Mythic Callings | Mythic Feats | Mythic Destinies


Mythic Destinies

Source War of Immortals pg. 73
Mythic characters are assumed to have great tasks and challenges they will inevitably face, culminating in their mythic destiny.

Click here for the full rules on Mythic Destinies.

PFS LimitedApocalypse RiderDedication Feat 12

Uncommon 
Source War of Immortals pg. 106
From the mightiest empire to the smallest star, everything dies. Lowly mortals, ageless angels, and primordial gods all face the same inescapable fate—to fade beyond memory and join the litany of the forgotten. The hastening of all life into this oblivion is the ultimate goal of the daemonic harbingers and their forces, including those mortals who exploit hate and hopelessness to bring calamity on the world. Chief among these demigods are the Riders of the Apocalypse, powerful fiends chosen to deliver death, famine, pestilence, and war.

While neither the Riders nor their devotees feel obligated to make or keep promises, some mortals pledge their efforts to gain personal power and further the cause of entropy. Those destined to wreak the most destruction upon the world are known as apocalypse riders. Taking on such a mantle requires the utmost commitment to death and ruin.

You are such an apocalypse rider, and you have a terrifying ally in this fight, whether sent by daemonic overlords or spontaneously formed by Abaddon itself. This creature is a beastly mount with a form that matches your personality and goals, though its loyalties lie with Abaddon first. It will serve you faithfully as long as you continue to cause significant losses of life and inflict mass destruction. However, this apocalypse mount is more than just a way to monitor your obedience to the cause of misery. Your mount serves as a badge of office, signifying to daemons that you are effectively one of them.

From astride her ferocious riding drake, Arba Dwindletree (destructive female gnome druid) staves off her Bleaching by wreaking havoc on crops and pitting fledgling settlements in the River Kingdoms against one another. Her delight in this chaos is tempered only when meddlesome fey creatures try to join in on the “fun.” Posing as an Order of the Nail Hellknight, Owyn Darkoath (manipulative male humanwarrior) pushes border tensions between Andoran and Cheliax, riding a pitch black destrier into battle. His goal is to force default on the Thrunes’ contract with Hell, bringing even greater war when Asmodeus’ forces come to collect what they’re owed.

Deng Fo-Murk (cruel male human necromancer) uses his alchemical skills to reanimate the corpses of nobles and diplomats to sew political conflict between Hwanggot and its neighbors. He is poised to light the fuse on a powder keg of bloody consequences, through which he will gallop through on his terror bird mount.

In Abaddon, daemonkind sometimes demonstrates an odd mix of cooperation and hostility toward one another. This remains true of their mortal champions in the Universe. War creates both famine and pestilence, drought creates war, and all worshippers of the end of all things engineer death in one form or another. An apocalypse rider may specialize in a particular rubric of death, but all daemonic servitors understand that the categories of the Four Riders frequently overlap one another. A group of riders might even cooperate to increase the scale of their deadly designs, but their apocalypse mounts carefully track who is delivering on their oath and who is not.

Apocalypse riders who fulfill the full scope of their commitment to the Riders often prove to be among the mightiest creatures on their world. Such servants of death are hardly sated once a project reaches its desired number of casualties. Successful riders often indulge in a new sort of killing or initiate a plan larger and more lethal in scope than their original commitments. A truly ambitious apocalypse rider will turn their baleful gaze to their own master, enforcing one of the few dogmas observed by daemonkind—all creatures must die, including those immortal demigods who remain unchallenged for too many centuries. Several times over the millennia, an apocalypse rider or exalted deacon has laid waste to a presiding Rider and claimed the daemon’s post. An individual who assumes the office of Rider immediately becomes a unique daemon and takes over the realm of the previous Rider on the plane of Abaddon.

PFS LimitedArchfiendDedication Feat 12

Uncommon 
Source War of Immortals pg. 110
Fiends are legion. From the scheming, tyrannical devils and the sinful, soul-coveting demons, to the terrifying sahkils and the unknowable qlippoth, they come in countless forms and are more numerous than the stars in the sky, the sands upon the beach, and the sins of morals. Beings of cruelty and malice, cunning and corruption, fiends revel in bloodshed, violence, and destruction. These are the forces you’re destined to join and eventually rule over—the servants and soldiers who will protect your domain, carry out your orders, and destroy your enemies.

Through your Calling, you’re destined to become an archfiend, a powerful leader, general, or tyrant who rules over your own extraplanar realm and amasses a following of fiends. A devious archdevil who rises through the ranks of Hell’s hierarchy, a powerful demon lord who seizes their realm in the Outer Rifts by bloody coup, a fearmongering sahk il tormentor who builds a palace of nightmares in their own personal demiplane, and a sadistic velstrac demagogue who cuts a swath of agony through the Netherworld—all are archfiends. And while their motives, methods, domains, and minions differ, the evil they cause and the power they wield are universal. Archfiends are fiends of legend, whose names live on forever, both among their own kind and the mortals who fear them. The most powerful of archfiends gain a horde of fiendish followers who help them bring evil to the mortal realms.

Moloch (tyrannical male devil general), General of Hell, rules Malebolge and directs Hell’s armies from Melqart Keep at the heart of Citadel Ba’al. The Lord of the Sixth personifies wrathful destruction held in check by absolute discipline, and those who honor him often find their enemies crushed by the might of his armies.

Scheming in his twisted tree lair known as the Witchbole, the Lord of the Blasted Tarn, Treerazer (corrupting male demon deforester), seeks dominion over the Tanglebriar. Once a powerful aspiring demon lord, the fiend was banished to the Universe long ago and seeks revenge against the elven deities who imprisoned him within the surrounding forest and all they hold dear.

Searching for the perfect beings so she can end all others, Raetorgash (cruel female velstrac demagogue), the Skull-Hoarder, resides in a bone tower at the heart of the charnel house Targothieh with the Netherworld. She often judges potential subjects by the shape and composition of their skulls, usually by first having them removed from the containing skin and muscle.

You wish to number among these mythic beings. You have been gathering power, whether through the study of occult tomes, the accumulation of wealth, or the manipulation of heedless pawns in political spheres. You hold little regard for much of anything except your own goals, though you might briefly ally yourself with others for mutual protection or financial gain. However, should the need arise, you are prepared to abandon those ties without so much as a second thought. After all, you are destined to sit upon a throne that has room for only one —and that is you. The time has come for you to establish your realm, amass your fiendish hordes, and carve your own legend into the annals of history.

PFS LimitedAscended CelestialDedication Feat 12

Uncommon 
Source War of Immortals pg. 114
You have a noble and kind soul, as shown through your mortal deeds, and have thus earned the chance to join the ranks of celestial beings such as agathions, angels, archons, and azatas. By continuing to fight against the machinations of the wicked, you can eventually ascend to become a divine being in your own right. When you face seemingly insurmountable challenges to save lives and communities, combat evil, and slay dangerous monsters, you further prove your worthiness.

Ascended celestials commonly rise from obscurity during times of great upheaval or in regions in dire peril. During the Age of Lost Omens, ascended celestials are on the rise, as devastating disasters like the Eye of Abendego and the opening of the Worldwound spread chaos and destruction across Golarion. Other ascended celestials face more political threats as the rule of tyrannical villains like the Black Triune, Geb, Queen Abrogail Thrune II, Walkena, and Tar-Baphon continue uncontested.

Yet for every great evil, a hero rises. In Iblydos, many of the hero-gods, brave souls who strive to achieve their destinies, might be considered ascended celestials. In shadowy Nidal, a Desnan priestess secretly spreads hope and light and plots to break the rule of the Black Triune. In Ustalav, a brave scientist sneaks out at night, destroying undead predators with clever inventions and wisdom gained from folktales. In the shattered ruins of Azlant, an azarketi diver retrieves fragments of an ancient weapon to wield in their fight against the alghollthu veiled masters of the ocean depths.

As Deskari, demon lord of infestations and locusts, attempted to spread the Worldwound across the surface of Avistan, Queen Galfrey (heroic female human herald), ruler of Mendev, and her closest allies rose up to stop him, bringing an end to the Fifth Mendevian Crusade. Queen Galfrey became an ascended celestial upon the closure of the Worldwound, rising to the celestial ranks as Iomedae’s herald.

The Tian Xia nation of Tianjing was once the site of a great war between qlippoths and celestials. Triumphant against the fiends, the heavenly host remained in the Universe to repair the landscape and protect it from further incursion. When mortals began to populate the area, the celestials entrusted them with guardianship, establishing magical seals that would keep the qlippoths at bay. Today, though, these seals are beginning to weaken, and a young acolyte named Chogyel (diligent nonbinary human nephilim priest) has begun to notice strange signs of supernatural activity in Tamdrin Vale. Their faith will soon be tested, putting them on the path toward becoming an ascended celestial.

As many generations of the nation of Holomog have been exposed to celestial energy, the population of nephilim is larger than average. Ghunda Gutrim (boisterous male ganzi musician) patrols the border of the Field of Maidens to rescue and lift the spirits of those who accidentally wandered into the haunted area.

You count yourself among these heroes with the potential to become ascended celestials. Whether you battle wickedness with righteous might, inspire your community to perform worthy acts of charity, or act in secret against a rising tide of darkness, your actions result in making the world a better place. You are likely humble about these accomplishments, performing them not out of a desire for glory, but from a place of compassion and empathy. You may not even be aware that you’ve garnered the metaphysical attention of the celestial realms. Others, though, can see the holy light that radiates from your person, if not physically, then spiritually. Until your eventual ascension, you continue to work for the great greater good, no matter who or what stands in your way.

PFS LimitedBeast LordDedication Feat 12

Uncommon 
Source War of Immortals pg. 118
Prerequisites a mature animal companion or an advanced construct companion
The tales of connections between man and creature are numerous across the lands, often carrying with them legends of the exploits of companions as they protect that which is dearest to them. A beast lord is defined by their bond with their companion, an unshakable union that cannot be broken. This link can be brought forth through deific intervention, a traumatic shared event between companions that solidified their connection in magic, or even simply through a powerful friendship. A beast lord is not simply a title by which to measure those who unite with their companions, it is a collective merging of minds and souls. It’s been proposed that while the heart of one companion still beats, the other’s cannot cease, two drums in a perpetual song forever destined to be together as one. Stories of beast lords see them arising from their long-lost or secret dens to protect the lands, other companions, or lost members of their domains even long after most believed them dead and gone. These legends suggest that while even one life still lives, regardless of how many generations have passed, a beast lord can return to defend, and sometimes lead, those under their protection.

While this archetype is called “beast lord,” your companion need not be an animal. A wizened druid might preach the Green Faith alongside a similarly weathered arboreal companion. An elven ranger might patrol the skies above their forest home on a riding drake. An ingenious inventor might construct a robotic ally to aid in his workshop. What is important is that the beast lord has a strong bond with a companion, and that the two work hand-in-hand, almost sharing one mind.

Across the Inner Sea Region, Adowyn (untamed female human hunter) and Leryn (protective male wolf companion) travel protecting sacred natural lands and hunting those unfortunate enough to draw their ire. Their most recent exploits involved stopping an illegal strip-mining operation in the foothills of the Mindspin Mountains.

In the Mwangi Expanse, a young kobold named of Vidni (charismatic nonbinary kobold merchant) travels in hopes of selling their varied wares, keeping their most trusted friend and bodyguard Hew (fearsome male gorilla companion) close. The two have found some success in Senghor, and are saving up to buy their first trading ship.

In the Verduran Forest of Avistan, Gal (clever female centaur ranger) moves hoof in hoof with her boar companion Jinx (steadfast female boar companion), plunging tusk and arrow into the hearts of any would-be intruders. They are friendly with the local druids who reside on the Isle of Arenway, but aren’t beholden to their politics.

In Alkenstar, the inventor Dr. Ashley Arrowbaud (distractable female human inventor) labored for years within her laboratory until she one day emerged with a large, arthropod-shaped metal creature marked SC- 04910 (sturdy genderless construct companion) who almost has a will of its own. The two have recently begun to discover the sinister actions of a secret society that includes members of the administration of Dr. Arrowbaud’s alma mater, Blythir College.

Any of these characters may be, or may one day become, beast lords. By sharing a deep connection and the same goals, each pair may find a cause or quest that is important to them, which could eventually transform them into figures of legend. Tales of their exploits may inspire a similar connection in others, who might soon become another beast lord.

You have forged your own union with a loyal companion. The two of you share every burden, every strife, and a clear destiny. That future, no matter what foes you face, lands you protect, or quests you pursue, always shares the commonality of your undying connection to each other. Though there will be enemies who seek to drive you apart or even send you into the hands of Pharasma, they will not be able to dissolve your partnership as long as you and your companion remain true to one another. You are one unit, one body and one mind, and the tribulations and trials set against you will quickly crumble through the power of your union.

You need not travel alone, though others won’t truly understand the connection you have with one another. You and your companion may make other friends or even form intimate relationships outside of this bond. Those ties will always be secondary, however, and that may cause some jealousy or resentment. But nothing like that will ever drive a wedge between you and your companion. Those who shun or ostracize you for your bond will eventually see its power when you rise to become figures of myth whose stories will be told for the rest of eternity.

PFS LimitedBroken ChainDedication Feat 12

Uncommon 
Source War of Immortals pg. 122
Wherever tyrants abuse their power, rebels soon follow, fighting against their oppression in disorganized and sporadic outbursts, often easily quashed by the tyrant, whose power grows yet stronger. But on rare occasions, one among the ranks of the rebels rises above and beyond to meet the tyrant at their level and lights the spark of an unstoppable revolutionary passion among their people, leading them to outmaneuver and eventually overpower their oppressor. Even should they fall at the hands of the tyrant’s forces, their martyrdom will inflame the movement, inspiring another to take on the mantle, for a broken chain’s greatest power is their bond to their movement.

Some bards yet tell tales of broken chains who, unwilling to give up the fight against a tyrant, broke the bonds which destiny had over their mortality, and quite literally came back to life in the body of another fervent follower of the cause. A few who have claimed the mantle of broken chain whisper to their closest friends that they have prevented a terrible death from occurring by somehow turning back the hands of time; witnessing this event has haunted their nightmares ever since, and they worry that they have somehow incurred the wrath of fate itself.

The five-winged angel Thais, Cayden Cailean’s herald, embodies freedom and courage. She has gone as far as to fight the ruler of nine Hells, Asmodeus, to liberate one thousand innocent souls who were tricked into the clutches of hell by a vaguely worded diabolical contract. In the process, she paid a personal sacrifice: the loss of one of her feathery wings.

In Galt, the poets and philosophers Darl Jubannich (inspirational male human poet) and Hosetter (deceased male aiuvarin philosopher) led the people to revolt and fight against House Thrune, eventually forming the Revolutionary Council to rule the newly independent nation of Galt. Little did they know their lofty ideals would be turned against them when the council executed Hosetter with one of their final blade guillotines, trapping the philosopher’s soul. Fearing for his own life, Jubannich fled the country.

In Ravounel, a mysterious group of champions of the people called the Silver Ravens overthrew Barzillai Thrune to establish the new country, independent from Cheliax. Many claim they were aided by a band of adventurers whose names have never been discovered, but whose contributions were vital to the cause.

The Bright Lions of Mzali, lead by the devout Sihar (revolutionary female human fighter), wage a cloak-anddagger war of attrition against the forces of the tyrannical God-King Walkena. Sihar has also revived the worship of the Old Sun Gods, a trio of deities once forgotten.

Any of these individuals may be considered broken chains, destined to bring low a powerful tyrant or system of oppression and light a flame of liberty that will reverberate across history.

Which oppressive regime or ruler you will bring down is up to you. Leading your roused band of rebels, no unjust bond will survive for long, and evil despots across the land will quake in their boots at your passionate fury’s advance. They will send spycatchers against your infiltrated saboteurs, deadly assassins to assail your key allies, and even the full might of a nation’s army. You must heed the call to lead your movement against these threats and be brave enough to take on as much of the burden of danger as you can. Inspire your followers, protect them from harm, and lead them to freedom.

PFS LimitedEternal LegendDedication Feat 12

Uncommon 
Source War of Immortals pg. 126
Do you ever consider your death? That grand thing that reaches us all, the consequence of life. The shadow cast by light. Do you ever consider your death? Do you ever think about the life that follows it? Pick up your blade, warrior. If your death is won in glory, you will be remembered for all time. That is the true path to immortality.

Woven into the threads of all cultures and traditions are various heroic champions, whose epic battles and martial exploits are sung of in hymns and sea shanties, whispered in hushed reverent tones, or sometimes deified and sacrificed to with burnt offerings. To be an eternal legend is to be one of these heroes. Whether with blade, bow, or fist, your deeds will live forever through stories and poems, your very essence woven into the fabric of the universe.

Think of a grand warrior, whose deeds of valor are witnessed by peons and infantry soldiers, the stories of which are then passed down to their friends and family back home. That warrior’s name might be altered or mangled in the process, but he will be remembered all the same. The way his blade captured the light of the sun, the way his mien was that of a mighty king or celestial. When he is inevitably slain by the one stronger than him (for there will always be someone stronger), he will die with a grin. For his blade will become a sacred treasure upon which nations will be founded, his name the bedrock of religions. But for now, his entrance into a tavern is met with hushed whispers that he returns with a gregarious wink. Or perhaps his passage through this world goes unheeded until that fateful day he joins the ranks of the dead.

Ponder The Old Man (wise male human herald), whose real name has been forgotten, replaced by an epithet. Did he ever have a real name? As a herald of the god Irori, The Old Man has helped many monks achieve their full potential and been the inspiration for several fighting styles. But don’t let his wizened appearance fool you. His fists are as hard as stone, his movements as swift as the wind. Do not cross The Old Man if you wish for all your bones to remain unbroken and your skin unbruised.

Consider Torman Iates (risk-taking male human nomarch), renowned gladiator of Absalom. After emerging triumphant from countless battles within the Irorium arena, the grizzled human has parlayed his fame into successful careers as a tavern owner and local politician. He sits as a nomarch on the Low Council of Absalom, where he helps pass legislation to aid exfighters like himself. Because of this, Torman is respected and well-liked by those who fight for coin.

Contemplate the grand traveling warrior Halimess (ferocious female dromaar freedom fighter), whose cloak is made of white tiger pelt, whose helm is plated with the scales of dragons, and whose blades are crafted from the teeth of deep-sea leviathans. She travels the land not slaying monsters, but helping commoners, standing up to tyrants, and working the fields when others cannot. She is rarely forced to unsheathe her blade, but when she does, her legend grows. Many intelligent monsters even fear her approach.

Suppose that any of these individuals are—or have the potential to be—eternal legends. They are unforgettable paragons of might and unmatched exemplars of finesse. In the face of insurmountable odds, they stand with conviction and determination. In that vein, you have answered the call of the eternal legend. Your life will not be an easy one; no, you will face tribulations. You will end most of your days with aching muscles and the blood of your foes drying upon your armor. Your battles will be like songs sung amidst storms—the pounding of a drum mixing with the rumble of thunder. Hold steadfast your weapon, clench tightly your fist, and tales of your exploits will become the myths of tomorrow!

PFS LimitedGodlingDedication Feat 12

Rare 
Source War of Immortals pg. 130
Golarion has seen more than one mortal experience apotheosis and ascend to the ranks of its many deities. Some of the most famous of such individuals are the Ascended, the deities who achieved divinity through the power of the Starstone. However, many current deities found ways to ascend without the aid of a magical meteorite, instead carving their own path to greatness through their deeds and actions.

Irori, god of enlightenment, dedicated his mortal life to the pursuit of self-perfection and achieved godhood through personal perfection of his own mind, body, and spirit, a deed that was later accomplished by his nephew Gruhastha, as well. Nethys, god of magic, attained such immense mastery of magic as a mortal that he was able to witness everything that transpired across every plane of existence, an accomplishment that fueled his own divine ascension.

Godlings are mythic beings whose actions or circumstances propel them along similar paths to these ascended mortals, using their mythic power to elevate themselves to a higher existence. Aided by their hierophants, mortal allies who share in the godling’s power, these beings travel Golarion, building their personal legends and paving their own path to divinity.

The wizard Razmir (arrogant male human wouldbe- god) pursues divinity and immortality by whatever means he can acquire it, in locales across the Inner Sea both obvious and obscure.

In the Mwangi Expanse, it is believed that members of Old-Mage Jatembe’s Ten Magic Warriors still linger as immortal demigods, and that those they choose as their hierophants are candidates to receive the title of Magic Warrior themselves.

On the continent of Arcadia, in the region known as the Deadshot Lands, Steel at Dawn (compassionate female human gunslinger) and her sidekick hierophant Nibbub (plucky male chuspiqui scout) travel from remote community to remote community, protecting travelers from bandits and monsters while collecting an ever-growing congregation of grateful worshippers.

Any of these characters might be, or might become, godlings. Less than demigods but closer to true godhood than an exemplar, godlings wield mythic power while sharing divine magic to pursue and accomplish their goals.

Whatever it is that drives you to transcend mortality and walk among the immortals is for you to decide. The pull of divinity can cause you to become disconnected from mortal concerns, but your hierophant is there to keep you grounded and connected to the mortal world. This will be the most essential and important of the relationships you develop as you pursue your adventures, for your hierophant serves as a reminder of where you have come from and acts as a critical ally in helping you become the god you seek to be. Most hierophants become the first high priest of a godling who achieves full divinity, and some may even become a herald or similarly powerful ally.

The opportunity to achieve many great deeds lies before you, along with the power to shape the world to your desires. Godhood is not promised, but you have the power to achieve it if you can overcome the challenges barring your path. Dark priests, opposing gods, and powerful monsters are certain to stand between you and apotheosis, but the trust and assistance of those who believe in you can carry you forward. Spread your name, claim your dominion, and gather your faithful!

PFS LimitedProphesied MonarchDedication Feat 12

Uncommon 
Source War of Immortals pg. 134
Many lands and cultures have generational stories of an exceptional leader, a person who appeared in a time of great need to forge a kingdom and protect it against all incursions, bringing peace and prosperity. Stories abound that these “prophesied monarchs” will return when they’re needed, defying the barriers of time and death to ensure the safety of their people. Though destiny and prophecy have long since been broken on Golarion, these individuals persist, either through force of will, the power of the stories surrounding them, or some other divine quirk that ensures their pseudo-immortality.

True prophesied monarchs can be recognized by the knights who always accompany them. Mystical bonds of fate or strange magic tie the prophesied monarch and their knights together, ensuring that they’ll always find each other when they or their kingdom need them most. It would be fair to say that a prophesied monarch’s true power lies not in the impact of their decrees or the strength of their sword arm, but in the quality of their knights. Some knights might one day even be called upon to take up a fallen monarch’s mantle, protecting their legacy even after death. Regardless of the nature of a prophesied monarch’s knights, the bonds between them are practically unbreakable, and the power of their union is virtually unstoppable, defying demons, death, and perhaps even the gods themselves.

While this archetype refers to “knights” and “kingdoms,” the nature of a prophesied monarch’s chosen companions and ruled territory can vary greatly. A ferocious pirate captain might treat her ship as her kingdom and her most loyal crewmates as her knights. A pious cleric might consider their church and parishioners their kingdom and the priests who serve alongside them as the knights sworn to protect the same. A bandit outlaw might consider the woods he haunts his kingdom and the scurrilous brigands who fight alongside him his knights. What’s important is that the monarch has a territory or dominion they can claim as their own and a band of bonded allies who help enforce that claim.

In Casmaron, stories of the ancient hero-god Namzaruum (prophesied male human hero-god) tell of the day he’ll awaken from his long rest in the Hall of Slumbering Kings to lead a new Azlanti empire.

In the land of Ustalav, rumors abound in the frontiers and forests of a man calling himself Arnisant (mysterious male human knight), who hunts undead alongside a band of stalwart knights.

In the Fangwood Forest of Nirmathas, a jolly archer named Relkin (mirthful male human ranger) guards his abode from undead, Molthuni troops, and Nirmathan militias alike, assisted by a knavish group of bandits with hearts of gold.

In the Shackles, Hurricane Queen Tessa Fairwind (fearsome female aiuvarin pirate) and her crew rule over a kingdom of salt and blood.

In the Isles of the Empty Courts, off the eastern shore of Arcadia, there lies a table surrounded by thrones upon which sit the bodies of nine ancient rulers. It’s said that when the isles need them most, they shall awaken to usher in a new age.

Any of these characters might be, or might one day become, prophesied monarchs, rulers whose legendary stories grow before them, establishing an immortal and incomparable dynasty that will long outlast their mortal life.

Whatever self-made prophecy you might fulfill or kingdom you might rule is for you to decide. With your noble knights beside you, villains and monsters are sure to fall, and no hero will stay fallen long when their stalwart companions are close by to lift them to their feet. You’ll almost certainly face dragons and dark wizards and all manner of fell beasts. You’ll be called on to lift up those who look to you, no matter the personal cost to be paid. Trust in your knights, believe in your people, and rule with honor.

PFS LimitedWildspellDedication Feat 12

Uncommon 
Source War of Immortals pg. 138
Prerequisites ability to cast spells from spell slots
Magic was woven into the Universe from its creation, a source of power to be tapped by those with the skill, knowledge, or gift. This power isn’t distributed evenly, however. Ley lines, mana droughts, and magic storms represent areas where this power waxes and wanes. Spellcasters usually use tiny fragments of this power in defined, controlled ways, but a few can draw greater amounts than what normal spells require, channeling this energy to fuel diverse effects.

You’ve tapped into a nigh-unlimited well of magical energy and become so attuned to it that magic flows through the fabric of your being, a trickle of mystic power constantly radiating from you. You might have reached this state through intense study, years of meditation, revelation, as a gift from a powerful entity, or just through the natural progression of your inherent abilities. By accessing this raw power, you can raise the ambient level of magical energy and use it to empower, alter, and hinder spells nearby.

Wildspells are surrounded by faintly visible evidence of their connection, though the precise nature of the manifestation varies with the nature of their magic. Some have a faint aura that makes colors more intense, others are shadowed by barely perceptible smoke, and others might have garments or hair constantly moving, seemingly of their own accord. Places long inhabited by a wildspell are often home to strange occurrences: small objects animating, weather altered by their mood, plants growing larger, animals with unnatural colorations, and so on.

Wildspells revel in the use of their abilities, knowing that the power they tap into sets them above lesser casters. Most wildspells seek out new ways to shape the energies they unleash, knowing that their control is their only limit.

Alejandro the Green (excitable male human druid) poured out raw magic into his forest refuge in the River Kingdoms, over time causing the trees to walk and attracting hordes of curious fey from the First World. With the help of these newly made arboreals and fey visitors, he’s been able to drive out numerous hostile invaders. However, his wild magic has recently attracted the attention of malevolent proteans from the Maelstrom, and he’ll need more allies than he currently has to keep his home safe from their unpredictable predations.

Ernhilda Truestone (patient female dwarf sorcerer) used her wildspell powers to create an oasis of stable magic in the Mana Wastes, allowing her to give succor to harried travelers. Her home in the wastes grew to a bustling trading post, protected by her powers, though it rapidly faded after her passing. Some believe that Ernhilda’s spirit now resides in a cave somewhere under the settlement and that she could be brought back to life with the proper ritual. Finding the proper site for such magic has been hindered by the subterranean tunnels, which seem to shift randomly and without warning.

Teachers at the Magaambya are concerned about a young student named Mkosa (curious nonbinary halfling student) who has begun to exhibit signs of being a nascent wildspell. They don’t wish to hinder Mkosa’s education but are afraid of accidental explosions of magic harming others. The teachers haven’t informed Mkosa about their worries, and the time to make a decision is rapidly approaching.

Power and magic are yours to unleash, but only time will tell if you can master them to become a true wildspell. You’ll undergo trials of the spirit and body that have every chance of breaking you, either tearing your flesh apart with unfiltered magic or breaking your mind with arcane revelations about the Universe. If you survive, your story will be one for the legends.