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.
Crafter in the VaultSource War of Immortals pg. 17Crafters 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 SpellsCantrip:
Sigil1st:
Mending2nd:
Knock3rd:
Ghostly Weapon4th:
Creation5th:
Impaling Spike6th:
Wall of Metal7th:
Beheading Buzz Saw8th:
Ferrous Form9th:
Resplendent MansionVessel Spell Traveling WorkshopAvatar 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
Source War of Immortals pg. 18Custodians 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 SpellsCantrip:
Tangle Vine1st:
Protector Tree2nd:
Gentle Breeze3rd:
Safe Passage4th:
Peaceful Bubble5th:
Truespeech6th:
Field of Life7th:
Lifewood Cage8th:
Moment of Renewal9th:
Nature’s EnmityVessel Spell Garden Of HealingAvatar 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
Source War of Immortals pg. 18Echoes 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 SpellsCantrip:
Figment1st:
Déjà Vu2nd:
Dispel Magic3rd:
Curse of Lost Time4th:
Vision of Death5th:
Illusory Scene6th:
Phantasmal Calamity7th:
Retrocognition8th:
Quandary9th:
ForesightVessel Spell Store TimeAvatar 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
Source War of Immortals pg. 18Impostors 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 SpellsCantrip:
Telekinetic Hand1st:
Ill Omen2nd:
Invisibility3rd:
Veil of Privacy4th:
Liminal Doorway5th:
Strange Geometry6th:
Mislead7th:
Planar Palace8th:
Cataclysm9th:
PhantasmagoriaVessel Spell Discomfiting WhisperAvatar 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
Source War of Immortals pg. 19PFS 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 SpellsCantrip:
Caustic Blast1st:
Grim Tendrils2nd:
Acid Grip3rd:
Aqueous Orb4th:
Grasp of the Deep5th:
Wall of Ice6th:
Frost Pillar7th:
Hungry Depths8th:
Arctic Rift9th:
ImplosionVessel Spell Devouring Dark FormAvatar Tentacles from the Dark Speed 70 feet, swim Speed 70 feet;
Melee [one-action] grasping tentacles (
reach 30 feet),
Damage 6d10+6 bludgeoning plus
GrabSource War of Immortals pg. 19Monarchs 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 SpellsCantrip:
Tangle Vine1st:
Charm2nd:
Create Food3rd:
Enthrall4th:
Suggestion5th:
Hallucination6th:
Dominate7th:
Mask of Terror8th:
Uncontrollable Dance9th:
Unfathomable SongVessel Spell Nymph's GraceAvatar 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
Source War of Immortals pg. 19Revelers 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 SpellsCantrip:
Prestidigitation1st:
Dizzying Colors2nd:
Laughing Fit3rd:
Hypnotize4th:
Confusion5th:
Illusory Scene6th:
Vibrant Pattern7th:
Warp Mind8th:
Quandary9th:
Wails of the DamnedVessel Spell Trickster's MirrorsAvatar 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
Source War of Immortals pg. 20Stalkers 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 SpellsCantrip:
Gouging Claw1st:
Runic Body2nd:
Vomit Swarm3rd:
Wall of Thorns4th:
Bestial Curse5th:
Moon Frenzy6th:
Tangling Creepers7th:
Unfettered Pack8th:
Monstrosity Form9th:
Wrathful StormVessel Spell Darkened Forest FormAvatar 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
Source War of Immortals pg. 20Stewards 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 SpellsCantrip:
Ignition1st:
Interposing Earth2nd:
Exploding Earth3rd:
Fireball4th:
Wall of Fire5th:
Wall of Stone6th:
Petrify7th:
Volcanic Eruption8th:
Earthquake9th:
Falling StarsVessel Spell Earth's BileAvatar 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
Source War of Immortals pg. 21Vanguards 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 SpellsCantrip:
Rousing Splash1st:
Hydraulic Push2nd:
Mist3rd:
Crashing Wave4th:
Hydraulic Torrent5th:
Control Water6th:
Personal Ocean7th:
Dancing Fountain8th:
Whirlpool9th:
Wrathful StormVessel Spell River Carving MountainsAvatar 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
Source War of Immortals pg. 21Witnesses 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 SpellsCantrip:
Shield1st:
Sure Strike2nd:
Enlarge3rd:
Ghostly Weapon4th:
Weapon Storm5th:
Invoke Spirits6th:
Phantasmal Calamity7th:
True Target8th:
Canticle of Everlasting Grief9th:
Weapon of JudgmentVessel Spell Embodiment Of BattleAvatar 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