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Animist Details | Animist Feats | Vessel Spells | Apparitions


Apparitions

Source War of Immortals pg. 17
Choose your apparitions—spiritual beings you entreat with and attune to, sharing in their knowledge and power.

Reading An Apparition Entry

An apparition entry contains the following information.
Apparition Skills Each apparition has amassed knowledge on a particular set of Lore skills that cover their areas of interest and expertise. When you are attuned to an apparition, you are trained in these Lore skills, channeling the apparition into your body to share its knowledge on the subject. At 8th level and beyond, you can draw upon even more of the apparition's knowledge, gaining expert proficiency in their apparition skills; at 16th level and beyond, your harmony of mind and spirit grants you master proficiency in their apparition skills.
Apparition Spell Repertoire Your attuned apparitions each contribute a number of spells to your apparition spell repertoire. You add the spells of all your attuned apparitions together to create a spell repertoire, which you cast with your apparition spellcasting.
Vessel Spell Your primary apparition grants you the listed vessel spell at 1st level.
Avatar When you cast avatar using the apparition slot granted by the supreme incarnation class feature, you temporarily fuse with one of your primary attuned apparitions into a powerful battle form of near-deific power, using the limited stats here instead of a deity's.

PFS StandardCrafter in the Vault

Source War of Immortals pg. 17
Crafters in the vault are found in dungeons, forges, or other places where creation and injury occur concurrently. They enjoy partnering with animists who compliment them on their creations, but often become jealous when anyone else intrudes on their expertise, including casting any of the spells that appear on their apparition list.

Apparition Skills Architecture Lore, Engineering Lore
Apparitions Spells
Cantrip: Sigil
1st: Mending
2nd: Knock
3rd: Ghostly Weapon
4th: Creation
5th: Impaling Spike
6th: Wall of Metal
7th: Beheading Buzz Saw
8th: Ferrous Form
9th: Resplendent Mansion
Vessel Spell Traveling Workshop
Avatar Incarnate Dungeon Speed 50 feet, either burrow Speed 50 feet or fly Speed 50 feet; Melee [one-action] dungeon trap (reach 10 feet, versatile B or P), Damage 6d6+6 slashing plus Grab; Ranged [one-action] deadly darts (range 120 feet, versatile poison), Damage 6d6+6 piercing

PFS StandardCustodian of Groves and Gardens

Source War of Immortals pg. 18
Custodians of groves and gardens frequent tended greenery and farmlands cared for by loving stewards, and other places of reflection and restoration where green things grow. Some of these apparitions linger in the mortal realms not because they have lost their way, but because they believe they have already found Elysium. Others are the cultivated spiritual essence of the location itself. Custodians of groves and gardens are peaceful, quiet, and averse to conflict.

Apparition Skills Farming Lore, Herbalism Lore
Apparitions Spells
Cantrip: Tangle Vine
1st: Protector Tree
2nd: Gentle Breeze
3rd: Safe Passage
4th: Peaceful Bubble
5th: Truespeech
6th: Field of Life
7th: Lifewood Cage
8th: Moment of Renewal
9th: Nature’s Enmity
Vessel Spell Garden Of Healing
Avatar Peaceful Reaches Speed 60 feet, ignore difficult terrain and greater difficult terrain; Melee [one-action] garden's cradle (agile, nonlethal, reach 10 feet, trip), Damage 6d6+6 bludgeoning plus Grab; Ranged [one-action] impose peace (nonlethal, range 120 feet), Damage 6d6+6 mental

PFS StandardEcho of Lost Moments

Source War of Immortals pg. 18
Echoes of lost moments are apparitions born from memories that everyone has forgotten, often arising from fragmented pieces of magic and memory left behind by time-altering magic. They may even occur in response to significant temporal tampering, cleaning up fragments of time damaged by irresponsible magic. These apparitions are drawn to animists who are orderly and responsible, and they can give such hosts access to spells that alter a target's timeline or removes them from the current timeline, reveal visions of past or future events, or even accelerate magical effects to a point in time where they have already ended.

Apparition Skills Fortune-Telling Lore, Genealogy Lore
Apparitions Spells
Cantrip: Figment
1st: Déjà Vu
2nd: Dispel Magic
3rd: Curse of Lost Time
4th: Vision of Death
5th: Illusory Scene
6th: Phantasmal Calamity
7th: Retrocognition
8th: Quandary
9th: Foresight
Vessel Spell Store Time
Avatar Devourer of Lost Time Speed 30 feet, fly Speed 50 feet; Melee [one-action] devour potential (reach 15 feet, void), Damage 6d10+6 void; Ranged [one-action] scream of loss (range 120 feet, void), Damage 6d6+6 void

PFS StandardImpostor in Hidden Places

Source War of Immortals pg. 18
Impostors in hidden places whisper in quiet corners where mortal voices rarely resound, hoarding secrets and pondering unknowable truths. They often bring misfortune to those who disturb them, though an animist who earns their trust will find that they make effective allies.

Apparition Skills Fortune-Telling Lore, Underworld Lore
Apparitions Spells
Cantrip: Telekinetic Hand
1st: Ill Omen
2nd: Invisibility
3rd: Veil of Privacy
4th: Liminal Doorway
5th: Strange Geometry
6th: Mislead
7th: Planar Palace
8th: Cataclysm
9th: Phantasmagoria
Vessel Spell Discomfiting Whisper
Avatar Whisper Hiding in Shadows Speed 50 feet, fly Speed 50 feet; Melee [one-action] shadowed touch (reach 15 feet, versatile cold), Damage 6d10+6 void; Ranged [one-action] whisper of despair (range 120 feet), Damage 6d6+6 void

PFS StandardLurker in Devouring Dark

Source War of Immortals pg. 19
PFS Note Animists with the Lurker in Devouring Dark apparition are permitted to use the variant rules for Dark Tapestry lurkers.

Lurkers in devouring dark are most often near old shipwrecks, deadly icebergs, and other places where ice and deep water are most prevalent. In places where the Dark Tapestry intrudes upon the world, there can be found variant lurkers in devouring dark who offer Dark Tapestry Lore in place of Sailing Lore and whose spells of water and ice instead deal void damage.

Apparition Skills Ocean Lore, Sailing Lore
Apparitions Spells
Cantrip: Caustic Blast
1st: Grim Tendrils
2nd: Acid Grip
3rd: Aqueous Orb
4th: Grasp of the Deep
5th: Wall of Ice
6th: Frost Pillar
7th: Hungry Depths
8th: Arctic Rift
9th: Implosion
Vessel Spell Devouring Dark Form
Avatar Tentacles from the Dark Speed 70 feet, swim Speed 70 feet; Melee [one-action] grasping tentacles (reach 30 feet), Damage 6d10+6 bludgeoning plus Grab

PFS StandardMonarch of the Fey Courts

Source War of Immortals pg. 19
Monarchs of the fey courts make their homes near places with strong ties to the First World, or in places where nymphs once held sway. They are drawn to animists who blend an appreciation for art and nature's beauty with a ruler's ambition. Monarchs of fey courts are vain, capricious, and do not easily forgive slights or poor manners.

Apparition Skills Art Lore, Fey Lore
Apparitions Spells
Cantrip: Tangle Vine
1st: Charm
2nd: Create Food
3rd: Enthrall
4th: Suggestion
5th: Hallucination
6th: Dominate
7th: Mask of Terror
8th: Uncontrollable Dance
9th: Unfathomable Song
Vessel Spell Nymph's Grace
Avatar Queen of the Winter Court Speed 50 feet, fly Speed 50 feet, swim Speed 50 feet; Melee [one-action] queen's caress (reach 15 feet, agile), Damage 6d10+6 mental; Ranged [one-action] monarch's spite (mental, range 120 feet, versatile cold), Damage 6d6+6 mental

PFS StandardReveler in Lost Glee

Source War of Immortals pg. 19
Revelers in lost glee are twisted apparitions that arise in desolate and abandoned places where people once found great joy. They take immense mirth in causing harm or discomfort to others and do not enjoy being attuned to animists who fail to laugh at their antics.

Apparition Skills Circus Lore, Fortune-Telling Lore
Apparitions Spells
Cantrip: Prestidigitation
1st: Dizzying Colors
2nd: Laughing Fit
3rd: Hypnotize
4th: Confusion
5th: Illusory Scene
6th: Vibrant Pattern
7th: Warp Mind
8th: Quandary
9th: Wails of the Damned
Vessel Spell Trickster's Mirrors
Avatar Ringmaster of the Dark Celebration Speed 50 feet, ignore difficult terrain and greater difficult terrain; Melee [one-action] ringmaster's whip (reach 15 feet, trip), Damage 6d10+6 slashing; Ranged [one-action] feast of the lost (acid, range 120 feet, versatile void), Damage 6d6+6 acid

PFS StandardStalker in Darkened Boughs

Source War of Immortals pg. 20
Stalkers in darkened boughs make their homes in ancient forests and jungles unfriendly to humanoids and others who would exert control or influence over nature's designs. These apparitions are drawn to animists who harbor violent thoughts or impulses but are more likely to linger with animists who can quell their hatred. Stalkers in darkened boughs are moody, impulsive, and prone to seeing things from the least charitable perspective.

Apparition Skills Forest Lore, Hunting Lore
Apparitions Spells
Cantrip: Gouging Claw
1st: Runic Body
2nd: Vomit Swarm
3rd: Wall of Thorns
4th: Bestial Curse
5th: Moon Frenzy
6th: Tangling Creepers
7th: Unfettered Pack
8th: Monstrosity Form
9th: Wrathful Storm
Vessel Spell Darkened Forest Form
Avatar Beast of the Boughs Speed 70 feet, fly Speed 70 feet; Melee [one-action] devouring jaws (deadly 3d10, reach 15 feet), Damage 6d10+6 piercing

PFS StandardSteward of Stone and Fire

Source War of Immortals pg. 20
Stewards of stone and fire linger near volcanoes and deep places near the heart of the earth, hot springs where the water is too scorchingly hot to allow casual enjoyment, and other places where the barrier between fire and earth is thin or nonexistent, though particularly old rock formations, canyons, and other natural features of earth may also spawn or attract them. Stewards of stone and fire are quick to anger and slow to forget.

Apparition Skills Mountain Lore, Volcano Lore
Apparitions Spells
Cantrip: Ignition
1st: Interposing Earth
2nd: Exploding Earth
3rd: Fireball
4th: Wall of Fire
5th: Wall of Stone
6th: Petrify
7th: Volcanic Eruption
8th: Earthquake
9th: Falling Stars
Vessel Spell Earth's Bile
Avatar Blood of Planets Speed 50 feet, burrow Speed 50 feet, ignore difficult terrain and greater difficult terrain; Melee [one-action] avalanche of molten stone (reach 15 feet, versatile B), Damage 6d10+6 fire; Ranged [one-action] cleansing eruption (fire, range 120 feet), Damage 6d6+6 fire

PFS StandardVanguard of Roaring Waters

Source War of Immortals pg. 21
Vanguards of roaring waters are found where rivers carve their way through mountains, creating fearsome rapids. They can also be found near bays where rivers meet the sea and create turbulent breakers and unpredictable undertows, coastal reefs that tear the bottoms from unwary ships and isolate islands, or anywhere else where water becomes violent and difficult to navigate safely. Vanguards of roaring waters encourage chaos and are easily bored.

Apparition Skills Mountain Lore, River Lore
Apparitions Spells
Cantrip: Rousing Splash
1st: Hydraulic Push
2nd: Mist
3rd: Crashing Wave
4th: Hydraulic Torrent
5th: Control Water
6th: Personal Ocean
7th: Dancing Fountain
8th: Whirlpool
9th: Wrathful Storm
Vessel Spell River Carving Mountains
Avatar River that Splits the World Speed 50 feet, swim Speed 70 feet; Melee [one-action] parting mountains (reach 15 feet, versatile S, water), Damage 6d10+6 bludgeoning Ranged [one-action] crash into the sea (range 120 feet, versatile P, water), Damage 6d6+6 bludgeoning

PFS StandardWitness to Ancient Battles

Source War of Immortals pg. 21
Witnesses to ancient battles may be the lingering remnants of soldiers who never returned from their last deployment or the restless souls of warriors whose final contest left them unfulfilled. Or the apparitions may be valkyries and other beings from beyond, naturally drawn to sites of death and battle, or even the unquiet entity formed from a battlefield that saw so much death and blood it gained a spiritual essence of its own. Witnesses to ancient battles are often somber and grim.

Apparition Skills Battlegrounds Lore, Heraldry Lore
Apparitions Spells
Cantrip: Shield
1st: Sure Strike
2nd: Enlarge
3rd: Ghostly Weapon
4th: Weapon Storm
5th: Invoke Spirits
6th: Phantasmal Calamity
7th: True Target
8th: Canticle of Everlasting Grief
9th: Weapon of Judgment
Vessel Spell Embodiment Of Battle
Avatar General of Endless Battle Speed 70 feet, immune to immobilized; Melee [one-action] final strike (agile, fatal d12, reach 15 feet), Damage 6d8+6 slashing