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Sorcerer Feats


Ancestral Blood Magic Feat 1


Sorcerer​
Source Pathfinder Advanced Player's Guide

The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Blessed Blood (Sorcerer) Feat 1


Sorcerer​
Source Pathfinder Lost Omens Gods & Magic
Prerequisites bloodline that grants divine spells, you follow a deity

Your deity's blessings manifest in your blood-borne power. Add up to three of your deity's spells (spells your deity grants to clerics) to your spell list. They are not automatically added to your repertoire, but you can select them just as you would spells normally on the divine spell list.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Blood Rising ReactionFeat 1


Sorcerer​
Source Pathfinder Player Core 2

Trigger A creature targets you with a spell of the same tradition as your bloodline.


The magic in your blood surges in response to your foe's spell. You generate a blood magic effect you know, even if you are already under the effects of blood magic. The target must be either you or the creature that triggered Blood Rising. If the blood magic effect grants you a bonus to AC or the appropriate saving throw, that bonus applies against the triggering spell. If the effect has a duration, it instead lasts until the beginning of your next turn.


Special This feat has the trait corresponding to the tradition of your bloodline.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Counterspell (Spontaneous) ReactionFeat 1


Sorcerer​
Source Pathfinder Advanced Player's Guide

Trigger A creature casts a spell that you have in your repertoire.

Requirements You have an unexpended spell slot you could use to cast the triggering spell.


When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to counter it. You expend one of your spell slots to counter the triggering creature's casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).


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.

Sorcerer

This indicates abilities from the sorcerer class.

Familiar Feat 1


Magus​Sorcerer​Thaumaturge​Wizard​
Source Pathfinder Player Core

Magus, Sorcerer An animal serves you and assists your spellcasting.

Wizard You make a pact with a creature that serves you and assists your spellcasting.

Thaumaturge Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you've called forth a creature that now serves as your constant companion in your studies of the supernatural.


You gain a familiar.


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.

Magus

This indicates abilities from the magus class.

Sorcerer

This indicates abilities from the sorcerer class.

Thaumaturge

This indicates abilities from the thaumaturge class.

Wizard

This indicates abilities from the wizard class.

Reach Spell One ActionFeat 1


Bard​Cleric​Concentrate​Druid​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Player Core

You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.


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.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Tap into Blood One ActionFeat 1


Source Pathfinder Player Core 2

Requirements You are benefiting from a blood magic effect


The power in your blood allows you to perform minor feats of magic. You can perform one of the following actions depending on the tradition of your bloodline.

  • Arcane Your mind temporarily opens to the secrets of the world. Attempt to Recall Knowledge; you can use Arcana instead of the skill normally needed for that subject. If you critically fail at this check, you get a failure instead.
  • Divine Whatever divine provenance is in your lineage guides you to instinctively move yourself or others out of harm's way. You Step, or you Reposition a target within your reach using Religion for the check.
  • Occult Strange mists or swirling colors hide your movement. You Step up to 10 feet.
  • Primal The immense power of nature echoes in your voice. You can attempt a Nature check to Demoralize a target.

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Sorcerer

This indicates abilities from the sorcerer class.

Widen Spell One ActionFeat 1


Druid​Manipulate​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Player Core

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.


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.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Anoint Ally One ActionFeat 2


Manipulate​Sorcerer​
Source Pathfinder Player Core 2

You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic.

You place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it, granting it to your ally instead.

You can anoint only one ally at a time; if you place another rune, your previous designation ends.


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.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Sorcerer

This indicates abilities from the sorcerer class.

Bleed Out One ActionFeat 2


Attack​Sorcerer​
Source Pathfinder Player Core 2

Requirements Your most recent action was to cast a non-cantrip spell that granted you a blood magic effect.


You channel the residual energy from the last spell you cast into a ranged bloodletting. Make a ranged spell attack roll against the AC of a target within 60 feet. This attack deals persistent bleed damage equal to the rank of the spell you just cast.


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.

Attack

An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

Sorcerer

This indicates abilities from the sorcerer class.

Cantrip Expansion Feat 2


Bard​Cleric​Magus​Oracle​Psychic​Sorcerer​Witch​Wizard​
Source Pathfinder Player Core

Bard, Oracle, Sorcerer Study broadens your range of simple spells.

Cleric You study a wider range of simple spells.

Magus, Wizard Dedicated study allows you to prepare a wider range of simple spells for every situation.

Psychic You expand what your mind can accomplish.

Witch Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells.


Prepared You can prepare two additional cantrips each day.

Spontaneous Add two additional cantrips from your spell list to your repertoire.


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.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Magus

This indicates abilities from the magus class.

Oracle

This indicates abilities from the oracle class.

Psychic

This indicates abilities from the psychic class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Enhanced Familiar Feat 2


Animist​Druid​Magus​Sorcerer​Thaumaturge​Witch​Wizard​
Source Pathfinder Player Core
Prerequisites a familiar

Animist You are able to materialize more of your attuned apparition's essence, creating a more powerful vessel for it to inhabit and aid you with.

Druid You infuse your familiar with additional primal energy, increasing its abilities.

Magus You infuse your familiar with more magical energy.

Sorcerer, Wizard, Witch You infuse your familiar with additional magical energy.

Thaumaturge By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.


You can select four familiar or master abilities each day, instead of two.


Special Add the bonus familiar abilities you gain for being a witch to this amount. If your arcane thesis is Improved Familiar Attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.


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.

Animist

This indicates abilities from the animist class.

Druid

This indicates abilities from the druid class.

Magus

This indicates abilities from the magus class.

Sorcerer

This indicates abilities from the sorcerer class.

Thaumaturge

This indicates abilities from the thaumaturge class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Entreat with Forebears Feat 2


Sorcerer​
Source Pathfinder Advanced Player's Guide
Prerequisites a bloodline that corresponds with a creature trait

Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks.

You gain a +1 circumstance bonus to Diplomacy, Deception, and Intimidation checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to Perception and saving throws against such creatures.

For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the aberration trait. The GM is the final arbiter of which creatures match your bloodline.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Propelling Sorcery Feat 2


Sorcerer​
Source Pathfinder Player Core 2

The force of your magic can be used to propel yourself or another. You know the following blood magic effect.

Blood Magicβ€”Propelling Sorcery You channel your magic outward into a rush of movement. Either you Step as a free action or move the target 5 feet in a direction of your choice.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Arcane Evolution Feat 4


Arcane​Sorcerer​
Source Pathfinder Player Core 2
Prerequisites bloodline that grants arcane spells

Your arcane legacy allows you to perceive how magic affects everything. You become trained in one skill of your choice.

Additionally, you can use arcane arts to tinker with your selection of spells. During your daily preparations, you can choose one spell in your spell repertoire to be a signature spell that day.

You can use the Learn a Spell activity to add more arcane spells to the list you choose from, but if you prepare a spell that isn't in your repertoire, you temporarily add it to your repertoire at the spell rank of your choice instead of making it a signature spell.


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.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.

Sorcerer

This indicates abilities from the sorcerer class.

Bespell Strikes Free ActionFeat 4


Oracle​Sorcerer​Wizard​
Source Pathfinder Player Core

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.


Oracle You siphon spell energy into one weapon you're wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the divine trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).

Sorcerer You siphon spell energy into one weapon you're wielding or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the trait of your bloodline's magical tradition if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).

Wizard You siphon spell energy into one weapon you're wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).


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.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Divine Evolution Feat 4


Divine​Sorcerer​
Source Pathfinder Player Core 2
Prerequisites bloodline that grants divine spells

The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of Heal or Harm. You can cast either of these spells using that spell slot, even if they aren't in your spell repertoire.


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.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Sorcerer

This indicates abilities from the sorcerer class.

Elaborate Flourish One ActionFeat 4


Source Pathfinder Advanced Player's Guide

You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter.

If the next action you use is to Cast a Spell, creatures with the ability to Cast that Spell don't automatically know what the spell is.

In addition, creatures that witness your spellcasting take a -2 circumstance penalty to checks to identify the spell with Recall Knowledge and checks to counteract the spell during its casting (such as with Counterspell).


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Occult Evolution Feat 4


Occult​Sorcerer​
Source Pathfinder Player Core 2
Prerequisites bloodline the grants occult spells

Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don't know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).


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.

Occult

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.

Sorcerer

This indicates abilities from the sorcerer class.

Primal Evolution Feat 4


Primal​Sorcerer​
Source Pathfinder Player Core 2
Prerequisites bloodline that grants primal spells

You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest rank, which you can use only to cast Summon Animal or Summon Plant or Fungus. You can cast either of these spells using that spell slot, even if it they aren't in your spell repertoire.


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.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.

Sorcerer

This indicates abilities from the sorcerer class.

Split Shot One ActionFeat 4


Source Pathfinder Player Core 2

You fragment a ranged spell. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target, you can choose a second target within range. You roll a single attack roll and compare the result to the AC of both targets.

This counts as one attack for your multiple attack penalty. To the second target, the spell deals half the amount of damage it would normally deal and has no effects beyond the spell's initial damage (such as imposing conditions or penalties).


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Advanced Bloodline Feat 6


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites bloodline spell

You draw more power from your bloodline. You gain the advanced bloodline spell associated with your bloodline.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Detonating Spell One ActionFeat 6


Uncommon​Cleric​Concentrate​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Lost Omens Knights of Lastwall

Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the rank of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Diverting Vortex One ActionFeat 6


Sorcerer​
Source Pathfinder Player Core 2

Requirements Your most recent action was to cast a non-cantrip spell.


You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Divine Emissary Feat 6


Uncommon​Sorcerer​Witch​
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites a familiar, you follow a good-aligned deity or patron

Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers. You can select one additional familiar ability each day, which must be one of the following divine emissary familiar abilities. You can't select more than one divine emissary familiar ability at a time.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Energetic Resonance ReactionFeat 6


Sorcerer​
Source Pathfinder Advanced Player's Guide

Trigger You would take acid, cold, electricity, fire, or sonic damage from a spell.

Requirements You have an unexpended spell slot of a rank equal to or higher than the triggering spell.


Your blood resonates with magical energy, mitigating the effects of harmful spells.

Expend one of your spell slots of a rank equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's rank.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Energy Ward Free ActionFeat 6


Sorcerer​
Source Pathfinder Player Core 2

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell that dealt energy damage.


You convert energy from the last spell you cast into a protective ward. Until the start of your next turn, you gain resistance to one type of energy (acid, cold, electricity, fire, force, sonic, vitality, or void) equal to 4 + the rank of the spell.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Safeguard Spell One ActionFeat 6


Source Pathfinder Player Core 2

You are inured to the effects of your own spells. If the next action you take is to Cast a Spell with an area, you aren't affected by the spell even if you are within the area.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Spell Relay ReactionFeat 6


Source Pathfinder Player Core 2

Trigger An ally Casts a Spell and you are within that spell's range.


You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Sorcerer

This indicates abilities from the sorcerer class.

Steady Spellcasting Feat 6


Bard​Cleric​Druid​Magus​Necromancer​Oracle​Psychic​Sorcerer​Witch​Wizard​
Source Pathfinder Player Core

Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat. If you succeed, your action isn't disrupted.


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.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Druid

This indicates abilities from the druid class.

Magus

This indicates abilities from the magus class.

Necromancer

This indicates abilities from the necromancer class.

Oracle

This indicates abilities from the oracle class.

Psychic

This indicates abilities from the psychic class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Bloodline Resistance Feat 8


Sorcerer​
Source Pathfinder Player Core 2

Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Chaotic Spell One ActionFeat 8


Uncommon​Bard​Manipulate​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Wake the Dead #3

This is the secret of chaotic magic - your foe can hardly predict and counter your moves if you yourself have no idea what will happen. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, roll a d6. The spell's damage type changes to the type below associated with the result of the roll, and each creature who is damaged by the spell takes the listed additional effect.

1 (Acid): Sickened 1

2 (Cold): –10 ft. penalty to all Speeds until the end of your next turn

3 (Electricity): Off-Guard until the end of your next turn

4 (Fire): Persistent fire damage equal to the spell's rank

5 (Force): No added effect

6 (Sonic): Deafened for 2 rounds


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Bard

This indicates abilities from the bard class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Crossblooded Evolution Feat 8


Sorcerer​
Source Pathfinder Player Core 2

Odd interactions in your bloodline provide you with unexpected effects. Choose another Bloodline. You know the blood magic effect of that bloodline. If the blood magic effect has a variable effect based on a choice you would have made at 1st level (such as the elemental bloodline's elemental influence), you make that decision when you take this feat.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Explosion of Power Feat 8


Sorcerer​
Source Pathfinder Player Core 2

Your magic explodes. You know the following blood magic effect.

Blood Magicβ€”Explosion of Power Raw power explodes outward from you. Each creature within a 5-foot emanation takes 1d6 damage per rank of the spell you just cast (basic Reflex save). The type of damage depends on the tradition of your bloodline. If you cast arcane spells, you deal force damage. If you cast divine spells, you deal spirit damage. If you cast occult spells, you deal mental damage. If you cast primal spells, you deal fire damage.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Helt's Spelldance Three ActionsFeat 8


Uncommon​Bard​Sorcerer​Witch​Wizard​
Source Pathfinder Lost Omens Firebrands
Prerequisites expert in Performance

Ranik Helt knows a special technique to hide his spells as part of a performance, and you've learned this technique. Ostentatiously performing, you move across the battlefield, taking foes aback and creating an opening for your spell. Attempt a performance check against all observers' Perception DCs. Then, Stride once or twice. During this movement, you don't trigger reactions that are triggered by your movement from the creatures against which you succeeded on your Performance check.

After your movement, you can Cast a Spell. If you used one Stride, you can cast either a 1-action or a 2-action spell; if you used two Strides, you can only cast a 1-action spell. If you critically succeed on your check against any creature, they take a –1 circumstance penalty to their saving throws against any spell you cast as part of your Helt's Spelldance due to your distracting performance.

Effect: Helt's Spelldance

All creatures that observed you become temporarily immune to your Helt's Spelldance for 10 minutes.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Bard

This indicates abilities from the bard class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Soulsight (Sorcerer) Feat 8


Sorcerer​
Source Pathfinder Advanced Player's Guide
Prerequisites bloodline that grants divine or occult spells

The spiritual essence in your blood has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet.

Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to [/act seek] to locate an Undetected creature.

As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as Project Image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Ancestral Mage Feat 10


Sorcerer​
Source Pathfinder Advanced Player's Guide
Prerequisites Ancestral Blood Magic

The magic of your ancestry and bloodline are one and the same. Add any innate spells you have from a heritage or an ancestry feat to your spell repertoire, meaning you can cast them using your spell slots.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Consecrate Spell One ActionFeat 10


Uncommon​Cleric​Concentrate​Oracle​Sorcerer​Spellshape​
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites ability to cast focus spells, divine spells

You infuse a spell with the power of your faith, consecrating it. If the next action you use is to Cast a Spell that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional spirit or vitality damage (your choice) equal to the rank of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Energy Fusion One ActionFeat 10


Source Pathfinder Player Core 2

You fuse two spells together, combining their energy types. If the next action you use is to Cast a Spell that deals energy damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage, and expend an additional spell slot of the same rank as this secondary spell.

The spell you cast deals additional damage equal to the rank of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Greater Bloodline Feat 10


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites bloodline spell

You uncover the greater secrets of your bloodline. You gain the greater bloodline spell associated with your bloodline.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Overwhelming Energy One ActionFeat 10


Druid​Manipulate​Sorcerer​Spellshape​Wizard​
Source Pathfinder Player Core

Druid With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances.

Sorcerer You alter your spells to tear through an enemy's defenses.

Wizard Multiple circles of runes rotate around your hand as you overcharge your spell to tear through your enemy's defenses.


If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by Wall of Fire. A creature's immunities are unaffected.


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.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Quickened Casting Free ActionFeat 10


Bard​Concentrate​Necromancer​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Player Core

Frequency once per day


Bard If your next action is to cast a bard cantrip or a bard spell that is at least 2 ranks lower than the highest-rank bard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Witch You accelerate your spellcasting. If your next action is to cast a witch cantrip or a witch spell that is at least 2 ranks lower than the highest-rank witch spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Wizard Straining your mind, you collapse as much of your spell's formulas as you can, resulting in a shorter but much more complex incantation. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 ranks lower than the highest-rank wizard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Others If your next action is to cast a class cantrip or a class spell that is at least 2 levels lower than the highest-level class spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).


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.

Bard

This indicates abilities from the bard class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Necromancer

This indicates abilities from the necromancer class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Signature Spell Expansion Feat 10


Sorcerer​
Source Pathfinder Player Core 2

Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a base rank of 3rd or lower.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Blood Component Substitution Feat 12


Sorcerer​
Source Pathfinder Advanced Player's Guide

You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you Cast a Spell, you can replace all verbal, material, or somatic spellcasting components with a blood component.

To use a blood component, you lose Hit Points equal to twice the spell's rank as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way.

As usual for altering components, this has no effect on the number of actions required to Cast the Spell, and your Cast a Spell activity gains the concentrate trait but not the manipulate trait. You can't use blood components to replace any required part of a spell's cost.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Blood Sovereignty Feat 12


Sorcerer​
Source Pathfinder Player Core 2

You wield blood magic masterfully. When you would benefit from a blood magic effect, you can choose to lose Hit Points equal to twice the spell's rank as the energy of your blood is drawn out. This takes no extra action, and you benefit from two different blood magic effects you know as a result. The two effects can have different targets.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Bloodline Focus Feat 12


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites bloodline spell

By listening to the beating of your heart, your focus recovers faster. Whenever you Refocus, completely refill your focus pool.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Greater Physical Evolution Feat 12


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites Arcane Evolution or Primal Evolution

You change form readily. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot's rank as if it were a signature spell in your repertoire. You can use the extra spell slot from Primal Evolution instead of a sorcerer spell slot.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Greater Spiritual Evolution Feat 12


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites Divine Evolution or Occult Evolution

Your magical blood allows your spells to be fully effective against incorporeal creatures. Your spells have the effects of a Ghost Touch property rune. They can target or affect a creature projecting its consciousness (such as via Project Image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn't grant you the ability to locate them.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Magic Sense Feat 12


Detection​Oracle​Sorcerer​Wizard​
Source Pathfinder Player Core

You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank Detect Magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.


Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).


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.

Detection

Effects with this trait attempt to determine the presence or location of a person, object, or aura.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Shared Sight One ActionFeat 12


Uncommon​Bard​Concentrate​Sorcerer​Spellshape​
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites Soulsight

You bestow the mystical vision granted to you by your muse upon your allies. If your next action is to cast a non-cantrip spell that affects one or more of your allies, all affected allies gain your spiritsense for 1 minute.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Bard

This indicates abilities from the bard class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Terraforming Trickery Feat 12


Concentrate​Earth​Sorcerer​
Source Pathfinder Player Core 2

You know how to channel the transformative aspects of your blood magic to alter your surroundings. You know the following blood magic effect.

Blood Magicβ€”Terraforming Trickery Either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn't have any effect on greater difficult terrain and doesn't remove the damaging effects of hazardous terrain.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.

Sorcerer

This indicates abilities from the sorcerer class.

Blood Ascendancy Feat 14


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites Blood Rising

When you would benefit from a blood magic effect through Blood Rising, you can choose to benefit from two different blood magic effects you know. The effects follow the same rules as given in Blood Rising, and each effect can have a different target.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Consume Spell Feat 14


Sorcerer​
Source Pathfinder Advanced Player's Guide
Prerequisites Counterspell

When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy.

When you do, you are nourished as if you had eaten a meal and regain Hit Points equal to twice the level of the counteracted spell.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Interweave Dispel One ActionFeat 14


Sorcerer​Spellshape​
Source Pathfinder Player Core 2
Prerequisites dispel magic in your spell repertoire

You weave dispelling energy into a spell. If your next action is to cast a single-target spell against an enemy, and you either hit the enemy with the spell attack roll or the enemy fails its saving throw, you can cast Dispel Magic on the enemy as a free action, expending a spell slot as normal and targeting one spell effect affecting the enemy.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Purifying Breeze One ActionFeat 14


Uncommon​Cleric​Oracle​Sorcerer​
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites divine spells

Requirements Your most recent action was to cast a non-cantrip spell with the healing trait.


You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne disease or poison effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws.

Effect: Purifying Breeze


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cleric

This indicates abilities from the cleric class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Reflect Harm Feat 14


Sorcerer​
Source Pathfinder Player Core 2

You can wrap your magic around you like a cloak that causes those who dare to target you with spells to suffer a similar fate. You know the following blood magic effect.

Blood Magicβ€”Reflect Harm Your blood ensures that those who harm you with magic are harmed in return. The first time you take damage from a spell before the beginning of your next turn, attempt spell attack roll against the creature who cast the triggering spell. On a hit, the creature takes the same amount and type of damage that you just took. If you critically hit, the creature takes twice the damage.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Reflect Spell Feat 14


Sorcerer​Witch​Wizard​
Source Pathfinder Player Core
Prerequisites Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Spell Shroud One ActionFeat 14


Source Pathfinder Player Core 2

Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become Concealed, and all creatures outside the cloud are concealed to creatures within it.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Effortless Concentration Free ActionFeat 16


Bard​Druid​Necromancer​Sorcerer​Summoner​Witch​Wizard​
Source Pathfinder Player Core

Trigger Your turn begins.


You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain action for one of your active class spells.


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.

Bard

This indicates abilities from the bard class.

Druid

This indicates abilities from the druid class.

Necromancer

This indicates abilities from the necromancer class.

Sorcerer

This indicates abilities from the sorcerer class.

Summoner

This indicates abilities from the Summoner class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Greater Mental Evolution Feat 16


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites Arcane Evolution or Occult Evolution

Your bloodline's deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell rank you can cast.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Greater Vital Evolution Feat 16


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites Divine Evolution or Primal Evolution

Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Scintillating Spell One ActionFeat 16


Concentrate​Light​Sorcerer​Spellshape​Wizard​
Source Pathfinder Player Core

Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is Dazzled for 1 round, and those who critically failed are instead Blinded for 1 round.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Light

Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Echoing Spell One ActionFeat 18


Source Pathfinder Player Core 2

You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to Cast a Spell of 4th rank or lower that has no duration, the spell's energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Greater Crossblooded Evolution Feat 18


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites Crossblooded Evolution

Your bloodline is extraordinarily complex. Choose up to three of the sorcerous gift spells granted by your secondary bloodline. You add these spells to your spell repertoire, heightened to the highest rank of spells you can cast or to the highest rank they can be heightened to that is lower than the highest rank of spells you can cast. You cast these spells as the tradition from your primary bloodline.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Bloodline Conduit One ActionFeat 20


Sorcerer​Spellshape​
Source Pathfinder Player Core 2

Frequency once per minute


Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don't expend the spell's slot when you cast it.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Bloodline Metamorphosis Feat 20


Uncommon​Sorcerer​
Source Pathfinder #150: Broken Promises

You have learned to manipulate the innate power of your bloodline and adapt it to your needs. When making your daily preparations, you can swap out a single spell of 9th rank or lower for another spell of the same rank. You can't swap out spells granted specifically by your bloodline.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Sorcerer

This indicates abilities from the sorcerer class.

Bloodline Mutation Feat 20


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites a bloodline based on a specific type of creature

You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, demon and fiend for demonic, and so on). You gain low-light vision or darkvision, if one is appropriate for creatures with those traits. Choose one of the following.

  • If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed.
  • If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your land Speed.
  • If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, void, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Bloodline Perfection Feat 20


Sorcerer​
Source Pathfinder Player Core 2
Prerequisites Bloodline Paragon

You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-rank spell slot.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Ruby Resurrection ReactionFeat 20


Uncommon​Healing​Sorcerer​
Source Pathfinder #168: King of the Mountain

Frequency once per day

Trigger You would be reduced to 0 Hit Points.


In a burst of flame, you return to health like a phoenix rising from the ashes. Change your current Hit Points to 30 and cast a 6th-rank Fireball centered on yourself. This fireball doesn't affect you. Your hair turns brilliant red for 1 hour.

If you haven't used Ruby Resurrection and you die, you stay in initiative order and Ruby Resurrection triggers automatically at the start of your next turn, bringing you back to life at 0 HP before having its normal effects. This happens only if there are some remains to resurrect; for instance, if you were killed by Disintegrate you wouldn't return.


Special This feat has the trait corresponding to the tradition of spells you cast.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Healing

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape Mastery Feat 20


Sorcerer​Wizard​
Source Pathfinder Player Core 2

Altering your spells doesn't take any longer than casting them normally. You can use spellshape single actions as free actions.


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.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Tenacious Blood Magic Free ActionFeat 20


Uncommon​Sorcerer​
Source Pathfinder #156: The Apocalypse Prophet

Frequency once per minute

Trigger You apply an effect from your blood magic that lasts for 1 round.


You have learned how to invest magic more deeply by witnessing Aroden's works. The triggering blood magic effect lasts for 1 minute instead of 1 round.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Sorcerer

This indicates abilities from the sorcerer class.