HomeReviewsPathfinder WOTR Dance of Masks: Magic Deceiver Archetype guide

Pathfinder WOTR Dance of Masks: Magic Deceiver Archetype guide

The Magic Deceiver could also be one of many coolest new Archetypes in A Dance of Masks DLC for Pathfinder WOTR, and this information will cowl every part it is advisable to find out about how this Arcanist Archetype works, alongside methods to use Magic Fusion to create your individual spells.

Magic Deceiver Archetype information for Pathfinder WOTR Dance of Masks

The Magic Deceiver Archetype for the Arcanist class has the distinctive capacity to make use of Magic Fusion, which lets you fuse two spells into one and create a spellbook of created spells. There are additionally six totally different Methods of the Deceiver that may grant you talents to idiot enemies and manipulate magic. This information to the Magic Deceiver Archetype will dive into the totally different Methods of the Deceiver, the very best Magic Fusion spells, and the way all of your talents work.

  • Primary stat: Charisma
  • Excessive saves: Will
  • Class expertise: Information (Arcana), Information (World), Lore (Faith), Lore (Nature), Use Magic Gadget
  • Proficiencies: All Easy Weapons.
Pathfinder Wotr Dance Of Masks Magic Deceiver Archetype Guide Ways
Screenshot: gamerjive

Magic Deceiver: All Methods of the Deceiver talents

At Stage 1, each Magic Deceiver can select certainly one of six Methods of the Deceiver. Let’s overview every capacity for all Methods of the Deceiver so which is best for you.

Pretend Superstar

You impersonate a celeb — a well-known actor or performer. You could have discovered a collection of their biggest items, which you’ll solely use to weaken your enemies as a substitute of empowering your allies.

Stage Potential
1 Inhibit Braveness: A 1st-level pretend celeb can use her efficiency to rob enemies of their braveness, making them extra inclined to worry and weakening their fight talents. To be affected, an enemy should have the ability to understand the pretend celeb’s efficiency. An affected enemy receives a -1 penalty on saving throws in opposition to attraction and worry results and a -1 penalty on assault and weapon harm rolls. At fifth degree, and each six arcanist ranges thereafter, this penalty will increase by 1, to a most of -4 at seventeenth degree.

The pretend celeb’s arcanist degree doesn’t stack together with her bard degree for the aim of figuring out the consequences of this capacity, and she or he doesn’t acquire any bonuses from the Mythic Inspiration mythic capacity. The pretend celeb can use this capacity for quite a lot of rounds per day equal to her arcanist degree + her Charisma modifier.

2 Trick Magic: At 2nd degree, a magic deceiver receives a bonus on focus checks equal to the variety of ranks she has in Persuasion.
4 Spell Fabrication: At 4th degree, a magic deceiver positive factors the flexibility to manufacture a spell from her spellbook and solid it. To take action, she should succeed at a Persuasion (bluff) ability examine. The DC of this examine is the same as 10 + twice the spell’s degree. The magic deceiver can use this capacity as soon as per day at 4th degree, plus one further time per day for each 4 ranges past 4th (to a most of 5 occasions per day at twentieth degree).
12 Inhibit Heroics: A pretend celeb of twentieth degree can use her efficiency to make enemies look silly and weak. An affected goal receives a -4 penalty to AC and on saving throws.

The pretend celeb’s arcanist degree doesn’t stack together with her bard degree to find out the consequences of this capacity, and she or he doesn’t acquire any bonuses from the Mythic Inspiration mythic capacity. The pretend celeb can use this capacity for quite a lot of rounds per day equal to her arcanist degree + her Charisma modifier.

20 Inhibit Heroics: A pretend celeb of twentieth degree can use her efficiency to make enemies look silly and weak. An affected goal receives a -4 penalty to AC and on saving throws.

The pretend celeb’s arcanist degree doesn’t stack together with her bard degree for the aim of figuring out the consequences of this capacity, and she or he doesn’t acquire any bonuses from the Mythic Inspiration mythic capacity. The pretend celeb can use this capacity for quite a lot of rounds per day equal to her arcanist degree + her Charisma modifier.

Residing Deity

You have been born with a mystical present and you employ it on your personal profit. Following within the footsteps of Razmir, you have got proclaimed your self a dwelling god to the silly and gullible lots, spreading all method of rumors about your alleged divinity.

Stage Potential
1 Mysterious Reward / Mysterious Reward – Curse / Mysterious Reward – Thriller: At 1st degree, a dwelling deity positive factors the oracle’s thriller and oracle’s curse class options, however she receives no advantages from her curse by way of degree development. She will be able to solely choose atheism when making her alternative of deity. She makes use of her Charisma as a substitute of Knowledge whereas making an attempt Lore (faith) checks. She positive factors a revelation out there to her thriller at 1st degree, at 4th degree, at twelfth degree, and at twentieth degree.

Revelation: At 1st degree, third degree, and each 4 ranges thereafter (seventh, eleventh, and so forth), an oracle uncovers a brand new secret about her thriller that grants her powers and talents. The oracle should choose a revelation from the checklist of
revelations out there to her thriller. If a revelation is chosen at a later degree, the oracle positive factors the entire talents and bonuses granted by that revelation based mostly on her present degree. Until in any other case famous, activating the facility of a revelation is a commonplace motion.

Until in any other case famous, the DC to save in opposition to these revelations is the same as 10+ 1/2 the oracle’s degree + the oracle’s Charisma modifier.

2 Pious Guile: At 2nd degree, a dwelling deity receives a bonus on focus checks equal to the variety of ranks she has in Lore (faith).
4 Revelation: At 1st degree, third degree, and each 4 ranges thereafter (seventh, eleventh, and so forth), an oracle uncovers a brand new secret about her thriller that grants her powers and talents. The oracle should choose a revelation from the checklist of
revelations out there to her thriller. If a revelation is chosen at a later degree, the oracle positive factors the entire talents and bonuses granted by that revelation based mostly on her present degree. Until in any other case famous, activating the facility of a revelation is a commonplace motion.

Until in any other case famous, the DC to save in opposition to these revelations is the same as 10+ 1/2 the oracle’s degree + the oracle’s Charisma modifier.

12 Revelation

Godly Fraud: At twelfth degree, a dwelling deity receives a bonus on caster degree checks made to beat spell resistance equal to half the variety of ranks she has in Lore (faith).

20 Hole Spark: At twentieth degree, a dwelling deity is surrounded by so many rumors and lies that she attains powers that may be perceived as divine. She will be able to select 2 divine domains and acquire any powers granted by these domains.

Revelation

Magic Inventor

An avid experimenter, you have got a means with magical gadgets and carry with you a powerful assortment to make sure that you at all times have the instruments to dupe the chances.

Stage Potential
1 Magic Invention: At 1st degree, a magic stock receives a bonus on Use Magic Gadget ability checks equal to half her arcanist degree.
2 Pretend Enhancement: At 2nd degree, any enhancement bonus granted to the magic inventor by an merchandise will increase by 1. Whether it is an enhancement bonus to an capacity rating, it will increase by 2 as a substitute.
4 Enhancer’s Fabrication: At 4th degree, a magic inventor positive factors the flexibility to manufacture a spell from her spellbook and solid it. To take action, she should succeed at a Use Magic Gadget ability examine. The DC of this examine is the same as 10 + twice the spell’s degree. The magic inventor can use this capacity as soon as per day at 4th degree, plus one further time per day for each 4 ranges past 4th (to a most of 5 occasions per day at twentieth degree).
12 Enchanter’s Penetration: At twelfth degree, a magic inventor receives a bonus on caster degree checks made to beat spell resistance equal to half the variety of ranks she has in Use Magic Gadget.
20 True Enhancement: At twentieth degree, the bonus granted by the magic inventor’s pretend enhancement capacity will increase to 2 (to 4 within the case of bonuses to capacity scores).

Razmiri Infiltrator

As a trusted follower of Razmir, you infiltrate communities and undermine regimes, making it simpler on your divine grasp to grab management of those territories at any time when he sees match to take action.

Stage Potential
1 Razmiri Masks: At 1st degree, a Razmiri infiltrator positive factors a Razmiri masks. As she grows nearer to the Residing God Razmir, performing deeds in his identify, her masks grants her ever-greater talents. She can’t put on some other gadgets on her face.

Acolyte of the First Step: At 1st degree, the Razmiri infiltrator’s masks makes her alignment undetectable and grants her a +2 circumstance bonus on Persuasion (bluff) checks.

Priest of the Third Step: At third degree, the masks grants her a +2 circumstance bonus on initiative checks.

Herald of the Eighth Step: At eighth degree, the masks grants her a continuing impact of the see invisibility spell.

Masks of the Twelfth Step: At twelfth degree, the masks grants her spell resistance equal to 12 + her arcanist degree.

Imaginative and prescient of the Fifteenth Step: At fifteenth degree, the masks grants her a continuing impact of the true seeing spell and will increase the DCs of all fused spells she casts by 2.

2 Trick Magic: At 2nd degree, a magic deceiver receives a bonus on focus checks equal to the variety of ranks she has in Persuasion.
4 Spell Fabrication: At 4th degree, a magic deceiver positive factors the flexibility to manufacture a spell from her spellbook and solid it. To take action, she should succeed at a Persuasion (bluff) ability examine. The DC of this examine is the same as 10 + twice the spell’s degree. The magic deceiver can use this capacity as soon as per day at 4th degree, plus one further time per day for each 4 ranges past 4th (to a most of 5 occasions per day at twentieth degree).
12 Idiot Resistence: At twelfth degree, a magic deceiver receives a bonus on caster degree checks to beat spell resistance equal to half the variety of ranks she has in Persuasion.
20 Most Trusted Follower: At twentieth degree, a Razmiri infiltrator turns into so near Razmir himself that he reveals to her secrets and techniques recognized solely to some. As soon as per spherical when an enemy inside 30 toes of the Razmiri infiltrator casts a spell, she will try a Persuasion (bluff) ability examine to counter that spell. The DC of this examine is the same as the DC of the spell.

Time Manipulator

You exploit uncommon types of magic to make time itself fall on your deceptions.

Stage Potential
1 Break up Timeline: At twentieth degree, a time manipulator can return herself or certainly one of her allies again in time. The affected creature returns to the state they have been in firstly of the day after a whole relaxation. They restore all their spells, talents, and hit factors and eliminate any results which can be eliminated on relaxation. The power can solely be used as soon as per fight.
2 Trick Magic: At 2nd degree, a magic deceiver receives a bonus on focus checks equal to the variety of ranks she has in Persuasion.
4 Chronomancy: At 4th degree, a time manipulator can restore all her or her ally’s spells and talents as if after a whole relaxation (with out granting some other advantages of resting). Till the goal rests correctly, the DCs of all its spells and talents shall be decreased by 1 and it can’t be focused by this capacity once more. This capacity can’t be utilized in fight. The time manipulator can use this capacity as soon as per day at 4th degree, plus one further time per day for each 4 ranges past 4th (to a most of 5 occasions per day at twentieth degree).
12 Break up Second: At twelfth degree, a time manipulator can momentarily decelerate the world round her to keep away from hazard. She will be able to make Persuasion (bluff) ability checks as a substitute of Reflex saving throws.
20 Break up Timeline: At twentieth degree, a time manipulator can return herself or certainly one of her allies again in time. The affected creature returns to the state they have been in firstly of the day after a whole relaxation. They restore all their spells, talents, and hit factors and eliminate any results that are eliminated on relaxation. The power can solely be used as soon as per fight.

Approach of the Charlatan

You benefit from your capacity to bend the legal guidelines of magic.

Stage Potential
1 Idiot Magic: At 1st degree, a magic deceiver could make Persuasion (bluff) ability checks as a substitute of Use Magic Gadget checks.
2 Trick Magic: At 2nd degree, a magic deceiver receives a bonus on focus checks equal to the variety of ranks she has in Persuasion.
4 Spell Fabrication: At 4th degree, a magic deceiver positive factors the flexibility to manufacture a spell from her spellbook and solid it. To take action, she should succeed at a Persuasion (bluff) ability examine. The DC of this examine is the same as 10 + twice the spell’s degree. The magic deceiver can use this capacity as soon as per day at 4th degree, plus one further time per day for each 4 ranges past 4th (to a most of 5 occasions per day at twentieth degree).
12 Idiot Resistance: At twelfth degree, a magic deceiver receives a bonus on caster degree checks to beat spell resistance equal to half the variety of ranks she has in Persuasion.
20 Supreme Hoax: At twentieth degree, a magic deceiver turns into a legendary grasp of bluff. When she makes a Persuasion (bluff) examine to solid a spell together with her spell fabrication capacity, the caster degree and save DC of this spell will increase by 2.

All of those Methods of the Deceiver are particular in their very own methods, however the very best ones need to be Time Manipulator and Razmiri Infiltrator. With Time Manipulator, you may restore your ally’s spell slots and talents as should you took them again to once they accomplished a full relaxation. Razmiri Infiltrator grants you quite a few talents with the Razmiri Masks itself, and at degree 20 you may roll to counter a spell.

Pathfinder Wotr Dance Of Masks Magic Deceiver Archetype Guide Fusion
Screenshot: gamerjive

Magic Fusion information: Finest spells and methods to use

At 1st degree, Magic Deceivers can create fused spells by combining the consequences of two common spells from their spellbook. Whereas they could sound overpowered, you don’t obtain bonus spells from capacity scores and you may’t add spells from different lessons’ spell lists to your spellbook. Listed below are some guidelines relating to Magic Fusion:

  • Solely fuse two spells collectively.
  • Identify your spell.
  • Solely maintain a most of 10 fused spells in your spellbook.
  • Fused spells acquire descriptors and results of preliminary spells.
  • Their spell degree equals the very best degree of preliminary spells.
  • At all times solid as a normal motion.
  • Can not modify with metamagic.

After selecting a reputation on your new fused spell, you have got the choice to decide on the faculty of magic, the spell form, or which save is required if each spells have variations in these qualities. This provides you plenty of versatility relating to what kind of spell you’re on the lookout for.

If the spell results have limits on the utmost variety of harm cube, the fused spell will as a substitute comply with these limits:

  • Stage 1: max 5 harm cube.
  • Stage 2: max 7 harm cube.
  • Stage 3: max 10 harm cube.
  • Stage 4: max 15 harm cube.
  • Stage 5: max 20 harm cube.
  • Stage 6: limitless variety of harm cube.

Finest Magic Fusion spell mixtures

With what number of choices there can be found to you, it’s onerous to say what fusion spells are finest. You can mix any two spells and so they’d inevitably be much more {powerful} than casting these spells on their very own. After testing these harmful spells out in fight, listed below are my ten favourite Magic Fusion spell mixtures.

Spell Combos Faculty of Magic Saving Throw Spell Form
“Burning Snowball”
Burning Arms + Snowball
Evocation Reflex Cone
“Flash Disintegrate”
Chain Lightning + Disintegrate
Transmutation Fortitude Single Goal
“Banshee Scream”
Shout + Banshee Blast
Necromancy Fortitude Cone
“Slimy Serenity”
Contact of Slime + Serenity
Conjuration Fortitude Single Goal
” Frigid Darts”
Frigid Contact + Silver Darts
Evocation Reflex Cone
“Acidic Fireball”
Fireball + Acidic Spray
Evocation Reflex Burst
“Frozen Blindness”
Maintain Particular person + Blindness
Enchantment Fortitude Single Goal
“Crackling Snake”
Hearth Snake + Lightning Bolt
Evocation Reflex Line
“Explosive Deformation”
Excruciating Deformation + Explosive Runes
Transmutation Deformation Single Goal
“Laughing Fuel”
Haunting Mists + Hideous Laughter
Phantasm Will Burst

When selecting the best fusion spells, it’s good to consider what two kinds of spells would take advantage of sense collectively. It could be ineffective to mix two spells which can be too comparable to one another when it comes to harm kind and different results. I attempted to make mixtures that will double the harm or hinder enemies with a number of debuffs at one time.

For instance, my extremely named fusion spell Laughing Fuel mixes Haunting Mists (assaults made in mist contend in opposition to complete concealment and all creatures make a saving throw to not be shaken for 1d4 rounds) and Hideous Laughter (forces enemies to be inclined and can’t take actions). Whereas the Haunting Mists power concealment on everybody, it could possibly additionally make them turn out to be shaken for a -2 on sure rolls and Hideous Laughter forces them to turn out to be inclined within the mist, hindering their capacity to flee from the realm.

Should you’re on the lookout for omnipotent fusion spells, look no additional than “Explosive Deformation” which mixes Excruciating Deformation (goal takes 2d6 direct harm every spherical till they will resist the spell) and Explosive Runes (6d6 power harm). This spell can be for enemies with a ton of well being, and it could deal prompt harm alongside harm over time.

It’s vital to remember the fact that in case you have a powerful spell that solely offers harm to a single goal, combine it with one other spell that has the Cone or Burst form. That means, you may make your {powerful} spell have an effect on quite a few enemies at one time as a substitute of only one. These are only a few concepts on the spells you may create, however strive them out for your self in your individual sport to see what creates the very best results in fight.

Pathfinder Wotr Dance Of Masks Magic Deceiver Archetype Guide Spells
Screenshot: gamerjive

All Magic Deceiver cantrips and spells in Pathfinder WOTR Dance of Masks

From Ranges 1 to twenty, your Magic Deceiver will slowly unlock the flexibility to solid spells at totally different spell ranges. Should you’re interested by which spells Magic Deceiver Arcanists acquire entry to, right here’s a full checklist.

Spell Stage Spells
Cantrips Acid Splash, Ray of Frost, Jolt, Daze, Resistance, Powerful of Fatigue, Gentle, Disrupt Undead, Flare, Dismiss Spell.
1 Sleep, Corrosive Contact, Snowball, Incendiary Runes, Peer Into Vitality Resistance, Burning Arms, Stunning Grasp, Coloration Spray, Ray of Sickening, Scale back Particular person.
2 Explosive Runes, Acid Arrow, Peer Into Reflexes, Hideous Laughter, Frigid Contact, Molten Orb, Boneshaker, Blindness, Excruciating Deformation, Haunting Mists.
3 Dispel Magic (Goal), Silver Darts, Peer Into Thoughts, Maintain Particular person, Fireball, Lightning Bolt, Rainbow Sample, Ray of Exhaustion, Vampiric Contact, Gradual.
4 Curse of Magic Negation, Powerful of Slime, Peer into Endurance, Confusion, Shout, Phantasmal Internet, Boneshatter, Enervation, Obsidian Movement, Worry.
5 Arcana Theft, Acidic Spray, Peer Into Avoidance, Feeblemind, Hearth Snake, Cone of Chilly, Phantasmal Killer, Wracking Ray, Baleful Polymorph, Maintain Monster.
6 Dispel Magic, Better (Goal), Caustic Eruption, Peer Into Spell Resistance, Serenity, Ki Shout, Phantasmal Putrefaction, Banshee Blast, Circle of Loss of life, Disintegrate, Chain Lightning.

Hopefully, you now know much more in regards to the Magic Deceiver Archetype from Pathfinder WOTR A Dance of Masks than you probably did earlier than studying this information. Talking of A Dance of Masks, you may check out the Magic Deceiver fusion spells within the Echo of Fury area.


gamerjive is supported by our viewers. Whenever you buy by way of hyperlinks on our website, we could earn a small affiliate fee. Be taught extra about our Affiliate Coverage
RELATED ARTICLES

LEAVE A REPLY

Please enter your comment!
Please enter your name here

Most Popular