🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Astral Compound Invocation One ActionFeat 12


InvocationMentalRunesmith
Source Pathfinder Impossible Magic

Invoking runes from two schools of magic that both manipulate the intangible realm of thought results in waves of mental interference that stagger your foes. You Invoke two Runes; one must be an arcane rune, and one must be an occult rune.

In addition to the runes' normal effects, one creature within 30 feet of both invoked runes must attempt a will saving throw.


Critical Success The target is unaffected by the compound invocation.

Success The target is Stupefied 1 until the end of your next turn.

Failure The target is Stupefied 2 until the end of your next turn.

Critical Failure The target is Stupefied 3 until the end of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Invocation

An invocation action allows a runesmith to surge power through their rune by uttering its true name. Invocation requires you to be able to speak clearly in a strong voice and requires that you be within 30 feet of the target rune or runes unless another ability changes this. These actions include the Invoke Rune action, which makes the rune's invocation take place, then causes the rune to fade away. Using Invoke Rune normally allows you to invoke two runes, but other abilities that include the Invoke Rune action often change that number or the specific runes you can invoke.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Runesmith

This indicates abilities from the runesmith class.