TEXT: 1
  T
  he Archon is a new core class, designed for use with the 
  Pathﬁ nder Roleplaying Game. It is a hybrid combat class, 
  designed to blend arcane power (including spellcasting) 
  with martial skill. While an archon lacks the ongoing 
  high damage output of most other ﬁ ghting classes, and 
  has neither the heavy armor of a ﬁ ghter (at least initially) 
  or the enhanced hit points of the barbarian, the ability to 
  blend arcane and martial skills together makes up for this 
  reduced durability.
  THE ARCHON
  An archon is a warrior-wizard, trained to master both magic 
  and mundane ﬁ ghting techniques. Most are members of 
  powerful aristocracies, for only nobles can normally take 
  the time required in youth to train for the rigors of both the 
  mystic and martial worlds. In many lands archons are the 
  only ruling class, with all other spellcasters and ﬁ ghters 
  relegated to secondary roles. In other lands only a few 
  noble lines have archons, with each generation learning 
  the rare art from their forefathers.
  The style of magic practiced by archons is unique and, 
  in its own way, limiting. An archon studies and masters 
  spells through training and intellect, as does a wizard. 
  However, archons cannot call upon the vast range of 
  ﬁ ghting talents pure ﬁ ghters learn, nor do they have the 
  breadth of spells of other pure casters. An archon can’t 
  match a wizard in terms of spell level, spell slots per day, 
  or spells known. Archons do learn to mix their arcane 
  learning with martial skills, including ways to access their 
  magic in a more raw and primal form, making them very 
  versatile combatants. 
  Most archons depend on sword and armor for their 
  combat ability, and use magic to either augment their 
  ﬁ ghting power or grant them non-combat abilities. An 
  archon can’t cast enough spells in a day to make such 
  choices as magic missile or ﬁ reball practical as anything 
  other than back-up options to be employed when all else 
  has failed. Longer lasting spells such as cat’s grace and bull’s 
  strength are more eﬀ ective, and augment the archon’s own 
  skill at arms as well. Spells entirely unrelated to combat 
  
  2
  such as divinations and transportation spells are 
  also popular choices, allowing the archon to be 
  eﬀ ective in situations where violence is not the best 
  answer, though the archon spell list is somewhat 
  limited in this regard.
  Background: Archons begin their training at a 
  young age, for they have much to learn. While other 
  children are allowed to play and enjoy the bright 
  days of spring, archons-in-training are drilled at 
  weapons practice, taught foreign languages, and 
  forced to repeat mystic incantations over and over. 
  Many trainees are unable to handle this intense 
  regimen, and abandon the path of the archon to 
  focus on just one of the traditional roles—ﬁ ghter or 
  wizard. Only the most dedicated and skilled youths 
  ever become ﬁ rst level archons.
  In addition to their training in spellcasting 
  and combat, students are repeatedly drilled on 
  the importance of duty and critical thinking. An 
  archon is expected to uphold the interests of 
  his family under all circumstances, and to ﬁ nd 
  ways to succeed were others fail. Young archons 
  are constantly tested, probed, and pushed to the 
  limits of their abilities. Only by risking failure 
  and death can an archon discover what he is 
  truly capable of, and any sign of cowardice is 
  likely to result is dismissal from training or even 
  banishment. While not all archons continue to 
  serve their family once mature, that is the focus 
  of their training in youth.
  Archons are most commonly found in the 
  older nations of the world, especially those 
  dominated by humans and elves. This is because 
  the archon’s path is adapted from the ways of 
  the fearsome dusk knights—representatives of 
  the twin gesh races who once crossed the planes 
  of existence to wage their millenniums-long 
  wars in the human and elven lands. The many 
  dusk knights who remained as lords of the lands 
  they conquered taught their arcane and martial 
  techniques to trusted non-gesh retainers. While 
  the gesh empires have long ago retreated back 
  into the twisting astral space between realities, 
  their teachings still live among the archons who 
  now thrive in the lands the gesh once ruled.
  Role: 
  Archons 
  are 
  good 
  secondary 
  combatants, and often ﬁ nd themselves on, or 
  just behind, the front line. They are less eﬀ ective 
  spellcasters, because of 
  their severely limited 
  number 
  of 
  spell 
  castings per day. They 
  are 
  very 
  adaptable, 
  often able to ﬁ nd a 
  way to contribute to 
  situations where more 
  focused 
  characters 
  are less eﬃ  cient. In 
  many groups archons 
  become the defender 
  of other spellcasters, 
  keeping healers safe 
  and looking after less 
  physically 
  resilient 
  arcane spellcasters.
  Alignment: 
  Though most archons 
  are lawful, they may 
  be of any alignment.
  Hit Die: d10.
  TABLE 1: THE ARCHON
  Level
  Base Att ack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +1
  +0
  +0
  +2
  Rivenspell
  1
  1
  2
  +2
  +0
  +0
  +3
  Favored spell
  1
  1
  3
  +3
  +1
  +1
  +3
  Arcane armor training 1
  2
  1
  1
  4
  +4
  +1
  +1
  +4
  Rivenspell
  2
  1
  1
  5
  +5
  +1
  +1
  +4
  Arcane surge 1/day
  2
  2
  1
  1
  6
  +6
  +2
  +2
  +5
  Arcane armor training 2
  2
  2
  1
  1
  7
  +7
  +2
  +2
  +5
  Rivenspell
  3
  2
  2
  1
  1
  8
  +8
  +2
  +2
  +6
  Soul of the spellblade
  3
  2
  2
  1
  1
  9
  +9
  +3
  +3
  +6
  Arcane armor training, arcane surge 2/day
  3
  3
  2
  2
  1
  1
  10
  +10
  +3
  +3
  +7
  Rivenspell
  3
  3
  2
  2
  1
  1
  11
  +11
  +3
  +3
  +7
  Favored spell
  3
  3
  3
  2
  2
  1
  1
  12
  +12
  +4
  +4
  +8
  Arcane armor training 3
  3
  3
  3
  2
  2
  1
  1
  13
  +13
  +4
  +4
  +8
  Arcane surge 3/day, rivenspell
  3
  3
  3
  3
  2
  2
  1
  14
  +14
  +4
  +4
  +9
  Force of the hexsword
  3
  3
  3
  3
  2
  2
  1
  15
  +15
  +5
  +5
  +9
  Arcane armor training 4
  3
  3
  3
  3
  3
  2
  2
  16
  +16
  +5
  +5
  +10
  Rivenspell
  3
  3
  3
  3
  3
  2
  2
  17
  +17
  +5
  +5
  +10
  Arcane surge 4/day
  3
  3
  3
  3
  3
  3
  2
  18
  +18
  +6
  +6
  +11
  Arcane armor training 5
  3
  3
  3
  3
  3
  3
  2
  19
  +19
  +6
  +6
  +11
  Rivenspell
  3
  3
  3
  3
  3
  3
  3
  20
  +20
  +6
  +6
  +12
  Dominion of the dusk knight
  3
  3
  3
  3
  3
  3
  3
  
  3
  An archon can cast only a certain number of 
  spells of each spell level per day. His base daily 
  spell allotment is given on Table 1: The Archon. 
  In addition, he receives bonus spells per day if 
  he has a high Intelligence score (see Chapter 1 of 
  the Pathﬁ nder Roleplaying Game Core Rulebook for 
  more information on bonus spells per day from 
  a high ability score.)
  Like a wizard, an archon keeps a spellbook 
  into which he records his known spells. (This 
  book begins with three cantrips and two 1st
  level spells of the archon’s choice at 1st level.) 
  An archon uses the same method for learning, 
  researching and recording spells as a wizard, 
  including preparing spells from borrowed 
  spellbooks. The notations wizards and archons 
  use are identical, so an archon may learn a spell 
  from a wizard’s spellbook if the spell is also on 
  the archon spell list (presented at the end of 
  this document) and vice-versa. While archons 
  do some minor ongoing spell research, and 
  therefore learn 1 new archon spell of his choice 
  at each new archon level, most of an archon’s 
  spells must however, be learned from wizards’ 
  or other archons’ spellbooks.
  Unlike a wizard, an archon may only learn 
  a set number of spells (as detailed in Table 
  2: Archon Spell Maximums on page 6). An 
  archon simply spends too much of his time 
  maintaining combat skills to also master an 
  unlimited number of arcane formulas. Much as 
  most classes are only proﬁ cient with a limited 
  number of weapons (and must take Weapon 
  Proﬁ ciency feats to learn more), the archon can 
  only learn a limited number of spells (and must 
  take the Increased Spell Maximum feat to learn 
  more, see page 8 for details).
  An archon must choose and prepare his 
  spells ahead of time by gett ing 8 hours of sleep 
  and spending 1 hour studying his spellbook. 
  CLASS SKILLS
  The archon’s class skills are Appraise (Int), 
  Climb (Str), Craft (Int), Fly (Dex), Handle Animal 
  (Cha), Intimidate (Cha),  Knowledge (arcana), 
  Knowledge (nobility), Profession (Wis), Ride 
  (Dex), Spellcraft (Int), and Swim (Str).
  Skill Ranks per Level: 2 + Int modiﬁ er.
  CLASS FEATURES
  All of the following are class features of the 
  archon.
  Weapon and Armor Proﬁ ciency: An archon 
  is proﬁ cient with all simple weapons, plus two 
  martial weapons selected at 1st level. (While 
  most archons take proﬁ ciency with one martial 
  melee weapon and one martial ranged weapon, 
  any two martial weapons may be selected.)
  Archons are also proﬁ cient with light armor 
  and shields (except tower shields). An archon 
  can cast archon spells while wearing light 
  armor and using a shield (except tower shields) 
  without incurring the normal arcane spell 
  failure chance. Like any other arcane spellcaster, 
  an archon wearing medium or heavy armor 
  incurs a chance of arcane spell failure if the 
  spell in question has a somatic component (see 
  the arcane armor training ability for exceptions 
  to this general rule). A multiclass archon still 
  incurs the normal arcane spell failure chance for 
  arcane spells received from other classes.
  Spells: An archon casts arcane spells drawn 
  from the archon spell list. An archon must 
  choose and prepare his spells ahead of time, as 
  a wizard does.
  To learn, prepare, or cast a spell, the archon 
  must have an Intelligence score equal to at least 
  10 + the spell level. The Diﬃ  culty Class for a 
  saving throw against an archon’s spell is 10 + the 
  spell level + the archon’s Intelligence modiﬁ er.
  
  4
  While studying, the archon decides which spells to 
  prepare.
  Cantrips: Archons can prepare a number of 
  cantrips, or 0-level spells, each day, as noted on 
  Table 1: The Archon under “Spells per Day.” These 
  spells are cast like any other spell, but they are not 
  expended when cast and may be used again.
  Rivenspell (Su): The rivenspell is one of the basic 
  techniques of the archon, the ﬁ rst step in learning to 
  fully combine martial and arcane thought processes 
  into a single action. It is literally the ability to rive 
  (tear apart) a spell into raw, primal magic energy. 
  The archon sacriﬁ ces one of his prepared 1st-level or 
  higher spells, then uses the crude magic from the 
  “riven spell” to produce a simple magic eﬀ ect. 
  Though using a rivenspell is quick and easy (a 
  swift action that does not provoke an att ack of 
  opportunity), it’s also fairly limited. The archon 
  begins play knowing a single way to focus a 
  rivenspell, creating one simple eﬀ ect that lacks 
  the focus and precision of a true spell. At 4th
  level and every three levels after (7th, 10th, 13th, 
  16th, and 19th level) the archon can learn one 
  additional rivenspell technique.
  Some rivenspell eﬀ ects require a minimum 
  spell level be sacriﬁ ced to create their eﬀ ect 
  (such as dispel), but otherwise any 1st-6th 
  level archon spell may be used. The spell slot 
  is expended as part of the action,, so the archon 
  must select exactly which prepared spell is 
  sacriﬁ ced each time a rivenspell is used. In most 
  cases, the power of the rivenspell eﬀ ect is based 
  on the level of the spell sacriﬁ ced to create it.
  The potential rivenspell eﬀ ects are as 
  follows:
  Bolt (Su): As part of the swift action sacriﬁ cing 
  a spell to power this eﬀ ect, the archon may make 
  a ranged att ack at a single target. For each level 
  of the spell used to power this eﬀ ect, the ranged 
  att ack deals 1d4 points of force damage and 
  adds 10 feet to the maximum range. Thus an 
  archon sacriﬁ cing a 3rd level spell gains a single 
  ranged att ack dealing 3d4 at a maximum of 30 
  feet. This rivenspell acts as a force eﬀ ect.
  Counter (Su): As an immediate action, the 
  archon may sacriﬁ ce a spell of 4th level or higher 
  to reroll a single missed saving throw. If a 5th
  level spell is used the reroll gains a +1 bonus, if a 
  6th level spell is used the reroll gains a +2 bonus. 
  The archon must use the second saving throw 
  roll, even if it is worse than the original save 
  result. The archon may only use one counter 
  rivenspell per round. An archon must be 7th
  level before selecting this rivenspell.
  Dash (Su): Until the end of the archon’s next 
  turn, he gains an enhancement bonus to one 
  form of movement (selected by the archon each 
  time the ability is used) equal to 5 ft. per level of 
  spell sacriﬁ ced.
  Dispel (Su): This rivenspell empower’s the 
  archon so the next creature he hits with a melee 
  att ack (before the end of the archon’s next turn) 
  is the subject of a targeted dispel, as from a dispel 
  magic spell. A spell of 4th or higher spell level 
  must be sacriﬁ ced to empower this rivenspell. 
  If a 5th level spell is used the dispel check gains 
  a +1 bonus, and if a 6th level spell is used the 
  dispel check gains a +2 bonus.  An archon must 
  be 10th level before selecting this rivenspell.
  Focus (Su): The archon gains a bonus to skill 
  checks made with one skill selected when this 
  rivenspell is used. The bonus is equal to the 
  level of spell used to empower the rivenspell. If 
  the skill selected is Acrobatics, Appraise, Bluﬀ , 
  Diplomacy, Disable Device, Escape Artist, Heal, 
  Intimidate, Knowledge (any), Linguistics, Sense 
  Motive, Sleight of Hand, Spellcraft, or Use Magic 
  Device the bonus lasts until the beginning of the 
  archon’s next turn. If the skill selected is Climb, 
  Fly, Handle Animal, Perception, Perform, Ride, 
  Stealth, or Swim the bonus lasts for one minute 
  per level of spell sacriﬁ ced. If the skill is Craft, 
  Profession, or Survival the bonus applies to any 
  one use of the skill that does not take more than 
  24 hours.
  Shield (Su): The archon gains a deﬂ ection 
  bonus to AC equal to the level of spell used 
  to empower this rivenspell. The bonus is 
  considered a force eﬀ ect, and lasts for a number 
  of rounds equal to the level of spell sacriﬁ ced.
  Smite (Su): The archon gains an insight 
  bonus to att ack and damage on his next att ack 
  roll (made before the end of his next turn). The 
  bonus is equal to the level of spell sacriﬁ ced to 
  empower this rivenspell.
  
  5
  Vigor (Su): The archon gains 2 temporary hit 
  points per level of the spell used to empower this 
  rivenspell. Multiple uses of the vigor rivenspell 
  do not stack, each use resets the number of 
  temporary hit points based on its level.
  Favored Spell (Ex): Much as some combatants 
  favor a speciﬁ c weapon or ﬁ ghting style, archons 
  focus their training on just a few spells above all 
  others. At 2nd level an archon chooses a single 
  spell he knows to be his favored spell. An archon 
  gains a +2 bonus to caster level, concentration, 
  and Spellcraft checks made regarding this spell 
  (including caster level checks made to overcome 
  SR, and eﬀ orts to use the spell to counterspell the 
  eﬀ orts of other spellcasters).
  At 11th level the archon selects a second 
  favored spell. Additionally, the bonus gained 
  to appropriate checks regarding the original 
  favored spell increases to +4.
  Arcane Surge (Ex): Beginning at 5th level, an 
  archon may, once a day, cast a single spell as a 
  swift action. The spell must have a casting time of 
  1 standard action or less, and the archon may not 
  cast any other spell during the same round. The 
  spell must be one gained from the archon spell 
  list, and not a spell gained through some other 
  character class. The archon can use this ability 
  twice per day at 9th level, three times a day at 13th
  level, and four times a day at 17th level.
  Arcane Armor Training (Ex): Though an 
  archon’s basic training allows him to cast spells 
  with somatic components in light armor with 
  no risk of spell failure, an archon constantly 
  strives to master the art of spellcasting in heavier 
  armors. At 3rd level an archon in medium armor 
  reduce’s his chance of arcane spell failure by 5% 
  (minimum 0). This reduction increases by 5% 
  at 6th, 12th, 15th, and 18th level, ending with a 
  25% reduction in spell failure while in medium 
  armor.
  At 9th level, the archon’s arcane armor 
  training also applies to heavy armor. It also 
  applies to the arcane spell failure chance from 
  a tower shield, if the archon is proﬁ cient with 
  tower shields.
  Soul of the Spellblade (Su): At 8th level 
  the archon learns the ﬁ rst power taught to the 
  Spellblades, the loyal humanoid servants to 
  the gesh dusk knights. This allows an archon 
  to deliver a touch-range archon spell with a 
  successful melee att ack. To do this the archon 
  must cast the spell (with its normal casting 
  time) but not immediately use it to touch a 
  target. (This is called “holding the charge.”) 
  On the next round (or any time within the next 
  six rounds) the archon may deliver the touch 
  spell with any melee att ack (unarmed or with 
  a weapon) he makes against a target’s full AC 
  (not their touch AC). On a successful att ack, the 
  spell is delivered along with the melee att ack’s 
  normal damage.
  The archon must declare what melee att ack 
  is being used to deliver a held charge prior to 
  making the att ack rolls. A missed att ack roll 
  expends the spell uselessly to no eﬀ ect, while 
  a blow that hits but fails to do damage (for 
  example, one that fails to penetrate a target’s 
  DR) discharges the spell successfully against the 
  target.
  While the archon is holding the charge of a 
  touch spell in preparation to use this power he 
  may touch other creatures freely, and even make 
  other melee att acks, without losing the held 
  spell. However, the archon cannot cast any other 
  spells while holding the charge of a touch spell. 
  The archon may release the spell harmlessly as a 
  free action. After six rounds from being cast, the 
  charge on a touch spell dissipates even if it has 
  not been used.
  Force of the Hexsword (Su): At 14th level the 
  archon learns one of the monster-slaying techniques 
  used by the ancient gesh race’s Hexsword Slayers. 
  All weapon att acks made by the archon are treated as 
  though the weapon he wields is magic and has one 
  of the following properties (selected by the archon 
  when this ability is gained): good (only for good 
  archons), evil (only for evil archons), silver, or cold 
  iron. This is in addition to whatever properties the 
  weapon actually has, and does not replace existing 
  properties.
  Additionally, the archon can cause the damage 
  dealt by his weapon to be of one of the following types 
  (selected by the archon when this ability is gained): 
  cold, electricity or ﬁ re damage. All damage must 
  be aﬀ ected or none – the archon cannot aﬀ ect only 
  some damage dealt by his weapon. (For example: an 
  archon able to cause his weapon to deal ﬁ re damage, 
  using a shocking longsword, either deals 1d8 slashing 
  damage +1d6 electricity, or 1d8+1d6 ﬁ re damage. 
  He cannot do 1d8 ﬁ re damage and 1d6 electricity 
  damage with the weapon.) The archon may switch 
  between elemental and normal weapon damage as 
  a free action.
  Even if an archon has his weapon deal elemental 
  damage, DR is still eﬀ ective against the base damage 
  die of the weapon. If a target has both DR and the 
  appropriate elemental resistance, both are eﬀ ective 
  against the archon’s elemental hexsword damage.
  Dominion of the Dusk Knight (Ex): At 20th level 
  the archon gains mastery over the art of dual martial 
  and arcane combat, achieving the powers once 
  reserved for the ancient dusk knights. As a full round 
  action, the archon may make a single att ack (melee 
  or ranged) and cast a single spell with a casting time 
  of 1 standard action. The archon may decide to cast 
  then att ack, or att ack then cast. When the archon 
  uses the dusk knight ability, he may also use his 
  arcane surge ability to cast a second spell in the same 
  round (though he still cannot use arcane surge to cast 
  multiple spells in a round when not using his dusk 
  knight ability).
  
  6
  ARCHON SPELL LIST
  0-LEVEL ARCHON SPELLS (CANTRIPS)
  Arcane Mark: Inscribes a personal rune on an object 
  or creature (visible or invisible).
  Dancing Lights: Creates torches or other lights.
  Detect Magic: Detects all spells and magic items 
  within 60 ft.
  Disrupt Undead: Deals 1d6 damage to one undead.
  Flare: Dazzles one creature ( –1 on att ack rolls).
  Ghost Sound: Figment sounds.
  Light: Object shines like a torch.
  Mending: Makes minor repairs on an object.
  Message: Whisper conversation at distance.
  Open/Close: Opens or closes small or light 
  things.
  Prestidigitation: Performs minor tricks.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Touch of Fatigue: Touch att ack fatigues target.
  1ST-LEVEL ARCHON SPELLS
  Alarm: Wards an area for 2 hours/level.
  Animate Rope: Makes a rope move at your 
  command.
  Burning Hands: 1d4/level ﬁ re damage (max 
  5d4).
  Charm Person: Makes one person your friend.
  Chill Touch: One touch/level deals 1d6 damage 
  and possibly 1 Str damage.
  Comprehend Languages: You understand all 
  spoken and writt en languages.
  Detect Secret Doors: Reveals hidden doors 
  within 60 ft.
  Detect Undead: Reveals undead within 60 ft.
  Disguise Self: Changes your appearance.
  Endure Elements: Exist comfortably in hot or 
  cold regions.
  Enlarge Person: Humanoid creature doubles in 
  size.
  Erase: Mundane or magical writing vanishes.
  Feather Fall: Objects or creatures fall slowly.
  Floating Disk: Creates 3-ft.-diameter horizontal 
  disk that holds 100 lbs./level.
  Grease: Makes 10-ft. square or one object 
  slippery.
  Hold Portal: Holds door shut.
  Jump: Subject gets bonus on Acrobatics checks.
  Magic Aura: Alters object’s magic aura.
  Magic Missile: 1d4+1 damage; +1 missile per 
  two levels above 1st (max 5).
  Magic Weapon: Weapon gains +1 bonus.
  Mount: Summons riding horse for 2 hours/level.
  Obscuring Mist: Fog surrounds you.
  Protection from Chaos/Evil/Good/Law: +2 to 
  AC and saves, plus additional protection against 
  selected alignment.
  Ray of Enfeeblement: Ray causes 1d6 Str 
  penalty + 1 per 2 levels.
  Shield: Invisible disc gives +4 to AC, blocks 
  magic missiles.
  Shocking Grasp: Touch delivers 1d6/level 
  electricity damage (max 5d6).
  Silent Image: Creates minor illusion of your 
  design.
  Ventriloquism: Throws voice for 1 min./level.
  2ND-LEVEL ARCHON SPELLS
  Acid Arrow: Ranged touch att ack; 2d4 damage 
  for 1 round + 1 round/three levels.
  Alter Self: Assume form of a Small or Medium 
  humanoid.
  Bear’s Endurance: Subject gains +4 to Con for 1 
  min./level.
  Blindness/Deafness: Makes subject blinded or 
  deafened.
  Blur: Att acks miss subject 20% of the time.
  Bull’s Strength: Subject gains +4 to Str for 1 
  min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./
  level.
  Darkness: 20-ft. radius of supernatural shadow.
  Darkvision: See 60 ft. in total darkness.
  Detect Thoughts: Allows “listening” to surface 
  thoughts.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 
  min./level.
  Fog Cloud: Fog obscures vision.
  Fox’s Cunning: Subject gains +4 to Int for 1 
  min./level.
  Ghoul Touch: Paralyzes one subject, which 
  exudes stench that makes those nearby sickened.
  Glitterdust: Blinds creatures, outlines invisible 
  creatures.
  Table 2: Archon Spell Maximums
  Character
  Level
  Maximum Spells Known
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  1
  2
  2
  3
  2
  1
  4
  3
  2
  5
  3
  2
  1
  6
  3
  3
  1
  7
  4
  3
  1
  1
  8
  4
  3
  1
  1
  9
  4
  4
  2
  1
  1
  10
  4
  4
  2
  1
  1
  11
  5
  4
  2
  2
  1
  1
  12
  5
  4
  2
  2
  1
  1
  13
  5
  5
  3
  2
  2
  1
  14
  5
  5
  3
  2
  2
  1
  15
  6
  5
  3
  3
  2
  2
  16
  6
  5
  3
  3
  2
  2
  17
  6
  5
  3
  3
  3
  2
  18
  6
  6
  3
  3
  3
  2
  19
  6
  6
  3
  3
  3
  3
  20
  6
  6
  3
  3
  3
  3
  
  7
  Gust of Wind: Blows away or knocks down 
  smaller creatures.
  Hypnotic Pattern: Fascinates 2d4 + level HD of 
  creatures.
  Invisibility: Subject is invisible for 1 min./level 
  or until it att acks.
  Knock: Opens locked or magically sealed door.
  Levitate: Subject moves up and down at your 
  direction.
  Locate Object: Senses direction toward object 
  (speciﬁ c or type).
  Make Whole: Repairs an object.
  Minor Image: As silent image, plus some sound.
  Mirror Image: Creates decoy duplicates of you.
  Obscure Object: Masks object against scrying.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 
  min./level.
  Protection from Arrows: Subject gains DR 10/
  magic against ranged att acks.
  Pyrotechnics: Turns ﬁ re into blinding light or 
  thick smoke.
  Resist Energy: Ignores ﬁ rst 10 (or more) points 
  of damage per att ack from speciﬁ ed energy type.
  Scorching Ray: Ranged touch att ack deals 4d6 
  ﬁ re damage, + 1 ray/four levels (max 3).
  See Invisibility: Reveals invisible creatures or 
  objects.
  Shatter: Sonic energy damages objects or 
  crystalline creatures.
  Spectral Hand: Creates disembodied glowing 
  hand to deliver touch att acks.
  Spider Climb: Grants ability to walk on walls 
  and ceilings.
  Touch of Idiocy: Subject takes 1d6 penalty to 
  Int, Wis, and Cha.
  Whispering Wind: Sends a short message 1 
  mile/level.
  3RD-LEVEL ARCHON SPELLS
  Clairaudience/Clairvoyance: Hear or see at a 
  distance for 1 min./level.
  Daylight: 60-ft. radius of bright light.
  Dispel Magic: Cancels one magical spell or 
  eﬀ ect.
  Displacement: Att acks miss subject 50% of the 
  time.
  Explosive Runes: Deals 6d6 damage when read.
  Fireball: 1d6 damage per level, 20-ft. radius.
  Flame Arrow: Arrows deal +1d6 ﬁ re damage.
  Fly: Subject ﬂ ies at speed of 60 ft.
  Gaseous Form: Subject becomes insubstantial 
  and can ﬂ y slowly.
  Haste: One creature/level moves faster, +1 on 
  att ack rolls, AC, and Reﬂ ex saves.
  Heroism: Gives +2 bonus on att ack rolls, saves, 
  skill checks.
  Keen Edge: Doubles normal weapon’s threat 
  range.
  Lightning Bolt: Electricity deals 1d6/level 
  damage.
  Magic Circle against Chaos/Evil/Good/Law: As 
  protection spells, but 10-ft. radius and 10 min./
  level.
  Magic Weapon, Greater: Weapon gains +1 
  bonus/four levels (max +5).
  Major Image: As silent image, plus sound, smell 
  and thermal eﬀ ects.
  Protection from Energy: Absorbs 12 points/
  level of damage from one kind of energy.
  Phantom Steed: Magic horse appears for 1 
  hour/level.
  Rage: Gives +2 to Str and Con, +1 on Will saves, 
  –2 to AC.
  Ray 
  of 
  Exhaustion: 
  Ray 
  makes 
  subject 
  exhausted.
  Sleet Storm: Hampers vision and movement.
  Slow: One subject/level takes only one action/
  round,  –1 to AC, Reﬂ ex saves, and att ack rolls.
  Stinking Cloud: Nauseating vapors, 1 round/level.
  Suggestion: Compels a subject to follow stated 
  course of action.
  Tiny Hut: Creates shelter for 10 creatures.
  Tongues: Speak and understand any language.
  Vampiric Touch: Touch deals 1d6 damage per two 
  levels; caster gains damage as temporary hp.
  Water Breathing: Subjects can breathe underwater.
  
  8
  4TH-LEVEL ARCHON SPELLS
  Arcane Eye: Invisible ﬂ oating eye moves 30 ft./
  round.
  Bestow Curse:  –6 to an ability score;  –4 on att ack 
  rolls, saves, and checks; or 50% chance of losing 
  each action.
  Black Tentacles: Tentacles grapple all creatures 
  within a 20-ft. spread.
  Confusion: Subjects behave oddly for 1 round/level.
  Contagion: Infects subject with chosen disease.
  Crushing Despair: Subjects take  –2 on att ack rolls, 
  damage rolls, saves, and checks.
  Detect Scrying: Alerts you to magical eavesdropping
  Dimension Door: Teleports you a short distance.
  Enervation: Subject gains 1d4 negative levels.
  Fear: Subjects within cone ﬂ ee for 1 round/level.
  Fire Shield: Creatures att acking you take ﬁ re 
  damage; you’re protected from heat or cold.
  Globe of Invulnerability, Lesser: Stops 1st- through 
  3rd-level spell eﬀ ects.
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. 
  across.
  Locate Creature: Indicates direction to familiar 
  creature.
  Minor Creation: Creates one cloth or wood object.
  Phantasmal Killer: Fearsome illusion kills subject 
  or deals 3d6 damage.
  Remove Curse: Frees object or person from curse.
  Resilient Sphere: Force globe protects but traps one 
  subject.
  Secure Shelter: Creates sturdy cott age.
  Shout: Deafens all within cone and deals 5d6 sonic 
  damage.
  Solid Fog: Blocks vision and slows movement.
  Stone Shape: Sculpts stone into any shape.
  5TH-LEVEL ARCHON SPELLS
  Baleful Polymorph: Turns subject into harmless 
  animal.
  Blight: Withers one plant or deals 1d6/level damage 
  to plant creature.
  Break Enchantment: Frees subjects from 
  enchantments, transmutations, and curses.
  Cone of Cold: 1d6/level cold damage.
  Dismissal: Forces a creature to return to its 
  native plane.
  Dream: Sends message to anyone sleeping.
  Interposing Hand: Hand provides cover against 
  1 opponent.
  Mage’s Faithful Hound: Phantom dog can 
  guard a location and att ack intruders.
  Major Creation: As minor creation, plus stone 
  and metal.
  Mind Fog: Subjects in fog get  –10 to Wis and 
  Will checks.
  Nightmare: Sends vision dealing 1d10 damage, 
  fatigue.
  Overland Flight: You ﬂ y at a speed of 40 ft. and 
  can hustle over long distances.
  Persistent Image: As major image, but with no 
  concentration required.
  Polymorph: Gives one willing subject a new 
  form.
  Prying Eyes: 1d4 + 1/level ﬂ oating eyes scout for 
  you.
  Sending: Delivers short message anywhere, 
  instantly.
  Telepathic Bond: Link lets allies communicate.
  Teleport: Instantly transports you as far as 100 
  miles per level.
  Transmute Mud to Rock: Transforms two 10-ft. 
  cubes per level.
  Transmute Rock to Mud: Transforms two 10-ft. 
  cubes per level.
  Waves of Fatigue: Several targets become 
  fatigued.
  6TH-LEVEL ARCHON SPELLS
  Acid Fog: Fog deals acid damage.
  Antimagic Field: Negates magic within 10 ft.
  Chain Lightning: 1d6/level damage and 1 
  secondary bolt/level.
  Control Water: Raises or lowers bodies of water.
  Disintegrate: Reduces one creature or object to 
  dust.
  Eyebite: Target becomes panicked, sickened, 
  and comatose.
  Flesh to Stone: Turns subject creature into 
  statue.
  Forceful Hand: Hand pushes creatures away.
  Freezing Sphere: Freezes water or deals cold 
  damage.
  Guards and Wards: Array of magic eﬀ ects 
  protect area.
  Globe of Invulnerability: As lesser globe of 
  invulnerability, plus 4th-level spell eﬀ ects.
  Heroism, Greater: Gives +4 bonus on att ack 
  rolls, saves, skill checks; immunity to fear; 
  temporary hp.
  Mislead: Turns you invisible and creates illusory 
  double.
  Move Earth: Digs trenches and builds hills.
  Permanent Image: Permanent illusion, includes 
  sight, sound, smell, and thermal eﬀ ects.
  Shadow Walk: Step into shadow to travel 
  rapidly.
  Stone to Flesh: Restores petriﬁ ed creature.
  Veil: Changes appearance of a group of 
  creatures.
  FEATS
  INCREASED SPELL MAXIMUM
  You have focused greater att ention on your 
  arcane studies than most archons, and thus can 
  learn a greater number of spells.
  Prerequisites: 1st–level Archon.
  Beneﬁ t: Your maximum spells known 
  for each spell level increases by 1. You still 
  must learn these spells normally, they are not 
  automatically gained by taking this feat.
  Special: You can select this feat multiple 
  times, its eﬀ ects stack.
  
  9
  BRING A GENIUS TO THE  TABLE!
  CREDITS
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Joseph J. Calkins and Cerebus Illustrations
  Interior Art:
  Per Sjögren, Joseph J. Calkins 
  and Cerebus Illustrations 
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2009 Owen K.C. Stephens
  Used with permission.
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  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.
  DESIGNATION OF PRODUCT IDENTITY
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  logos; the “The Genius Guide To:” name and logo; the Archon name, background, and logo; all 
  artwork, trade dress, and graphic design elements; 
  All game mechanics of The Genius Guide to: The Archon is Open Game Content as 
  described in Section 1(d) of the License. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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  15. COPYRIGHT NOTICE 
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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 RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 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 Peterson, Erica Balsley, Kevin Baase, Casey Christoﬀ erson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: The Archon. Copyright 2009, Super Genius Games. Author: Owen K.C. 
  Stephens
  
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