TEXT: 1
  T
  raditional wizards find magic in books, 
  sorcerers in blood, and bards in music. The 
  most powerful magical creatures of the 
  Material Plane—dragons—find magic in color. 
  Ignoring the traditional schools of magic, mosaic 
  mages define spells by associated color. Red 
  magic is violent and aggressive, but it also heals 
  and loves. Both black magic and white magic are 
  death, but one is also evil while the other good. 
  Blue is mysticism, utility, and knowledge. Yellow 
  is energy, enigmas, and light.
  Mosaic mages prefer to identify themselves by 
  the color in which they specialize. A mosaic mage 
  who specializes in yellow magic, for example, 
  prefers to be known as a yellow mage. So attuned to 
  the color of magic in which they specialize, mosaic 
  mages emanate a translucent aura that tints their 
  skin and clothes. Although this tinted aura is not 
  perceived any more powerfully by detect magic, it 
  is obvious to the naked eye.
  Ridiculed by the ignorant and magically sterile, 
  mosaic mages of every color possess unique access 
  to spells that are the envy of their bookish brethren. 
  Red mages, for example, are among the few arcane 
  casters with healing powers but who can also throw 
  fire around better than divine healers. A minority 
  among the already rare ranks of the mosaic mages 
  are those who blend colors together to expand their 
  access to magic, such as green mages, who can 
  benefit from all magic associated with the mystical 
  blue and enigmatic yellow spell spectrums. By 
  studying the lessons of great wizards and historic 
  artists, mosaic mages see magic in a different light.
  
  2
  Mosaic Mage
  Magic defies the physical and logical 
  rules of the world, and yet is defined strictly 
  by its own ruleset. In the study of magic’s 
  rules, creative sages theorized that physics 
  and logic could defy magic’s rules, and in 
  doing so redefine its accepted parameters. 
  The first major redefinition of magic’s rules 
  was inspired, as much magic has been, by 
  dragons. By analyzing the link between the 
  different colors of dragons and the energies 
  they 
  control, 
  the 
  first 
  secrets of mosaic magic 
  were unlocked. Although 
  sometimes 
  discredited 
  as 
  less 
  versatile 
  than 
  traditional arcane magic, 
  none 
  can 
  deny 
  the 
  advantages 
  unlimited 
  access to all spells in a 
  color’s spectrum affords 
  mosaic mages.
  Role: As with most 
  aspects of mosaic magic, 
  a mosaic mage’s role is 
  determined by color. Black 
  mages bolster their side 
  with undead and shadow 
  illusions 
  while 
  quickly 
  dropping weak enemies 
  with death magic. Blue 
  mages control battlefields 
  and 
  solve 
  problems 
  outside of combat. Red 
  mages 
  are 
  dangerous 
  pyromancers as well as 
  invaluable support. White mages control 
  the extremes of life and death. Yellow mages 
  have the most diverse offense of all mosaic 
  mages. Regardless of color, mosaic mages are 
  capable arcanists with magical influence over 
  the world. The mosaic mage is an alternative 
  class for the wizard core class. See the 
  Advanced Player’s Guide for the Pathfinder 
  Roleplaying Game for more information on 
  alternative classes.
  Alignment: Any
  Hit Dice: d6
  class skills
  The mosaic mage’s class skills are Appraise 
  (Int), Craft (Int), Fly (Dex), Knowledge (all, 
  each taken separately) (Int), Linguistics (Int), 
  Perception (Wis), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int). 
  Skill Ranks per Level: 4 + Intelligence 
  modifier.
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  +0
  +0
  +0
  +2
  Aura, spectrum power, cantrips
  3
  1
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +0
  +3
  4
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +1
  +1
  +1
  +3
  4
  2
  1
  —
  —
  —
  —
  —
  —
  —
  4th
  +2
  +1
  +1
  +4
  Spectrum power
  4
  3
  2
  —
  —
  —
  —
  —
  —
  —
  5th
  +2
  +1
  +1
  +4
  4
  3
  2
  1
  —
  —
  —
  —
  —
  —
  6th
  +3
  +2
  +2
  +5
  4
  3
  3
  2
  —
  —
  —
  —
  —
  —
  7th
  +3
  +2
  +2
  +5
  4
  4
  3
  2
  1
  —
  —
  —
  —
  —
  8th
  +4
  +2
  +2
  +6
  Spectrum power
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  +4
  +3
  +3
  +6
  4
  4
  4
  3
  2
  1
  —
  —
  —
  —
  10th
  +5
  +3
  +3
  +7
  4
  4
  4
  3
  3
  2
  —
  —
  —
  —
  11th
  +5
  +3
  +3
  +7
  4
  4
  4
  4
  3
  2
  1
  —
  —
  —
  12th
  +6/+1
  +4
  +4
  +8
  Advanced Spectrum power
  4
  4
  4
  4
  3
  3
  2
  —
  —
  —
  13th
  +6/+1
  +4
  +4
  +8
  4
  4
  4
  4
  4
  3
  2
  1
  —
  —
  14th
  +7/+2
  +4
  +4
  +9
  4
  4
  4
  4
  4
  3
  3
  2
  —
  —
  15th
  +7/+2
  +5
  +5
  +9
  4
  4
  4
  4
  4
  4
  3
  2
  1
  —
  16th
  +8/+3
  +5
  +5
  +10
  Advanced spectrum power
  4
  4
  4
  4
  4
  4
  3
  3
  2
  1
  17th
  +8/+3
  +5
  +5
  +10
  4
  4
  4
  4
  4
  4
  4
  3
  2
  1
  18th
  +9/+4
  +6
  +6
  +11
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19th
  +9/+4
  +6
  +6
  +11
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20th
  +10/+5
  +6
  +6
  +12
  Advanced spectrum power
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  
  3
  3
  class Features
  The following are the class features of the 
  mosaic mage.
  Weapon and Armor Proficiency: Mosaic 
  mages are proficient with all simple weapons, 
  but not with any type of armor or shield. As 
  with most arcane spellcasters, armor interferes 
  with a mosaic mage’s movements, which can 
  cause spells with somatic components to fail
  Spells: A mosaic mage casts arcane spells 
  drawn from the schools and subschools of 
  magic associated with the color of magic in 
  which he specializes, called his spectrum. A 
  mosaic mage must choose and prepare his 
  spells ahead of time. To learn, prepare, or 
  cast a spell, the mosaic mage must have an 
  Intelligence score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving 
  throw against a mosaic mage’s spell is 10 + the 
  spell level + the mosaic mage’s Intelligence 
  modifier.
  A mosaic mage can cast only a certain 
  number of spells of each spell level per 
  day. His base daily spell allotment is given 
  on Table: Mosaic Mage. In addition, he 
  receives bonus spells per day if he has a high 
  Intelligence score (see Ability Modifiers and 
  Bonus Spells in the Pathfinder Roleplaying 
  Game Core Rulebook).
  A mosaic mage may prepare and cast any 
  spells drawn from his spectrum. This includes 
  all spells of the schools and subschools 
  making up the spectrum, regardless of which 
  classes can traditionally access the spell. 
  When the level of a spell is differs based on 
  the class, a mosaic mage treats it as the same 
  level spell as a wizard. In the case of spells 
  not on the wizard spell list, the mosaic mage 
  treats it as a spell of the highest listed level. 
  For example, even though a ranger would 
  prepare and cast animal growth as a 4th-
  level spell, a mosaic mage would prepare 
  and cast it as a 5th-level spell, like a wizard 
  would. Neutralize poison is not on the wizard 
  spell list. A mosaic mage would prepare and 
  memorize it as a 4th-level spell, like a bard, 
  cleric, or paladin, and not a 3rd-level spell, 
  like a druid or ranger, because 4th level is the 
  highest listed level of the spell.
  A mosaic mage must choose and prepare 
  his spells ahead of time by getting 8 hours of 
  sleep and spending 1 hour reflecting on his 
  spellprism (see below). While studying, the 
  mosaic mage decides which spells to prepare
  Spectrum: A mosaic mage chooses a color 
  of magic in which to specialize. This choice 
  must be made at 1st level, and once made, it 
  cannot be changed. Each spectrum (or color) 
  shares one school or subschool with two 
  other spectrums (or colors): black with blue 
  and white; blue with black and yellow; red 
  with white and yellow; white with black and 
  red; and yellow with blue and red. Colors 
  that share a school or subschool of magic are 
  called complementary spectrums. A mosaic 
  mage can prepare spells from the schools and 
  subschools of his complementary spectrums 
  but must use two spell slots of that level to 
  prepare each such spell. Thus a black mage 
  can prepare any spell available in the black 
  spectrum using a single spell slott, or may 
  prepare spells from the blue and white 
  schools using two spell slots for each such 
  spell prepared.
  Alternatively, a mosaic mage can choose to 
  specialize in two complementary spectrums. 
  A mosaic mage who chooses to specialize in 
  two complementary spectrums is referred to 
  as a mosaic mage of a secondary spectrum. 
  These secondary spectrums are green (blue 
  and yellow), gray (black and white), rose 
  (red and white), orange (red and yellow), 
  and purple (black and blue). A mosaic mage 
  who specializes in a secondary spectrum 
  chooses five of the nine different schools and 
  subschools associated with his two primary 
  spectrums as his primary focus. For example, 
  a green mage could have a primary focus 
  of abjuration, conjuration (teleportation), 
  divination 
  (scrying), 
  evocation 
  (sonic), 
  and illusion (pattern). He may prepare 
  and cast any spells drawn from his chosen 
  primary focus of schools and subschools. 
  He may prepare spells from the schools and 
  subschools normally part of his two primary 
  spectrums, but which he did not select as part 
  of his primary focus by using two spells slots. 
  He may not prepare spells from his selected 
  spectrums’ other normal complementary 
  spectrums, even by using two spell slots
  Cantrips: Mosaic mages can prepare a 
  number of cantrips, or 0-level spells, each 
  day, as noted on Table 1: Mosaic Mage under 
  “Spells per Day” found on page 2. These spells 
  are cast like any other spell, but they are not 
  expended when cast and may be used again. 
  A mosaic mage can prepare a cantrip from a 
  complementary spectrum, but it uses up two of 
  his available slots.
  Spellprism: A mosaic mage must study 
  the light reflecting through a spellprism, 
  a clear crystal through which the secrets of 
  
  4
  mosaic magic can be unlocked. A mosaic 
  mage begins play with a spellprism and the 
  understanding of how to angle the spellprism 
  to see his spectrum. A spellprism has 
  hardness 10 and 5 hp per level of the owning 
  mosaic mage. A replacement spellprism 
  costs the same as a replacement spellbook. A 
  mosaic mage needs a light source at least as 
  bright as a candle to reflect on a spellprism 
  and prepare spells.
  Aura: The magic aura of a mosaic mage 
  alters the color of the mosaic mage’s gear and 
  apparel. Anything the mosaic mage wears 
  for more than an hour shifts to be colored 
  exclusively in hues of his spectrum (or the 
  hues that make up his spectrum in the case 
  of mosaic mages of a secondary spectrum). 
  When such items are removed or not in the 
  possession of the mosaic mage, they slowly 
  return to their normal coloration over 1 hour
  Additionally any spell that reveals magic 
  auras (such as detect evil, detect magic, detect 
  poison) also reveals a mosaic mage’s magic 
  spectrum, allowing the caster observing the 
  aura to make a Knowledge (arcana) check (with 
  a DC of 10 + mosaic mage’s level) to become 
  aware of what the mosaic mage’s caster level 
  is, and what schools and subschools of magic 
  the mosaic mage has access to.
  Spectrum Powers: At 1st, 4th, 8th, 12th, 
  16th, and 20th level, a mosaic mage gains 
  a spectrum power. A spectrum power is a 
  manifestation of his spectrum in addition to 
  his spells. Whenever a mosaic mage gains a 
  spectrum power, he can choose any spectrum 
  power in his spectrum. At 12th, 16th, and 20th 
  level, he can choose either a spectrum power 
  or an advanced spectrum power
  When a mosaic mage who specializes 
  in a secondary spectrum gains a spectrum 
  power, he may choose from the spectrum 
  powers of both primary spectrums that 
  make up his secondary spectrum, but 
  he may not choose advanced spectrum 
  powers.
  Magic spectruMs
  The following descriptions detail each 
  magic spectrum, its schools and subschools, 
  and its corresponding powers. When a 
  spectrum lists a school with a subschool 
  or descriptor, the spectrum gains access 
  only to spells of the school that include the 
  subschool or descriptor. For example, the 
  black spectrum includes all spells of the 
  necromancy school, but only those evocation 
  spells that include the [acid] descriptor. 
  Some spectrums exclude some subset of 
  spells within a school. For example the red 
  spectrum includes those evocation spells 
  with the [fire] descriptor, and evocation 
  spells with no energy descriptor, but not 
  evocation spells with energy descriptors 
  other than fire.
  When an effect depends on the number 
  of a mosaic mage’s spectrum powers, this 
  includes advanced spectrum powers.
  Black Magic spectrum
  Complementary Spectrums: Blue, White
  Black magic is associated with death, 
  fear, and the more physical representations 
  of illusions, as well as the acid type of 
  energy. The black magic spectrum is made 
  up of the following schools and subschools: 
  
  5
  5
  · 
  Abjuration;
  · 
  Enchantment (Compulsion);
  · 
  Evocation [Acid];
  · 
  Illusion (Phantasm);
  · 
  Illusion (Shadow);
  · 
  Necromancy.
  Additionally, black mages and mosaic 
  mages of a secondary spectrum that includes 
  the black spectrum can choose from the 
  following spectrum powers:
  Darkness (Sp): Where this black mage 
  walks, darkness follows. He can cast darkness 
  as the spell a number of times per day equal 
  to the number of black spectrum powers he 
  possesses, using his character level as his 
  caster level.
  Darkvision (Su): No blackness is too dark 
  for this black mage’s eyes. He gains darkvision 
  out to 60 feet. If he already has darkvision 
  from another source, his darkvision can 
  penetrate magic darkness created by effects 
  with an effective spell level equal to one third 
  his mosaic mage level or less.
  Onyx Skin (Ex): A black mage’s aura 
  crystallizes over his skin and clothes. He 
  gains a natural armor bonus to AC equal to 
  his Intelligence modifier, to a maximum of +1 
  per 2 levels (minimum +1).
  Puff of Smoke (Su): A thick mist of smoke 
  forms around this black mage, obscuring 
  his movement. As a move action, he can 
  gain concealment until the end of his next 
  turn a number of times per day equal to his 
  Intelligence modifier.
  Sleep Awareness (Ex): The darkness looks 
  out for this black mage as he sleeps. He adds 
  his class level to Perception checks when 
  sleeping, even during the day. For every black 
  spectrum power he possesses, he requires 
  1 less hour of sleep to gain the benefits of 
  sleeping 8 hours.
  advanced spectrum powers
  At 12th level and higher, when a black 
  mage gains a new spectrum power, he may 
  choose it from the following list of advanced 
  spectrum powers:
  Black Tar (Su): As a standard action the 
  black mage can cause a charcoal sludge 
  to run down this black mage’s aura. Any 
  creature that comes within 5 feet of him is 
  immediately slowed, as the spell, for as long 
  as it remains within range of his black tar. 
  As a move action, a black mage can suppress 
  this ability for as long as he concentrates as 
  a swift action. He cannot cast spells while 
  concentrating on suppressing black tar. This 
  effects remains for 1 minute per caster level 
  and cannot be dispelled early by the black 
  mage without using a dispel magic or similar 
  effect. The black mage may use this power 
  a number of times per day equal to his 3 + 
  Intelligence modifier.
  Black Eldritch Knight (Ex): Legends of black 
  knights contain teachings useful to this black 
  mage. He gains Light Armor Proficiency 
  and Arcane Armor Training as bonus feats. 
  He must have the onyx skin black spectrum 
  power before choosing this spectrum power.
  Dark Mage (Ex): This black mage obsesses 
  over shadows and darkness. He adds Stealth 
  to his list of class skills. When casting a 
  spell from the black spectrum, he can make 
  a special Stealth check to cast this spell as 
  though he had prepared it with the Silent 
  Spell and Still Spell metamagic feats. The DC 
  of this check is equal to 15 + twice the level 
  of the spell being cast. On a failed check, the 
  spell is wasted. He must have the darkvision 
  black spectrum power before choosing this 
  spectrum power.
  Shadow Skin (Su): The opaque aura 
  surrounding this black mage hides more than 
  other mosaic mages. He constantly gains the 
  benefits of concealment. He must have the 
  puff of smoke black spectrum power before 
  choosing this spectrum power.
  Vile Magic (Ex): Black magic has a 
  reputation as being the most evil form of 
  magic, a reputation which is well deserved. 
  When this black mage casts spells with the 
  evil descriptor, his effective caster level for 
  that spell goes up by +1, improving spell 
  effects dependent on caster level.
  Blue Magic spectrum
  Complementary Spectrums: Black, Yellow
  Blue magic is associated with mysticism, 
  utility, and knowledge, as well as the 
  electricity type of energy. The blue magic 
  spectrum is made up of the following schools 
  and subschools:
  · 
  Abjuration;
  · 
  Conjuration (Teleportation);
  · 
  Divination (Scrying);
  · 
  Evocation [Electricity];
  · 
  Illusion (Glamer); 
  · 
  Transmutation (Polymorph).
  Additionally, blue mages and mosaic 
  mages of a secondary spectrum that includes 
  the blue spectrum can choose from the 
  following spectrum powers:
  
  6
  Amphibious (Ex): This blue mage developed 
  gills at the base of her neck. She gains a swim 
  speed equal to half her base speed, the aquatic 
  type, and the amphibious special quality. 
  See the Bestiary for more information on the 
  amphibious special quality.
  Evasion (Ex): Fluid movements and 
  lightning reflexes help keep this blue mage 
  out of harm’s way. She gains evasion. See the 
  Rogue entry in the Pathfinder Roleplaying Game 
  Core Rulebook for more information on evasion.
  Ingenious (Ex): This blue mage is as 
  studious as a wizard, although the subjects 
  she studies are far more varied. She gains a 
  bonus skill point at each level. This skill point 
  must be spent on Intelligence-based skills.
  Lingering Static (Su): This blue mage’s 
  electricity is so potent, the areas in which 
  she strikes are marked by an electric charge. 
  After she casts a spell with the electricity 
  descriptor with a defined area or targets, 
  the area the spell affected or a 5-foot radius 
  around one target of the spell is considered 
  difficult terrain for a number of rounds equal 
  to the number of blue spectrum powers he 
  possesses. Creatures who end their move in 
  this area (including the target of such a spell) 
  take 1 point of electricity damage.
  Quench (Su): This blue mage is known for her 
  journeys through desert wastelands without 
  care for sustenance. She no longer suffers ill 
  effects for going without food or water.
  advanced spectrum powers
  At 12th level and higher, when a blue 
  mage gains a new spectrum power, she may 
  choose it from the following list of advanced 
  spectrum powers:
  Crushing Despair (Sp): There is a reason 
  blue is the color of sadness. This blue mage 
  can cast crushing despair, as the spell, a number 
  of times per day equal to the number of blue 
  spectrum powers she possesses. Her caster 
  level for this ability is equal to her class level.
  Dimension Toss (Sp): This blue mage 
  developed rudimentary teleportation out of 
  necessity, although it has proven unreliable. 
  Dimension toss works like dimension door with 
  the following exception: When she chooses the 
  destination of her dimension toss, roll 1d10. 
  Treat a roll of 1–8 like a failed splash weapon 
  attack, leaving her in the corresponding space 
  adjacent to her destination. On a roll of a 
  9, she is on target. On a 10, she may choose 
  
  7
  7
  to land on target or in any space adjacent 
  to her destination. She can use dimension 
  toss a number of times per day equal to her 
  Intelligence modifier. Her caster level for this 
  ability is equal to her class level.
  Electric Sphere (Su): The blue mage can 
  expend a prepared spell to create a sphere of 
  electricity similar to a fireball. The sphere has 
  a radius equal to 5 feet per level of the spell 
  expended and short range (25 ft. + 5 ft./2 caster 
  levels). An electric sphere deals 1d6 electricity 
  damage per level of spell expended, +1 hp 
  per 2 caster levels. A successful Reflex save 
  halves this damage. The DC of this saving 
  throw is equal to 10 + one-half her class level 
  + her Intelligence modifier.
  Improved Evasion (Ex): It is said this blue 
  mage can stand at the center of her ravaging 
  electricity unharmed. She gains improved 
  evasion. See the Rogue entry in the Pathfinder 
  Roleplaying Game Core Rulebook for more 
  information on improve evasion.
  Mage Hands (Sp): Ajar doors close, 
  tipped buckets stand, crooked objects right 
  themselves, all as this blue mage passes. 
  Mage hands works like mage hand with the 
  following exceptions: she creates a number 
  of mage hands equal to the number of blue 
  spectrum powers she possesses. As a standard 
  action, she can deliver a command to each 
  hand. They can function independently, as a 
  group, or a combination. She can use mage 
  hands a number of times per day equal to 3 + 
  her Intelligence modifier. Her caster level for 
  this ability is equal to her class level.
  red Magic spectrum
  Complementary Spectrums: White, Yellow
  Red magic is associated with pain, life, 
  and love, as well as the fire energy type. 
  The red magic spectrum is made up of the 
  following schools and subschools:
  · 
  Conjuration (Calling);
  · 
  Conjuration (Healing);
  · 
  Enchantment (other than enchantment 
  spells with subschools);
  · 
  Evocation (other than evocation spells 
  with energy types);
  · 
  Evocation (Fire);
  · 
  Illusion (Figment).
   
  Additionally, red mages and mosaic 
  mages of a secondary spectrum that includes 
  the red spectrum can choose from the 
  following spectrum powers:
  Bloodletting (Ex): There is an edge to the 
  spells this red mage casts. Targets hit by the 
  red mage’s spells that require an attack roll, 
  including touch and ranged touch attacks, 
  suffer 1 bleed damage in addition to the 
  normal effects of the spell (even if the spell 
  does not normally deal damage). If the spell 
  allows a saving throw for a partial effect, 
  targets still suffer this bleed damage even 
  if they save. If a successful save negates the 
  effect of the spell, the effects of bloodletting 
  are negated as well.
  Boiling Blood (Su): There is fire in this 
  red mage’s veins. When he is successfully 
  damaged by a nonreach melee attack, or an 
  attack with a natural weapon regardless of 
  reach, his attacker immediately takes 1 fire 
  damage. 
  Blue electricity?
  Each magic spectrum includes evocation spells of a specific energy descriptor: black 
  acid, blue electricity, red fire, white cold, and yellow sonic. This ensures spectrums without 
  access to the evocation school remain viable offensive options. Although red’s association 
  with fire and white’s association with cold are obvious, some of the others might leave 
  you scratching your head. In particular, why does blue gain access to electricity magic 
  instead of yellow? Blame dragons.
  With one exception, the primary spectrums are all the color of a true dragon. For the 
  most part, the breath weapon of those true dragons corresponds well with their color. Not 
  blue. For whatever reason, the world’s oldest RPG gave blue dragons lightning breath, 
  which carried over to the Pathfinder Roleplaying Game and carries over here to Mosaic 
  Magic. Call it an appeal to antiquity. Four of the primary colors parallel four true dragons, 
  and three of breath weapons of those true dragons parallel the three of the primary colors, 
  with the one remaining primary color acceptably paralleling the one remaining energy 
  type, that being yellow and sonic.
  
  8
  Fast Movement (Ex): This red 
  mage is a flash in motion. His 
  base speed increases by 10 feet.
  Fiend Calling (Su): This red 
  mage more easily associates 
  with creatures of hell and the 
  abyss. When he casts a summon 
  monster spell to call a creature 
  with the fiendish template, the 
  creature gains fast healing equal 
  to the number of red spectrum 
  powers the red mage possesses.
  Fire Resistance (Ex): Fire does 
  not blister or burn this red mage. 
  He gains fire resistance equal to 3 
  + his Intelligence modifier.
  advanced spectrum 
  powers
  At 12th level and higher, when 
  a red mage gains a new spectrum 
  power, he may choose it from 
  the following list of advanced 
  spectrum powers:
  Burning Rage (Ex): No color 
  is more closely associated with 
  raw anger than red. This red 
  mage can rage, as a barbarian, 
  a number of rounds per day 
  equal to the number of red 
  spectrum powers he possesses 
  + his Intelligence modifier. See 
  the barbarian section of the 
  Pathfinder Roleplaying Game Core 
  Rulebook for more information on 
  rage. Unlike a barbarian, a red 
  mage can cast spells while raging. 
  While raging, the red mage gains a 
  +4 bonus to his caster level for spells 
  he casts with the fire descriptor.
  Fiery Bond (Su): The red mage 
  gains a bonded weapon, which 
  acts like a bonded weapon gained 
  through the wizard’s arcane bond 
  class ability. The weapon gains the 
  flaming burst weapon property, 
  even if it is not otherwise enchanted.
  Ignition (Su): A billow of steam 
  and fire launches this red mage 
  skyward. He can fly, as the spell, a 
  number of minutes per day equal to 
  the number of red spectrum powers 
  he possesses + his Intelligence 
  modifier. He need not spend these 
  minutes consecutively but they 
  must be spent in 1-minute intervals.
  Irresistible (Ex): From lips to 
  heart, red is the color of love. This 
  red mage gains a +1 bonus to his 
  effective caster level with any 
  enchantment (charm) spells he 
  casts.
  Love Tap (Su): A brush of this red 
  mage’s hand can melt the coldest 
  heart. When he casts a charm spell 
  (such as charm person or charm 
  animal), he can choose to replace the 
  spell’s normal range with a range of 
  touch. If so, on a successful touch 
  attack, his target can make a saving 
  throw to negate the effect of his 
  spell only at the end of its next turn.
  
  9
  9
  White Magic spectrum
  Complementary Spectrums: Black, Red
  White magic is associated with life, 
  death, and innocence, as well as the cold 
  energy type. The white magic spectrum 
  is made up of the following schools and 
  subschools:
  · 
  Conjuration (Creation);
  · 
  Conjuration (Healing);
  · 
  Divination (other than divination 
  spells with subschools);
  · 
  Enchantment (Charm);
  · 
  Evocation (Cold);
  · 
  Necromancy.
  Additionally, white mages and mosaic 
  mages of a secondary spectrum that 
  includes the white spectrum can choose 
  from the following spectrum powers:
  Beacon (Su): This white mage’s aura 
  shines a distinct light. She radiates light, 
  as the light spell. As a swift action, she can 
  suppress this ability for a number of rounds 
  equal to her Intelligence modifier. She may 
  also choose to have this light suppressed 
  when sleeping.
  Empathic Mind (Ex): Others confide 
  their private thoughts and lives’ secrets to 
  this white mage simply because they are 
  offered an ear that will listen. She adds her 
  Intelligence modifier to Diplomacy skill 
  checks. Diplomacy is considered a class 
  skill for her.
  Pure Blood (Ex): Some say it is piety that 
  protects this white mage’s body while others 
  see her as the living undead. She gains a 
  bonus equal to her Intelligence modifier to 
  saving throws against poisons and disease. 
  At 12th level, she becomes immune 
  to poisons and disease.
  Pure Soul (Su): The ailments of 
  the arcane world cannot penetrate 
  this white mage’s aura. She gains 
  a bonus equal to her Intelligence 
  modifier to saving throws against 
  curses and paralysis. At 12th level, 
  she becomes immune to curses and 
  paralysis.
  White Hot (Ex): The white mage 
  has learned to view fire as just an 
  absence of cold and can thus create 
  some magic fire effects. This white 
  mage adds a spell of a level she 
  can cast with the fire descriptor 
  to her list of spells known. When 
  she gains a new spell level, she can 
  choose to replace her white hot 
  spell with another spell with the 
  fire descriptor of a level she can 
  cast.
  advanced spectrum 
  powers
  At 12th level and higher, 
  when a white mage gains a new 
  spectrum power, she may choose it 
  from the following list of advanced 
  spectrum powers:
  Absolute 
  Purity 
  (Su): 
  The 
  purity of this white mage’s blood 
  and soul combine to protect 
  her body absolutely. She adds 
  her Intelligence modifier to all 
  saving throws. She must have the 
  pure blood and pure soul white 
  spectrum powers before choosing 
  this spectrum power.
  
  10
  Angelic (Ex): The white mage 
  flies on the feathery of an angel. 
  She gains a 30-foot fly speed 
  with poor maneuverability.
  Channel Energy (Su): From 
  the edge of this white mage’s 
  aura 
  flows 
  divine 
  energy. 
  Depending on her alignment, 
  she can channel either positive 
  or negative energy a number of 
  times per day equal to 3 + her 
  Intelligence modifier. See the 
  cleric entry of the Pathfinder 
  Roleplaying Game Core Rulebook 
  for more information on channel 
  energy. Her effective cleric level 
  for this ability is equal to half 
  her class level.
  Ethereal Cloak (Su): When 
  reports come in of a white mage 
  ghost, it must be asked whether 
  a dead white mage returned or 
  a living white mage flirts with 
  death. As a standard action, this 
  white mage can become ethereal 
  for a number of rounds per day 
  equal to the number of white 
  spectrum powers she possesses. 
  These rounds need not be 
  consecutive but they must be 
  spent in 1-round intervals.
  Grave 
  Enhancement 
  (Su): 
  Restless souls surround the spells 
  this white mage casts. She gains a 
  +1 caster level bonus for all spells 
  of the death subtype.
  yellow Magic 
  spectrum
  Complementary Spectrums: Blue, Red
  Yellow magic is associated with 
  energy, enigmas, and light, as well 
  as the sonic energy type. The yellow 
  magic spectrum is made up of the 
  following schools and subschools: 
  · 
  Conjuration (Summoning);
  · 
  Conjuration (Teleportation);
  · 
  Evocation (other than 
  evocation spells with energy 
  types);
  · 
  Evocation (Sonic);
  · 
  Illusion (Pattern);
  · 
  Transmutation (other 
  than transmutation spells with 
  subschools).
  Additionally, 
  yellow 
  mages 
  and mosaic mages of a secondary 
  spectrum that includes the yellow 
  spectrum can choose from the 
  following spectrum powers:
  Blinding Truth (Su): Finding the 
  solutions to the riddles that are 
  this yellow mage’s illusions is as 
  mystifying as not solving them at 
  all. When a character successfully 
  disbelieves an illusion this yellow 
  mage created, the character must 
  make a saving throw (DC 10 + one-
  half the yellow mage’s caster level 
  + the yellow mage’s Intelligence 
  modifier) or she is blinded until the 
  beginning of her next turn. 
  
  11
  11
  Filament (Su): Beware the unpredictable 
  reach of this yellow mage. He can create 
  a yellow lasso of solid arcane energy as a 
  standard action a number of times per day 
  equal to the number of yellow spectrum 
  powers he possesses. His filament lasts a 
  number of rounds equal to his Intelligence 
  modifier. He can use his filament to gain a 
  bonus to Climb checks equal to his caster 
  level. Additionally, he can make a range touch 
  attack to tether himself by his filament to a 
  target within 30 feet. If he or the target of his 
  filament wish to move to a location more than 
  30 feet from the other’s current location, they 
  must first make a drag combat maneuver (see 
  the Additional Rules chapter of the Advanced 
  Player’s Guide for more information on drag). 
  Failure indicates the character cannot move 
  this turn and her move action is wasted.
  Perceptive (Ex): Between acute clarity of 
  vision and acoustic hyperawareness, this 
  yellow mage is particularly perceptive. The 
  yellow mage may add his Intelligence bonus 
  to all Perception checks.
  Radiant Aura (Su): A yellow aura is 
  hard to hide. This yellow mage can emit 
  or dismiss light as a torch as an immediate 
  action. Once per day as an immediate action, 
  he can emit light as the daylight spell for a 
  number of minutes equal to the number 
  of yellow spectrum powers he possesses, 
  or until he dismisses it as an immediate 
  action. Dismissing his radiant aura does not 
  otherwise dismiss his aura.
  Trapfinding (Ex): It is hard to trick a 
  master of enigmas. This yellow mage gains 
  trapfinding. See the rogue section of the 
  Pathfinder Roleplaying Game Core Rulebook for 
  more information on trapfinding.
  advanced spectrum powers
  At 12th level and higher, when a yellow 
  mage gains a new spectrum power, he may 
  choose it from the following list of advanced 
  spectrum powers:
  Blindsense (Ex): Subsonic echolocation 
  tells this yellow mage everything about his 
  surroundings at all times. He gains blindsense 
  equal to 5 feet per yellow spectrum power he 
  possesses.
  Energy Resistance (Su): As a practitioner of 
  a more offensive spectrum, this yellow mage 
  has also learned strong magical defences. 
  As an immediate action, he can choose an 
  energy type and gain energy resistance 
  to the chosen energy type equal to half his 
  class level for a number of rounds equal to 
  the number of yellow spectrum powers he 
  possesses. If he chooses the sonic energy 
  type, his energy resistance is instead equal to 
  his class level. The yellow mage may use this 
  ability a number of times per day equal to 3 + 
  his Intelligence modifier.
  Mesmorphic (Su): It is hard to defend 
  against this yellow mage who is equally good 
  at summoning monsters, creating illusions, 
  and transmuting targets. The yellow mage 
  gains a +1 bonus to his caster level when 
  casting spells of the summoning or pattern 
  subschool or the transmutation school.
  Roaring Spell (Su): This yellow mage can 
  turn any spell into a sonic attack. He can 
  expend a prepared spell to create a sphere of 
  sound similar to a fireball. The sphere has a 
  radius equal to 5 feet per 2 levels of the spell 
  expended (minimum one 5-foot square) and 
  medium range (100 ft. + 10 ft./caster level). 
  A sound sphere deals 1d4 sonic damage per 
  level of spell expended, +1 hp per 2 caster 
  levels. A successful Reflex save halves this 
  damage. The DC of this saving throw is equal 
  to 10 + one-half his class level + his Intelligence 
  modifier. A yellow mage is immune to the 
  effects of his own roaring spell.
  Resistance (Sp): It is hard to penetrate the 
  yellow mage’s defences. He permanently gains 
  spell resistance equal to 5 + his class level.
  NeW Feats
  The addition of a whole new magical 
  subsystem naturally leads to the development 
  of feats to augment and alter how that 
  subsystem works. As with most classes, a 
  mosaic mage can augment some of his class 
  abilities with feat selection. Additionally, 
  members of other classes can gain limited 
  access to the spectrum powers of mosaic 
  mages through such feats.
  Acquire Spectrum power
  You gain influence over the colors of 
  magic.
  Prerequisites: Character level 5, Int 15
  Benefit: You gain a spectrum power as 
  though you were a mosaic mage of that 
  power’s color spectrum. For spectrum 
  powers that depend on class level, your 
  effective mosaic mage level is equal to one-
  half your character level. You cannot choose 
  an advanced spectrum power.
  Special: If you are a mosaic mage and the 
  spectrum power you choose belongs to your 
  
  12
  color spectrum, your effective mosaic mage 
  level is equal to your class level.
  Special: This feat may be selected more 
  than once, but not more often than once every 
  5 levels.
  Acquire AdvAnced Spectrum 
  power 
  Your influence over the colors of magic 
  compares to a select few.
  Prerequisites: Character level 10th, two 
  or more spectrum powers, Int 17
  Benefit: You gain an advanced spectrum 
  power as though you were a primary mosaic 
  mage of that power’s color spectrum. For 
  spectrum powers that depend on your class 
  level, your effective mosaic mage level is 
  equal to one-half your character level or HD, 
  whichever is higher.
  Special: If you are a mosaic mage and the 
  spectrum power you choose belongs to you 
  color spectrum, your effective mosaic mage 
  level is equal to your class level.
  croSS Spectrum Study
  You broaden your study of mosaic magic.
  Prerequisite: Mosaic mage.
  Benefit: Select one additional spectrum. 
  You may prepare spells in that spectrum by 
  using two spell slots. You may select spectrum 
  powers of your new spectrum if you are 12th 
  level of higher. (You cannot select advanced 
  spectrum powers of your new spectrum).
  SuppreSS moSAic AurA 
  You’ve learned to dismiss your telltale 
  aura.
  Prerequisite: Mosaic mage
  Benefit: As a free action, you can make 
  your mosaic aura invisible to 
  the naked eye (causing your 
  attire and gear to revert to its 
  normal coloration). Your aura 
  is still visible to divination 
  magic such as detect magic.
  
  13
  13
  We err oN the side oF aWesoMe!
  credits
  Designer:
  Ryan Costello, Jr.
  Developer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Creative Director:
  Stan!
  Cover Art:
  RedPeggy
  Interior Art:
  Joe Calkins, RedPeggy, Lin Bo, Sade
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2011 Owen K.C. Stephens
  Used with permission
  For more information about Super Genius Games, and our upcoming products, follow us on  
  Facebook: www.facebook.com/SuperGeniusGames, via Twitter: Owen: @Owen_Stephens,  
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  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 Pathefinder 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.
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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 Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
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  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, 
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  Genius Guide to the Mosaic Mage. Copyright 2011, Super Genius Games, LLC; Author: Ryan Costello, Jr.
  
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