Tomeseal (Sorcerer Archetype)
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The City of 7 Seraphs
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Weapon Proficiency: A tomeseal can select two martial or one exotic weapon proficiency in addition to those normally available to sorcerers. This alters sorcerer weapon proficiency.

Class Skills: All Knowledge skills are class skills for tomeseals.

This feature replaces bloodline class skills.

Spells: A tomeseal casts psychic spells regardless of their original spell list. If a spell’s components line lists a somatic component, that spell instead requires an emotion component when cast by a tomeseal, and if it has a verbal component, it instead requires a thought component when cast by a tomeseal. Spells beyond the limits of Eschew Materials can be paid with alternate materials as usual for psychic magic. They use the standard Spells per Day table of a sorcerer and may cast any spells they know without preparing them.

Tomeseals lose access to standard sorcerer spells known beyond 0 level, instead gain access to the spell consume magic I at 1st level. At 4th level and every two levels after that they gain the next respective level of the consume magic spell. They may still use the Expanded Arcana feat to gain additional spells known. Other tomeseal class features may add spells to their spells known.

This ability alters sorcerer spells known.

Spellseal (Sp): At 1st level the tomeseal gains the ability as an immediate action to sacrifice a spell slot to create a spellseal whenever they successfully dispel a spell or spell effect with consume magic or another effect. The spell slot sacrificed must be equal to or lower than the spell dispelled and is an additional spell slot cost beyond the dispelling effect. The caster of the effect or spell must make a Will save against 10 + ½ the tomeseal’s level + their Charisma modifier. If they fail the spellseal is created. A spellseal is a special kind of necromantic curse that lasts 1 day per tomeseal level, a remove curse is successfully used against it, or until the tomeseal dispels it. While the spellseal is in effect, the dispelled spell is removed from the target caster’s spells known. They are not allowed to prepare, cast, or scribe scrolls of that spell until the spellseal is broken. The spell lost to the target is added to the tomeseals spells known as long as they have their focus on hand. Spells become psychic magic when the tomeseal casts them regardless of their original type. While the spellseal is in effect, the tomeseal cannot regain the sacrificed spell slot. The remove curse spell and other similar effects may remove spellseals as normal.

This replaces the bloodline power gained at 1st level.

Shatterseal (Su): At 1st level, as an attack action the tomeseal can shatter a spellseal to unleash a blast of raw magical power as a ranged touch attack with close (25 ft.+ 5 ft. per caster level). This blast deals force damage equal to 2d6 + 1d6 per level of spell slot sacrificed to create the spellseal. Using shatterseal instantly destroys the spellseal ending its curse and benefits (if any).

This replaces bloodline arcana.

Focus (Su): The tomeseal begins play at 1st level with a special focus item such as a spellbook, tattoo needle, or bundle of scrolls. The focus helps the tomeseal shape their seals to bind spells away from other casters. Creating a seal involves a dramatic action by the focus as clasps and chains fall away from a shackled spell book to reveal a blank page where the spell of an enemy is transcribed or a bottle of tattoo ink animates sending streams of luminous dye into the flesh of the tomeseal. This item must be present on the person of the tomeseal to cast spells known from spellseals or to create new spellseals. If the focus is destroyed they can create a new one by expending 50 gp per level and 8 hours of uninterrupted work.

Secrets of the Seal (Su): Starting at 3rd level, the tome gains power from each seal they currently have in effect. Effects with more than one benefit must be selected when a new seal is created and may not be altered. The power gained is determined by the strength of the spell slot sacrificed to create it and the school of the spell sealed by the spellseal:

  • Abjuration: The tomeseal gains their choice of armor bonus or deflection bonus to AC equal to the spell slot sacrificed to maintain the spellseal. An additional abjuration seal can have the other bonus type.
  • Conjuration: The tomeseal gains their choice of a fast healing equal to one half the spell slot sacrificed to maintain the spellseal (minimum fast healing 1) or a resistance bonus to Fortitude saves equal to the spell slot sacrificed to maintain the spellseal. An additional conjuration seal can have the other effect.
  • Divination: The tomeseal gains their choice of an insight bonus to AC equal to one half the spell slot sacrificed to maintain the spellseal (minimum +1) or a bonus on a single Wisdom-based skill check equal to the spell slot sacrificed to maintain the spell seal. An additional divination seal can have the other bonus type or impact a different skill.
  • Enchantment: The tomeseal gains their choice of a morale bonus to attack and saving throws vs. fear effects equal to one half the spell slot sacrificed to maintain the spellseal (minimum +1) or a bonus on a single Charisma-based skill check equal to the spell slot sacrificed to maintain the spell seal. An additional enchantment seal can have the other bonus type or impact a different skill.
  • Evocation: The tomeseal gains their choice of an enhancement bonus to attack and damage rolls equal to one half the spell slot sacrificed to maintain the spellseal (minimum +1) or bonus damage to attacks requiring an attack roll (this damage is of a type matching the energy descriptor of a the sealed spell equal to the spell slot sacrificed to maintain the spell seal.) Damages and enhancement bonuses of the same type overlap. Additional damage bonuses can be gained by additional evocation seals.
  • Illusion: The tomeseal gains their choice of a 5% miss chance (negated by true seeing or similar effects) for attacks against them per level of the spell slot sacrificed to maintain the spellseal or a bonus on a single Dexterity-based skill check equal to the spell slot sacrificed to maintain the spell seal. An additional illusion seal can have impact a different skill or grant a miss chance if not yet chosen.
  • Necromancy: The tomeseal gains their choice of immunity to the dazzled, fascinated, or shaken conditions. If the spell slot sacrificed to maintain the spellseal was 3rd level or higher, they can choose to be immune to the confused, dazed, frightened, or sickened conditions. If the spell slot sacrificed to maintain the spellseal was 5th level or higher, they can choose to be immune to the cowering, nauseated, panicked, paralyzed, or stunned conditions. An additional necromancy seal can have additional immunities.
  • Transmutation: The tomeseal gains their choice of an enhancement bonus to natural armor equal to one half the spell slot sacrificed to maintain the spellseal (minimum +1) or enhancement bonus to an Ability Score equal to the spell slot sacrificed to maintain the spellseal. An additional transmutation seal can grant a bonus to a different ability score.
  • Universal: The tomeseal gains a bonus to caster level for spellseals to resist remove curse and the Will save DCs to resist them equal to half the spell slot sacrificed to maintain the spellseal (minimum +1).

This ability replaces the bloodline power gained at 3rd level.

Bonus Feat (Ex): At 7th, 13th, and 19th level the tomeseal gains a bonus feat which may be any combat feat or selected from the following list: Great Fortitude, Iron Will, Lightning Reflexes, Toughness, or Twin Seal†.

This ability alters bloodline feats.

Zeal of the Sealed Ones (Su): At 8th level, when you are benefiting from temporary hit points and have at least highest bonus each round. This attack does not stack with those granted by the haste spell and similar abilities. This ability replaces the bloodline power gained at 8th level.

Eternal Seal (Su): At 15th level the duration of your spellseals becomes permanent. Spellseals can still be removed with remove curse and similar effects or dispelled by the tomeseal. You do not regain spell slots sacrificed to create spellseals while they remain in effect.

This ability replaces the bloodline power gained at 15th level.

Master of Seals (Su): At 20th level you become a true master of spellseals. You may spend a full-round action to grant existing seals you possess to another creature. They gain the benefits of the spellseal while it is in effect. You still do not regain use of spell slots sacrificed to create a spellseal until the spellseal is removed via remove curse or you choose to dispel them.

This ability replaces the bloodline power gained at 20th level.


New Feat

Twin Seal

You have learned to combine the power of your seals into greater seals of synergized power.

Prequisites: Spellseal class ability, tomeseal level 9th or higher.

Benefit: Select one school of magic you can create spellseals of. You may stack two seals of the same bonus type together. You may only have one set of seals stacked in this manner per instance of this feat.

Special: You may select this as a bonus feat with your bonus feat class feature. You may select this feat more than once but no more than twice at 13th level and a third time at 19th level.


City of 7 Seraphs by Lost Spheres Publishing
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