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PFS StandardSchool of Thassilonian Rune Magic


Source Rival Academies pg. 114
This curriculum, taught at a few select academies in New Thassilon, can be learned only by wizards with the runelord class archetype. You have begun to study one of the seven runes of sin, granting you great power but at the cost of anathematic magic. All runelords gain the below curriculum and school spells. In addition, you must choose one of the seven sins to specialize in. You add your sin’s spells and initial school spells to your curriculum. The addictive nature of sin magic prevents you from using magic in ways aligned with other sins, represented by that sin’s anathema. Casting a sin spell never invokes the anathema of its school of sin.

Unlike other wizards, some of your curriculum spells may be spells that don’t typically appear on the arcane spell list (marked with an asterisk). You still cast these spells as arcane spells, the unifying knowledge of sin bridging the gap between disparate magics.

Curriculum
cantrips: detect magic, sigil
1st: mystic armor, runic body, runic weapon, sure strike
2nd: darkvision, see the unseen
3rd: clairaudience, veil of privacyU
4th: clairvoyance, fly
5th: mind probeU, sending
6th: scryingU, truesight
7th: contingency, spell riposteU
8th: unrelenting observation
9th: foresight, seize soulU

School Spells
initial:
advanced: personal runewell

Roleplaying Sins

Indulging in sin is a topic whereplayers might have varying levels of comfort. There are typically manyways to indulge in your character'ssin, with some versions (such as meditating on the sin and allowing itto fill your heart or creating art thatthematically extols it) that can beportrayed less explicitly. As with anyother act in the game, keep to the Pathfinder Baseline or whatever other guidelines you'vediscussed with your group in advance.

Sin Curriculums

Envy

The Cutting Eye reveals weaknesses in yourself and others, creating those weaknesses when you need to humble those who dare surpass you.

Anathema Use your magic to cause harm with the elements or void.

Sin Spells
cantrips: shield, tangle vine
1st: schadenfreude, enfeeble
2nd: dispel magic, stupefy
3rd: earthbind, thief of fortune
4th: containment, outcast's curse
5th: banishment, grisly growths
6th: cursed metamorphosis, spellwrack
7th: duplicate foe, planar seal
8th: quandary
9th: detonate magic
Initial School Spell cutting eye

Gluttony

The All-Encompassing invokes a deep emptiness in its users, encouraging them to consume and consume, with nothing ever feeling like enough.

Anathema Use your magic to protect others or manipulate minds.

Sin Spells
cantrips: caustic blast, void warp
1st: grim tendrils, summon undead
2nd: create food, ghoulish cravings*
3rd: rouse skeletons, vampiric feast
4th: seal fate, vampiric maiden
5th: corrosive muck, slither
6th: disintegrate, vampiric exsanguination
7th: devouring void, eclipse burst
8th: desiccate
9th: massacre
Initial School Spell all-encompassing hunger

Greed

The Precious Gleam carries knowledge that the world's problems are far beyond one's current form and resources. But forms can change and resources can be hoarded with the help of this rune's magic.

Anathema Use your magic to affect the mind or perception rather than physical reality.

Sin Spells
cantrips: live wire, read aura
1st: ant haul, leaden steps
2nd: enlarge, phantasmal treasure
3rd: one with stone, shrink item
4th: aerial form, shape stone
5th: elemental form, impaling spike
6th: dragon form, petrify
7th: chrysopoetic curse, lifewood cage
8th: monstrosity form
9th: metamorphosis
Initial School Spell precious gleam

Lust

The Heart's Hook drowns rationality in desires, twisting its targets' thoughts until they gladly serve the runelord's wishes.

Anathema Use your magic to meddle with physical forms or invoke the void.

Sin Spells
cantrips: daze, message
1st: charm, command
2nd: charitable urge, stupefy
3rd: dream message, enthrall
4th: confusion, suggestion
5th: mind probe, subconscious suggestion
6th: dominate, never mind
7th: love's sacrifice, warp mind
8th: uncontrollable dance
9th: telepathic demand
Initial School Spell heart's hook

Pride

The Crescent Scepter is endlessly convinced of its own superiority and the ascendance of its users. If someone's eyes show something else, clearly their eyes are mistaken.

Anathema Use your magic to change or create physical things rather than their appearances.

Sin Spells
cantrips: bullhorn, figment
1st: dizzying colors, illusory disguise
2nd: illusory creature, invisibility
3rd: blindness, levitate
4th: mirage, vision of death
5th: cloak of colors, illusory scene
6th: phantasmal calamity, vibrant pattern
7th: mask of terror, project image
8th: confusing colors
9th: overwhelming presence*
Initial School Spell crescent scepter

Sloth

The Reclined spreads a sense of restful peace to its users, the feeling of rest after a hard day of work without the drudgery leading up to it. With its magic, runelords can cut away even the smallest drudgery.

Anathema Use your magic to manipulate appearances or directly cause harm with the elements.

Sin Spells
cantrips: telekinetic hand, telekinetic projectile
1st: sleep, enfeeble
2nd: ghostly carrier, summon elemental; 3rd: cozy cabin, slow
4th: dull ambition, translocate; 5th: summon dragon, telekinetic haul
6th: collective transposition, teleport
7th: indolent haze planar palace
8th: quandary
9th: resplendent mansion
Initial School Spell reclined apport

Wrath

The Vengeful Glare fills its users with a zealous rage and the restless need to solve problems, which generally takes the form of cutting to the most direct solution.

Anathema Use your magic to protect or create.

Sin Spells
cantrips: frostbite, ignition
1st: force barrage, thunderstrike
2nd: blistering invective*, floating flame
3rd: fireball, lightning bolt
4th: ice storm, wall of fire
5th: howling blizzard, wall of ice
6th: blinding fury*, disintegrate
7th: eclipse burst, fiery body
8th: earthquake
9th: falling stars
Initial School Spell vengeful glare