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Arcana Unearthed Feats | ![]() |
Akashic Dreamer (Talent)
You are able to access the Akashic Record during your dreams, though doing so is somewhat random.
Prerequisites: Character level 1st.
Benefit: Whenever you go to sleep for at least eight hours, you have a 20% chance of inadvertently accessing the Akashic Record. Doing so allows the DM to make a Delve Into Collective Memory check for you, in order to determine what memory you accidentally come into contact with. You have no actual control over this ability, although the memory accessed (and thus, the information gained) is likely to be somewhat related to something that is currently important to you. For instance, if you are trying to find a way into a locked and guarded keep, you may access a memory that hints at a secret door. The information gained from this ability is largely up to the DM, however.
Special: If you have at least one level of akashic, your chance to have an akashic dream rises to 50%, though you still have no direct control over the dream, itself. If this ability manifests, it does not count against your normal uses of Delve Into Collective Memory.
Bond to Animal (Ceremonial)
In a ceremony involving you and an animal, you develop a psychic bond with the animal involved.
Prerequisites: Truename.
Benefit: Choose an animal with a a number of Hit Dice no greater than half your character level. You develop an empathic bond with an animal of the chosen type. As long as you remain within 30 feet of your bonded animal, you can sense each other’s basic emotional state. As long as the animal is within one mile of you, you can sense its general direction and distance. Your bonded animal’s type changes to magical beast, and its Intelligence score increases to half of your own. For every three character levels you possess, your bonded animal gains one Hit Die, and its Intelligence increases by one point. Any time your bonded animal gains a Hit Die, you may perform a ceremony to enhance the bond between you. This ceremony takes one full day, involves only you and your bonded animal, and costs 100 gold per character level in special materials. Each time you perform one of these ceremonies, choose one ability from the following list; your bonded animal gains the chosen ability.
- Bond of Alertness: Whenever you are within 5 feet of your bonded animal, you are better able to detect danger. If either of you is not flat-footed, neither of you is flat-footed. If either of you is not considered flanked, neither of you is considered flanked.
- Bond of Awareness: As long as you are touching your bonded animal, you may make use of its senses in order to enhance your own. If your animal has any ranks in Listen, Spot, or Search, you may add these ranks as a circumstance bonus to your own Listen, Spot, or Search bonus. In addition, if your animal has low-light vision, you gain low-light vision while in contact with it. If you already have low-light vision, its range is doubled.
- Far Sight: As long as your bonded animal is within one mile of you, you may see through its eyes. You gain visual information only, and you cannot take any actions while you are using your animal’s sight. You are considered helpless while using your animal’s sight.
- Share Hit Points: As long as you are touching your bonded animal, you may transfer your own hit points to it, and vice versa. Neither you nor your bonded animal can exceed maximum hit points in this way, nor may you or your bonded animal drop below 0 hit points by using this ability.
- Share Spells: Any time you cast a spell or use a spell-like ability that affects only you, you may choose to have it affect your bonded animal, too. In addition, you may cast touch-range spells on your bonded animal, even if you cannot touch it. Your animal must be within 30 feet of you in order for this ability to work.
- Telepathic Bond: The empathic bond between you and your animal has been strengthened, allowing you to sense each other’s thoughts as well as emotions. Your bonded animal speaks one language that you do (though it cannot actually, physically speak). This ability has the same range as your empathic communication.
If your bonded animal ever dies, you immediately lose experience points equal to 200 times your character level; this experience loss cannot cause you to lose a level. You may bond with another animal in the event of your animal’s death, but doing so requires another day-long ceremony, and incurs the same costs. The new animal can be a different type of animal than the previous animal, but it does not gain any of the original’s abilities gained through this feat.
Necromancer (Ceremonial)
In a ceremony involving only yourself, performing vile experiments on the dead and chanting blasphemous rites, you learn to better harness the power of the undead.
Prerequisites: Spellcaster level 1+, truename.
Benefit: Any time you cast a spell that creates an undead creature, such as lesser animate dead or rouse undead spirit , you may make a caster power check (DC 25). If you succeed, the newly created undead creature must make a Will save (DC equal to 15 + 1 for every point by which you exceeded the DC of your caster power check). If the undead creature fails this save, and you are able to place it under your control, it does not count toward your normal maximum number of undead creatures that you can have under your control at one time. This feat works even if you do not know the undead creature’s truename, and even if the undead creature is Unbound.
Special: A magister may take this feat as one of his bonus feats.
Power of X (Ceremonial)
You and at least one other spellcaster undergo a special ceremony, bonding yourselves magically to each other. This bond increases your magical abilities while you are in physical contact with each other.
Prerequisites: 3rd Spellcaster level, Modify Spell.
Benefit: You share a special, magical bond with the other spellcasters with which you performed this ceremony, provided that they have this feat, too. From now on, whenever you are in physical contact with one or more of your bonded companions, you may cast spells in a somewhat different way. When you cast a spell, one of your companions may spend a spell slot of equal or higher level in order create one of the following effects:
- Add an effect normally created through a laden spell (as from Modify Spell or a template); more than one ‘laden’ effect may be added in this way. Note that the spellcaster contributing the spell slot must normally be able to cast spells in this way. If the effect has limited uses per day (such as Quicken Spell), one use is expended each time it is added.
- Ignore costly material components, whether they are a part of the spell or a part of a template, with a value of 10 gp per level of the slot contributed.
- Increase the spell’s Caster Level by +1.
- Increase the spell’s save DC by +1.
In order to use this feat, all participating spellcaster’s must be in physical contact, and must be able to cast the spell in question. However, it is not necessary for all participating spellcasters to be able to use effects that are added; only the spellcaster adding the effect need be able to use it normally. For example, a spellcaster wishing to Quicken a spell cast by another spellcaster must have the Quicken Spell feat, but the casting spellcaster need not have this feat.
Special: By performing the ceremony again, you may add more spellcasters to your group of bonded companions. However, each spellcaster in the group must have this feat. A spellcaster may be a part of only one bonded group at any given time, but may switch groups (by performing the ceremony again) whenever he wishes to.
Seeker of Truth (Ceremonial)
In a ceremony involving at least three akashics, you gain the ability to discern untruths when you see or hear them.
Prerequisites: Akashic level 3+, Wisdom 13+, truename.
Benefit: Once per day per point of Wisdom bonus, you may make a Sense Motive check with a +5 insight bonus. If used during a conversation with a person, this check has a DC equal to 14 plus the target’s Charisma modifier; success indicates that, for the entire duration of the encounter, you automatically know whenever the target is lying. Alternatively, you may also use this ability to detect falsehoods in a written document; in this case the DC is 20, and the effect lasts for one sitting. Finally, you may use this ability to gain a +5 insight bonus on a single Will save made to disbelieve an illusion.
Special: An akashic may not take this feat as a bonus feat; it must be earned through the actual performance of a ceremony.
Specialist Mage (Ceremonial)
In a ceremony involving you and at least three other spellcasters, you learn to focus your magical training on a specific school of magic.
Prerequisites: Spellcaster level 3+, truename.
Benefit: Choose one school of magic. You are able to cast spells of your chosen school with more flexibility. From now on, you may laden any spell of your chosen school in order to cast its heightened version (instead of using a higher-level spell slot), or you may cast the normal version as a laden spell of one level lower. In addition, you have access to all complex spells from the chosen school, even if you normally would have access to only simple spells.
Special: A magister may take this feat as one of his bonus feats. This feat may only be taken once.
Sympathetic Spellcasting (Ceremonial)
In a ceremony involving you and one other spellcaster, you learn to cast spells through a sympathetic focus.
Prerequisites: Truename.
Benefit: A character with this feat may apply the sympathetic template to his spells, as described below. Further, if normally he can access only simple spells of a given level, he may treat any complex spell of that level with the truename descriptor as a simple spell. If he normally can access complex spells of a given level, he may treat any exotic spell of that level with the truename descriptor as a complex spell.
Template: Sympathetic
Using rituals taught by another with the knowledge of sympathetic magic, characters learn to cast certain spells through special focus components, called sympathetic foci.
Characters can add this template to any spell that can be cast on a single target. When using this template, characters can cast spells on a specific target at any range, even if the target is not within the normal range of the spell. A spell cast with this template gains the truename descriptor; if the spell being cast already has the truename descriptor, the character casting it may laden the spell in order to cast its heightened version, provided that that character would normally be able to cast the spell’s heightened version.
Cost: Focus component. A spell cast with the sympathetic template requires a special focus component, called a sympathetic focus. A sympathetic focus is a small object, easily held in one hand, that represents the individual being targeted by the spell. The sympathetic focus must contain something of personal significance to the target, whether it is an actual body part (hair, tooth, blood, finger, etc.) or merely an item of great significance to the target. In addition, the caster must perform a ceremony on the sympathetic focus; this ceremony takes 1 day and costs 1000 gp. Note that, because any spell cast using this template gains the truename descriptor, the caster must know the truename of an individual in order to target him with a sympathetic spell.
Gained: From the Sympathetic Spellcasting feat.










