter damage as normal, but not the weapon damage. The mesmer can use this feat to use a modification (such as shatter shock). The same cumulative DC for the image applies.

Shatter cry: Whenever the user shatters images, they let out a battle cry as they die, granting the effects of the battle cry feat to those in range. Requires the shatter ability, the mesmer’s images ability, and the battle cry feat.


Mesmer spell list

0th level:
Acid splash, arcane mark, bleed, breeze, dancing lights, daze, detect magic, ghost sound, flare, guidance, light, mage hand, mending, message, open/close, penumbra, prestigitation, read magic, resistance, spark, stabilize, touch of fatigue

1st level:

Adjuring step, Air bubble, alarm. alchemical tinkering, alter winds, anticipate peril, aphasia, auditory hallucination, beguiling gift, blade lash, blend, blurred movement, bouncy body, break, bungle, call weapon, cause fear, celestial healing, charm person, chill touch, clarion call, color spray, command, compel hostility, comprehend languages, darting duplicate, dazzling blade, delusional pride, detect charm, detect metal, detect secret doors, detect undead, discern next of kin, disguise self, disguise weapon, ear-piercing scream, echo, endure elements, enlarge person, erase, expeditious retreat, fabricate bullets, fabricate disguise, feather fall, forced quiet, frostbite, fumbletongue, gentle breeze, grasping corpse, gravity bow, grease, handy grapnel, hermean potential, hold portal, hypnotism, identify, ill omen, illusion of calm, interrogation, invisibility alarm, jump, jury-rig, karmic blessing, keep watch, ki arrow, liberating command, linked legacy, lock gaze, long arm, longshot, mage armor, magic aura, magic missile, magic weapon, marid’s mastery, mask dweomer, memorize page, memory lapse, mirror strike, moment of greatness, mount, nature’s paths, negative reaction, nereid’s grace, obscure poison, obscuring mist, open and shut, peacebond, phantom blood, ray of enfeeblement, ray of sickening, recharge innate magic, reduce person, reinforce armaments, shadow trap, shadow weapon, silent image, shield, sleep, snowball, sow thought, stone shield, strong wings, stunning barrier, sundering shards, swift girding, theft ward, thunderstomp, touch of blindness, touch of gracelessness, touch of the sea, true strike, twisted futures, unbreakable heart, unerring weapon, unprepared combatant, unseen servant, vanish, ventriloquism, vocal alteration, web bolt, whispering lore, windy escape, wizened appearance, youthful appearance.

2nd level:

Aboleth’s lung, absurdity, admonishing ray, adoration, agonizing rebuke, air step, alter self, ancestral regression, anonymous interation, anticipate thoughts, apport object, arcane disruption, arcane lock, aristocrat’s nightmare, augury, aversion, babble, bear’s endurance, bestow insight, bestow weapon proficiency, blindness/deafness, blur, blind trust, blindness/deafness, bull’s strength, bullet shield, bullet ward, bladed dash, blind trust, burdened thoughts, calm emotions, castigate, cat’s grace, chaos storm (lesser), compulsive liar, conditional favor, confess, create treasure map, dark whispers, darkness darkvision, daze monster, defensive shock, deflect blame, detect magic (greater), disguise other, dream shield, eagle’s splendor, embrace destiny, emotive block, enshroud thoughts, enter image, enthrall, escaping ward, false belief, false life, fog cloud, force sword, fox’s cunning, ghostly disguise, glitterdust, haunting mists, hidden presence, hidden knowledge, hidden speech, hideous laughter, hold animal, hold person, honeyed tongue, hypnotic pattern, instant weapon, investigative mind, invisibility, ironskin, knock, levitate, locate object, mad hallucination, magic mouth, make whole, mantle of calm, mask dweomer (communal), mindshock, minor dream, mindlocked messenger, mind over matter, minor image, mirror image, misdirection, mount (communal), muffle sound, object reading, obscure object, open book, perceive cues, phantasmal affliction, phantom trap, placebo effect, protective penumbra, psychic leech, rage, recoil fire, reloading hands, resist energy, returning weapon, rope trick, scare, sense fear, shadow anchor, shadowmind, share memory, shatter, silence, silent table, sonic scream, spider climb, splinter spell resistance, stabilize powder, stricken heart, suggestion, symbol of mirroring, telekinetic assembly, telekinetic volley, time shudder, touch of idiocy, touch of mercy, twilight haze, umbral weapon, voluminous vocabulary, whispering wind, zone of truth.

3rd level:

Accursed glare, adjustable disguise, air breathing, armor lock, anchored step, appearance of life, arcane sight, arcane eye, assume appearance, blade snare, blink, burst of speed, bestow curse, charm monster, clairaudience/clairvoyance, cloak of winds, confusion, conjuration foil, conjure carriage, crushing despair, darkvision (communal), daylight, daze (mass), dazzling blade (mass), deep slumber, detect anxieties, detect desires, dimension door, dispel magic, displacement, enchantment foil, enervation, false life (greater), fearsome duplicate, find fault, fly, force anchor, force punch, gaseous form, gloomblind bolts, harrowing, haste, healing thief, heart of the metal, heroism, hold person, hollow blades, hydrophobia, illusory poison, illusory script, keen edge, lightning bolt, locate creature, locate weakness, magic weapon (greater), major image, monstrous physique I, nondetection, null field, pain strike, penumbral disguise, perfect placement, phantom steed, pierce disguise, prehensile pilfer, protection from arrows (communal), protection from energy, psychic leech, pugwampi’s grace, rainbow pattern, ray of exhaustion, resilient reservoir, sands of time, scales of deflection, see beyond, seek thoughts, shadow enchantment, shadow step, simulacrum (lesser), siphon might, slow, spellsword, spherescry, spider climb (communial), spirit bonds, spotlight, steal size, storm step, stunning barrier (greater), thunderstomp (greater), unliving rage, unravel destiny, urban step, vampiric touch, versatile weapon, wall of nausea, wall of split illumination, water breathing, wind wall.

4th level:

Adjustable polymorph, age resistance (lesser), arcana theft, assume appearance (greater), aura of the unremarkable, break enchantment, celestial healing (greater), chaos storm, charm person (mass), claim identity, complex hallucination, demanding message, dominate person, dream, echolocation, enlarge person (mass), fear, flash forward, fool’s teleport, forceful strike, forgetful slumber, geas (lesser), glimpse of truth, hallucinatory terrain, illusion of treachery, infernal healing (greater), instant fake, invisibility (greater), majestic image, make whole (greater), masochistic shadow, master’s escape, minor phantom object, monstrous physique II, mydriatic spontaneity, nightmare, nondetection (communal), paragon surge, peacebond (greater), pellet blast, persistent image, phantasmal asphyxiation, phantasmal killer, protection from energy (communal), quieting weapons, reduce person (mass), river of wind, rubberskin, runic overload, scrying, sending, shadow barbs, shadow conjuration, shadow projection, shadowform, shield of dawn, shocking image, shout, solid fog, spell absorption, spellcrash (lesser), spellsteal, stoneskin, symbol of slowing, tail current, tailwind, teleport, triggered suggestion, true form, vicarious view, wall of sound, wandering star motes, ward shield, warp metal, waves of fatigue, wreath of blades.

5th level:

Analyze dweomer, augmenting wall, baleful polymorph, banishing blade, bear’s endurance (mass), bladed dash (greater), bull’s strength (mass), calm air, cat’s grace (mass), cloudkill, conditional curse, conjure deadfall, curse (major), darkvault, dimensional blade, dismissal, dust ward, eagle’s splendor (mass), eyebite, false future, false vision, feeblemind, fickle winds, flash forward, flexile curse, fortell failure, fox’s cunning (mass), geas/quest, getaway, globe of invulnerability, hold monster, hostile juxtaposition, Impart mind, impossible angles, interposing hand, lighten object (mass), locate gate, major creation, major phantom object, mask from divination, mind fog, mirage arcana, mislead, monstrous physique III, null field (greater), overland flight, owl’s wisdom (mass), passwall, phobia, permanent image, phantasmal web, planar binding (lesser), polymorph scripted hallucination, seeming, shadow enchantment (greater), shadow evocation, shapechanger’s gift, sleepwalking suggestion, soulswitch, spellcrash, stoneskin (communal), suggestion (mass), symbol of striking, telekinesis, telepathic bond, trace teleport, true seeing, unseen crew, wall of force, wall of stone,

6th level:

Age resistance (greater), antimagic field, banishment, charm monster (mass), circle of clarity, cruel jaunt, decapitate, defending sword, demand, demanding message (mass), dimensional bounce, discern location, disintegrate, dispel magic (greater), dust ward, ethereal jaunt, false vision (greater), flesh to stone, fly (mass), forcecage, forceful hand, hold person (mass), hostile juxtaposition (greater), illusion of treachery (greater), insanity, invisibility (mass), magnetic field, moment of prescience, monstrous physique IV, mydriatic spontaneity (mass), permanent hallucination, phantasmal revenge, plundered power, polymorph (greater), power word blind, prismatic spray, project image, repulsion, reverse gravity, scintillating pattern, screen, scrying (greater), shadow conjuration (greater), simulacrum, sirocco, spellcrash (greater), spell turning, stone to flesh, subjective reality, symbol of distraction, symbol of hallucination, telepathy, teleport (greater), teleport object, temporal stasis, transformation, treacherous teleport, triggered hallucination, umbral strike, veil, walk through space, waves of ecstasy, waves of exhaustion

New mesmer spells


Chaos storm (lesser)

Mesmer 2, Sorcerer/wizard 3, Witch 3
School: Conjuration
Range: Medium (100 ft. + 10 ft./level)
Casting time: 1 standard action
Duration: 1 round per level
Target: creatures within 15 ft. radius area
Saving throw: will negates each round, see text; Spell resistance: yes

The caster creates a purple aura in a 30 ft.-wide area filled with chaotic, unstable energies. All creatures within are subject to random conditions each round if they fail a will save. The condition granted is dependent on a d20 roll.

Each time a new condition is gained, the previous one is lost. Exceptions are energy drained (these are temporary negative levels lost after 24 hours), and prone (as they remain on the ground).

The effect of the cursed condition is chosen when the storm is cast, and stays the same until the storm ends. This affects everything that enters the storm; if they are immune to a condition that is rolled, they are simply immune to the storm’s effect for that turn.

d20
Condition
1
Shaken
2
Sickened
3
Confused
4
Staggered
5
Dazzled
6
Fascinated
7
Deafened
8
Blinded
9
Nauseated
10
Flat-footed
11
Cowering
12
Cursed
13
Fatigued
14
Exhausted
15
Prone
16
Dazed
17
Stunned
18
Paralyzed
19
Energy drained (1 level)
20
Unconscious



Null field

Mesmer 3, Sorcerer/wizard 4, Witch 4
School: Conjuration
Range: Medium (100 ft. + 10 ft./level)
Casting time: 1 standard action
Duration: 1 round per level
Target: creatures within 20 ft.-square
Saving throw: will negates each round, see text; Spell resistance: yes

The caster creates a purple aura in a 30 ft.-wide area filled with power that nullifies and transfers magical energies. Enemies within the field are subject to dispel magic once per round. If a beneficial spell is dispelled, it is randomly transferred to an ally within the field. If no ally is within the field, the spell is simply dispelled. This dispels spells of 2nd level or lower.


Chaos storm

Mesmer 4, Sorcerer/wizard 6, Witch 6
School: Conjuration
Range: Medium (100 ft. + 10 ft./level)
Casting time: 1 standard action
Duration: 1 round per level
Target: creatures within 20 ft. radius area
Saving throw: will negates each round, see text; Spell resistance: yes

As chaos storm (lesser), but the storm grants two different conditions per round (with some exceptions). The conditions granted are dependent on a d% roll made when the spell is cast, and the condition rolled by the targets when they enter the storm, or begin their turn in the storm.

Each time a new condition is gained, the previous one is lost. Exceptions are: energy drained (these are temporary negative levels lost after 24 hours), ability drain (which is removed by normal methods such as restoration), prone (as they remain on the ground), disabled and dying (as their hit points do not return), and dead (as they are instantly killed, and must be resurrected by spells such as raise dead or resurrection).

d%
Conditions
1
Shaken
Sickened
2
Shaken
Staggered
3
Shaken
Confused
4
Shaken
Fascinated
5
Shaken
Deafened
6
Shaken
Blinded
7
Shaken
Nauseated
8
Shaken
Flat-footed
9
Shaken
Cursed
10
Shaken
Exhausted
11
Shaken
Dazed
12
Shaken
Stunned
13
Shaken
Paralyzed
14
Sickened
Staggered
15
Sickened
Confused
16
Sickened
Fascinated
17
Sickened
Deafened
18
Sickened
Blinded
19
Sickened
Nauseated
20
Sickened
Flat-footed
21
Sickened
Cowering
22
Sickened
Cursed
23
Sickened
Exhausted
24
Sickened
Dazed
25
Sickened
Stunned
26
Sickened
Paralyzed
27
Staggered
Confused
28
Staggered
Fascinated
9
Staggered
Deafened
30
Staggered
Blinded
31
Staggered
Flat-footed
32
Staggered
Cowering
33
Staggered
Cursed
34
Staggered
Exhausted
35
Staggered
Dazed
36
Staggered
Stunned
37
Staggered
Paralyzed
38
Confused
Deafened
39
Confused
Blinded
40
Confused
Nauseated
41
Confused
Flat-footed
42
Confused
Cowering
43
Confused
Cursed
44
Confused
Exhausted
45
Fascinated
Deafened
46
Fascinated
Blinded
47
Fascinated
Nauseated
48
Fascinated
Flat-footed
49
Fascinated
Cowering
50
Fascinated
Cursed
51
Fascinated
Exhausted
52
Fascinated
Dazed
53
Fascinated
Stunned
54
Fascinated
Paralyzed
55
Deafened
Blinded
56
Deafened
Nauseated
57
Deafened
Flat-footed
58
Deafened
Cowering
59
Deafened
Cursed
60
Deafened
Exhausted
61
Deafened
Dazed
62
Deafened
Stunned
63
Deafened
Paralyzed
64
Blinded
Nauseated
65
Blinded
Flat-footed
66
Blinded
Cowering
67
Blinded
Cursed
68
Blinded
Exhausted
69
Blinded
Dazed
70
Blinded
Stunned
71
Blinded
Paralyzed
72
Nauseated
Flat-footed
73
Nauseated
Cowering
74
Nauseated
Cursed
75
Nauseated
Exhausted
76
Flat-footed
Cowering
77
Flat-footed
Cursed
78
Flat-footed
Exhausted
79
Flat-footed
Dazed
80
Cowering
Cursed
81
Cowering
Exhausted
82
Cursed
Exhausted
83
Cursed
Dazed
84
Cursed
Stunned
85
Cursed
Paralyzed
86
Exhausted
Dazed
87
Exhausted
Stunned
88
Exhausted
Paralyzed
89
Unconscious for 1d4 rounds
90
1d4 strength drain
91
1d4 dexterity drain
92
1d4 constitution drain
93
1d4 intelligence drain
94
1d4 wisdom drain
95
1d4 charisma drain
96
Energy drained (1d4 levels)
97
Disabled (0 hit points)
98
Dying (-1 hit points)
99
Petrified
100
Dead




Null field (Greater)

Mesmer 5, Sorcerer/wizard 7, Witch 7
School: Conjuration
Range: Medium (100 ft. + 10 ft./level)
Casting time: 1 standard action
Duration: 1 round per level
Target: creatures within 20 ft.-square
Saving throw: will negates each round, see text; Spell resistance: yes

As null field, but it dispels spells of 4th level or lower.





Comments

  1. I noticed that the Extra Arcana feat instead of giving access to an extra mesmer arcana seems to be like the extra arcane pool feat. Just thought it might be a typo sort of situation.

    ReplyDelete
  2. When do you get the arcane pool abilities?

    ReplyDelete
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