You’ve learned a bit of magic with your mayhem. Choose two Magus spells. You know these spells, but may only cast them as part of a spellstrike. Once per day, you can make a spellstrike, and you can heighten the spell to a rank that a magus of your level would be able to.
Range 30 feet Targets 1 creature Defense Will Duration sustained up to 1 minute
You gaze into the true understanding of a creature as you pull apart what makes it work and break at the subatomic level. The target must make a Will save.
Critical Success:The target is unaffected and can not be targeted by you with any spells or abilities, save physical attacks for one minute. Success The target is unaffected. Failure The target suffers 1d4 force damage and has a -1 penalty to AC and saves. You can sustain this spell to cause the target to suffer the damage again and continue the penalty. Critical Failure The target suffers 2d4 force damage and has a -2 penalty to AC and saves. You can sustain this spell to cause the target to suffer the damage again and continue the penalty.
Heightened (+1) The force damage increases by 1d4 or 2d4 for a critical failure.
You work out! You get one boost to attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1. Special: You can take this feat again, but if you do and apply it to the same attribute as you did before, you only get a partial boos.
Basics- What’s up with the forest? In this PFS adventure, the players enter a forest that normally isn’t a problem, but no one can leave now. Why is that?
Mechanics or Crunch: This is an extremely random adventure. The major events are the same, but the pieces move around a lot. Heck, there are two different maps for the final dungeon crawl. And that’s impressive! The mechanics are as balanced as they can be, but most players will need multiple players to see all the monsters, all the traps, and all the places that are in this one. But that is not bad! I really enjoyed the crunch of this one. 5/5
Theme or Fluff– The major story beats don’t change, but the pieces move well. There are two completely different end maps and three different end bosses. All of these have their own completely novel stories to play with and through. That’s a ton of effort that most won’t see. I love the pieces the writer added to this story to keep it fresh. 5/5
Execution: It’s a PFS adventure, and it’s one of the older ones. It’s solid. Good pictures, good layout, good execution. 5/5
Summary– As an oldtaku, old anime geek, I love the steps into the Lantern Lodge. This adventure is no different. You have an evil corrupting a village, and the forest itself steps up to stop it. You got lots of new evils, lots of places, and lots of traps, as well as an overarching story that ties those all together. This scenario is a solid few hours of PFS fun. 100%
This small canister bolts of any set of armor. When you move, as a free action or as a reaction when a creature moves into the space you vacated, you can deploy the caltrops within that space. The creature moving into that space must deal with the caltrops as normal. After this item is used, you must spend two actions to reload new caltrops into the upgrade.
Splash Witchwarper Frequency once per day Duration One Minute
The universe bends to you. Choose a witchwarper paradox. One time per day, when you roll initiative, you can warp reality and activate the paradox of your choosing.