This is me and @xoweir
(idk what you look like but your pfp is Benny and therefore you are Benny in my mind)
My dad gave me night time medicine like . In the MORNING and then I drew this feeling all funky

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This is me and @xoweir
(idk what you look like but your pfp is Benny and therefore you are Benny in my mind)
My dad gave me night time medicine like . In the MORNING and then I drew this feeling all funky
Spellmaster (Pathfinder Second Edition Archetype)
[art by Tim McBurnie on Artstation]
It’s time for another Pathfinder Society archetype, this one being associated with the School of Spells, which focuses on training members in the ways of magic, not just to help investigate magical relics and sites of ancient empires, but also to recognize the dangers and useful aspects of such ancient magics.
While not all spellmasters need necessarily the ability to cast proper spells, they at least should have some magical ability under their belt.
In a world of fantasy and magic, it only makes sense that an archaeological society focused on recovering the secrets of past civilizations to better the present would have magic specialists in their ranks, not only to better investigate, but also to fight off magical and mundane threats as well. Beyond that, there’s a lot of variety to be had here depending on the nature of their skillset, and the spellmasters themselves have some unique tricks of their own up their sleeves.
This archetype has no direct counterpart in 1st edition, but as we’ll see, it does offer some tricks that do remind me of some of the exploits used by the arcanist class back in the day.
The base dedication for this archetype, which requires a high enough mental attribute and the ability to cast at least focus spells, gives them a leg up on identifying magic items, and even let them switch up the minor magic they gain from tinkering with wayfinders, should they know how to do that.
Many learn how to take on a “familiar form”, that is to say, transform into a small creature commonly used as the familiars of some spellcasters, with the added ability to still make use of some of their lesser spells in this form.
Those that go out into the field often learn to recognize the runes of magical traps very quickly, as well as how to disable them if they re lucky, or avoid them if they are not.
Even with the general good intentions of the Pathfinder Society, they aren’t always welcome, so some learn to cast their spells more stealthily when necessary and things are on the verge of turning ugly.
Few things are more vexing to a caster that having a spell disrupted, especially in life or death situations. As such, if they have the time or focus, some spellmasters learn the art of recapturing the expended magical energies within seconds of it’s failure and reconstituting the spell to get it to go off anyway.
To protect themselves from hostile magic, spellmasters have developed a unique ward, allowing them to set up multiple abjuration runes around themselves that absorb and negate oncoming magical damage.
They also develop failsafes to help protect their magic from being disrupted, engaging them to stabilize a spell when needed.
Those of a more supportive aspect often learn how to shoulder the burden of concentrating on sustained spells for their allies, freeing them up to act in other ways.
Many learn how to better resist the power of a specific magical tradition they’ve had a lot of experience fighting against, be it arcane, divine, occult, or primal.
Perhaps one of their most impressive techniques lets them harness spells they resist exceptionally well, using their own energy to use that spell against their foe in kind, though normally only once, and it must be cast soon after or lost.
When in greater danger, more defensive spellmasters can channel defensive power to better resist spells they would normally fully succumb to. This has the added benefit of increasing the potency of their defensive wards for a short time.
By expending magic, they are especially good at countering the magic of foes, particularly when they have magic in their arsenal which matches or naturally counters said spells, for a bit of old-school counterspell action without being a wizard or necessarily a prepared caster.
Those skilled in melee combat can move and attack with the same action, freeing up time to cast spells or perform more other activities.
Those who truly master absorbing enemy magic can learn to cast the stolen spell more often, expending spontaneous slots or overwriting more prepared spells to do so, and choose to retain said magics for much longer.
This archetype is great for playing a more defensive casters, particularly those that want their spells to go off without any problem, but inhibit the casting of others or turn it against them. There is, however, potential for less magically-inclined classes to dabble as well though, gaining better protection against magic. However, only classes that have focus pools can get it, so fully nonmagical classes (and thaumaturge, unfortunately) can’t benefit from it. Don’t forget some of the utility options too. They can be fun.
Roleplaying and character-wise, this archetype is fun for those either wanting a tomb-delving specialist or some sort of master abjurer. (heck, I find more useful for depicting a defense-focused wizard than the focus spells granted by the abjurer wizard or the school of Ars Grammatica). However, it’s also useful for non-mages with just enough magic and a desire to resist and unmake hostile magic against them. So even if you’re not going the Pathfinder Society route in your setting, it is quite useful for tomb explorers, anti-mages, and more alike.
Lurking in his crumbling castle far beyond the edges of modern civilization, the nosferatu overlord King Kolgac rules over his forgotten kingdom, his monsters preying on those living near the edge. Now, young Owinn, a champion of the North Star, seeks to depose this last remnant of a dark era, and he is coming equipped not just with holy power, but training to resist and turn aside the magic of the undead sorcerer-king.
Though she doesn’t remember the full details and what notes would have been left behind are lost, Nahah is certain that her past life was as an enslaved crafter of magical traps for a great palace temple of a wicked emperor. Leveraging her half-remembered incarnation and her own skill, the samsaran is well-equipped to return to the palace and take back what she once guarded long ago, but she will need a team to aid her.
The monks of Tolthor Monastery spend their time perfecting various forms of magical defense which they blend into their martial arts, not to bypass the attacks of other defenders, but to defend the Monastery itself from attack. This is because the school is rumored to house a powerful magical artifact, which some even suggest is a deity’s sketchbook, filled with the potential to bring forth the god’s rejected ideas… or even forge new ones into reality.
BABE WAKE UP
CYCLES D SIDES MARIO MIX IS REALLLLLLL
WEEEEEEEEEEE
Spellmaster Album Art by Hugh Pindur
[5 images. A man preparing food in a kitchen. A group of people sitting at a table in a restaurant. A man eating a hot dog. A close up of a hot dog on a bun. A person holding a sign. Captions: How hard is it to get into this event without a ticket? Impossible. The new spellmaster. Check it out. It's exactly what I was hoping you'd say. You can't do that to him!]
Eight of Pentacles Another commission. Part of the custom Tarot deck I have designed for The Witch of Moon’s Lane.
Just for interest, this is the same card from an earlier edition of #Spellmaster. #stufficollect
Benny Week
Day 2: Star Wars
PT: Benny Week Day two Star Wars