TEXT: 1
  Spellburst Savant
  ◆ Revised Edition ◆
  
  1
  Writer: Forrest Heck
  Artwork: Aaron Lee, Joyce Maureira, Vagelio Kaliva
  Publisher: Forrest Heck
  Special thanks to everyone who's enjoyed, hated, or even just glanced at my work. You've all been a great help to me along 
  the way, and I wouldn't be here without you. I also want to thank the people on Giant in the Playground, Paizo's boards, 
  several different chat rooms, and Pathfinder General for their feedback and assistance so far. I'd also like to thank Earth 
  Seraph Edna for a minor contribution to this project.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of 
  the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license.
  Spellburst Savant: Revised Edition is published by Forrestfire Studios under the Open Game License version 1.0a Copyright 
  2000 Wizards of the Coast, Inc. 
  Some artwork © 2015 Vagelio Kaliva, used with permission. All rights reserved.
  © 2016 Forrestfire Studios
  Spellburst Savant
  Release Version 1
  The most recent version of this PDF can be found at the following link:
  https://drive.google.com/drive/folders/0B5HkyGRtGZy3T3lfQThtVDRkMU0?usp=sharing
  Want more stuff like this? Visit my patreon at http://patreon.com/forrestfirestudios
  
  2
  Spellburst Savant
  Revised Edition?
  As you might surmise from the cover of this book, this 
  version of the spellburst savant comes with a couple 
  changes from the original. The reasons for this are tied 
  in part to the backstory of the class and in part to its 
  balance and playstyle.
  When I first wrote this class, it was part of a homebrew 
  exercise: "write a class chassis and abilities in an hour, 
  see what you get." What I came up with was a 4-level 
  caster with nova spell and some specialized cantrips. 
  These cantrips, which are now called fundamentals, 
  were meant to be something of a backup option; 
  something to use when you don't want to burn spells, 
  or when you're out. A better option than hefting a 
  crossbow, but not a primary combat tool.
  As many people who've playtested the class can 
  attest, this is not how they turned out to work. They 
  were stronger than I initially intended, and took a 
  more central role in the class. The optimal playstyle 
  became using spells for buffs and utility, and combining 
  metamagic with the damage fundamentals (nova flare 
  and starspray) to become an incredibly strong (and 
  importantly, incredibly resilient) battle mage.
  In many games, that class worked fine, which is why 
  it's available in my Patreon's online storage folder as 
  Spellburst Savant: EX TURBO Arcade Edition. However, I 
  felt that a class that brings the balance a bit closer to the 
  ideal, while also making the fundamentals more core to 
  the class' function, was a better path forward for it.
  So here is is, the revised version. If you're familiar 
  with the first one, you'll note that the fundamentals 
  are no longer "fake spells" and are now just activated 
  abilities that you charge with your spells. If you aren't 
  familiar with it, the tl;dr on the class is that it's a bit 
  different from most of the spellcasters in Pathfinder, 
  focusing heavily on metamagic and lower-level spells, 
  with some at-will abilities to round it out.
  As always, thanks for reading, and I hope you enjoy 
  the ride.
  —Forrest Heck
  The Spellburst Savant
  The Class
  "What's the best magic? I'm not sure I understand the 
  question..."
  —Tricia MacKorret, a spellburst savant
  Most of the time, when one asks a mage whose magic is 
  the most powerful, the inevitable answer is "my own." 
  Magicians come in all shapes and size; their styles range 
  from wizardry to sorcery to the divinely-granted clerical 
  arts, psionic reality-warping, and even the supernatural 
  magecraft of many who walk the path of war, and yet 
  this remains an almost-immutable truth. For spellburst 
  savants, the answer is quite different.
  To these mages, magic is as much about the process as 
  it is the result. Spellburst savants possess an instinctive 
  understanding of magical effects, allowing them to tinker 
  and toy with their spells, modulating their components 
  and abilities to fit the situation at hand. They don't have 
  nearly the same strength as more traditional students 
  of the arcane arts, but they make up for it with sheer 
  understanding.
  Role: The spellburst savant is a spellcaster first and 
  foremost. Her role in an adventuring party is that of a 
  battlefield artillery specialist. Spellburst savants excel 
  at dealing damage and laying down fire support for 
  their allies—often in a very literal fashion.
  Alignment: Any.
  Starting Wealth: 5d6 × 10 gp (average 175 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less.
  Hit Die: d8.
  CLASS SKILLS
  The spellburst savant’s class skills are Acrobatics 
  (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Heal 
  (Wis), Knowledge (all) (Int), Linguistics (Int), Perception 
  (Wis), Profession (Wis), Sense Motive (Wis), Sleight of 
  Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), 
  and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the class features of the spellburst 
  savant.
  Weapon and Armor Proficiencies: A spellburst savant 
  is proficient with simple and martial weapons, light 
  and medium armor, and shields (except tower shields). 
  They do not gain any special ability to cast arcane spells 
  in armor, though many spellburst savants deconstruct 
  their spells’ somatic components to do so.
  
  3
  Spellburst Savant
  Spells: A spellburst savant casts arcane spells drawn 
  from the spellburst savant spell list, which includes 
  all sorcerer/wizard spells from 0th to 5th level, as well 
  as any spells she's learned with her class features. A 
  spellburst savant must prepare her spells ahead of time, 
  but unlike a wizard, her spells are not expended when 
  they're cast. Instead, she can cast any spell that she has 
  prepared consuming a spell slot of the appropriate level, 
  assuming she hasn't yet used up her spell slots per day 
  for that level.
  To prepare or cast a spell, the spellburst savant 
  must have a Wisdom score equal to at least 10 + the 
  spell's level. The saving throw DC against an spellburst 
  savant's spell is 10 + the spell's level + the spellburst 
  savant's Wisdom modifier.
  A spellburst savant can only cast a certain number of 
  spells of each spell level per day. Her base daily spell 
  allotment is given on Table 1-2: Spellburst Savant Spells 
  under “Spells per Day.” In addition, she receives bonus 
  spells per day if she has a high Wisdom score.
  A spellburst savant may know any number of spells, 
  but the number she can prepare each day is limited. At 
  1st level, she can prepare four 0-level spells and one 
  1st-level spell each day. At each new spellburst savant 
  level, the number of spells she can prepare each day 
  increases, adding new spell levels as indicated on Table 
  1-2: Spellburst Savant Spells. Unlike the number of spells 
  she can cast per day, the number of spells a spellburst 
  savant can prepare each day is not affected by her 
  Wisdom score. Feats and other effects that modify the 
  number of spells known by a spellcaster instead affect 
  the number of spells a spellburst savant can prepare.
  A spellburst savant must choose and prepare her 
  spells ahead of time by getting 8 hours of sleep and 
  spending 1 hour meditating. While meditating, the 
  spellburst savant decides what spells to prepare and 
  refreshes her available spell slots for the day. If she 
  wishes, she can choose to partially prepare her spells 
  like a wizard can, leaving slots unfilled to fill later. A 
  spellburst savant can prepare spells from her entire 
  spell list; she does not have a spellbook.
  Like a sorcerer, a spellburst savant can choose to 
  apply any metamagic feats she knows to a prepared spell 
  as she casts it, with the same increase in casting time 
  Table 1–1: Spellburst Savant
   Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Nova Spell 
  Rank
  Special
  1st
  +0
  +0
  +2
  +2
  0
  Arcane bond, cantrips, deconstruct components, fundamen-
  tals (1), intuitive understanding, nova spell
  2nd
  +1
  +0
  +3
  +3
  0
  Bonus feat, extracurricular study (1st)
  3rd
  +2
  +1
  +3
  +3
  1
  First strike, spellsense 30 ft.
  4th
  +3
  +1
  +4
  +4
  1
  Absorb spell 1/day, bonus feat
  5th
  +3
  +1
  +4
  +4
  2
  Deconstruct energy, fundamentals (2), swift fundamentals
  6th
  +4
  +2
  +5
  +5
  2
  Bonus feat, extracurricular study (2nd)
  7th
  +5
  +2
  +5
  +5
  3
  Nova counter (self)
  8th
  +6/+1
  +2
  +6
  +6
  3
  Absorb spell 2/day, bonus feat
  9th
  +6/+1
  +3
  +6
  +6
  4
  Aura sense
  10th
  +7/+2
  +3
  +7
  +7
  4
  Bonus feat, deconstruct intention, extracurricular study (3rd), 
  fundamentals (3)
  11th
  +8/+3
  +3
  +7
  +7
  5
  Spellsense 60 ft.
  12th
  +9/+4
  +4
  +8
  +8
  5
  Absorb spell 3/day, bonus feat
  13th
  +9/+4
  +4
  +8
  +8
  6
  Nova counter (area)
  14th
  +10/+5
  +4
  +9
  +9
  6
  Bonus feat, extracurricular study (4th)
  15th
  +11/+6/+1
  +5
  +9
  +9
  7
  Deconstruct effect, fundamentals (4)
  16th
  +12/+7/+2
  +5
  +10
  +10
  7
  Absorb spell 4/day, bonus feat
  17th
  +12/+7/+2
  +5
  +10
  +10
  8
  Truesight
  18th
  +13/+8/+3
  +6
  +11
  +11
  8
  Bonus feat, extracurricular study (5th), nova counter (vision)
  19th
  +14/+9/+4
  +6
  +11
  +11
  9
  Spellsense 90 ft.
  20th
  +15/+10/+5
  +6
  +12
  +12
  9
  Absorb spell 5/day, bonus feat, deconstruct ownership, funda-
  mentals (6)
  
  4
  Spellburst Savant
  (see Spontaneous Casting and Metamagic Feats in the 
  Pathfinder Roleplaying Game Core Rulebook). However, 
  she may also prepare a spell with any metamagic feats 
  she knows and cast it without increasing casting time 
  like a wizard. She cannot combine these options—a 
  spell prepared with metamagic feats cannot be further 
  modified with another metamagic feat at the time of 
  casting (except with her nova spell class feature).
  If the spellburst savant casts a spell (including spells 
  she's learned with her extracurricular study class feature) 
  that has an effect determined by its caster's Intelligence 
  or Charisma, she may instead use her Wisdom. 
  Arcane Bond: At 1st level, spellburst savants form a 
  powerful bond with an object or a creature. This bond 
  can take one of two forms: a familiar or a bonded object. 
  A familiar is a magical pet that enhances the spellburst 
  savant's skills and senses and can aid her in magic, 
  while a bonded object is an item a spellburst savant 
  can use to cast additional spells or to serve as a magical 
  item. Once a spellburst savant makes this choice, it is 
  permanent and cannot be changed. Rules for familiars 
  appear in Chapter 3 of the Pathfinder Roleplaying Game 
  Core Rulebook, while rules for bonded items are given 
  below.
  Spellburst savants who select a bonded object begin 
  play with one at no cost. Objects that are the subject 
  of an arcane bond must fall into one of the following 
  categories: amulet, ring, staff, wand, or weapon. These 
  objects are always masterwork quality. Weapons 
  acquired at 1st level are not made of any special 
  material. If the object is an amulet or ring, it must be 
  worn to have effect, while staves, wands, and weapons 
  must be wielded. If a spellburst savant attempts to cast 
  a spell without her bonded object worn or in hand, she 
  must make a concentration check or lose the spell. The 
  DC for this check is equal to 20 + the spell’s level. If the 
  object is a ring or amulet, it occupies the ring or neck 
  slot accordingly.
  A bonded object can be used once per day to cast any 
  one spell that the spellburst savant has on her spell 
  list and is capable of casting, even if the spell is not 
  prepared. This spell is treated like any other spell cast by 
  the spellburst savant, including casting time, duration, 
  and other effects dependent on the spellburst savant’s 
  level. This spell cannot be modified by metamagic feats 
  or other abilities.
  A spellburst savant can add additional magic 
  abilities to her bonded object as if she has the 
  required item creation feats and if she meets 
  the level prerequisites of the feat. For example, 
  a spellburst savant with a bonded dagger must 
  be at least 5th level to add magic abilities to the 
  dagger (see the Craft Magic Arms and Armor feat 
  in Chapter 5 of the Pathfinder Roleplaying Game 
  Core Rulebook). If the bonded object is a wand, 
  it loses its wand abilities when its last charge is 
  consumed, but it is not destroyed and it retains 
  all of its bonded object properties and can be 
  used to craft a new wand. The magic properties 
  of a bonded object, including any magic 
  abilities added to the object, only function for 
  the spellburst savant who owns it. If a bonded 
  object’s owner dies, or the item is replaced, the 
  object reverts to being an ordinary masterwork 
  item of the appropriate type.
  If a bonded object is damaged, it is restored 
  to full hit points the next time the spellburst 
  savant prepares her spells. If the object of 
  an arcane bond is lost or destroyed, it can be 
  replaced after 1 week in a special ritual that 
  costs 200 gp per spellburst savant level plus 
  the cost of the masterwork item. This ritual 
  takes 8 hours to complete. Items replaced in 
  this way do not possess any of the additional 
  enchantments of the previous bonded item. 
  A spellburst savant can designate an existing 
  Table 1–2: Spellburst Savant Spells
   Level
  Spells Per Day
  Spells Prepared
  1st
  2nd
  3rd
  4th
  5th
  0th
  1st
  2nd
  3rd
  4th
  5th
  1st
  2
  —
  —
  —
  —
  4
  1
  —
  —
  —
  —
  2nd
  3
  —
  —
  —
  —
  5
  1
  —
  —
  —
  —
  3rd
  4
  —
  —
  —
  —
  5
  2
  —
  —
  —
  —
  4th
  5
  —
  —
  —
  —
  6
  2
  —
  —
  —
  —
  5th
  6
  2
  —
  —
  —
  6
  4
  2
  —
  —
  —
  6th
  6
  3
  —
  —
  —
  7
  4
  2
  —
  —
  —
  7th
  6
  4
  —
  —
  —
  7
  5
  3
  —
  —
  —
  8th
  6
  5
  —
  —
  —
  8
  5
  3
  —
  —
  —
  9th
  7
  6
  2
  —
  —
  8
  5
  4
  2
  —
  —
  10th
  7
  6
  3
  —
  —
  9
  6
  4
  2
  —
  —
  11th
  7
  6
  4
  —
  —
  9
  6
  5
  3
  —
  —
  12th
  7
  6
  5
  —
  —
  9
  6
  5
  3
  —
  —
  13th
  8
  7
  6
  2
  —
  9
  7
  5
  4
  2
  —
  14th
  8
  7
  6
  3
  —
  9
  7
  6
  4
  2
  —
  15th
  8
  7
  6
  4
  —
  9
  7
  6
  5
  3
  —
  16th
  8
  7
  6
  5
  —
  9
  8
  6
  5
  3
  —
  17th
  9
  8
  7
  6
  2
  9
  8
  7
  5
  4
  2
  18th
  9
  8
  7
  6
  3
  9
  8
  7
  6
  4
  2
  19th
  9
  8
  7
  6
  4
  9
  9
  7
  6
  5
  3
  20th
  9
  8
  7
  6
  5
  9
  9
  8
  6
  5
  3
  
  5
  Spellburst Savant
  Tricia MacKorret, a spellburst savant, studies the inner workings of a magic item
  magic item as her bonded item. This functions in the 
  same way as replacing a lost or destroyed item except 
  that the new magic item retains its abilities while 
  gaining the benefits and drawbacks of becoming a 
  bonded item.
  Cantrips: Spellburst savants can prepare a number 
  of cantrips, or 0-level spells, each day as noted on Table 
  1-2: Spellburst Savant Spells. These spells are cast like 
  any other spell, but they do not consume spell slots. As 
  with her other spells, these spells are not expended 
  when cast.
  Deconstruct Components: A spellburst savant's claim 
  to mastery of the arcane arts comes from her ability to 
  intuitively adjust her spells as needed. At 1st level, she 
  gains Eschew Materials as a bonus feat. In addition, any 
  time she casts a spell with verbal, somatic, emotion, or 
  thought components, she can choose to exchange each 
  of those components for another of those four. The spell 
  must retain the same number of components and can 
  only have one of a given component, but she can freely 
  mix and match components on her spells.
  Fundamentals (Su): One of a spellburst savant's 
  most unique abilities is the ability to retain and shape 
  the magic of her spells even after casting them. She 
  can reuse the excess energy of her spells in the form of 
  abilities called fundamentals. 
  Whenever the spellburst savant casts a spellburst 
  savant spell (including a cantrip, such as detect magic), 
  she charges her body with fundamentals associated 
  with that spell of her choice. At 1st level, a spellburst 
  savant can be charged with up to 1 fundamental at 
  once; this increases to 2 fundamentals at 5th level, 3 
  fundamentals at 10th level, 4 fundamentals at 15th 
  level, and 5 fundamentals at 20th level. If a spellburst 
  savant casts a spell while she is already charged with a 
  fundamental, she can replace one or more fundamentals 
  she has active with any that are associated with the spell. 
  Fundamentals are supernatural abilities, not spells, and 
  as such, activating them does not provoke attacks of 
  opportunity, they do not have any sort of components, 
  and they are not affected by spell resistance.
  A spellburst savant stays charged with fundamentals 
  for 1 minute after casting a spell. If she casts another 
  spellburst savant spell, it extends the duration that she 
  is charged with each fundamental to 1 minute from 
  that moment. The power of her current fundamentals 
  is determined by the level of the last spell she cast (not 
  including Heighten Spell or similar effects). 
  
  6
  Spellburst Savant
  The spellburst savant can activate a fundamental she 
  is currently charged with as a standard action. Starting 
  at 5th level, she can activate one as a swift action, as 
  well. This allows her to use two different fundamentals 
  in a given round (or the same one twice), if she wishes.
  There are six fundamentals, and each is associated with 
  a particular type of spell. For the purposes of determining 
  what spells are associated with a fundamental, the entire 
  spell, including any conditions it inflicts, is counted.
  BLOCKADE
  Associated Spells: Spells that create or summon an object 
  or creature, area spells that do not deal damage.
  Effect: The spellburst savant creates a number of blocks 
  equal to the level of the spell you charged this fundamental 
  with (minimum 1). Each block is a solid cube of force, 5 feet 
  on a side, that appears in an unoccupied space within close 
  range (25 feet + 5 feet per 2 spellburst savant caster levels). 
  These blocks are treated in all ways as walls of force, except 
  that they can be made transparent, opaque, or patterned 
  as the spellburst savant likes.
  HYPNOTIC STRANDS
  Associated Spells: Spells that require affected creatures 
  to make Will saves, non-harmless spells that do not deal 
  damage.
  Effect: The spellburst savant tugs at the mind of a creature 
  within close range (25 feet + 5 feet per 2 spellburst savant 
  caster levels). That creature must succeed at a Will save 
  (DC 10 + 1/2 the spellburst savant's caster level + the 
  spellburst savant's Wisdom modifier) or be forced to make 
  an attack with a weapon they are wielding against a valid 
  target of the spellburst savant's choice (for example, a 
  creature within the reach for a melee weapon, or a creature 
  within range of a ranged weapon). The creature gains a 
  bonus on their attack roll equal to the level of the spell the 
  spellburst savant charged this fundamental with. This is a 
  mind-affecting effect.
  A creature can choose to forego the will save and 
  voluntarily be affected by this spell, but doing so causes 
  them to exert themselves more than if they'd fought the 
  spellburst savant and lost, staggering them for 1 round 
  after the attack is made. 
  LAYERED BARRIER
  Associated Spells: Spells that grant a bonus to AC or inflict 
  a penalty on attack rolls, harmless spells.
  Effect: The spellburst savant grants a creature (including 
  herself) within close range (25 feet + 5 feet per 2 spellburst 
  savant caster levels) a deflection bonus to their AC equal 
  to the level of the spell she charged this fundamental with 
  (minimum 1) for 1 minute.
  NOVA FLARE
  Associated Spells: Spells that require affected creatures to 
  make Fortitude saves, area spells that deal damage.
  Effect: The spellburst savant fills the air around her with 
  deadly energy, dealing 1d8 points of damage to all other 
  creatures and unattended objects within 10 feet of her. This 
  damage can be acid, cold, electricity, fire, or sonic, chosen 
  when activating the fundamental. A successful Fortitude 
  save (DC 10 + 1/2 the spellburst savant's caster level + the 
  spellburst savant's Wisdom modifier) halves the damage.
  A target with total cover from this effect's origin point 
  takes no damage, but lesser cover does not defend against 
  it. This fundamental is not an area effect, and abilities that 
  defend against such effects do not work against it.
  If the spellburst savant charged this fundamental with a 
  spell of 2nd level or higher, it deals an additional 1d8 points 
  of damage per spell level above 1st.
  SHINING BLADE
  Associated Spells: Spells that require the caster to make 
  an attack roll, spells with a range of personal or touch.
  Effect: The next weapon attack the spellburst savant makes 
  before the start of her next turn deals additional points of 
  damage equal to her Wisdom bonus (if any). This damage 
  can be acid, cold, electricity, fire, or sonic (chosen at the 
  time of casting). If she charged this fundamental with a 
  spell of 2nd level or higher, it deals a further 1d6 points of 
  damage per spell level above 1st.
  When the spellburst savant activates this fundamental 
  as a standard action, she can also take the attack action 
  while doing so (or, if she wishes, start a full-attack action), 
  applying its effect to the first weapon attack she makes. If 
  she activates it as a swift action while still benefiting from 
  using it as a standard action, the effect applies to the next 
  two attacks she makes (it does not apply twice to one 
  attack).
  SICKENING SHADOWS
  Associated Spells: Spells that inflict a penalty, area spells 
  that do not deal damage.
  Effect: The spellburst savant wraps herself in dark power, 
  sickening other creatures within 10 feet of her for 1 round 
  (no save). If she charged this fundamental with a spell 
  2nd level or higher, she can choose to apply the following 
  changes to this effect.
  2nd level or higher: She sickens creatures for 2 rounds.
  3rd level or higher: She sickens creatures within 30 feet.
  4th level or higher: She sickens creatures for 1 minute.
  5th level or higher: She sickens creatures within 60 feet.
  STARSPRAY
  Associated Spells: Spells that require the caster to make a 
  attack roll, targeted spells that deal damage.
  
  7
  Spellburst Savant
  Effect: The spellburst savant creates a small mote of 
  elemental matter and hurls it at a creature or object within 
  close range (25 feet + 5 feet per 2 spellburst savant caster 
  levels). This requires a ranged touch attack to hit, and deals 
  1d6 points of damage plus the spellburst savant's Wisdom 
  bonus (if any). This damage can be acid, cold, electricity, 
  fire, or sonic, chosen when activating the fundamental.  
  This ability is considered a ray for the Weapon Focus and 
  similar abilities.
  If the spellburst savant charged this fundamental with a 
  3rd- or 4th-level spell, she creates and hurls a second mote 
  when she activates it. If she charged this fundamental with 
  a 5th-level spell, she instead creates three motes. Each 
  mote requires a separate ranged touch attack to hit, deals 
  the same type of damage, can be aimed at the same or 
  different targets, and resolves the attacks one at a time, 
  rather than simultaneously.
  Intuitive Understanding (Ex): A spellburst savant 
  has a natural instinct for the workings of magic items 
  and spells. She uses her Wisdom instead of her Dexterity 
  on Disable Device checks, instead of her Intelligence on 
  Craft, Knowledge (arcana), and Spellcraft checks, and 
  instead of her Charisma on Use Magic Device checks. 
  In addition, she can find and disable magic traps like 
  a rogue can.
  Nova Spell: Once per round, a spellburst savant can 
  cast a spell as a "nova." By incorporating a massive 
  burst of unseen energy at just the right time, she can 
  modify her spell as she sees fit. When she casts a nova 
  spell, she can spontaneously apply any metamagic feats 
  she possesses with a total level adjustment of +0 to the 
  spell without increasing its casting time or changing 
  the spell slot needed to cast the spell. This is in addition 
  to any existing metamagic effects on the spell, though 
  she cannot spontaneously apply metamagic feats 
  in excess of those allowed by this ability at the same 
  time (metamagic rods, however, may still be used in 
  conjunction with this class feature).
  At 3rd level and every two class levels thereafter, the 
  number of levels worth of metamagic feats that the 
  spellburst savant can apply to her nova spells increases 
  by 1. For example, a 3rd-level spellburst savant could 
  apply Extend Spell (+1 adjustment) to her nova spells, 
  and a 13th-level spellburst savant could potentially 
  apply Empower Spell (+2 adjustment) and Quicken 
  Spell (+4 adjustment) simultaneously. Some abilities 
  reference the maximum level worth of metamagic 
  the spellburst savant can use with her nova spell; this 
  number is called her nova spell rank.
  When Heighten Spell is used with this ability, the 
  spellburst savant chooses how many levels she will 
  use it to adjust her spell by, then treats her spell as that 
  many levels higher. The Dazing Spell feat cannot be 
  used on a nova spell (even by preparing it on the spell 
  beforehand or with a metamagic rod).
  If the spellburst savant uses Echoing Spell or another 
  metamagic feat that allows her to cast the spell again, 
  the result is the spell by itself, without the additional 
  metamagic effects from this ability. Likewise, if she uses 
  Familiar Spell or a metamagic feat that grants the spell 
  to another, it does not carry the additional metamagic 
  effects from this ability. In either case, the resultant 
  spell cannot itself be cast as a nova spell.
  If the spellburst savant has an ability that reduces the 
  cost of a metamagic feat (such as the Magical Lineage 
  trait), when used with a nova spell, it reduces the 
  total adjustment, if applicable. For example, a 3rd-level 
  spellburst savant with Magical Lineage (burning hands) 
  could apply Empower Spell (normally a +2 metamagic 
  feat) to that spell, because its adjustment is reduced by 1.
  Some spellburst savant class features allow her to 
  make additional adjustments to her nova spells by 
  making similar adjustments to metamagic feats. These 
  abilities note their level costs in their descriptions.
  Extracurricular Spell Levels
  When a spellburst savant uses the extracurricular study 
  class feature to learn a spell, the level of the spell learned 
  is determined by the item or magical writing's creator. 
  For example, studying an item that incorporated a 
  lesser restoration spell created by a paladin would grant 
  the spellburst savant that spell as a 1st-level spell.
  If the creator of the item is unknown, the GM is 
  encouraged to decide what level the spells in the item 
  are, and these numbers should be given to the player 
  of the spellburst savant when they identify the item's 
  properties in some way. Alternate-level spells might 
  be given as unique treasure for a spellburst savant, and 
  some spellburst savants may even actively search for 
  unique spells to learn.
  In the complete absence of a spell level (such as when 
  an item was crafted by ignoring spell prerequisites), the 
  spells are presumed to be the sorcerer/wizard versions. 
  If the spell does not appear on the sorcerer/wizard spell 
  list, then default to the lowest level it appears on any 
  9-level caster spell list, then the lowest level it appears 
  on any 6-level spell lists, then 4-level spell lists.
  A spellburst savant starting at a level higher than 
  1st should be allowed to begin play having purchased 
  items crafted by spellcasters of their choice.
  Nova Spells and Items
  Some items (such as a spell-storing weapon or ring of 
  spell storing) allow a character to store spells within an 
  item for later use. When such an item is used to store 
  a nova spell, it does not keep the effects the spellburst 
  savant added to her spell.
  Likewise, a spellburst savant cannot craft items of 
  nova spells, nor can she use her nova spell ability with 
  an item (except with the spellburst scholar's nova 
  channel class feature).
  
  8
  Spellburst Savant
  Finally, nova spells have a unique interaction with 
  a spellburst savant's fundamental effects. Whenever a 
  spellburst savant casts a spell as a nova spell, she can 
  apply the metamagic effects and class features she used 
  with the spell to the next fundamental she activates, if 
  applicable. For the purposes of determining what feats 
  can be applied and how they work, treat a fundamental 
  as if it were a spell with the descriptors of any damage 
  types it deals and a level equal to the level of the spell the 
  fundamental was charged with. Any metamagic feats 
  that do not apply to a given fundamental are ignored, 
  and the spellburst savant only gains this benefit from 
  the last nova spell she cast (if she casts another nova 
  spell, it overrides the current set of effects if she had not 
  used them yet).
  Bonus Feats: At every even-numbered class level, a 
  spellburst savant gains an item creation or metamagic 
  feat she qualifies for as a bonus feat.
  Extracurricular Study: At 2nd level, a spellburst 
  savant gains the ability to form a weak bond with a 
  magic item or magical writing she possesses by studying 
  its inner workings for 8 hours. When she uses this 
  ability on a magic item, she chooses a single 1st-level 
  spell that was required to create that item and adds it to 
  her spellburst savant spell list (regardless of its original 
  list or type), allowing her to prepare it normally, activate 
  spell trigger and spell completion items, and the like. 
  She can only have one spell added to her list in this 
  way at any one time, and she must have the item on her 
  person to cast the spell she added with it. If she loses the 
  item or wishes to add a different spell, she can cut her 
  tie to the item and repeat this process with a new item. 
  The spellburst savant may also use this ability to study 
  a spellbook or similar magical writing, learning a spell 
  so long as she has the pages it was written on with her.
  At 6th level, a spellburst savant can learn another 
  spell with this ability of up to 2nd level, with the same 
  process and restrictions as the first. At 10th level, she 
  can learn a third spell, this one of up to 3rd level. At 
  14th level, she can learn a fourth spell, this one of up to 
  4th level, and at 18th level, a fifth spell of up to 5th level.
  Spells learned with this ability are prepared and cast 
  at the level of the spell the spellburst savant memorized, 
  with the same components (except divine focus 
  components, which she ignores), though she may still 
  use her various class features to modify them freely. A 
  spellburst savant can learn a spell that is already on her 
  spell list using this ability; if she does, she learns a new 
  "version" of the spell, identical to the one she studied. 
  First Strike (Ex): Starting at 3rd level, a spellburst 
  savant adds her nova spell rank as an insight bonus on 
  initiative checks.
  Spellsense (Su): Starting at 3rd level, a spellburst 
  savant constantly senses magical auras within 30 feet 
  of her as a supernatural ability, as if they had been 
  concentrating on the detect magic spell for 1 round. As 
  a move action, she can pinpoint the locations of and 
  identify such auras as if she had concentrated on detect 
  magic for 3 rounds. At 11th and 19th levels, the range of 
  this ability increases by 30 feet.
  Absorb Spell (Su): At 4th level, a spellburst savant 
  gains the ability to absorb and repurpose the magic 
  of others. Once per day, when the spellburst savant is 
  targeted by or caught in the area of a spell, spell-like 
  ability, power, or psi-like ability that originates from 
  another creature, she can attempt a Will save against 
  that effect as an immediate action (calculate the save 
  DC as if the spell or effect prompted a Will save; for 
  example, a fireball cast by a wizard with an Intelligence 
  of 18 would prompt a DC 17 Will save). If she succeeds 
  at her save, the effect is negated, and the spellburst 
  savant gains one temporary spell slot of the highest 
  spellburst savant spell level she can cast (not including 
  the application of Heighten Spell or similar effects). This 
  spell slot remains until it is used or the spellburst savant 
  next prepares her spells. The spellburst savant can use 
  this ability an additional time per day at 8th level and 
  every four class levels thereafter.
  Deconstruct Energy: At 5th level, a spellburst savant 
  can adjust the energy types of her nova spells. When 
  she casts a nova spell that deals acid, cold, electricity, 
  fire, force, or sonic damage, she can apply one of the 
  following effects to the spell: 
  • She can change the damage to any other one 
  of these types at the cost of a +1 metamagic 
  adjustment. When she does, the spell gains that 
  energy type as a descriptor and loses its previous 
  energy type as a descriptor. If she changes the 
  damage from another type to force, the damage 
  dice (if any) of the spell are downgraded by one 
  die step (d10 to d8, d8 to d6, d6 to d4, and so on). If 
  she changes a spell from force damage to another 
  type, it instead upgrades the damage dice (if any) 
  by one die step.
  • She can also change the energy type of such a spell to 
  negative energy (dealing damage to living creatures 
  and healing undead creatures) or positive energy 
  (dealing damage to undead creatures and healing 
  living creatures) at the cost of a +2 metamagic 
  adjustment. She may choose to have the spell lose 
  its energy descriptors, if she wishes. A spellburst 
  savant cannot use this effect on a cantrip or 
  fundamental spell.
  • She can convert her nova spell's energy damage 
  into a roiling mix of pure energy and wild magic at 
  the cost of a +2 metamagic adjustment, removing its 
  damage type entirely and allowing it to damage all 
  targets equally. Such a spell also ignores hardness.
  Nova Counter (Su): At 7th level, a spellburst savant 
  can let loose spell energy in a wild blast to counter 
  the magic of others. Whenever she is targeted by a 
  
  9
  Spellburst Savant
  spell, spell-like ability, power, or psi-like ability that 
  targets only her, or an area effect for which she is the 
  only creature in the area, she can expend a 2nd-level 
  or higher spellburst savant spell slot as an immediate 
  action. If she does so, she can attempt to counter the 
  effect, as if she had used the "counter a spell" option with 
  the dispel magic spell. Her caster level for this ability is 
  equal to her spellburst savant caster level.
  At 13th level, a spellburst savant can use this ability 
  against spells, spell-like abilities, powers, and psi-like 
  abilities that target her or include her in their area, but 
  also affect other creatures.
  At 18th level, a spellburst savant can use this ability 
  against any spell, spell-like ability, power, or psi-like 
  ability that she can perceive the casting or manifestation 
  of, regardless of whether or not it affects her.
  Aura Sense (Su): Starting at 9th level, a spellburst 
  savant becomes attuned to the magical auras of those 
  with power like their own. She has the supernatural 
  ability to sense creatures within 30 feet of her that 
  can cast spells or manifest powers. This functions 
  as blindsense, except it only detects spellcasters and 
  manifesters (but not creatures that merely have spell-
  like or psi-like abilities). The spellburst savant does not 
  gain any insight into the type of abilities a creature has; 
  she merely knows they have them.
  Deconstruct Intention: At 10th level, a spellburst 
  savant can alter the areas of her nova spells. When she 
  casts a nova spell that affects an area, she can cause it to 
  instead affect one of the following areas at the cost of a 
  +1 metamagic adjustment.
  • A cone-shaped burst or spread originating from her 
  space, with a length of up to 30 feet.
  • A line-shaped burst or spread originating from her 
  space, with a length of up to 120 feet.
  • A spread or burst within long range with a radius 
  of up to 20 feet.
  • A number of 5-foot cubes within close range equal 
  to the spellburst savant's Wisdom modifier.
  • A ray with long range and a single target. This ray 
  requires a ranged touch attack to hit, and if the spell 
  normally allowed a Reflex save for half damage, it 
  does not do so (though any other effects may still be 
  saved against).
  In addition, the spellburst savant can use a ray or ranged 
  touch attack spell in melee at the cost of a +1 metamagic 
  adjustment. She makes melee touches instead of ranged 
  touches, and the spell otherwise functions as normal.
  Deconstruct Effect: At 15th level, a spellburst savant 
  can adjust the deepest traits defining her nova spells. 
  When she casts a nova spell that prompts a saving throw, 
  she can change that saving throw to another type of save 
  (Fortitude, Reflex, or Will) at the cost of a +1 metamagic 
  adjustment. If the spell prompts multiple saving throws, 
  she can change all of them (even to the same save).
  Truesight (Su): Starting at 17th level, a spellburst 
  savant can see the world for what it truly is. She gains 
  the benefits of the true seeing spell at all times.
  Deconstruct Ownership: At 20th level, a spellburst 
  savant is so skilled at modulating spell effects that she 
  can wrestle control of effects from others. A number of 
  times per day equal to her Wisdom modifier, she can 
  attempt a Will saving against a spell, spell-like ability, 
  power, or psi-like ability whose origin or effect is within 
  100 feet of her (including one targeting her). Calculate 
  the save DC as if the spell or effect prompted a Will save; 
  for example, a summon monster IX cast by a wizard with 
  an Intelligence of 20 would prompt a DC 24 Will save. 
  The spellburst savant must be able to perceive the effect 
  in some way.
  If the spellburst savant succeeds at her save, she takes 
  control of the effect in question. She makes all further 
  decisions regarding the effect, rather than its originator, 
  and cannot be affected by it if she does not want it to 
  affect her. If she wishes, she can instantly end the effect, 
  gaining a 5th-level spell slot when she does so that lasts 
  until she next prepares spells.
  Using this ability does not require an action on the 
  spellburst savant's part and it can be activated at any 
  time, though no more than once per round. She may 
  even use it if she is surprised, so long as she is aware of 
  the effect she's deconstructing.
  FAVORED CLASS BONUSES
  The spellburst savant have only two racial favored class 
  bonus option, available to all races:
  All: Add +1/6 to the spellburst savant's save DCs with 
  nova spells.
  All: Gain 1/6 of a bonus metamagic feat.
  PRESTIGE CLASS PROGRESSIONS
  Whenever a spellburst savant takes a level of a prestige 
  class that advances her spellburst savant spellcasting, 
  the rank of her nova spell class feature is also advanced 
  as if she had gained a spellburst savant level.
  
  10
  Spellburst Savant
  Character Options
  Gun Witch (Archetype)
  "Boomsticks over broomsticks. The best way to fight a 
  mage is to stay on the ground and shoot him down when 
  he thinks he's won."
  —Dolores "Dolly" Bovet, gang leader and gun witch
  Though magicians of all stripes swear by the superiority 
  of raw magic as a weapon, some mages find themselves 
  preferring mechanisms and tools as implements of 
  war. Gun witches are a particular type of martial 
  mage who've decided to use physics to their advantage, 
  stacking the ingenuity of mankind with the power of 
  magic to fill their foes with lead in the most efficient 
  manner possible.
  Weapon and Armor Proficiencies: A gun witch is 
  proficient with simple weapons, firearms, light armor, 
  medium armor, and shields (except tower shields). This 
  replaces the normal spellburst savant's weapon and 
  armor proficiencies.
  Firearm Bond: A gun witch must choose a bonded 
  item as her arcane bond. Her bonded item may be any 
  firearm, and she begins play with either a blunderbuss, 
  musket, or pistol as her bonded item. This starting 
  firearm is battered, and only she knows how to use it 
  properly. All other creatures treat her gun as if it had 
  the broken condition. If the weapon already has the 
  broken condition, it does not work at all for anyone else 
  trying to use it. This starting weapon can only be sold 
  for scrap (it’s worth 4d10 gp when sold).
  In addition, the gun witch gains Gunsmithing as 
  a bonus feat, and can use her class level in place of 
  her base attack bonus for the purposes of meeting 
  requirements and prerequisites. This ability alters 
  arcane bond.
  Shooting Star Cartridges (Su): A gun witch has the 
  ability to fill her guns with magic, conjuring elemental 
  bullets. As a free action, she can expend her nova spell 
  ability for the round to gain the following benefits:
  • As a move action that does not provoke attacks of 
  opportunity, the gun witch can load her firearms 
  with motes of energy similar to those created by 
  the starspray fundamental. This does not require 
  a free hand, and reloads all of her wielded guns to 
  full capacity simultaneously. When she does so, she 
  creates bullets and propellant out of raw magical 
  energy, rather than loading with normal bullets 
  (though she may still gain the other benefits of 
  this ability with real bullets, if she wishes). If the 
  gun witch possesses the Rapid Reload feat, she can 
  instead do this as a free action.
  • The gun witch's firearms cannot misfire.
  • The gun witch deals acid, cold, electricity, fire, or 
  sonic damage with her firearms, rather than the 
  damage type the attacks would normally deal. She 
  chooses the element of an attack as she makes the 
  attack.
  Starting at 4th level, when a gun witch activates 
  this ability, she can apply additional effects to her 
  guns, based on the metamagic feats she possesses. The 
  maximum total adjustment she can apply to this ability 
  is equal to her nova spell rank. Not all metamagic feats 
  are represented here; at the GM's option, a gun witch 
  with a metamagic feat that is not on this list may apply 
  the effect of a similar feat to her attacks. Dazing Spell 
  may not be used with this ability, and unlike with a 
  nova spell, effects that reduce metamagic adjustments 
  do not apply to the feats when using this ability.
  Some of these effects are noted as Limited Use. Such 
  effects can only be used once during the duration of this 
  ability, and can be activated as a free action when the 
  gun witch meets the conditions of the effect (such as by 
  hitting with a particular type of attack) before the start 
  of her next turn. A gun witch can apply a Limited Use 
  effect multiple times when using this ability, counting 
  its metamagic adjustment again and gaining the ability 
  to use it an additional time before her next turn for 
  each time she does so (but still only once per attack). 
  Otherwise, the effects granted by this ability last until 
  the start of the gun witch's next turn (at which point she 
  may activate it again, if she wishes), and function only 
  for guns she wields. 
  • At the cost of a +1 metamagic adjustment, the gun 
  witch gains a bonus on damage rolls with firearms 
  equal to her Wisdom bonus (if any). 
  • Aquatic Spell (+1): The gun witch's firearms can be 
  fired underwater freely, and take no penalties for 
  doing so.
  • Bouncing Spell (+1, Limited Use): When the gun 
  witch misses with an attack with a firearm, she can 
  immediately reroll that attack against a different 
  target she can attack within range.
  • Catastrophic Spell (+6, Limited Use): The gun witch 
  can charge a bullet with massive explosive energy. 
  Instead of targeting a creature with the attack, she 
  targets a point within her firearm's maximum 
  range, then rolls a single attack roll and compares 
  it to the ACs of all other creatures within 1,200 feet 
  of that point (even creatures behind cover; treat 
  this effect as a spread for these purposes). She does 
  not take penalties for attacking at multiple range 
  
  11
  Spellburst Savant
  increments with this effect, nor does she suffer 
  from miss chances. She uses the same damage roll 
  for each creature hit with the explosion.
  • 
  Concussive Spell (+2, Limited Use): When the gun 
  witch hits with a firearm attack that deals sonic 
  damage, she can inflict the penalty from the 
  Concussive Spell feat to the target for 1 round.
  • 
  Consecrate Spell (+2): The gun witch automatically 
  confirms critical hits with firearms against evil 
  creatures and creatures with the evil subtype.
  • 
  Disruptive Spell (+1, Limited Use): When the gun 
  witch hits with a firearm attack, she can inflict the 
  effects of the Disruptive Spell feat on the target for 
  1 round. The concentration check DC prompted by 
  this effect is equal to 10 + 1/2 the gun witch's class 
  level + the gun witch's Wisdom modifier + the level 
  of the spell being cast.
  • 
  Ectoplasmic Spell (+1): The gun witch's firearms are 
  treated as having the ghost touch weapon special 
  ability.
  • 
  Empower Spell (+2): When making a full attack this 
  round, the gun witch can make one extra attack 
  with a firearm at her full base attack bonus. This 
  does not stack with haste and similar effects.
  • 
  Enlarge Spell (+1): The gun witch 
  halves the penalties for making 
  firearm attacks at more than one 
  range increment.
  • 
  Fearsome Spell (+2, Limited Use): When 
  the gun witch hits with a firearm attack, 
  the target becomes shaken for 1 round 
  (no save). This effect does not stack 
  with itself or other fear effects to 
  create a stronger fear condition.
  • 
  Flaring Spell (+1): When the 
  gun witch hits a creature with a 
  bullet that deals electricity or fire 
  damage, that creature becomes 
  dazzled for 1 minute.
  • 
  Heighten Spell (+X): The gun witch 
  gains a +X bonus on attack rolls with 
  firearms.
  • 
  Invocation of Society (+0): Half the 
  damage the gun witch deals with 
  firearms is City damage. This 
  effect can only be used within a 
  settlement of Small Town size or 
  larger.
  • 
  Maximize Spell (+3): The gun 
  witch automatically confirms 
  critical hits with firearms.
  • 
  Merciful Spell (+0): The gun 
  witch's firearm attacks deal 
  nonlethal damage (including any 
  additional damage they might gain 
  from other abilities).
  • 
  Persistent Spell (+2, Limited Use): When 
  the gun witch's otherwise successful 
  firearm attack is negated by an 
  ability, it instead hits the target normally. This 
  effect can only bypass one ability per attack (such 
  as the Smash from the Air feat or a martial 
  counter), and only functions if the attack would 
  have otherwise hit.
  • 
  Reach Spell (+1/2/3): The gun witch treats her 
  firearm targets as being 1, 2, or 3 (depending on 
  the metamagic adjustment used) range increments 
  closer for the purposes of determining the penalty 
  from range increments (but not for determining 
  whether or not an attack is made against touch AC).
  • 
  Rime Spell (+1, Limited Use): When the gun witch 
  hits with a firearm attack that deals cold damage, 
  can cause the target to become entangled for 1 
  round.
  • 
  Scarring Spell (+1, Limited Use): When the gun 
  witch hits with a firearm attack, she can choose to 
  deal no damage and instead inflict the penalties of 
  the Scarring Spell feat to the target.
  • 
  Seeking Spell (+2): The gun witch's firearms are 
  treated as having the seeking weapon special 
  ability.
  • Sickening Spell (+2, Limited 
  Use): When the gun witch hits 
  with a firearm attack, the target 
  becomes sickened for 1 round (no 
  save).
  • 
  Silent Spell (+1): The gun 
  witch's firearm attacks make no 
  noise.
  • 
  Snuffing Spell (+2, Limited 
  Use): When the gun witch hits with 
  a firearm attack, she snuffs out 
  all non-magical light sources 
  carried by the target.
  • 
  Thundering 
  Spell 
  (+1, Limited Use): When 
  the gun witch hits with a 
  firearm attack that deals 
  sonic damage, she can cause 
  the target to become deafened 
  for 1 round.
  • 
  Toppling Spell (+1, 
  Limited Use): When the gun 
  witch hits with a firearm 
  attack, she can make a trip 
  attempt against the target 
  as if she had damaged 
  them with a Toppling 
  Spell.
  Nova Spell: The total number 
  of levels that a gun witch can 
  apply to her nova spells increases 
  by 1 at 4th level and every three 
  levels thereafter (+1 at 4th level, 
  +2 at 7th level, +3 at 10th level, +4 at 
  13th level, +5 at 16th level, and +6 
  
  12
  Spellburst Savant
  at 19th level), rather than the normal progression. This 
  ability alters nova spell.
  Bonus Feats: A gun witch can choose combat feats 
  in addition to item creation and metamagic feats when 
  she gains a spellburst savant bonus feat. This ability 
  alters bonus feats, but does not cause the gun witch 
  archetype to be incompatible with other archetypes 
  that alter or replace the bonus feats class feature.
  Mage-Piercing Rounds (Su): Starting at 7th level, 
  when a gun witch's attack with a firearm would be 
  blocked or otherwise caused to miss by the effect of 
  a spell, spell-like ability, power, or psi-like ability, she 
  can expend a 2nd-level or higher gun witch spell slot 
  as an immediate action to attempt to dispel the effect, 
  as if she had used a targeted dispel magic spell against 
  it (regardless of the distance between her and the 
  effect). Her caster level for this ability is equal to her 
  gun witch caster level. If the effect in question granted 
  an AC bonus, compare the gun witch's attack against 
  the target's new AC. If it granted a miss chance, resolve 
  the attack as if the attack had not been affected by it. 
  Emergency force sphere, wall of force, wind wall, and 
  similar barriers can be dispelled with this ability; if the 
  gun witch is successful, her attack continues through the 
  now-nonexistent barrier towards her target. However, 
  it does not work on effects that target or disable the gun 
  witch herself (such as a penalty on attack rolls from a 
  condition).
  At 13th level, a gun witch can use this ability against 
  magic armor and shields worn or wielded by the target, 
  suppressing their effects as normal on a successful 
  dispel check.
  At 18th level, a gun witch can activate this ability as 
  a free action (even if it isn't her turn), rather than an 
  immediate action. She may only use this ability once for 
  any given attack.
  A gun witch is entitled to a Knowledge (arcana) or 
  Spellcraft check to identify an effect that blocked her 
  attack (if one exists). The GM should roll this check 
  secretly, then inform the gun witch of the effect's 
  existence if it succeeds, so she can decide whether or 
  not to use this ability.
  This ability replaces nova counter. 
  Supernova Shot (Su): At 8th level, a gun witch gains 
  the ability to charge a single shot with the power of 
  a nova spell. As part of this ability, she casts a single 
  spellburst savant spell she has prepared, as a nova spell.  
  This spell must be one that affects an area, and she must 
  be wielding a firearm to use this ability.
  A spell cast in this way uses its standard casting time 
  and the spellburst savant shoots her firearm once as part 
  of the casting. She can generate and load an elemental 
  bullet as if by her shooting star cartridges class feature 
  for this attack, if she wishes, and her firearm cannot 
  misfire when taking the shot.
  If the gun witch's attack hits, the spell takes effect, 
  centering its area on the attack's target. This ability 
  allows the gun witch to use her gun's range rather than 
  the spell's range. If her attack misses, the spell is wasted.
  If the gun witch uses this ability with a firearm 
  that attacks an area (such as a blunderbuss), the spell 
  instead affects the area of the firearm attack, rather 
  than its normal area (even if it is smaller or larger than 
  the spell would normally be).
  This ability replaces the bonus feat gained at 8th level.
  Magpie Mage (Archetype)
  "The best magic is built on stolen ideas and borrowed 
  spellbooks!"
  —Mary Kirin, a magpie mage
  When a spellburst savant first encounters magic for 
  the first time in their lives, they tend to go into a frenzy, 
  feeling a powerful need to learn more of this new 
  power they didn't know they had. For some, this feeling 
  never leaves. As a result of their hoarding of magical 
  experiences, magpie mages are copycat extraordinaires, 
  building spells on the fly even after only seeing them 
  once.
  Table 1–3: Magpie Mage Spells
   Level
  Spells Prepared
  Spells 
  Mimicked
  0th
  1st
  2nd
  3rd
  4th
  5th
  1st
  3
  0
  —
  —
  —
  —
  1
  2nd
  3
  0
  —
  —
  —
  —
  2
  3rd
  3
  1
  —
  —
  —
  —
  2
  4th
  6
  1
  —
  —
  —
  —
  2
  5th
  6
  2
  0
  —
  —
  —
  3
  6th
  7
  2
  1
  —
  —
  —
  3
  7th
  7
  2
  1
  —
  —
  —
  3
  8th
  8
  2
  1
  —
  —
  —
  4
  9th
  8
  3
  2
  0
  —
  —
  4
  10th
  9
  3
  2
  1
  —
  —
  4
  11th
  9
  3
  2
  1
  —
  —
  5
  12th
  9
  3
  2
  1
  —
  —
  5
  13th
  9
  4
  3
  2
  0
  —
  5
  14th
  9
  4
  3
  2
  1
  —
  6
  15th
  9
  4
  3
  2
  1
  —
  6
  16th
  9
  4
  3
  2
  1
  —
  6
  17th
  9
  5
  4
  3
  2
  0
  7
  18th
  9
  5
  4
  3
  2
  1
  7
  19th
  9
  5
  4
  3
  2
  1
  7
  20th
  9
  5
  4
  3
  2
  1
  8
  
  13
  Spellburst Savant
  A spellburst scholar creates a magic item while a magpie mage watches, already understanding how to emulate it.
  Spells: A magpie mage uses Table 1-3: Magpie Mage 
  Spells to determine the number of spells she prepares 
  each day, instead of the normal amount available to a 
  spellburst savant. This ability alters spells.
  Spell Mimicry: Though she does not gain the same 
  amount of prepared spells as a normal spellburst savant, 
  she makes up for it by having an eye for magic above 
  and beyond her peers. Whenever she successfully uses 
  Spellcraft to identify a spell effect (including by an item 
  they wield or use), she can choose to memorize that spell, 
  etching it into her memories with the aid of a little magic. 
  Using this ability does not require an action, and can 
  even be done against spells that she doesn't see the origin 
  of, so long as she has the chance to attempt to identify it. 
  She can likewise mimic spells she finds in items using 
  her extracurricular study class feature. Determine the 
  levels of these spells as normal for that ability (see the 
  Extracurricular Spells sidebar for more details).
  Memorizing spells in this way is taxing to the magpie 
  mage, and as such, she can only have a limited number 
  of spells memorized at once with this ability. However, 
  she can freely lose memorized spells to replace them 
  with new ones as they come up.
  One a spell is memorized, the magpie mage can cast 
  it using her spellburst savant spell slots. In effect, her 
  memorized spells are an additional set of "spells known" 
  from which she can draw. They are cast as arcane spells.
  Spells memorized with this ability are cast at a level 
  identical to that of the spell she memorized, with the 
  same components (except divine focus components), 
  though she may still use her various class features 
  to modify them freely. If the spell she observed and 
  memorized had a metamagic feat applied to it, she 
  applies that metamagic feat to it as well and casts it 
  as such, even if she doesn't have that feat (though she 
  cannot cast it in any other way if this is the only way she 
  knows the spell).
  At 1st level, a magpie mage may begin play with a 
  single 1st-level spell memorized from any spell list. A 
  magpie mage created at a level above 1st can fill her 
  slots for memorized spells from the lists of any 9-level 
  spellcasting class (such as the cleric, psychic, or wizard), 
  up to the maximum level of spells she can cast, and any 
  spells drawn from any items she begins play with. In 
  addition, she may always choose to fill one of her slots 
  for memorized spells with spells that she herself can 
  cast (such as the ones from her spells class feature, or 
  those learned with extracurricular study).
  When a magpie mage takes a level of a prestige class 
  that advances her spellburst savant spellcasting, she 
  also advances the number of spells she can memorize 
  with this class feature. 
  
  14
  Spellburst Savant
  Spell Versatility (Ex): Thanks to the bindings she 
  uses to tie her spells to her mind, a magpie mage has the 
  ability to combine the energy of spell slots into higher-
  level spells. By expending two magpie mage spell slots 
  of the same level, she can cast a magpie mage spell she 
  has prepared or memorized of one level higher. For 
  example, by expending two 1st-level spell slots, she 
  could cast a 2nd-level spell, or by expending two 5th-
  level spell slots, she could cast a 6th-level spell she has 
  memorized with her spell mimicry class feature. She 
  cannot stack this ability with itself to cast increasingly-
  higher-level spells; this ability is used once, as part of 
  casting the spell.
  Instant Imitation (Su): At 4th level, a magpie mage 
  can absorb and reflect the magic of others. Once per day, 
  when the magpie mage is targeted by or caught in the 
  area of a spell or spell-like ability that originates from 
  another creature, she can attempt a Will save against 
  that effect as an immediate action (calculate the save 
  DC as if the spell or effect prompted a Will save; for 
  example, a fireball cast by a wizard with an Intelligence 
  of 18 would prompt a DC 17 Will save). If she succeeds 
  at her save, she can immediately cast that effect 
  herself, making decisions and choosing new targets 
  as appropriate. She does not expend a spell slot when 
  using this ability. If her nova spell ability is available, 
  she may choose to cast that spell as a nova spell. She 
  uses her own caster level, feats, and ability modifier to 
  determine how the spell functions (even if her caster 
  level is not high enough to cast the spell). If the effect 
  requires expensive material components or a focus, 
  she does not need to provide them. After resolving this 
  ability, she continues being affected by the original. She 
  gains no special defense against it, and must roll saving 
  throws as normal.
   The magpie mage can use this ability one additional 
  time per day at 8th level and every four class levels 
  thereafter. 
  This ability replaces absorb spell.
  Spellburst Meditant (Archetype)
  "This hand of mine glows with an awesome power! Its 
  burning grip tells me to defeat you!"
  —Kasu D'om, a spellburst meditant
  Most spellburst savants take on the role of battlefield 
  artillery, and those who bring their talents to melee 
  combat tend to bring weaponry to bear, channeling 
  power along their blades to kill their foes. The warriors 
  known as spellburst meditants eschew that path, 
  honing their bodies as well as their minds to transform 
  themselves into deadly weapons in their own right.
  Shining Fist (Su): When a spellburst meditant casts 
  a spell with a range of touch, he can choose to deliver 
  it with an unarmed strike attack, rather than a melee 
  touch attack. If his unarmed strike hits, the spell 
  discharges, just as if he'd touched the target. A spell 
  cast in this way uses his unarmed strike's critical range 
  (normally 20), but the spell effect only deals ×2 damage 
  on a successful critical hit, while the unarmed strike 
  damage uses its own critical modifier. If the spell effect 
  normally makes multiple simultaneous touch attacks, 
  he can make each one as an unarmed strike instead.
  Starting at 3rd level, a spellburst meditant can charge 
  the shining blade fundamental with any spell, and when 
  he uses it, he applies its effect to each unarmed strike he 
  makes for 1 round (including attacks of opportunity, and 
  unarmed strikes made to deliver touch spells, and even 
  unarmed strikes made as ranged attacks such as with 
  a sharding amulet of mighty fists). This ability replaces 
  arcane bond.
  Unarmed Combat (Ex): At 1st level, a spellburst 
  meditant gains Improved Unarmed Strike as a bonus 
  feat. A spellburst meditant's unarmed strike is treated as 
  both a manufactured weapon and a natural weapon for 
  the purpose of spells and effects that enhance or improve 
  either manufactured weapons or natural weapons. This 
  ability replaces the spellburst meditant's proficiency 
  with martial weapons. A spellburst meditant can use 
  his class level in place of his base attack bonus for the 
  purposes of meeting requirements and prerequisites.
  Spellburst Scholar (Archetype)
  "Hey, why don't you try this one? I took your spell and 
  made it better."
  —Halmar Quant, a spellburst scholar
  Though most spellburst savants tend to work their 
  magic instinctively, some follow the path of wizardry, 
  exhaustively annotating their abilities and learning 
  to adapt their novas to spells stored in items. These 
  mages are a great boon in scholarly circles, capable 
  of explaining their unique spells in a way that other 
  spellcasters can understand and learn on their own.
  Spell Notebook: Though he does not have a true 
  spellbook (they prepare spells as normal for a spellburst 
  savant), a spellburst scholar possesses a book or other 
  treatise, within which he writes his insights, spells, and 
  other notes. This functions similarly to a spellbook, 
  except that it does not begin with any spells in it.
  By spending 8 hours experimenting with his magic 
  and writing down the results, the spellburst scholar 
  can create a special page imbued with his magic. This 
  page is infused with a bond similar to that between 
  the scholar and his extracurricular spells, except that 
  other spellcasters can access it, if they know how. The 
  spellburst scholar can have a number of these pages in 
  creation at once equal to his class level + his Wisdom 
  modifier.
  When the spellburst scholar uses this ability to fill a 
  page in his notebook, he chooses a single spell from the 
  sorcerer/wizard spell list that he can cast as a spellburst 
  
  15
  Spellburst Savant
  scholar to write into the book. He can modify the spell 
  with his deconstruct components, deconstruct energy, 
  deconstruct intention, and deconstruct effect class 
  features freely (he must have those class features to 
  modify the spell), as well as metamagic feats.
  The spell is written into his notebook as a sorcerer/
  wizard spell with a level equal to the spell's original 
  level plus a number based on the modifications (if any) 
  the spellburst scholar applied with his class features. 
  He cannot apply effects that reduce metamagic costs 
  (such as the Magical Lineage trait) to spells written in 
  a spell notebook.
  • Deconstruct Components: +0.
  • Deconstruct Energy: +0 if the energy type was 
  changed to acid, cold, electricity, fire, force, or 
  sonic; +1 if the energy type was changed to negative 
  or positive energy; +1 if the energy was changed to 
  typeless. It adjusts the damage dice as normal, if 
  changed to or from force.
  • Deconstruct Intention: +1.
  • Deconstruct Effect: +1.
  • Metamagic Feats: As the feats' adjustments.
  In effect, the spellburst scholar creates a brand-new 
  spell with these modifications. The spellburst scholar 
  and other mages who learn or prepare spells from the 
  sorcerer/wizard spell list can prepare or cast this spell so 
  long as they have the page or a copy of it on hand during 
  their spell preparation (for prepared spellcasters) or 
  when they cast it (for spontaneous spellcasters). 
  This spell can be written into scrolls or made into 
  other magic items such as wands, and wizards and 
  similar spellcasters can copy this spell into their 
  spellbooks if they have access to the page. However, if 
  the page is ever erased or destroyed (something that 
  the spellburst scholar can do as a free action, regardless 
  of the page's location), any magic items and spellbook 
  pages incorporating it lose the ability to access the 
  spell.  Someone studying a spell page or a copy of it can 
  determine that it carries this "trap" with a Spellcraft 
  check (DC 15 + the caster level of the spellburst scholar 
  who created it).
  Nova Spell: The total number of levels that a 
  spellburst scholar can apply to his nova spells increases 
  by 1 at 4th level and every three levels thereafter (+1 at 
  4th level, +2 at 7th level, +3 at 10th level, +4 at 13th level, 
  +5 at 16th level, and +6 at 19th level), rather than the 
  normal progression. This ability alters nova spell.
  Deconstruct Artifice (Ex): At 3rd level, a spellburst 
  scholar gains Craft Wand as a bonus feat, even if he 
  doesn't meet the prerequisites. He crafts wands in half 
  the normal time (one day per 2,000gp in the wand's 
  base price).
  Starting at 11th level, the spellburst scholar also crafts 
  staves in half the normal time (one day per 2,000gp in 
  the staff's base price), if he possesses the Craft Staff 
  feat. In addition, he can recharge staves a number of 
  additional times per day equal to his nova spell rank 
  (even if a given staff has already regained a charge that 
  day), and adds his nova spell rank to the level of the 
  spell slot expended for determining whether or not the 
  staff regains a charge.
  At 19th level, the spellburst scholar can, once per 
  day as a swift action, exchange two spells of the same 
  level across a pair of spell trigger items he holds. For 
  example, if he had a wand of fireball with 30 charges 
  and a staff of electricity, he could choose to exchange the 
  fireball spell with the staff's lightning bolt spell, creating 
  a wand of lightning bolt with 30 charges and a unique 
  staff of electricity that can cast fireball by expending 
  2 charges. Changes made to items with this ability 
  are instantaneous and remain in place even after the 
  spellburst scholar relinquishes the items. This ability 
  replaces spellsense.
  Nova Channel (Su): At 3rd level, the spellburst scholar 
  gains the ability to use his nova spell class feature on 
  spells he casts from spell completion and spell trigger 
  items, as well as spells he receives from potions. When 
  he does so, he uses his Wisdom score and relevant feats 
  to set the DC for saves against the spells, and can use his 
  caster level to determine the spells' effects if it’s higher 
  than the caster level of the item. He can still only cast 
  one nova spell per round.
  A spellburst scholar's ability to cast nova spells from 
  items is limited, however. The maximum level of a spell 
  cast in this way is equal to one level higher than the 
  highest-level spellburst savant spell he can cast. For 
  example, a 5th-level spellburst scholar can cast 2nd-
  level spells, so he could cast up to 3rd-level spells from 
  items as nova spells. This ability replaces the bonus feat 
  gained at 4th level.
  Intellectual Properties
  When a spellburst scholar comes into contact with 
  a spell page (or a copy of one) created by another 
  spellburst scholar, he can automatically tell the true 
  nature of the spell. If he copies it into his own spell 
  notebook, he strips it of the protections and ownership 
  it previously had, replacing them with his own magic. 
  As such, a spellburst scholar can copy a spell page 
  without any risk of it being destroyed later by the 
  original writer of the spell.
  
  16
  Spellburst Savant
  Crystallized Magic (Ex)
  Through the adaptation of psionic techniques, the savant 
  has created an approximation of the psion's best friend.
  Class: Spellburst Savant.
  Replaces: Arcane Bond.
  Replacement: The spellburst savant gains the psionic 
  subtype and Psicrystal Affinity as a bonus feat. She 
  treats her spellburst savant levels as levels in a psionic 
  class for the purposes of determining her psicrystal's 
  abilities, and her psicrystal can use its share powers, 
  deliver touch powers, and channel power abilities with 
  spellburst savant spells as if they were powers.
  Dark Connections (Ex)
  The spellburst savant has made a pact with some sort 
  of powerful being, granting her access to spells beyond 
  the norm. 
  Class: Spellburst Savant.
  Replaces: Arcane Bond.
  Replacement: The spellburst savant gains a witch's 
  familiar as if she was a witch of her class level. She 
  chooses a patron at 1st level from those available to 
  witches, which determines her patron spells.
  Unlike a normal witch's familiar, she does not store 
  spells within it. Instead, she gains access to five spells 
  from her patron. Whenever she prepares her spellburst 
  savant spells, she must prepare a single spell of each 
  level she can cast from her patron's list of spells. If 
  she wishes, she may prepare the same spell (or spells) 
  modified by metamagic feats, rather than preparing 
  each individual patron spell she has access to.
  The spellburst savant needs to have her witch's 
  familiar on hand to prepare these spells. She communes 
  with her familiar during the 1 hour of meditation she 
  normally requires to prepare spells. If she does not 
  have access to her familiar, she simply cannot prepare 
  spells in the slots normally reserved for them (one of 
  each spell level).
  A spellburst savant with the magpie mage archetype 
  does not need to prepare these spells in a level for 
  which she has 0 spells prepared per day, but must still 
  do so once she can prepare spells of that level later on.
  Insidious Shadows (Su)
  The spellburst savant can charge a creature with her 
  necromantic power, delaying its effect and allowing it 
  to discharge against someone else.
  Class: Spellburst Savant.
  Replaces: One of the spellburst savant bonus feats.
  Replacement: The spellburst savant can charge the 
  sickening shadows fundamental with any spell. Once 
  per round, when she activates sickening shadows, she 
  can imbue it into herself or an ally she touches instead 
  of using it normally. The first time within the next 1 
  minute per spellburst savant caster level the imbued 
  ally hits a creature with a melee attack, the fundamental 
  Class Feature Substitutions
  The following abilities are class feature substitutions. 
  These are similar to archetypes, except that a member 
  of the appropriate class can always choose to gain 
  them, so long as they still have the class feature that 
  the class feature substitution alters or replaces. When 
  determining if a character can select a substitution, 
  apply any archetypes first before the replacements or 
  alterations of the substitution.
  The choice to select a substitution is made at the level 
  the ability it alters or replaces is gained, and cannot 
  later be changed. If the substitution alters or replaces 
  multiple class features, this choice is made at the level 
  of the lowest-level class feature it interferes with.
  Akashic Dabbler (Ex)
  The spellburst savant has a talent for akashic magic.
  Class: Spellburst Savant.
  Replaces: Arcane Bond.
  Replacement: The spellburst savant gains Shape Veil 
  as a bonus feat. She uses her character level as her 
  veilweaver level for this veil and her Wisdom as her 
  primary veilweaving attribute for it, even if she has 
  levels in a veilweaving class.
  When the spellburst savant shapes the veil granted 
  by this ability, it is automatically invested with essence 
  up to its maximum capacity (including abilities that 
  increase essence capacity). This essence cannot be 
  reassigned or used in any other way; it only functions 
  for this particular veil (though it still counts as essence 
  for the Essence of the Immortal feat and similar effects). 
  Armor of Force (Su)
  The spellburst savant surrounds herself with a barrier 
  of force.
  Class: Spellburst Savant.
  Replaces: Proficiency with light armor, medium 
  armor, and shields.
  Replacement: The spellburst savant adds her Wisdom 
  bonus (if any) as an armor bonus to her AC. This armor 
  bonus is similar to a mage armor spell, and protects 
  against incorporeal attacks as well as corporeal ones. It 
  can be suppressed or resumed as a free action.
  Bullet Storm (Su)
  The spellburst savant is a master of arcane assaults, 
  filling the air with energy to create an undodgeable hell.
  Class: Spellburst Savant.
  Replaces: One of the spellburst savant bonus feats.
  Replacement: The spellburst savant can charge the 
  starspray fundamental with any spell. Once per round, 
  when she activates starspray, she can make and hurl one 
  additional mote of elemental matter. If she hits a target 
  with a mote, any further starspray attacks she aims at 
  that target until the end of her next turn automatically 
  without having to roll (they are still considered 
  individual attacks).
  
  17
  Spellburst Savant
  activates, centered on the creature struck. Neither you 
  nor the imbued ally are affected by it, but every other 
  creature in the area is.
  Kaizo Blockade (Su)
  The spellburst savant has mastered the art of creating 
  blockades to the point that she can make them reactively.
  Class: Spellburst Savant.
  Prerequisites: Spellburst savant level 5th.
  Replaces: One of the spellburst savant bonus feats.
  Replacement: The spellburst savant can charge the 
  blockade fundamental with any spell. Once per round, 
  when she activates blockade, she can delay its effect 
  by up to 1 round. At any point in the next round, the 
  spellburst savant can create the blocks she delayed as 
  a free action (even if it isn't her turn). She can use this 
  ability in response to the actions of other creatures, 
  potentially negating attacks and abilities by blocking 
  line of sight or line of effect, or interrupting a creature's 
  movement by placing blocks in their way. A creature 
  whose movement is interrupted can make a Reflex 
  save (DC 10 + 1/2 the spellburst savant's class level + 
  the spellburst savant's Wisdom modifier) to continue 
  moving, ignoring the existence of the block. They 
  cannot end their movement in its space, but otherwise 
  manage to make it past in time.
  Last Chance (Su)
  The spellburst savant's barriers are augmented with a 
  final layer underneath that flares into visibility when hit.
  Class: Spellburst Savant.
  Replaces: One of the spellburst savant bonus feats.
  Replacement: The spellburst savant can charge the 
  layered barrier fundamental with any spell. Creatures 
  affected by that fundamental gain a 5% miss chance per 
  level of the spell used to charge it. This does not stack 
  with concealment; only the higher miss chance applies.
  Stir Heart and Mind (Ex)
  The spellburst savant's intuition lends finesse not in 
  the sciences of inanimate objects, but in understanding 
  the psychic web of thoughts and emotions that bind 
  people and societies. Her tools are graceful words and 
  terpsichorean motions inspired by the incantations and 
  gestures of other magics; she may have even grown 
  famous for them.
  Class: Spellburst Savant.
  Replaces: Intuitive Understanding.
  Replacement: The spellburst savant uses her Wisdom 
  instead of her Intelligence on Knowledge (arcana), 
  Knowledge (local), Knowledge (nobility), and Spellcraft 
  checks, and instead of her Charisma on Diplomacy and 
  Perform checks. In addition, she chooses three Perform 
  skills. The spellburst savant can make a Spellcraft 
  check in place of any check for those three Perform 
  skills, gaining any relevant circumstance modifiers that 
  would affect the Perform check. For the purposes of 
  requirements and prerequisites, she can use her ranks 
  in Spellcraft as her ranks in those Perform skills.
  If the spellburst savant's campaign is using the 
  optional reputation and fame rules introduced in 
  Pathfinder Roleplaying Game: Ultimate Campaign or 
  a similar variant, she may instead choose only two 
  Perform skills. If she does, she can use her Wisdom 
  instead of her Charisma for that variant's starting points.
  The Path of Explosions (Su)
  The spellburst savant is an expert at reducing vast areas 
  to ash.
  Class: Spellburst Savant.
  Replaces: One of the spellburst savant bonus feats.
  Replacement: The spellburst savant can charge 
  the nova flare fundamental with any spell. Once per 
  round, when she activates nova flare, she can deal an 
  additional 1d8 points of damage, plus a further 1d8 
  points of damage per five spellburst savant caster 
  levels. In addition, whenever the spellburst savant 
  activates nova flare, she can center the effect on any 
  grid intersection within 10 feet + 10 feet per level of the 
  spell she charged the fundamental with. It affects all 
  creatures and objects within 10 feet of that point other 
  than the spellburst savant and her equipment.
  Theurgic Scholarship (Ex)
  The spellburst savant's faith grants her power; through 
  her worship of a deity or conviction, she's gained access 
  to different talents than other arcane mages.
  Class: Spellburst Savant.
  Replaces: Arcane Bond.
  Replacement: The spellburst savant chooses a single 
  cleric domain or subdomain, gaining its abilities as if 
  she was a cleric of her class level. This domain does not 
  necessarily have to be one granted by her god, but if it is 
  not (or if she worships no god), it must be informed by 
  a deeply-felt interpretation of her beliefs. Unlike others 
  with domains, the spellburst savant cannot choose an 
  inquisition; she must select an actual domain.
  Whenever she prepares her spellburst savant spells, 
  she must prepare a single spell of each level she can 
  cast from her domain's list of spells. If she wishes, she 
  may prepare the same spell (or spells) modified by 
  metamagic feats, rather than preparing each individual 
  domain spell she has access to. She prepares and casts 
  them as arcane spells, not divine spells.
  A spellburst savant with the magpie mage archetype 
  does not need to prepare these spells in a level for 
  which she has 0 spells prepared per day, but must still 
  do so once she can prepare spells of that level later on.
  Wave Motion Strike (Ex)
  The spellburst savant has learned a technique that 
  lets her fill her weapon with magic before she strikes, 
  resulting in a devastating eruption of elemental power.
  Class: Spellburst Savant.
  Replaces: One of the spellburst savant bonus feats.
  
  18
  Spellburst Savant
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  CL 17th
  WEIGHT 5 lbs.
  AURA strong (no school)
  The wielder can cast up to three spells per day of 3rd level or 
  lower with a larger area, as though using the Catastrophic 
  Spell feat.
  CONSTRUCTION REQUIREMENTS
  COST 80,000 gp
  Craft Rod, Catastrophic Spell
  New Minor Artifact
  Metamagic Rod, Catastrophic
  SLOT none 
  CL 17th
  WEIGHT 5 lbs.
  AURA strong (no school)
  The wielder can cast up to three spells per day of 6th level or 
  lower with a larger area, as though using the Catastrophic 
  Spell feat.
  DESTRUCTION
  When used to modify an area dispel magic spell, the rod 
  destroys itself, sending out a shockwave of abjuration that 
  acts as a Catastrophic mage's disjunction with a caster 
  level equal to its wielder's caster level (even if it would not 
  normally be high enough to cast that spell).
  Replacement: The spellburst savant can charge 
  the shining blade fundamental with any spell. If she 
  activates shining blade as both a swift action and a 
  standard action in the same turn, she can apply both 
  effects to the first attack she makes (instead of applying 
  them to one attack each, as she normally would).
  For the purposes of meeting the prerequisites of the 
  Vital Strike feat and any feat that has it as a prerequisite, 
  the spellburst savant's base attack bonus from her 
  spellburst savant class levels is equal to her spellburst 
  savant level. She can take such feats as spellburst savant 
  bonus feats, if she wishes.
  New Metamagic Feats
  The following feats are intended for use by spellburst 
  savants, but are available to any character who meets 
  their prerequisites.
  If your campaign includes Spheres of Power by Drop 
  Dead Studios, the Catastrophic Spell and Invocation of 
  Society feats should be allowed to work with sphere 
  effects as normal for metamagic feats. However, as 
  Catastrophic Spell allows for the devastation of massive 
  areas (and normally can only be used with lower-level 
  spells), a GM should be careful about allowing it to be 
  used in their game, much like the advanced talents 
  climate and midnight.
  Catastrophic Spell (Metamagic)
  Your spells are measured not in foes slain, but wars won.
  Prerequisites: Empower Spell, Widen Spell, Spellcraft 
  13 ranks.
  Benefit: This metamagic feat can only be applied 
  to a spell that affects an area. Your spell becomes a 
  spread that affects everything except you within long 
  range (400 feet + 40 feet per caster level) of its origin 
  point. If you apply the Widen Spell feat to the spell as 
  well, its area increases to affect everything within twice 
  that range (as normal for Widen Spell). A catastrophic 
  spell uses up a spell slot six levels higher than the spell’s 
  actual level.
  Invocation of Society (Metamagic)
  Your foes are assaulted by the city itself.
  Benefit: This metamagic feat can only be applied to 
  a spell that deals damage. Your spell's effect partially 
  comes from the city around you, drawing materials 
  such as bricks, gravel, dirt, nails, and the like from your 
  surroundings to strike your foes. Half of the damage 
  dealt by the spell is considered City damage instead of 
  the normal type it would deal, and is not affected by 
  damage reduction, energy resistance, or immunities. A 
  spell with this metamagic feat can only be cast while 
  you are within a settlement of Small Town size or larger, 
  and uses a slot of the spell's normal level.
  
  19
  Spellburst Savant
  New Major Artifact
  Metamagic Rod, Greater Catastrophic
  SLOT none
  CL 20th
  WEIGHT 5 lbs.
  AURA strong (no school)
  Alignment neutral evil
  Senses 120 ft., blindsense
  Intelligence 18
  Wisdom 18
  Charisma 18
  Ego 28
  Language telepathy
  This thin, smooth rod appears to be made of a black void; it 
  absorbs light, and the material it's made from is unidentifiable 
  and seemingly indestructible. When a spellcaster carries 
  or holds the rod, it initiates telepathic contact in a quiet, 
  morose voice, explaining its powers to its wielder in frank 
  terms. 
  The personality within the rod is extremely ancient, and 
  can describe many historical battles it took part in, mages it 
  fought or fought alongside, and destruction it caused. The 
  rod has 20 ranks each in Knowledge (arcana), Knowledge 
  (history), Knowledge (the planes), and Knowledge (religion) 
  for these purposes, but not for any information unrelated 
  to itself or combat magic. Its words tend to carry an overall 
  tone of exhaustion. At its core, the greater metamagic rod 
  of Catastrophic Spell is tired; its experiences have led it to 
  desire nothing but peace and quiet.
  However, the rod has a special power: it can sense the 
  minds and emotions of every creature within 2,400 feet 
  of it (even creatures immune to mind-affecting effects 
  or protected by mind blank or similar abilities). The 
  only mind within this area that it cannot sense is that 
  of its wielder, which it must actively initiate telepathic 
  communication with. As such, when used in battle, it urges 
  its wielder to achieve great destruction and bring ruin to 
  their surroundings (sometimes assuming direct control by 
  prompting a save against its Ego score) in order to silence 
  the minds of those around it and give it peace. It also 
  attempts to encourage its wielder to avoid settlements and 
  cities, where its mind often becomes overwhelmed by the 
  sheer psychic noise it receives. 
  In the end, the rod will not be content unless it is at the 
  center of a complete void, bereft of minds other than itself.
  The rod's only other power is allowing its wielder to cast 
  up to three spells per day of 9th level or lower with a larger 
  area, as though using the Catastrophic Spell feat. 
  Unlike many intelligent items, the rod does not care 
  about its wielder's alignment, and does not bestow 
  negative levels if a non-evil creature uses it.
  DESTRUCTION
  The greater metamagic rod of Catastrophic Spell can only 
  be destroyed by time; if the rod can sense no minds within 
  2,400 feet of it for 2,400 days, it collapses inwards and is 
  erased from existence, finally at peace.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
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  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
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  Psionics Unleashed, © 2010, Dreamscarred Press
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  Owen Stephens
  Spellburst Savant: Revised Edition, © 2016, Forrestfire Studios; Author: Forrest Heck
  
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